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