[warps] More consistent naming.

Now to make changes...
This commit is contained in:
Jason Felds
2011-03-25 01:52:14 -04:00
parent db429e11cc
commit 92e3ab338d
3 changed files with 20 additions and 14 deletions
+11 -6
View File
@@ -897,7 +897,7 @@ void GameState::ResetMusicStatistics()
m_bFreeze = false;
m_bDelay = false;
m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
m_fWarpLength = -1; // Set when a warp is encountered. also see above. -aj
m_fWarpDestination = -1; // Set when a warp is encountered. also see above. -aj
m_fMusicSecondsVisible = 0;
m_fSongBeatVisible = 0;
Actor::SetBGMTime( 0, 0, 0, 0 );
@@ -943,7 +943,7 @@ void GameState::ResetStageStatistics()
}
static Preference<float> g_fVisualDelaySeconds( "VisualDelaySeconds", 0.0f );
// todo: modify for warps -aj
void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp )
{
if( !timestamp.IsZero() )
@@ -957,16 +957,21 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) );
*/
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_fWarpLength );
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_fWarpDestination );
// "Crash reason : -243478.890625 -48695.773438"
ASSERT_M( m_fSongBeat > -2000, ssprintf("Song beat %f at %f seconds", m_fSongBeat, fPositionSeconds) );
//if( m_iWarpBeginRow != -1 || m_iWarpEndRow == -1 )
if( m_iWarpBeginRow != -1 && m_fWarpLength > 0.0f )
if( m_iWarpBeginRow != -1 && m_fWarpDestination > 0.0f )
{
float fWarpLength = m_fWarpDestination-NoteRowToBeat(m_iWarpBeginRow);
// There is a warp in this section.
LOG->Trace("warp at %i lasts for %f, jumps to %i",m_iWarpBeginRow,m_fWarpLength,m_iWarpBeginRow+BeatToNoteRow(m_fWarpLength));
//fPositionSeconds += (m_fWarpLength * m_fCurBPS);
LOG->Trace("warp at row %i lasts for %f beats, jumps to row %i",
m_iWarpBeginRow,
fWarpLength,
BeatToNoteRow(m_fWarpDestination));
fPositionSeconds += (fWarpLength * m_fCurBPS);
}
m_fMusicSeconds = fPositionSeconds;
+3 -2
View File
@@ -208,9 +208,10 @@ public:
bool m_bFreeze;
/** @brief A flag to determine if we're in the middle of a delay (Pump style stop). */
bool m_bDelay;
// used for warping:
/** @brief The row used to start a warp. */
int m_iWarpBeginRow;
float m_fWarpLength;
/** @brief The beat to warp to afterwards. */
float m_fWarpDestination;
RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
BroadcastOnChange<bool> m_bGameplayLeadIn;
+6 -6
View File
@@ -2551,8 +2551,8 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
if( !NeedsTapJudging(tn) )
continue;
// warp hackery
if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
// Ignore all notes that are skipped via WARPS.
if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
continue;
if( tn.type == TapNote::mine )
@@ -2570,7 +2570,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
{
// warp hackery: don't score notes within the warp region.
// (Only useful when QuirksMode is enabled.) -aj
if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
continue;
tn.result.tns = TNS_Miss;
@@ -2593,7 +2593,7 @@ void Player::UpdateJudgedRows()
// if row is within a warp section, ignore it. -aj
if( iRow >= GAMESTATE->m_iWarpBeginRow &&
iRow <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
iRow < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
continue;
if( iLastSeenRow != iRow )
@@ -2929,7 +2929,7 @@ void Player::HandleTapRowScore( unsigned row )
// more warp hackery. -aj
if( row >= (unsigned)GAMESTATE->m_iWarpBeginRow &&
row <= (unsigned)(GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
row < (unsigned)(BeatToNoteRow(GAMESTATE->m_fWarpDestination)) )
return;
if( GAMESTATE->m_bDemonstrationOrJukebox )
@@ -3034,7 +3034,7 @@ void Player::HandleHoldCheckpoint( int iRow, int iNumHoldsHeldThisRow, int iNumH
// more warp hackery. -aj
if( iRow >= GAMESTATE->m_iWarpBeginRow &&
iRow <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
iRow < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
return;
// don't accumulate combo if AutoPlay is on.