(Overly large commit; these ended up being very interdependent.)

Move beat searching in NoteField into FindFirstDisplayedBeat and FindLastDisplayedBeat.
Handle seamless note skin changing during Rave mode.
NoteDisplay loads a given note skin, ignoring GAMESTATE.
This commit is contained in:
Glenn Maynard
2003-09-12 06:23:51 +00:00
parent 8180a6c614
commit b0adf33f18
10 changed files with 302 additions and 111 deletions
+51
View File
@@ -521,6 +521,19 @@ void GameState::RestoreSelectedOptions()
m_SongOptions = m_StoredSongOptions;
}
void GameState::ResetNoteSkins()
{
for( int pn = 0; pn < NUM_PLAYERS; ++pn )
{
m_BeatToNoteSkin[pn].clear();
m_BeatToNoteSkin[pn][-1000] = GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin;
}
m_BeatToNoteSkinRev = 0;
}
/* From NoteField: */
extern float g_fNoteFieldLastBeatToDraw;
void GameState::LaunchAttack( PlayerNumber target, Attack a )
{
@@ -538,6 +551,44 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
m_TransformsToApply[target].push_back( po.m_Transform );
}
if( po.m_sNoteSkin != "" )
{
map<float,CString> &BeatToNoteSkin = m_BeatToNoteSkin[target];
/* Add it in the future, past what's currently on screen, so new arrows will scroll
* on screen with this skin. */
const float CurBeat = this->m_fSongBeat;
/* If reasonable, push the attack forward so notes on screen don't change suddenly. */
const float AddBeat = min( CurBeat+16, g_fNoteFieldLastBeatToDraw );
const float AddSecond = this->m_pCurSong->GetElapsedTimeFromBeat( CurBeat );
const float EndSecond = AddSecond + a.fSecsRemaining;
const float EndBeat = this->m_pCurSong->GetBeatFromElapsedTime( EndSecond );
/* If there are any note skins after the point we're adding, remove them. We probably
* have overlapping note skin attacks. */
map<float,CString>::iterator it = BeatToNoteSkin.begin();
while( it != BeatToNoteSkin.end() )
{
map<float,CString>::iterator next = it;
++next;
if( it->first >= AddBeat )
{
LOG->Trace( "erase old %f", it->first );
BeatToNoteSkin.erase( it );
}
it = next;
}
/* Add the skin to m_BeatToNoteSkin. */
BeatToNoteSkin[AddBeat] = po.m_sNoteSkin;
/* Return to the default note skin after the duration. */
BeatToNoteSkin[EndBeat] = GAMESTATE->m_PlayerOptions[target].m_sNoteSkin;
++m_BeatToNoteSkinRev;
po.m_sNoteSkin = "";
}
// search for an open slot
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
if( m_ActiveAttacks[target][s].fSecsRemaining <= 0 )
+7
View File
@@ -19,6 +19,8 @@
#include "Grade.h"
#include "StageStats.h"
#include <map>
class Song;
class Steps;
class Course;
@@ -152,6 +154,11 @@ public:
float m_fCurBPS;
bool m_bFreeze; // in the middle of a freeze
bool m_bPastHereWeGo;
map<float,CString> m_BeatToNoteSkin[NUM_PLAYERS];
int m_BeatToNoteSkinRev; /* hack: incremented whenever m_BeatToNoteSkin changes */
void ResetNoteSkins();
static const float MUSIC_SECONDS_INVALID;
void ResetMusicStatistics(); // Call this when it's time to play a new song. Clears the values above.
