add Player::UpdateHoldNotes, score groups of hold notes together if JudgeHoldNotesOnSameRowTogether (experimental)
This commit is contained in:
+142
-111
@@ -650,8 +650,10 @@ void Player::Update( float fDeltaTime )
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// update HoldNotes logic
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//
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{
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// Check only 1 beat back for holds. Even 1 beat is overkill.
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const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
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vector<TrackRowTapNote> vHoldNotesToGradeTogether;
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int iRowOfLastHoldNote = -1;
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NoteData::all_tracks_iterator iter = m_NoteData.GetTapNoteRangeAllTracks( iStartCheckingAt, iSongRow+1, NULL, true );
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for( ; !iter.IsAtEnd(); ++iter )
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{
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@@ -661,123 +663,25 @@ void Player::Update( float fDeltaTime )
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int iTrack = iter.Track();
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int iRow = iter.Row();
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int iEndRow = iRow + tn.iDuration;
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TrackRowTapNote trtn = { iTrack, iRow, &tn };
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// set hold flags so NoteField can do intelligent drawing
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tn.HoldResult.bHeld = false;
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tn.HoldResult.bActive = false;
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// If the song beat is in the range of this hold:
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if( iRow <= iSongRow && iRow <= iEndRow )
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tn.HoldResult.fOverlappedTime += fDeltaTime;
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else
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tn.HoldResult.fOverlappedTime = 0;
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HoldNoteScore hns = tn.HoldResult.hns;
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if( hns != HNS_None ) // if this HoldNote already has a result
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continue; // we don't need to update the logic for this one
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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// if they got a bad score or haven't stepped on the corresponding tap yet
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const TapNoteScore tns = tn.result.tns;
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const bool bSteppedOnTapNote = tns != TNS_None && tns != TNS_Miss; // did they step on the start of this hold?
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bool bIsHoldingButton = false;
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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if( iRow != iRowOfLastHoldNote )//|| !JUDGE_HOLD_NOTES_ON_SAME_ROW_TOGETHER )
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{
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// TODO: Make the CPU miss sometimes.
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bIsHoldingButton = true;
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.m_bUsedAutoplay = true;
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}
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else
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{
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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}
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float fLife = tn.HoldResult.fLife;
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if( bSteppedOnTapNote && fLife != 0 )
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{
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/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
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* Do this even if we're a little beyond the end of the hold note, to make sure
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* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
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tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
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}
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// If the song beat is in the range of this hold:
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if( iRow <= iSongRow && iRow <= iEndRow )
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{
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switch( tn.subType )
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if( !vHoldNotesToGradeTogether.empty() )
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{
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case TapNote::hold_head_hold:
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// set hold flag so NoteField can do intelligent drawing
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tn.HoldResult.bHeld = bIsHoldingButton && bSteppedOnTapNote;
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tn.HoldResult.bActive = bSteppedOnTapNote;
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if( bSteppedOnTapNote && bIsHoldingButton )
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{
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// Increase life
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fLife = 1;
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}
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else
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{
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// Decrease life
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fLife -= fDeltaTime/GetWindowSeconds(TW_Hold);
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fLife = max( fLife, 0 ); // clamp
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}
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break;
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case TapNote::hold_head_roll:
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tn.HoldResult.bHeld = true;
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tn.HoldResult.bActive = bSteppedOnTapNote;
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// give positive life in Step(), not here.
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// Decrease life
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fLife -= fDeltaTime/GetWindowSeconds(TW_Roll);
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fLife = max( fLife, 0 ); // clamp
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break;
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default:
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ASSERT(0);
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UpdateHoldNotes( iSongRow, fDeltaTime, vHoldNotesToGradeTogether );
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vHoldNotesToGradeTogether.clear();
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}
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}
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// TODO: Cap the active time passed to the score keeper to the actual start time and end time of the hold.
