evil big commit (sorry):

Remove m_HoldNote array entirely.  Remove 2sAnd3s.  Store hold note
durations in the hold head.  hold_tail only still exists when InsertHoldTails
is used, to make SM parsing a little easier (may go away).  Add helpers
for iterating over ranges while including or excluding adjacent and overlapping
hold notes.  Range operations are now [start,end) instead of [start,end].
(probably more details coming to sm-dev soon)
This commit is contained in:
Glenn Maynard
2005-01-25 05:02:35 +00:00
parent 6ece8829c4
commit bb7482e722
12 changed files with 771 additions and 762 deletions
+95 -97
View File
@@ -338,106 +338,112 @@ void Player::Update( float fDeltaTime )
//
// update HoldNotes logic
//
for( int i=0; i < m_NoteData.GetNumHoldNotes(); i++ ) // for each HoldNote
for( int iTrack=0; iTrack<m_NoteData.GetNumTracks(); ++iTrack )
{
HoldNote &hn = m_NoteData.GetHoldNote(i);
// set hold flags so NoteField can do intelligent drawing
hn.result.bHeld = false;
hn.result.bActive = false;
HoldNoteScore hns = hn.result.hns;
if( hns != HNS_NONE ) // if this HoldNote already has a result
continue; // we don't need to update the logic for this one
if( iSongRow < hn.iStartRow )
continue; // hold hasn't happened yet
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const StyleInput StyleI( pn, hn.iTrack );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = m_NoteData.GetTapNote( hn.iTrack, hn.iStartRow ).result.tns;
const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
float fLife = hn.result.fLife;
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
// TODO: Make the CPU miss sometimes.
if( m_pPlayerState->m_PlayerController != PC_HUMAN )
bIsHoldingButton = true;
if( bSteppedOnTapNote && fLife != 0 )
// Since this is being called every frame, let's not check the whole array every time.
// Instead, only check 1 beat back. Even 1 is overkill.
const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
NoteData::iterator begin, end;
m_NoteData.GetTapNoteRangeInclusive( iTrack, iStartCheckingAt, iSongRow, begin, end );
for( ; begin != end; ++begin )
{
/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
* Do this even if we're a little beyond the end of the hold note, to make sure
* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
hn.result.iLastHeldRow = min( iSongRow, hn.iEndRow );
}
TapNote &tn = begin->second;
if( tn.type != TapNote::hold_head )
continue;
int iRow = begin->first;
// If the song beat is in the range of this hold:
if( hn.RowIsInRange(iSongRow) )
{
// set hold flag so NoteField can do intelligent drawing
hn.result.bHeld = bIsHoldingButton && bSteppedOnTapNote;
hn.result.bActive = bSteppedOnTapNote;
// set hold flags so NoteField can do intelligent drawing
tn.HoldResult.bHeld = false;
tn.HoldResult.bActive = false;
if( bSteppedOnTapNote && bIsHoldingButton )
HoldNoteScore hns = tn.HoldResult.hns;
if( hns != HNS_NONE ) // if this HoldNote already has a result
continue; // we don't need to update the logic for this one
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = tn.result.tns;
const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
bool bIsHoldingButton;
if( m_pPlayerState->m_PlayerController != PC_HUMAN )
{
// Increase life
fLife = 1;
if( m_pNoteField )
m_pNoteField->DidHoldNote( hn.iTrack ); // update the "electric ghost" effect
// TODO: Make the CPU miss sometimes.