+57 -57
View File
@@ -43,35 +43,35 @@ Actor* MakeModelOrSprite( CString sFile )
}
}
#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB(pn,name,"DrawHoldHeadForTapsOnSameRow")
#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"TapNoteAnimationLengthInBeats")
#define TAP_ADDITION_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"TapAdditionAnimationLengthInBeats")
#define TAP_MINE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"TapMineAnimationLengthInBeats")
#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldHeadAnimationLengthInBeats")
#define HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldTopCapAnimationLengthInBeats")
#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldBodyAnimationLengthInBeats")
#define HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldBottomCapAnimationLengthInBeats")
#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldTailAnimationLengthInBeats")
#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"TapNoteAnimationIsVivid")
#define TAP_ADDITION_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"TapAdditionAnimationIsVivid")
#define TAP_MINE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"TapMineAnimationIsVivid")
#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldHeadAnimationIsVivid")
#define HOLD_TOPCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldTopCapAnimationIsVivid")
#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldBodyAnimationIsVivid")
#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldBottomCapAnimationIsVivid")
#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldTailAnimationIsVivid")
#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"TapNoteAnimationIsNoteColor")
#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldHeadAnimationIsNoteColor")
#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldTopCapAnimationIsNoteColor")
#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldBodyAnimationIsNoteColor")
#define HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldBottomCapAnimationIsNoteColor")
#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldTailAnimationIsNoteColor")
#define HOLD_HEAD_IS_ABOVE_WAVY_PARTS NOTESKIN->GetMetricB(pn,name,"HoldHeadIsAboveWavyParts")
#define HOLD_TAIL_IS_ABOVE_WAVY_PARTS NOTESKIN->GetMetricB(pn,name,"HoldTailIsAboveWavyParts")
#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI(pn,name,"StartDrawingHoldBodyOffsetFromHead")
#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI(pn,name,"StopDrawingHoldBodyOffsetFromTail")
#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF(pn,name,"HoldNGGrayPercent")
#define USE_LIGHTING NOTESKIN->GetMetricB(pn,name,"UseLighting")
#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB(skin,name,"DrawHoldHeadForTapsOnSameRow")
#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"TapNoteAnimationLengthInBeats")
#define TAP_ADDITION_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"TapAdditionAnimationLengthInBeats")
#define TAP_MINE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"TapMineAnimationLengthInBeats")
#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldHeadAnimationLengthInBeats")
#define HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldTopCapAnimationLengthInBeats")
#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldBodyAnimationLengthInBeats")
#define HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldBottomCapAnimationLengthInBeats")
#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(skin,name,"HoldTailAnimationLengthInBeats")
#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsVivid")
#define TAP_ADDITION_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"TapAdditionAnimationIsVivid")
#define TAP_MINE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"TapMineAnimationIsVivid")
#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsVivid")
#define HOLD_TOPCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsVivid")
#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsVivid")
#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsVivid")
#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsVivid")
#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"TapNoteAnimationIsNoteColor")
#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldHeadAnimationIsNoteColor")
#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldTopCapAnimationIsNoteColor")
#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldBodyAnimationIsNoteColor")
#define HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldBottomCapAnimationIsNoteColor")
#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(skin,name,"HoldTailAnimationIsNoteColor")
#define HOLD_HEAD_IS_ABOVE_WAVY_PARTS NOTESKIN->GetMetricB(skin,name,"HoldHeadIsAboveWavyParts")
#define HOLD_TAIL_IS_ABOVE_WAVY_PARTS NOTESKIN->GetMetricB(skin,name,"HoldTailIsAboveWavyParts")
#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI(skin,name,"StartDrawingHoldBodyOffsetFromHead")
#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI(skin,name,"StopDrawingHoldBodyOffsetFromTail")
#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF(skin,name,"HoldNGGrayPercent")
#define USE_LIGHTING NOTESKIN->GetMetricB(skin,name,"UseLighting")
// cache
struct NoteMetricCache_t {
@@ -105,10 +105,10 @@ struct NoteMetricCache_t {
float m_fHoldNGGrayPercent;
bool m_bUseLighting;
void Load(PlayerNumber pn, const CString &name);
void Load(CString skin, const CString &name);
} *NoteMetricCache;
void NoteMetricCache_t::Load(PlayerNumber pn, const CString &name)
void NoteMetricCache_t::Load(CString skin, const CString &name)
{
m_bDrawHoldHeadForTapsOnSameRow = DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW;
m_fTapNoteAnimationLengthInBeats = TAP_NOTE_ANIMATION_LENGTH_IN_BEATS;
@@ -169,7 +169,7 @@ NoteDisplay::~NoteDisplay()
delete cache;
}
void NoteDisplay::Load( int iColNum, PlayerNumber pn, float fYReverseOffsetPixels )
void NoteDisplay::Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fYReverseOffsetPixels )
{
m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
@@ -179,7 +179,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn, float fYReverseOffsetPixel
if(Button == "")
Button = NoteSkinManager::ColToButtonName(iColNum);
cache->Load( pn, Button );
cache->Load( NoteSkin, Button );
// Look up note names once and store them here.
