in the middle of working on 1.70. Now compiles in Visual Studio.net

This commit is contained in:
Chris Danford
2002-03-30 20:00:13 +00:00
parent 1c6533c283
commit d2eeed810c
72 changed files with 2726 additions and 1321 deletions
+13 -13
View File
@@ -58,7 +58,7 @@ Player::Player()
void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Pattern& pattern, const PlayerOptions& po )
{
//RageLog( "Player::Load()", );
//HELPER.Log( "Player::Load()", );
m_Style = StyleDef;
m_PlayerNumber = player_no;
@@ -74,7 +74,7 @@ void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Patte
if( po.m_bLittle )
pattern2.MakeLittle();
m_ColorArrowField.Load( StyleDef, pattern2, po, 2, 10 );
m_ColorArrowField.Load( StyleDef, pattern2, po, 1.5f, 5.5f );
m_GrayArrows.Load( po, StyleDef );
m_GhostArrows.Load( po, StyleDef );
@@ -107,7 +107,7 @@ void Player::Load( const StyleDef& StyleDef, PlayerNumber player_no, const Patte
void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference )
{
//RageLog( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
//HELPER.Log( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
//
@@ -265,7 +265,7 @@ bool Player::IsThereANoteAtIndex( int iIndex )
void Player::HandlePlayerStep( float fSongBeat, TapNote player_step, float fMaxBeatDiff )
{
//RageLog( "Player::HandlePlayerStep()" );
//HELPER.Log( "Player::HandlePlayerStep()" );
int iColumnNum = m_Style.TapNoteToColumnNumber( player_step );
if( iColumnNum == -1 ) // if this TapNote is not used in the current StyleDef
@@ -298,7 +298,7 @@ void Player::HandlePlayerStep( float fSongBeat, TapNote player_step, float fMaxB
float fBeatsUntilStep = NoteIndexToBeat( (float)hn.m_iStartIndex ) - fSongBeat;
float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
//RageLog( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
//HELPER.Log( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
// fBeatsUntilStep, fPercentFromPerfect );
// compute what the score should be for the note we stepped on
@@ -340,13 +340,13 @@ void Player::HandlePlayerStep( float fSongBeat, TapNote player_step, float fMaxB
void Player::CheckForCompleteStep( float fSongBeat, TapNote player_step, float fMaxBeatDiff )
{
//RageLog( "Player::CheckForCompleteStep()" );
//HELPER.Log( "Player::CheckForCompleteStep()" );
// look for the closest matching step
int iIndexStartLookingAt = BeatToNoteIndex( fSongBeat );
int iNumElementsToExamine = BeatToNoteIndex( fMaxBeatDiff ); // number of elements to examine on either end of iIndexStartLookingAt
//RageLog( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
//HELPER.Log( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
for( int delta=0; delta <= iNumElementsToExamine; delta++ )
@@ -361,7 +361,7 @@ void Player::CheckForCompleteStep( float fSongBeat, TapNote player_step, float f
////////////////////////////
// check the step to the left of iIndexStartLookingAt
////////////////////////////
//RageLog( "Checking Pattern[%d]", iCurrentIndexEarlier );
//HELPER.Log( "Checking Pattern[%d]", iCurrentIndexEarlier );
if( m_TapNotesRemaining[iCurrentIndexEarlier] & player_step ) // these Pattern overlap
{
m_TapNotesRemaining[iCurrentIndexEarlier] &= ~player_step; // subtract player_step
@@ -374,7 +374,7 @@ void Player::CheckForCompleteStep( float fSongBeat, TapNote player_step, float f
////////////////////////////
// check the step to the right of iIndexStartLookingAt
////////////////////////////
//RageLog( "Checking Pattern[%d]", iCurrentIndexLater );
//HELPER.Log( "Checking Pattern[%d]", iCurrentIndexLater );
if( m_TapNotesRemaining[iCurrentIndexLater] & player_step ) // these Pattern overlap
{
m_TapNotesRemaining[iCurrentIndexLater] &= ~player_step; // subtract player_step
@@ -394,7 +394,7 @@ void Player::OnCompleteStep( float fSongBeat, TapNote player_step, float fMaxBea
float fBeatsUntilStep = fStepBeat - fSongBeat;
float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
//RageLog( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
//HELPER.Log( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
// fBeatsUntilStep, fPercentFromPerfect );
// compute what the score should be for the note we stepped on
@@ -482,7 +482,7 @@ ScoreSummary Player::GetScoreSummary()
int Player::UpdateStepsMissedOlderThan( float fMissIfOlderThanThisBeat )
{
//RageLog( "Pattern::UpdateStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
//HELPER.Log( "Pattern::UpdateStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
int iMissIfOlderThanThisIndex = BeatToNoteIndex( fMissIfOlderThanThisBeat );
@@ -491,10 +491,10 @@ int Player::UpdateStepsMissedOlderThan( float fMissIfOlderThanThisBeat )
// Instead, only check 10 elements back. Even 10 is overkill.
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
//RageLog( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
//HELPER.Log( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
{
//RageLog( "Checking for miss: %d: lefttostepon == %d, score == %d", i, m_LeftToStepOn[i], m_StepScore[i] );
//HELPER.Log( "Checking for miss: %d: lefttostepon == %d, score == %d", i, m_LeftToStepOn[i], m_StepScore[i] );
if( m_TapNotesRemaining[i] != 0 && m_TapNoteScores[i] != TNS_MISS )
{
m_TapNoteScores[i] = TNS_MISS;