comment/cleanup
This commit is contained in:
+1
-1
@@ -660,7 +660,7 @@ void NoteData::LoadTransformed( const NoteData& in, int iNewNumTracks, const int
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{
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// reset all notes
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Init();
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SetNumTracks( iNewNumTracks );
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// copy tracks
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+18
-18
@@ -11,15 +11,15 @@ class XNode;
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struct TapNoteResult
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{
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TapNoteResult() : tns(TNS_None), fTapNoteOffset(0.f), bHidden(false) { }
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TapNoteScore tns;
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/* Offset, in seconds, for a tap grade. Negative numbers mean the note
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* was hit early; positive numbers mean it was hit late. These values are
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/* Offset, in seconds, for a tap grade. Negative numbers mean the note
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* was hit early; positive numbers mean it was hit late. These values are
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* only meaningful for graded taps (tns >= TNS_W5). */
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float fTapNoteOffset;
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/* If the whole row has been judged, all taps on the row will be set to hidden. */
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// If the whole row has been judged, all taps on the row will be set to hidden.
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bool bHidden;
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// XML
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@@ -31,7 +31,7 @@ struct HoldNoteResult
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{
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HoldNoteResult() : hns(HNS_None), fLife(1.f), fOverlappedTime(0), iLastHeldRow(0), iCheckpointsHit(0), iCheckpointsMissed(0), bHeld(false), bActive(false) { }
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float GetLastHeldBeat() const;
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HoldNoteScore hns;
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/* 1.0 means this HoldNote has full life.
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@@ -40,15 +40,15 @@ struct HoldNoteResult
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* If the life is > 0.0 when the HoldNote ends, then m_HoldScore becomes HNS_Held. */
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float fLife;
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/* The number of seconds the hold note has overlapped the current beat, or 0 if it
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* doesn't overlap. */
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/* The number of seconds the hold note has overlapped the current beat, or 0
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* if it doesn't overlap. */
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float fOverlappedTime;
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/* Last index where fLife was greater than 0. If the tap was missed, this will
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* be the first index of the hold. */
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/* Last index where fLife was greater than 0. If the tap was missed, this
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* will be the first index of the hold. */
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int iLastHeldRow;
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/* If checkpoint holds are enabled, the number of checkpoints hit and missed. */
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// If checkpoint holds are enabled, the number of checkpoints hit and missed.
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int iCheckpointsHit;
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int iCheckpointsMissed;
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@@ -98,16 +98,16 @@ struct TapNote
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TapNoteResult result;
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int8_t iMidiNote; // ignored by all game types but Karaoke
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PlayerNumber pn; // used in routine mode
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bool bHopoPossible; // set just before gameplay begins
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bool bHopoPossible; // set just before gameplay begins
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RString sAttackModifiers; // used only if Type == attack
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float fAttackDurationSeconds; // used only if Type == attack
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int iKeysoundIndex; // Index into Song's vector of keysound files if nonnegative.
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int iDuration; // used if hold_head only
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HoldNoteResult HoldResult; // used if hold_head only
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int iDuration; // used if hold_head only
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HoldNoteResult HoldResult; // used if hold_head only
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// XML
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XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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@@ -180,11 +180,11 @@ extern TapNote TAP_ADDITION_MINE;
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// TODO: Don't have a hard-coded track limit.
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const int MAX_NOTE_TRACKS = 16;
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/* This is a divisor for our "fixed-point" time/beat representation. It must be evenly divisible
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* by 2, 3, and 4, to exactly represent 8th, 12th and 16th notes. */
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/* This is a divisor for our "fixed-point" time/beat representation. It must be
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* evenly divisible by 2, 3, and 4, to exactly represent 8th, 12th and 16th notes. */
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const int ROWS_PER_BEAT = 48;
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/* In the editor, enforce a reasonable limit on the number of notes. */
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// In the editor, enforce a reasonable limit on the number of notes.