CString sNoteType[ NOTE_COLOR_IMAGES ];
@@ -190,85 +190,85 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn, float fYReverseOffsetPixel
if( cache->m_bTapNoteAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
m_pTapNote[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "tap note "+sNoteType[i]) );
m_pTapNote[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "tap note "+sNoteType[i]) );
}
else
{
m_pTapNote[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "tap note") );
m_pTapNote[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "tap note") );
}
m_pTapAddition = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "tap addition") );
m_pTapAddition = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "tap addition") );
m_pTapMine = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "tap mine") );
m_pTapMine = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "tap mine") );
if( cache->m_bHoldHeadAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_pHoldHeadActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head active "+sNoteType[i]) );
m_pHoldHeadInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head inactive "+sNoteType[i]) );
m_pHoldHeadActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold head active "+sNoteType[i]) );
m_pHoldHeadInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold head inactive "+sNoteType[i]) );
}
}
else
{
m_pHoldHeadActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head active") );
m_pHoldHeadInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head inactive") );
m_pHoldHeadActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold head active") );
m_pHoldHeadInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold head inactive") );
}
if( cache->m_bHoldTopCapAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap active "+sNoteType[i]) );
m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap inactive "+sNoteType[i]) );
m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold topcap active "+sNoteType[i]) );
m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold topcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap active") );
m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap inactive") );
m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold topcap active") );
m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold topcap inactive") );
}
if( cache->m_bHoldBodyAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBodyActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold body active "+sNoteType[i]) );
m_sprHoldBodyInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold body inactive "+sNoteType[i]) );
m_sprHoldBodyActive[i].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold body active "+sNoteType[i]) );
m_sprHoldBodyInactive[i].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold body inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBodyActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold body active") );
m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold body inactive") );
m_sprHoldBodyActive[0].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold body active") );
m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold body inactive") );
}
if( cache->m_bHoldBottomCapAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap active "+sNoteType[i]) );
m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap inactive "+sNoteType[i]) );
m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold bottomcap active "+sNoteType[i]) );
m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold bottomcap inactive "+sNoteType[i]) );
}
}
else
{
m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap active") );
m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap inactive") );
m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold bottomcap active") );
m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold bottomcap inactive") );
}
if( cache->m_bHoldTailAnimationIsNoteColor )
{
for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
{
m_pHoldTailActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail active "+sNoteType[i]) );
m_pHoldTailInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive "+sNoteType[i]) );
m_pHoldTailActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold tail active "+sNoteType[i]) );
m_pHoldTailInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold tail inactive "+sNoteType[i]) );
}
}
else
{
m_pHoldTailActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail active") );
m_pHoldTailInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive") );
