ugh. Cleanup of ez2's menubganimations.
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+19
-19
@@ -33,7 +33,7 @@ Notes::Notes()
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* it'd trip obscure asserts all over the place, so I'll wait
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* until after b6 to do this. -glenn */
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m_NotesType = NOTES_TYPE_DANCE_SINGLE;
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m_DifficultyClass = CLASS_INVALID;
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m_Difficulty = CLASS_INVALID;
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m_iMeter = 0;
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ZeroMemory(m_fRadarValues, sizeof(m_fRadarValues));
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@@ -54,7 +54,7 @@ void Notes::WriteSMNotesTag( FILE* fp )
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fprintf( fp, "#NOTES:\n" );
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fprintf( fp, " %s:\n", GameManager::NotesTypeToString(m_NotesType) );
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fprintf( fp, " %s:\n", m_sDescription );
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fprintf( fp, " %s:\n", DifficultyClassToString(m_DifficultyClass) );
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fprintf( fp, " %s:\n", DifficultyToString(m_Difficulty) );
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fprintf( fp, " %d:\n", m_iMeter );
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CStringArray asRadarValues;
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@@ -77,7 +77,7 @@ void Notes::GetNoteData( NoteData* pNoteDataOut ) const
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pNoteDataOut->LoadFromSMNoteDataString( m_sSMNoteData );
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}
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// Color is a function of DifficultyClass and Intended Style
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// Color is a function of Difficulty and Intended Style
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D3DXCOLOR Notes::GetColor() const
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{
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CString sDescription = m_sDescription;
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@@ -88,32 +88,32 @@ D3DXCOLOR Notes::GetColor() const
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else if( -1 != m_sDescription.Find("couple") )
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return D3DXCOLOR(0,0,1,1); // blue
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else
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return DifficultyClassToColor( m_DifficultyClass );
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return DifficultyToColor( m_Difficulty );
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}
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void Notes::TidyUpData()
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{
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if( m_DifficultyClass == CLASS_INVALID )
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m_DifficultyClass = DifficultyClassFromDescriptionAndMeter( m_sDescription, m_iMeter );
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if( m_Difficulty == CLASS_INVALID )
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m_Difficulty = DifficultyFromDescriptionAndMeter( m_sDescription, m_iMeter );
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if( m_iMeter < 1 || m_iMeter > 10 )
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{
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switch( m_DifficultyClass )
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switch( m_Difficulty )
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{
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case CLASS_EASY: m_iMeter = 3; break;
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case CLASS_MEDIUM: m_iMeter = 5; break;
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case CLASS_HARD: m_iMeter = 8; break;
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case DIFFICULTY_EASY: m_iMeter = 3; break;
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case DIFFICULTY_MEDIUM: m_iMeter = 5; break;
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case DIFFICULTY_HARD: m_iMeter = 8; break;
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default: ASSERT(0);
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}
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}
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}
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DifficultyClass Notes::DifficultyClassFromDescriptionAndMeter( CString sDescription, int iMeter )
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Difficulty Notes::DifficultyFromDescriptionAndMeter( CString sDescription, int iMeter )
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{
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sDescription.MakeLower();
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const int DESCRIPTIONS_PER_CLASS = 4;
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const CString sDescriptionParts[NUM_DIFFICULTY_CLASSES][DESCRIPTIONS_PER_CLASS] = {
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const CString sDescriptionParts[NUM_DIFFICULTIES][DESCRIPTIONS_PER_CLASS] = {
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{
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"easy",
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"basic",
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@@ -134,15 +134,15 @@ DifficultyClass Notes::DifficultyClassFromDescriptionAndMeter( CString sDescript
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},
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};
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for( int i=0; i<NUM_DIFFICULTY_CLASSES; i++ )
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for( int i=0; i<NUM_DIFFICULTIES; i++ )
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for( int j=0; j<DESCRIPTIONS_PER_CLASS; j++ )
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if( sDescription.Find(sDescriptionParts[i][j]) != -1 )
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return DifficultyClass(i);
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return Difficulty(i);
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// guess difficulty class from meter
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if( iMeter <= 3 ) return CLASS_EASY;
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else if( iMeter <= 6 ) return CLASS_MEDIUM;
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else return CLASS_HARD;
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if( iMeter <= 3 ) return DIFFICULTY_EASY;
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else if( iMeter <= 6 ) return DIFFICULTY_MEDIUM;
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else return DIFFICULTY_HARD;
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}
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@@ -190,8 +190,8 @@ int CompareNotesPointersByMeter(const void *arg1, const void *arg2)
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int CompareNotesPointersByDifficulty(Notes* pNotes1, Notes* pNotes2)
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{
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DifficultyClass class1 = pNotes1->m_DifficultyClass;
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DifficultyClass class2 = pNotes2->m_DifficultyClass;
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Difficulty class1 = pNotes1->m_Difficulty;
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Difficulty class2 = pNotes2->m_Difficulty;
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if( class1 < class2 )
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return -1;
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