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if( tn.HoldResult.bActive )
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{
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float fSecondsActiveSinceLastUpdate = fDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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if( m_pPrimaryScoreKeeper )
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m_pPrimaryScoreKeeper->HandleHoldActiveSeconds( fSecondsActiveSinceLastUpdate );
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if( m_pSecondaryScoreKeeper )
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m_pSecondaryScoreKeeper->HandleHoldActiveSeconds( fSecondsActiveSinceLastUpdate );
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}
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/* check for LetGo. If the head was missed completely, don't count an LetGo. */
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if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
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hns = HNS_LetGo;
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// check for OK
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if( iSongRow >= iEndRow && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
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{
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fLife = 1;
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hns = HNS_Held;
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bool bBright = m_pPlayerStageStats && m_pPlayerStageStats->m_iCurCombo>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
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if( m_pNoteField )
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m_pNoteField->DidHoldNote( iTrack, HNS_Held, bBright ); // bright ghost flash
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}
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tn.HoldResult.fLife = fLife;
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tn.HoldResult.hns = hns;
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if( hns != HNS_None )
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{
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/* this note has been judged */
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HandleHoldScore( tn );
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SetHoldJudgment( tn.result.tns, tn.HoldResult.hns, iTrack );
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}
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iRowOfLastHoldNote = iRow;
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vHoldNotesToGradeTogether.push_back( trtn );
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}
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if( !vHoldNotesToGradeTogether.empty() )
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{
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UpdateHoldNotes( iSongRow, fDeltaTime, vHoldNotesToGradeTogether );
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vHoldNotesToGradeTogether.clear();
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}
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}
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{
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@@ -819,6 +723,133 @@ void Player::Update( float fDeltaTime )
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ApplyWaitingTransforms();
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}
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/* Update every hold in TrackRowTapNote, but require that all holds in */
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void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTapNote> &vTN )
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{
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FOREACH( TrackRowTapNote, vTN, trtn )
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{
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int iTrack = trtn->iTrack;
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int iRow = trtn->iRow;
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TapNote &tn = *trtn->pTN;
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int iEndRow = iRow + tn.iDuration;
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// set hold flags so NoteField can do intelligent drawing
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tn.HoldResult.bHeld = false;
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tn.HoldResult.bActive = false;
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// If the song beat is in the range of this hold:
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if( iRow <= iSongRow && iRow <= iEndRow )
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tn.HoldResult.fOverlappedTime += fDeltaTime;
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else
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tn.HoldResult.fOverlappedTime = 0;
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HoldNoteScore hns = tn.HoldResult.hns;
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if( hns != HNS_None ) // if this HoldNote already has a result
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continue; // we don't need to update the logic for this one
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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// if they got a bad score or haven't stepped on the corresponding tap yet
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const TapNoteScore tns = tn.result.tns;
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const bool bSteppedOnTapNote = tns != TNS_None && tns != TNS_Miss; // did they step on the start of this hold?
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bool bIsHoldingButton = false;
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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{
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// TODO: Make the CPU miss sometimes.
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bIsHoldingButton = true;
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.m_bUsedAutoplay = true;
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}
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else
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{
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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}
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float fLife = tn.HoldResult.fLife;
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if( bSteppedOnTapNote && fLife != 0 )
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{
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/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
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* Do this even if we're a little beyond the end of the hold note, to make sure
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* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
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tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
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}
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// If the song beat is in the range of this hold:
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if( iRow <= iSongRow && iRow <= iEndRow )
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{
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switch( tn.subType )
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{
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case TapNote::hold_head_hold:
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// set hold flag so NoteField can do intelligent drawing
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tn.HoldResult.bHeld = bIsHoldingButton && bSteppedOnTapNote;
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tn.HoldResult.bActive = bSteppedOnTapNote;
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if( bSteppedOnTapNote && bIsHoldingButton )
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{
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// Increase life
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fLife = 1;
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}
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else
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{
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// Decrease life
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fLife -= fDeltaTime/GetWindowSeconds(TW_Hold);
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fLife = max( fLife, 0 ); // clamp
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}
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break;
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case TapNote::hold_head_roll:
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tn.HoldResult.bHeld = true;
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tn.HoldResult.bActive = bSteppedOnTapNote;
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// give positive life in Step(), not here.
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// Decrease life
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fLife -= fDeltaTime/GetWindowSeconds(TW_Roll);
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fLife = max( fLife, 0 ); // clamp
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break;
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default:
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ASSERT(0);
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}
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}
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// TODO: Cap the active time passed to the score keeper to the actual start time and end time of the hold.
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if( tn.HoldResult.bActive )
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{
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float fSecondsActiveSinceLastUpdate = fDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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if( m_pPrimaryScoreKeeper )
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m_pPrimaryScoreKeeper->HandleHoldActiveSeconds( fSecondsActiveSinceLastUpdate );
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if( m_pSecondaryScoreKeeper )
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m_pSecondaryScoreKeeper->HandleHoldActiveSeconds( fSecondsActiveSinceLastUpdate );
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}
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/* check for LetGo. If the head was missed completely, don't count an LetGo. */
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if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
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hns = HNS_LetGo;
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// check for OK
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if( iSongRow >= iEndRow && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
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{
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fLife = 1;
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hns = HNS_Held;
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bool bBright = m_pPlayerStageStats && m_pPlayerStageStats->m_iCurCombo>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
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if( m_pNoteField )
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m_pNoteField->DidHoldNote( iTrack, HNS_Held, bBright ); // bright ghost flash
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}
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tn.HoldResult.fLife = fLife;
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tn.HoldResult.hns = hns;
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if( hns != HNS_None )
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{
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/* this note has been judged */
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HandleHoldScore( tn );
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SetHoldJudgment( tn.result.tns, tn.HoldResult.hns, iTrack );
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}
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}
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}
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void Player::ApplyWaitingTransforms()
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{
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for( unsigned j=0; j<m_pPlayerState->m_ModsToApply.size(); j++ )
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@@ -86,7 +86,6 @@ public:
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}
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};
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class Player: public ActorFrame
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{
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public:
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@@ -97,6 +96,14 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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struct TrackRowTapNote
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{
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int iTrack;
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int iRow;
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TapNote *pTN;
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};
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void UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTapNote> &vTN );
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void Init(
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const RString &sType,
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PlayerState* pPlayerState,
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