m_pHoldTailActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold tail active") );
m_pHoldTailInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(NoteSkin, Button, "hold tail inactive") );
}
}
+1 -1
View File
@@ -27,7 +27,7 @@ public:
NoteDisplay();
~NoteDisplay();
void Load( int iColNum, PlayerNumber pn, float fYReverseOffsetPixels );
void Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fYReverseOffsetPixels );
void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
void DrawHold( const HoldNote& hn, bool bActive, float fLife, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels );
+137 -40
View File
@@ -43,15 +43,42 @@ NoteField::NoteField()
m_fPercentFadeToFail = -1;
}
NoteField::~NoteField()
{
Unload();
}
void NoteField::Unload()
{
for( map<CString, NoteDisplayCols *>::iterator it = m_NoteDisplays.begin();
it != m_NoteDisplays.end(); ++it )
delete it->second;
m_NoteDisplays.clear();
}
void NoteField::CacheNoteSkin( CString skin )
{
if( m_NoteDisplays.find(skin) != m_NoteDisplays.end() )
return;
LOG->Trace("NoteField::CacheNoteSkin: cache %s", skin.c_str() );
NoteDisplayCols *nd = new NoteDisplayCols;
for( int c=0; c<GetNumTracks(); c++ )
nd->display[c].Load( c, m_PlayerNumber, skin, m_fYReverseOffsetPixels );
m_NoteDisplays[ skin ] = nd;
}
void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDraw, int iLastPixelToDraw, float fYReverseOffsetPixels )
{
Unload();
m_PlayerNumber = pn;
m_iStartDrawingPixel = iFirstPixelToDraw;
m_iEndDrawingPixel = iLastPixelToDraw;
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
m_fPercentFadeToFail = -1;
m_LastSeenBeatToNoteSkinRev = -1;
NoteDataWithScoring::Init();
@@ -59,19 +86,46 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDra
m_bIsHoldingHoldNote.insert(m_bIsHoldingHoldNote.end(), pNoteData->GetNumTapNotes(), false);
this->CopyAll( pNoteData );
// init note displays
for( int c=0; c<GetNumTracks(); c++ )
m_NoteDisplay[c].Load( c, pn, m_fYReverseOffsetPixels );
ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
/* Cache the default note skin. It's up to other code to cache any other skins
* that might be used, such as ones assigned as attacks in battle modes. */
LOG->Trace("cache '%s'", GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin.c_str());
CacheNoteSkin( GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin );
RefreshBeatToNoteSkin();
}
void NoteField::ReloadNoteSkin()
void NoteField::RefreshBeatToNoteSkin()
{
// init note displays
for( int c=0; c<GetNumTracks(); c++ )
m_NoteDisplay[c].Load( c, m_PlayerNumber, m_fYReverseOffsetPixels );
if( GAMESTATE->m_BeatToNoteSkinRev == m_LastSeenBeatToNoteSkinRev )
return;
m_LastSeenBeatToNoteSkinRev = GAMESTATE->m_BeatToNoteSkinRev;
/* Set by GameState::ResetNoteSkins(): */
ASSERT( !GAMESTATE->m_BeatToNoteSkin[m_PlayerNumber].empty() );
m_BeatToNoteDisplays.clear();
/* GAMESTATE->m_BeatToNoteSkin[pn] maps from song beats to note skins. Maintain
* m_BeatToNoteDisplays, to map from song beats to NoteDisplay*s, so we don't
* have to do it while rendering. */
map<float,CString>::iterator it;
for( it = GAMESTATE->m_BeatToNoteSkin[m_PlayerNumber].begin();
it != GAMESTATE->m_BeatToNoteSkin[m_PlayerNumber].end(); ++it )
{
const float Beat = it->first;
const CString &Skin = it->second;
map<CString, NoteDisplayCols *>::iterator display = m_NoteDisplays.find( Skin );
/* If this happens, we tried to use a note skin that wasn't pre-cached. */
RAGE_ASSERT_M( display != m_NoteDisplays.end(), ssprintf("Couldn't find %s", Skin.c_str()) );
NoteDisplayCols *cols = display->second;
m_BeatToNoteDisplays[Beat] = cols;
}
}
void NoteField::Update( float fDeltaTime )
@@ -82,6 +136,8 @@ void NoteField::Update( float fDeltaTime )
if( m_fPercentFadeToFail >= 0 )
m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/1.5f, 1 ); // take 1.5 seconds to totally fade
RefreshBeatToNoteSkin();
}
float NoteField::GetWidth()
@@ -215,11 +271,62 @@ void NoteField::DrawBGChangeText( const float fBeat, const CString sNewBGName )
m_textMeasureNumber.Draw();
}
/* cur is an iterator within m_NoteDisplays. next is ++cur. Advance cur to point to the
* block that contains beat. */
void NoteField::SearchForBeat( NDMap::iterator &cur, NDMap::iterator &next, float Beat )
{
while( next != m_BeatToNoteDisplays.end() && next->first < Beat )
{
cur = next;
++next;
}
}
// CPU OPTIMIZATION OPPORTUNITY:
// change this probing to binary search
float FindFirstDisplayedBeat( PlayerNumber pn, int iFirstPixelToDraw )
{
float fFirstBeatToDraw = GAMESTATE->m_fSongBeat-4; // Adjust to balance off performance and showing enough notes.