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const int MAX_NOTES_PER_MEASURE = 50;
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@@ -1,4 +1,4 @@
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/* ScreenEvaluation - Shows the user their score after gameplay has ended. */
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/* ScreenEvaluation - Shows the player their score after gameplay has ended. */
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#ifndef SCREEN_EVALUATION_H
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#define SCREEN_EVALUATION_H
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+4
-4
@@ -7,9 +7,9 @@
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#include "RageLog.h"
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#include "arch/ArchHooks/ArchHooks.h"
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/* This screen used to wait for sounds to stop. However, implementing GetPlayingSounds()
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/* This screen used to wait for sounds to stop. However, implementing GetPlayingSounds()
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* is annoying, because sounds might be deleted at any time; they aren't ours to have
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* references to. Also, it's better to quit on command instead of waiting several seconds
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* references to. Also, it's better to quit on command instead of waiting several seconds
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* for a sound to stop. */
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REGISTER_SCREEN_CLASS( ScreenExit );
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@@ -22,7 +22,7 @@ void ScreenExit::Init()
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ArchHooks::SetUserQuit();
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/* It'd be better for any previous screen playing music to fade it out as it fades
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* out the screen. XXX: Check to see if it's fading out; if it'll stop playing in
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* out the screen. XXX: Check to see if it's fading out; if it'll stop playing in
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* reasonable time, let it. */
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// SOUND->StopMusic();
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}
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@@ -33,7 +33,7 @@ void ScreenExit::Update( float fDelta )
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if( m_Exited )
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return;
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/* Grab the list of playing sounds, and see if it's empty. */
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// Grab the list of playing sounds, and see if it's empty.
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const set<RageSound *> &PlayingSounds = SOUNDMAN->GetPlayingSounds();
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bool DoQuit = PlayingSounds.empty();
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+12
-14
@@ -743,7 +743,6 @@ void ScreenGameplay::Init()
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pi->GetPlayerStageStats()->m_vpPossibleSteps = pi->m_vpStepsQueue;
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}
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LOG->Trace("[ScreenGameplay::Init] loading scorekeepers");
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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ASSERT( !pi->m_vpStepsQueue.empty() );
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@@ -801,7 +800,7 @@ bool ScreenGameplay::Center1Player() const
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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* but for now just ignore Center1Player when it's Battle or Rave
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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return g_bCenter1Player &&
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(bool)ALLOW_CENTER_1_PLAYER &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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@@ -907,9 +906,9 @@ ScreenGameplay::~ScreenGameplay()
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{
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if( this->IsFirstUpdate() )
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{
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/* We never received any updates. That means we were deleted without being
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* used, and never actually played. (This can happen when backing out of
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* ScreenStage.) Cancel the stage. */
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/* We never received any updates. That means we were deleted without being
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* used, and never actually played. (This can happen when backing out of
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* ScreenStage.) Cancel the stage. */
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GAMESTATE->CancelStage();
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}
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@@ -944,22 +943,21 @@ bool ScreenGameplay::IsLastSong()
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void ScreenGameplay::SetupSong( int iSongIndex )
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{
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LOG->Trace("[ScreenGameplay::SetupSong] begin");
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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/* This is the first beat that can be changed without it being visible.
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* Until we draw for the first time, any beat can be changed. */
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pi->GetPlayerState()->m_fLastDrawnBeat = -100;
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Steps *pSteps = pi->m_vpStepsQueue[iSongIndex];
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GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps );
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/* Load new NoteData into Player. Do this before
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/* Load new NoteData into Player. Do this before
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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* propogated to GAMESTATE->m_pPlayerOptions too early and be double-applied
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* propagated to GAMESTATE->m_pPlayerOptions too early and be double-applied
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* to the NoteData:
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* once in Player::Load, then again in Player::ApplyActiveAttacks. This
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* is very bad for transforms like AddMines.
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* once in Player::Load, then again in Player::ApplyActiveAttacks.
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* This is very bad for transforms like AddMines.
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*/
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NoteData originalNoteData;
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pSteps->GetNoteData( originalNoteData );
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@@ -1031,10 +1029,10 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
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}
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/* Update attack bOn flags. */
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// Update attack bOn flags.
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pi->GetPlayerState()->Update( 0 );
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/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
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// Hack: Course modifiers that are set to start immediately shouldn't tween on.
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pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
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}
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}
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+17
-25
@@ -1,5 +1,4 @@
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#include "global.h"
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#include "ScreenJukebox.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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@@ -28,13 +27,12 @@
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REGISTER_SCREEN_CLASS( ScreenJukebox );
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void ScreenJukebox::SetSong()
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{
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ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
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ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
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vector<Song*> vSongs;
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//Check to see if there is a theme-course
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//I.E. If there is a course called exactly the theme name,
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//then we pick a song from this course.