bIsHoldingButton = true;
}
else
{
/* What is this conditional for? It causes a problem: if a hold note
* begins on a freeze, you can tap it and then release it for the
* duration of the freeze; life doesn't count down until we're
* past the first beat. */
// if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
// {
const StyleInput StyleI( pn, iTrack );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
}
int iEndRow = iRow + tn.iDuration;
float fLife = tn.HoldResult.fLife;
if( bSteppedOnTapNote && fLife != 0 )
{
/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
* Do this even if we're a little beyond the end of the hold note, to make sure
* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
}
// If the song beat is in the range of this hold:
if( iRow <= iSongRow && iRow <= iEndRow )
{
// set hold flag so NoteField can do intelligent drawing
tn.HoldResult.bHeld = bIsHoldingButton && bSteppedOnTapNote;
tn.HoldResult.bActive = bSteppedOnTapNote;
if( bSteppedOnTapNote && bIsHoldingButton )
{
// Increase life
fLife = 1;
if( m_pNoteField )
m_pNoteField->DidHoldNote( iTrack ); // update the "electric ghost" effect
}
else
{
// Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW(OK);
fLife = max( fLife, 0 ); // clamp
// }
}
}
/* check for NG. If the head was missed completely, don't count an NG. */
if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
hns = HNS_NG;
// check for OK
if( iSongRow >= iEndRow && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
{
fLife = 1;
hns = HNS_OK;
if( m_pNoteField )
m_pNoteField->DidTapNote( iTrack, TNS_PERFECT, true ); // bright ghost flash
}
if( hns != HNS_NONE )
{
/* this note has been judged */
HandleHoldScore( hns, tns );
m_HoldJudgment[iTrack].SetHoldJudgment( hns );
int ms_error = (hns == HNS_OK)? 0:MAX_PRO_TIMING_ERROR;
if( m_pPlayerStageStats )
m_pPlayerStageStats->iTotalError += ms_error;
if( hns == HNS_NG ) /* don't show a 0 for an OK */
m_ProTimingDisplay.SetJudgment( ms_error, TNS_MISS );
}
tn.HoldResult.fLife = fLife;
tn.HoldResult.hns = hns;
}
/* check for NG. If the head was missed completely, don't count
* an NG. */
if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
hns = HNS_NG;
// check for OK
if( iSongRow >= hn.iEndRow && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
{
fLife = 1;
hns = HNS_OK;
if( m_pNoteField )
m_pNoteField->DidTapNote( StyleI.col, TNS_PERFECT, true ); // bright ghost flash
}
if( hns != HNS_NONE )
{
/* this note has been judged */
HandleHoldScore( hns, tns );
m_HoldJudgment[hn.iTrack].SetHoldJudgment( hns );
int ms_error = (hns == HNS_OK)? 0:MAX_PRO_TIMING_ERROR;
if( m_pPlayerStageStats )
m_pPlayerStageStats->iTotalError += ms_error;
if( hns == HNS_NG ) /* don't show a 0 for an OK */
m_ProTimingDisplay.SetJudgment( ms_error, TNS_MISS );
}
hn.result.fLife = fLife;
hn.result.hns = hns;
}
// TODO: Remove use of PlayerNumber.
@@ -475,7 +481,6 @@ void Player::Update( float fDeltaTime )
}
}
// process transforms that are waiting to be applied
ApplyWaitingTransforms();
@@ -1095,7 +1100,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
}
// Since this is being called every frame, let's not check the whole array every time.
// Instead, only check 1 beat back. Even 10 is overkill.
// Instead, only check 1 beat back. Even 1 is overkill.
const int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-BeatToNoteRow(1) );
//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
@@ -1217,14 +1222,7 @@ void Player::RandomizeNotes( int iNoteRow )
continue;
/* Make sure the destination row isn't in the middle of a hold. */
bool bSkip = false;
for( int i = 0; !bSkip && i < m_NoteData.GetNumHoldNotes(); ++i )
{
const HoldNote &hn = m_NoteData.GetHoldNote(i);
if( hn.iTrack == iSwapWith && hn.RowIsInRange(iNewNoteRow) )
bSkip = true;
}
if( bSkip )
if( m_NoteData.IsHoldNoteAtBeat(iSwapWith, iNoteRow) )
continue;
m_NoteData.SetTapNote( t, iNewNoteRow, t2 );