while( fFirstBeatToDraw < GAMESTATE->m_fSongBeat )
{
float fYOffset = ArrowGetYOffset(pn, 0, fFirstBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(pn, 0, fYOffset );
if( fYPosWOReverse < iFirstPixelToDraw ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fFirstBeatToDraw -= 0.1f; // rewind if we intentionally overshot
return fFirstBeatToDraw;
}
float FindLastDisplayedBeat( PlayerNumber pn, int iLastPixelToDraw )
{
// probe for last note to draw
float fLastBeatToDraw = GAMESTATE->m_fSongBeat+20; // worst case is 0.25x + boost. Adjust to balance of performance and showing enough notes.
while( fLastBeatToDraw > GAMESTATE->m_fSongBeat )
{
float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw );
float fYPosWOReverse = ArrowGetYPosWithoutReverse( pn, 0, fYOffset );
if( fYPosWOReverse > iLastPixelToDraw ) // off screen
fLastBeatToDraw -= 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fLastBeatToDraw += 0.1f; // fast forward since we intentionally overshot
return fLastBeatToDraw;
}
float g_fNoteFieldLastBeatToDraw = -1;
void NoteField::DrawPrimitives()
{
//LOG->Trace( "NoteField::DrawPrimitives()" );
const float fSongBeat = GAMESTATE->m_fSongBeat;
/* This should be filled in on the first update. */
ASSERT( !m_BeatToNoteDisplays.empty() );
//
// Adjust draw range depending on some effects
@@ -238,35 +345,12 @@ void NoteField::DrawPrimitives()
iLastPixelToDraw = (int)(iLastPixelToDraw * fLastDrawScale * fDrawScale);
// CPU OPTIMIZATION OPPORTUNITY:
// change this probing to binary search
// probe for first note on the screen
float fFirstBeatToDraw = fSongBeat-4; // Adjust to balance of performance and showing enough notes.
while( fFirstBeatToDraw<fSongBeat )
{
float fYOffset = ArrowGetYOffset(m_PlayerNumber, 0, fFirstBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(m_PlayerNumber, 0, fYOffset );
if( fYPosWOReverse < iFirstPixelToDraw ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fFirstBeatToDraw -= 0.1f; // rewind if we intentionally overshot
// probe for last note to draw
float fLastBeatToDraw = fSongBeat+20; // worst case is 0.25x + boost. Adjust to balance of performance and showing enough notes.