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/* Check to see if there is a theme course. If there is a course that has
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* the exact same name as the theme, then we pick a song from this course. */
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Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
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if( pCourse != NULL )
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for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ )
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@@ -45,13 +43,11 @@ void ScreenJukebox::SetSong()
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vSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
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//
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// Calculate what difficulties to show
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//
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vector<Difficulty> vDifficultiesToShow;
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if( m_bDemonstration )
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{
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// HACK: This belongs in ScreenDemonstration
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// HACK: This belongs in ScreenDemonstration.
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ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
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vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
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}
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@@ -70,9 +66,7 @@ void ScreenJukebox::SetSong()
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ASSERT( !vDifficultiesToShow.empty() );
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//
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// Search for a Song and Steps to play during the demo
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//
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// Search for a Song and Steps to play during the demo.
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for( int i=0; i<1000; i++ )
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{
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if( vSongs.size() == 0 )
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@@ -103,13 +97,12 @@ void ScreenJukebox::SetSong()
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AdjustSync::ResetOriginalSyncData();
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
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if( bShowModifiers )
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{
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/* If we have a modifier course containing this song, apply its modifiers. Only check
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* fixed course entries. */
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/* If we have a modifier course containing this song, apply its
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* modifiers. Only check fixed course entries. */
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vector<Course*> apCourses;
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SONGMAN->GetAllCourses( apCourses, false );
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vector<const CourseEntry *> apOptions;
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@@ -120,7 +113,6 @@ void ScreenJukebox::SetSong()
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const CourseEntry *pEntry = pCourse->FindFixedSong( pSong );
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if( pEntry == NULL || pEntry->attacks.size() == 0 )
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continue;
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if( !ALLOW_ADVANCED_MODIFIERS )
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{
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@@ -133,6 +125,7 @@ void ScreenJukebox::SetSong()
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{
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RString s = a->sModifiers;
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s.MakeLower();
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// todo: allow themers to modify this list? -aj
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if( s.find("dark") != string::npos ||
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s.find("stealth") != string::npos )
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{
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@@ -144,7 +137,6 @@ void ScreenJukebox::SetSong()
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continue; // skip
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}
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apOptions.push_back( pEntry );
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apPossibleCourses.push_back( pCourse );
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}
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@@ -154,7 +146,7 @@ void ScreenJukebox::SetSong()
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int iIndex = RandomInt( apOptions.size() );
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m_pCourseEntry = apOptions[iIndex];
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Course *pCourse = apPossibleCourses[iIndex];
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PlayMode pm = CourseTypeToPlayMode( pCourse->GetCourseType() );
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GAMESTATE->m_PlayMode.Set( pm );
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GAMESTATE->m_pCurCourse.Set( pCourse );
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@@ -164,8 +156,8 @@ void ScreenJukebox::SetSong()
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ASSERT( GAMESTATE->m_pCurTrail[p] );
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}
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}
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}
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}
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return; // done looking
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}
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@@ -175,13 +167,12 @@ void ScreenJukebox::SetSong()
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ScreenJukebox::ScreenJukebox()
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{
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m_bDemonstration = false;
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m_pCourseEntry = NULL;
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}
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void ScreenJukebox::Init()
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{
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// ScreeJukeboxMenu must set this
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// ScreenJukeboxMenu must set this
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ASSERT( GAMESTATE->GetCurrentStyle() );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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@@ -196,7 +187,8 @@ void ScreenJukebox::Init()
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if( Benchmark )
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{
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/* Note that you also need to make sure you benchmark with the
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* same notes. I use a copy of MaxU with only heavy notes included. */
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* same notes. I (who? -aj) use a copy of Maxx Unlimited with only heavy notes
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* included.*/
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FOREACH_EnabledPlayer( p )
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{
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/* Lots and lots of arrows. This might even bias to arrows a little
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@@ -211,7 +203,7 @@ void ScreenJukebox::Init()
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FOREACH_EnabledPlayer( p )
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{
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/* Reset score between songs. */
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// Reset score between songs.
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STATSMAN->m_CurStageStats.m_player[p].ResetScoreForLesson();
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if( GAMESTATE->m_bJukeboxUsesModifiers )
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@@ -232,7 +224,7 @@ void ScreenJukebox::Init()
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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/* Now that we've set up, init the base class. */
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// Now that we've set up, init the base class.
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ScreenGameplay::Init();
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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@@ -253,7 +245,7 @@ void ScreenJukebox::Input( const InputEventPlus &input )
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//LOG->Trace( "ScreenJukebox::Input()" );
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if( input.type != IET_FIRST_PRESS )
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return; /* ignore */
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return; // ignore
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switch( input.MenuI )
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{
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Reference in New Issue
Block a user