comment, cleanup

This commit is contained in:
AJ Kelly
2011-02-21 03:11:39 -06:00
parent 7b3923aca7
commit d0459c3488
3 changed files with 16 additions and 23 deletions
+6 -9
View File
@@ -370,7 +370,6 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
}
ASSERT( !sEffectFile.empty() );
Actor *pActor = ActorUtil::MakeActor( sEffectFile );
ASSERT( pActor );
@@ -390,7 +389,7 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R
// Set to not show any BGChanges, whether scripted or random
if( GAMESTATE->m_SongOptions.GetCurrent().m_bStaticBackground )
return BackgroundDef();
if( RandomBGAnimations.empty() )
return BackgroundDef();
@@ -430,7 +429,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
for( int i=max(iter->m_iStartRow,iStartRow); i<min(iEndRow,iSegmentEndRow); i+=4*iter->GetNoteRowsPerMeasure() )
{
// Don't fade. It causes frame rate dip, especially on slower machines.
// Don't fade. It causes frame rate dip, especially on slower machines.
BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
if( !bd.IsEmpty() )
{
@@ -458,12 +457,12 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
}
if( !bAtBeginningOfMeasure )
continue; // skip
continue; // skip
// start so that we don't create a BGChange right on top of fEndBeat
bool bInRange = bpmseg.m_iStartRow >= iStartRow && bpmseg.m_iStartRow < iEndRow;
if( !bInRange )
continue; // skip
continue; // skip
BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
if( !bd.IsEmpty() )
@@ -487,9 +486,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
if( g_fBGBrightness == 0.0f )
return;
//
// Choose a bunch of background that we'll use for the random file marker
//
// Choose a bunch of backgrounds that we'll use for the random file marker
{
vector<RString> vsThrowAway, vsNames;
switch( g_RandomBackgroundMode )
+7 -9
View File
@@ -18,18 +18,17 @@ struct TapScoreDistribution
for( int i=0; i<=TNS_W1; i++ )
{
fCumulativePercent += fPercent[i];
if( fRand <= fCumulativePercent+1e-4 ) /* rounding error */
if( fRand <= fCumulativePercent+1e-4 ) // rounding error
return (TapNoteScore)i;
}
ASSERT_M( 0, ssprintf("%f,%f",fRand,fCumulativePercent) ); // the fCumulativePercents must sum to 1.0, so we should never get here!
// the fCumulativePercents must sum to 1.0, so we should never get here!
ASSERT_M( 0, ssprintf("%f,%f",fRand,fCumulativePercent) );
return TNS_W1;
}
};
static TapScoreDistribution g_Distributions[NUM_SKILL_LEVELS];
void PlayerAI::InitFromDisk()
{
bool bSuccess;
@@ -68,7 +67,6 @@ void PlayerAI::InitFromDisk()
}
}
TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
{
if( pPlayerState->m_PlayerController == PC_AUTOPLAY )
@@ -84,10 +82,10 @@ TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
int iCpuSkill = pPlayerState->m_iCpuSkill;
/* If we're in battle mode, reduce the skill based on the number of modifier attacks
* against us. If we're in demonstration or jukebox mode with modifiers attached,
* don't make demonstration miss a lot. */
// xxx: weight certain modifiers (boomerang, tornado) more? (to simulate
/* If we're in battle mode, reduce the skill based on the number of modifier
* attacks against us. If we're in demonstration or jukebox mode with
* modifiers attached, don't make demonstration miss a lot. */
// Idea: weight certain modifiers (boomerang, tornado) more? (to simulate
// readability problems) -aj
if( !GAMESTATE->m_bDemonstrationOrJukebox )
{
+3 -5
View File
@@ -142,7 +142,6 @@ void SongManager::InitSongsFromDisk( LoadingWindow *ld )
LOG->Trace( "Found %d songs in %f seconds.", (int)m_pSongs.size(), tm.GetDeltaTime() );
}
static LocalizedString FOLDER_CONTAINS_MUSIC_FILES( "SongManager", "The folder \"%s\" appears to be a song folder. All song folders must reside in a group folder. For example, \"Songs/Originals/My Song\"." );
void SongManager::SanityCheckGroupDir( RString sDir ) const
{
@@ -299,8 +298,7 @@ void SongManager::LoadStepManiaSongDir( RString sDir, LoadingWindow *ld )
LoadEnabledSongsFromPref();
}
// Instead of "symlinks", songs should have membership in multiple groups.
// -Chris
// Instead of "symlinks", songs should have membership in multiple groups. -Chris
void SongManager::LoadGroupSymLinks(RString sDir, RString sGroupFolder)
{
// Find all symlink files in this folder
@@ -310,9 +308,9 @@ void SongManager::LoadGroupSymLinks(RString sDir, RString sGroupFolder)
SongPointerVector& index_entry = m_mapSongGroupIndex[sGroupFolder];
for( unsigned s=0; s< arraySymLinks.size(); s++ ) // for each symlink in this dir, add it in as a song.
{
MsdFile msdF;
MsdFile msdF;
msdF.ReadFile( sDir+sGroupFolder+"/"+arraySymLinks[s].c_str(), false ); // don't unescape
RString sSymDestination = msdF.GetParam(0,1); // Should only be 1 vale&param...period.
RString sSymDestination = msdF.GetParam(0,1); // Should only be 1 value & param...period.
Song* pNewSong = new Song;
if( !pNewSong->LoadFromSongDir( sSymDestination ) )