while( fLastBeatToDraw>fSongBeat )
{
float fYOffset = ArrowGetYOffset(m_PlayerNumber, 0, fLastBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(m_PlayerNumber, 0, fYOffset );
if( fYPosWOReverse > iLastPixelToDraw ) // off screen
fLastBeatToDraw -= 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fLastBeatToDraw += 0.1f; // fast forward since we intentionally overshot
// probe for first and last notes on the screen
float fFirstBeatToDraw = FindFirstDisplayedBeat( m_PlayerNumber, iFirstPixelToDraw );
float fLastBeatToDraw = FindLastDisplayedBeat( m_PlayerNumber, iLastPixelToDraw );
/* Hack: */
g_fNoteFieldLastBeatToDraw = fLastBeatToDraw;
const int iFirstIndexToDraw = BeatToNoteRow(fFirstBeatToDraw);
const int iLastIndexToDraw = BeatToNoteRow(fLastBeatToDraw);
@@ -365,6 +449,10 @@ void NoteField::DrawPrimitives()
// Draw all HoldNotes in this column (so that they appear under the tap notes)
/////////////////////////////////
int i;
NDMap::iterator CurDisplay = m_BeatToNoteDisplays.begin();
ASSERT( CurDisplay != m_BeatToNoteDisplays.end() );
NDMap::iterator NextDisplay = CurDisplay; ++NextDisplay;
for( i=0; i < GetNumHoldNotes(); i++ )
{
const HoldNote &hn = GetHoldNote(i);
@@ -387,11 +475,15 @@ void NoteField::DrawPrimitives()
continue; // skip
}
SearchForBeat( CurDisplay, NextDisplay, hn.fStartBeat );
bool bIsInSelectionRange = false;
if( m_fBeginMarker!=-1 && m_fEndMarker!=-1 )
bIsInSelectionRange = m_fBeginMarker<=hn.fStartBeat && hn.fStartBeat<=m_fEndMarker && m_fBeginMarker<=hn.fEndBeat && hn.fEndBeat<=m_fEndMarker;
m_NoteDisplay[c].DrawHold( hn, bIsHoldingNote, fLife, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, false, m_fYReverseOffsetPixels );
NoteDisplayCols *nd = CurDisplay->second;
nd->display[c].DrawHold( hn, bIsHoldingNote, fLife, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, false, m_fYReverseOffsetPixels );
}
@@ -409,6 +501,8 @@ void NoteField::DrawPrimitives()
increment = -1;
}
*/
CurDisplay = m_BeatToNoteDisplays.begin();
NextDisplay = CurDisplay; ++NextDisplay;
for( i=first; i <= last; i+=increment ) // for each row
{
TapNote tn = GetTapNote(c, i);
@@ -439,7 +533,10 @@ void NoteField::DrawPrimitives()
bool bIsAddition = (tn == TAP_ADDITION);
bool bIsMine = (tn == TAP_MINE);
m_NoteDisplay[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsAddition, bIsMine, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
SearchForBeat( CurDisplay, NextDisplay, NoteRowToBeat(i) );
NoteDisplayCols *nd = CurDisplay->second;
nd->display[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsAddition, bIsMine, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
}
g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
+19 -3
View File
@@ -29,10 +29,12 @@ class NoteField : public NoteDataWithScoring, public ActorFrame
{
public:
NoteField();
~NoteField();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Load( NoteData* pNoteData, PlayerNumber pn, int iStartDrawingPixel, int iEndDrawingPixel, float fYReverseOffsetPixels );
virtual void Unload();
void RemoveTapNoteRow( int iIndex );
vector<bool> m_bIsHoldingHoldNote; // hack: Need this to know when to "light up" the center of hold notes
@@ -40,7 +42,7 @@ public:
float m_fBeginMarker, m_fEndMarker; // only used with MODE_EDIT
void FadeToFail();
void ReloadNoteSkin();
void CacheNoteSkin( CString skin );
protected:
@@ -52,6 +54,8 @@ protected:
void DrawBGChangeText( const float fBeat, const CString sNewBGName );
float GetWidth();
void RefreshBeatToNoteSkin();
float m_fPercentFadeToFail; // -1 of not fading to fail
PlayerNumber m_PlayerNumber;
@@ -60,8 +64,20 @@ protected:
float m_fYReverseOffsetPixels;
// color arrows
NoteDisplay m_NoteDisplay[MAX_NOTE_TRACKS];
struct NoteDisplayCols
{
NoteDisplay display[MAX_NOTE_TRACKS];
};
/* All loaded note displays, mapped by their name. */
map<CString, NoteDisplayCols *> m_NoteDisplays;
int m_LastSeenBeatToNoteSkinRev;
