show early/late in judgment

larger boo window when playing beginner
This commit is contained in:
Chris Danford
2005-04-28 00:13:01 +00:00
parent 395d6488a8
commit b33f16d9b7
9 changed files with 69 additions and 35 deletions
+39 -16
View File
@@ -45,8 +45,13 @@ CString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ){ return "AttackDisp
/* Distance to search for a note in Step(), in seconds. */
static const float StepSearchDistance = 1.0f;
#define ADJUSTED_WINDOW( judge ) ((PREFSMAN->m_fJudgeWindowSeconds##judge * PREFSMAN->m_fJudgeWindowScale) + PREFSMAN->m_fJudgeWindowAdd)
#define ADJUSTED_WINDOW_HOLD( judge ) ( \
(PREFSMAN->m_fJudgeWindowSeconds##judge * PREFSMAN->m_fJudgeWindowScale) + \
PREFSMAN->m_fJudgeWindowAdd )
#define ADJUSTED_WINDOW_TAP( judge, tns ) ( \
ADJUSTED_WINDOW_HOLD( judge ) + \
((PREFSMAN->m_bMercifulBeginner && (tns==TNS_MISS||tns==TNS_BOO) && IsPlayingBeginner()) ? 0.5f : 0) )
Player::Player()
{
@@ -164,6 +169,7 @@ void Player::Init(
ActorUtil::OnCommand( m_Combo, sType );
m_Judgment.SetName( "Judgment" );
m_Judgment.Load( IsPlayingBeginner() );
ActorUtil::OnCommand( m_Judgment, sType );
m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
@@ -462,7 +468,7 @@ void Player::Update( float fDeltaTime )
else
{
// Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW(OK);
fLife -= fDeltaTime/ADJUSTED_WINDOW_HOLD(OK);
fLife = max( fLife, 0 ); // clamp
}
break;
@@ -473,7 +479,7 @@ void Player::Update( float fDeltaTime )
// give positive life in Step(), not here.
// Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW(Roll);
fLife -= fDeltaTime/ADJUSTED_WINDOW_HOLD(Roll);
fLife = max( fLife, 0 ); // clamp
break;
default:
@@ -850,20 +856,20 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
{
case TapNote::mine:
// stepped too close to mine?
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Mine) )
if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Mine,TNS_HIT_MINE) )
score = TNS_HIT_MINE;
break;
case TapNote::attack:
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Attack) && !tn.result.bHidden )
if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Attack,TNS_NONE) && !tn.result.bHidden )
score = TNS_PERFECT; /* sentinel */
break;
default:
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Marvelous) ) score = TNS_MARVELOUS;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Perfect) ) score = TNS_PERFECT;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Great) ) score = TNS_GREAT;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Good) ) score = TNS_GOOD;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Boo) ) score = TNS_BOO;
if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Marvelous, TNS_MARVELOUS) ) score = TNS_MARVELOUS;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Perfect, TNS_PERFECT) ) score = TNS_PERFECT;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Great, TNS_GREAT) ) score = TNS_GREAT;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Good, TNS_GOOD) ) score = TNS_GOOD;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Boo, TNS_BOO) ) score = TNS_BOO;
else score = TNS_NONE;
break;
}
@@ -1180,8 +1186,9 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
* the 2nd step of the jump, it sets another column's timer then AND's the jump
* columns with the "was pressed recently" columns to see whether or not you hit
* all the columns of the jump. -Chris */
// TapNoteScore score = NoteDataWithScoring::MinTapNoteScore( m_NoteData, iIndexThatWasSteppedOn );
TapNoteScore score = NoteDataWithScoring::LastTapNoteScore( m_NoteData, iIndexThatWasSteppedOn );
TapNoteResult tnr = NoteDataWithScoring::LastTapNoteResult( m_NoteData, iIndexThatWasSteppedOn );
TapNoteScore score = tnr.tns;
ASSERT(score != TNS_NONE);
ASSERT(score != TNS_HIT_MINE);
ASSERT(score != TNS_AVOIDED_MINE);
@@ -1221,7 +1228,7 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
m_Judgment.SetJudgment( score );
m_Judgment.SetJudgment( score, tnr.fTapNoteOffset < 0 );
}
@@ -1295,7 +1302,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
}
if( iNumMissesFound > 0 )
m_Judgment.SetJudgment( TNS_MISS );
m_Judgment.SetJudgment( TNS_MISS, false );
}
@@ -1380,7 +1387,7 @@ void Player::RandomizeNotes( int iNoteRow )
void Player::HandleTapRowScore( unsigned row )
{
TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteScore( m_NoteData, row );
TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteResult( m_NoteData, row ).tns;
int iNumTapsInRow = m_NoteData.GetNumTracksWithTapOrHoldHead(row);
ASSERT(iNumTapsInRow > 0);
@@ -1569,7 +1576,7 @@ void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
float Player::GetMaxStepDistanceSeconds()
{
return GAMESTATE->m_SongOptions.m_fMusicRate * ADJUSTED_WINDOW(Boo);
return GAMESTATE->m_SongOptions.m_fMusicRate * ADJUSTED_WINDOW_TAP(Boo,TNS_BOO);
}
void Player::FadeToFail()
@@ -1578,6 +1585,22 @@ void Player::FadeToFail()
m_pNoteField->FadeToFail();
}
bool Player::IsPlayingBeginner() const
{
if( !m_pPlayerStageStats->vpPossibleSteps.empty() )
{
Steps *pSteps = m_pPlayerStageStats->vpPossibleSteps[0];
return pSteps->GetDifficulty() == DIFFICULTY_BEGINNER;
}
else
{
if( m_pPlayerState->m_PlayerNumber == PLAYER_INVALID )
return false;
Steps *pSteps = GAMESTATE->m_pCurSteps[ m_pPlayerState->m_PlayerNumber ];
return pSteps && pSteps->GetDifficulty() == DIFFICULTY_BEGINNER;
}
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.