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+13
-13
@@ -9,12 +9,12 @@
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-----------------------------------------------------------------------------
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*/
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#include "ScreenDimensions.h"
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#include "GameConstantsAndTypes.h"
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#include "Math.h" // for fabs()
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#include "Player.h"
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#include "RageUtil.h"
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#include "ThemeManager.h"
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#include "GameTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "ArrowEffects.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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@@ -61,7 +61,7 @@ Player::Player()
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void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
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{
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//HELPER.Log( "Player::Load()", );
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//LOG->WriteLine( "Player::Load()", );
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this->CopyAll( pNoteData );
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m_PlayerNumber = player_no;
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@@ -96,7 +96,7 @@ void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOpti
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void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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{
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//HELPER.Log( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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//LOG->WriteLine( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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//
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@@ -253,7 +253,7 @@ bool Player::IsThereANoteAtIndex( int iIndex )
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void Player::HandlePlayerStep( float fSongBeat, ColumnNumber col, float fMaxBeatDiff )
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{
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//HELPER.Log( "Player::HandlePlayerStep()" );
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//LOG->WriteLine( "Player::HandlePlayerStep()" );
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ASSERT( col >= 0 && col <= m_iNumTracks );
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@@ -284,7 +284,7 @@ void Player::HandlePlayerStep( float fSongBeat, ColumnNumber col, float fMaxBeat
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float fBeatsUntilStep = NoteIndexToBeat( (float)hn.m_iStartIndex ) - fSongBeat;
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float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
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//HELPER.Log( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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//LOG->WriteLine( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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@@ -325,13 +325,13 @@ void Player::HandlePlayerStep( float fSongBeat, ColumnNumber col, float fMaxBeat
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void Player::CheckForCompleteRow( float fSongBeat, ColumnNumber col, float fMaxBeatDiff )
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{
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//HELPER.Log( "Player::CheckForCompleteRow()" );
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//LOG->WriteLine( "Player::CheckForCompleteRow()" );
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// look for the closest matching step
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int iIndexStartLookingAt = BeatToNoteIndex( fSongBeat );
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int iNumElementsToExamine = BeatToNoteIndex( fMaxBeatDiff ); // number of elements to examine on either end of iIndexStartLookingAt
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//HELPER.Log( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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//LOG->WriteLine( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
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for( int delta=0; delta <= iNumElementsToExamine; delta++ )
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@@ -346,7 +346,7 @@ void Player::CheckForCompleteRow( float fSongBeat, ColumnNumber col, float fMaxB
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////////////////////////////
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// check the step to the left of iIndexStartLookingAt
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////////////////////////////
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//HELPER.Log( "Checking NoteMetadata[%d]", iCurrentIndexEarlier );
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//LOG->WriteLine( "Checking NoteMetadata[%d]", iCurrentIndexEarlier );
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if( m_TapNotes[col][iCurrentIndexEarlier] != '0' ) // these NoteMetadata overlap
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{
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m_TapNotes[col][iCurrentIndexEarlier] = '0'; // mark hit
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@@ -365,7 +365,7 @@ void Player::CheckForCompleteRow( float fSongBeat, ColumnNumber col, float fMaxB
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////////////////////////////
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// check the step to the right of iIndexStartLookingAt
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////////////////////////////
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//HELPER.Log( "Checking NoteMetadata[%d]", iCurrentIndexLater );
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//LOG->WriteLine( "Checking NoteMetadata[%d]", iCurrentIndexLater );
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if( m_TapNotes[col][iCurrentIndexLater] != '0' ) // these NoteMetadata overlap
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{
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m_TapNotes[col][iCurrentIndexLater] = '0'; // mark hit
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@@ -391,7 +391,7 @@ void Player::OnRowDestroyed( float fSongBeat, ColumnNumber col, float fMaxBeatDi
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float fBeatsUntilStep = fStepBeat - fSongBeat;
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float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
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//HELPER.Log( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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//LOG->WriteLine( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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@@ -480,7 +480,7 @@ ScoreSummary Player::GetScoreSummary()
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int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
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{
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//HELPER.Log( "NoteMetadata::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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//LOG->WriteLine( "NoteMetadata::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisIndex = BeatToNoteIndex( fMissIfOlderThanThisBeat );
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@@ -489,7 +489,7 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
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// Instead, only check 10 elements back. Even 10 is overkill.
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int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//HELPER.Log( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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//LOG->WriteLine( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
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{
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if( m_TapNoteScores[i] != TNS_NONE ) // this index already has a score
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