/* Map of beat->NoteDisplayCols. This is updated whenever GAMESTATE-> changes. */
typedef map<float, NoteDisplayCols *> NDMap;
void SearchForBeat( NDMap::iterator &cur, NDMap::iterator &next, float Beat );
NDMap m_BeatToNoteDisplays;
// used in MODE_EDIT
Sprite m_sprBars; // 4 frames: Measure, 4th, 8th, 16th
BitmapText m_textMeasureNumber;
+21 -9
View File
@@ -90,6 +90,8 @@ PlayerMinus::~PlayerMinus()
void PlayerMinus::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteFieldPlus* pNoteField )
{
GAMESTATE->ResetNoteSkins();
//LOG->Trace( "PlayerMinus::Load()", );
m_PlayerNumber = pn;
@@ -142,6 +144,25 @@ void PlayerMinus::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, Co
m_pNoteField->Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD );
m_ArrowBackdrop.SetPlayer( pn );
/* Cache note skins that are used as attacks. */
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
for( int al=0; al<NUM_ATTACK_LEVELS; al++ )
{
Character *ch = GAMESTATE->m_pCurCharacters[m_PlayerNumber];
CString* asAttacks = ch->m_sAttacks[al];
for( int att = 0; att < NUM_ATTACKS_PER_LEVEL; ++att )
{
PlayerOptions po;
po.FromString( asAttacks[att] );
if( po.m_sNoteSkin != "" )
m_pNoteField->CacheNoteSkin( po.m_sNoteSkin );
}
}
}
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
@@ -166,7 +187,6 @@ void PlayerMinus::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, Co
// Need to set Y positions of all these elements in Update since
// they change depending on PlayerOptions.
m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
m_soundMineExplosion.Load( THEME->GetPathToS("Player explosion") );
}
@@ -317,14 +337,6 @@ void PlayerMinus::Update( float fDeltaTime )
}
// reload noteskin if it has changed
if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
{
m_pNoteField->ReloadNoteSkin();
m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
}
// process transforms that are waiting to be applied
for( unsigned j=0; j<GAMESTATE->m_TransformsToApply[m_PlayerNumber].size(); j++ )
{
-1
View File
@@ -86,7 +86,6 @@ protected:
ScoreKeeper* m_pSecondaryScoreKeeper;
Inventory* m_pInventory;
CString m_sLastSeenNoteSkin;
int m_iRowLastCrossed;
RageSound m_soundMineExplosion;
+1
View File
@@ -86,6 +86,7 @@ void ScoreKeeperRave::LaunchAttack( AttackLevel al )
sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
else
{
/* If you add any note skins here, you need to make sure they're cached, too. */
CString DefaultAttacks[8] = { "1.5x", "2.0x", "0.5x", "reverse", "sudden", "boost", "brake", "wave" };
sAttackToGive = DefaultAttacks[ rand()%8 ];
}
+8
View File
@@ -243,6 +243,7 @@ ScreenEdit::ScreenEdit() : Screen("ScreenEdit")
/* Not all games have a noteskin named "note" ... */
if( NOTESKIN->DoesNoteSkinExist("note") )
GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
GAMESTATE->ResetNoteSkins();
m_BGAnimation.LoadFromAniDir( THEME->GetPathToB("ScreenEdit background") );
@@ -274,6 +275,7 @@ ScreenEdit::ScreenEdit() : Screen("ScreenEdit")
GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "default"; // change noteskin back to default before loading player
GAMESTATE->ResetNoteSkins();
m_Player.Load( PLAYER_1, &noteData, NULL, NULL, NULL, NULL, NULL, NULL );
GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
@@ -1571,6 +1573,9 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
m_EditMode = MODE_PLAYING;
/* Reset the note skin, in case preferences have changed. */
GAMESTATE->ResetNoteSkins();
/* Give a 1 measure lead-in. Set this before loading Player, so it knows
* where we're starting. */
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4;
@@ -1597,6 +1602,9 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
m_EditMode = MODE_RECORDING;
/* Reset the note skin, in case preferences have changed. */
GAMESTATE->ResetNoteSkins();
// initialize m_NoteFieldRecord
m_NoteFieldRecord.Load( &m_NoteFieldEdit, PLAYER_1, -150, 350, 350 );
m_NoteFieldRecord.SetNumTracks( m_NoteFieldEdit.GetNumTracks() );