syncing changes from ssc svn, mostly.

[Course.cpp] HasTimedMods() now actually checks for timed mods (technically non-global) instead of being a clone of HasMods()
[Player.cpp] add MAX_HOLD_LIFE/[Player] MaxHoldLife metric
[ScreenGameplay] looking into places to put loading of replay data, perhaps?
[elsewhere] lots of cleanup, and I'm sure there's lots more to be done.
add a todo to ProductivityHelpers.
This commit is contained in:
AJ Kelly
2010-02-02 16:00:10 -06:00
parent 81b4011423
commit ca8f660c4f
12 changed files with 93 additions and 77 deletions
+8 -4
View File
@@ -127,7 +127,7 @@ static Preference<bool> g_bEnableMineSoundPlayback ( "EnableMineHitSound", true
Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 ); // max time between notes in a hopo chain
Preference<float> g_fTimingWindowStrum ( "TimingWindowStrum", 0.1f ); // max time between strum and when the frets must match
ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
ThemeMetric<float> MAX_HOLD_LIFE ( "Player", "MaxHoldLife" );
ThemeMetric<float> MAX_HOLD_LIFE ( "Player", "MaxHoldLife" ); // sm-ssc addition
ThemeMetric<bool> PENALIZE_TAP_SCORE_NONE ( "Player", "PenalizeTapScoreNone" );
ThemeMetric<bool> JUDGE_HOLD_NOTES_ON_SAME_ROW_TOGETHER ( "Player", "JudgeHoldNotesOnSameRowTogether" );
ThemeMetric<bool> HOLD_CHECKPOINTS ( "Player", "HoldCheckpoints" );
@@ -137,7 +137,7 @@ ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads
//ThemeMetric<bool> REQUIRE_STEP_ON_TAP_NOTES ( "Player", "RequireStepOnTapNotes" ); // parastar stuff; leave in though
ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" );
ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" );
ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
float Player::GetWindowSeconds( TimingWindow tw )
{
@@ -374,6 +374,7 @@ void Player::Init(
for( int i = 0; i < GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; ++i )
{
HoldJudgment *pJudgment = new HoldJudgment;
// xxx: assumes sprite; todo: don't force 1x2 -aj
pJudgment->Load( THEME->GetPathG("HoldJudgment","label 1x2") );
m_vpHoldJudgment[i] = pJudgment;
this->AddChild( m_vpHoldJudgment[i] );
@@ -671,6 +672,7 @@ void Player::Update( float fDeltaTime )
// Update Y positions
{
// todo: unhardcode hold judgment cmds -aj
for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ )
{
float fPercentReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(c);
@@ -1040,7 +1042,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
if( bInitiatedNote && bIsHoldingButton )
{
// Increase life
fLife = MAX_HOLD_LIFE;
fLife = MAX_HOLD_LIFE; // was 1 -aj
}
else
{
@@ -1976,6 +1978,9 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
/*
case PC_REPLAY:
// based on where we are, see what grade to get.
score = PlayerAI::GetTapNoteScore( m_pPlayerState );
// row is the current row, col is current column (track)
fNoteOffset = TapNoteOffset attribute
break;
*/
default:
@@ -2588,7 +2593,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
Step( iTrack, iRow, now, false, false );
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
{
if( m_pPlayerStageStats )
m_pPlayerStageStats->m_bDisqualified = true;
}