merge duplicate mine code

This commit is contained in:
Glenn Maynard
2005-02-07 03:45:25 +00:00
parent 4c0a55a295
commit 5356bb6b96
+32 -38
View File
@@ -731,23 +731,7 @@ void Player::Step( int col, const RageTimer &tm )
case TapNote::mine:
// stepped too close to mine?
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Mine) )
{
m_soundMine.Play();
score = TNS_HIT_MINE;
if( m_pLifeMeter )
m_pLifeMeter->ChangeLifeMine();
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->ChangeLifeMine( pn );
tn.result.bHidden = true;
m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
if( m_pNoteField )
m_pNoteField->DidTapNote( col, score, false );
}
break;
case TapNote::attack:
@@ -825,28 +809,43 @@ void Player::Step( int col, const RageTimer &tm )
TapNoteScore get_to_avoid = bTapsOnRow ? TNS_GREAT : TNS_GOOD;
if( score >= get_to_avoid )
{
return; // avoided
}
else
{
score = TNS_HIT_MINE;
m_soundMine.Play();
if( m_pLifeMeter )
m_pLifeMeter->ChangeLifeMine();
// Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->ChangeLifeMine( pn );
tn.result.bHidden = true;
m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
if( m_pNoteField )
m_pNoteField->DidTapNote( col, score, false );
}
}
break;
default:
ASSERT(0);
score = TNS_NONE;
break;
}
if( score == TNS_HIT_MINE )
{
m_soundMine.Play();
if( m_pLifeMeter )
m_pLifeMeter->ChangeLifeMine();
// TODO: Remove use of PlayerNumber
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->ChangeLifeMine( pn );
tn.result.bHidden = true;
m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
if( m_pNoteField )
m_pNoteField->DidTapNote( col, score, false );
}
switch( m_pPlayerState->m_PlayerController )
{
case PC_HUMAN:
break;
case PC_CPU:
case PC_AUTOPLAY:
/* AI will generate misses here. Don't handle a miss like a regular note because
* we want the judgment animation to appear delayed. Instead, return early if
* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
@@ -888,11 +887,6 @@ void Player::Step( int col, const RageTimer &tm )
}
break;
default:
ASSERT(0);
score = TNS_NONE;
break;
}