diff --git a/src/NoteData.cpp b/src/NoteData.cpp index 452cbb89f2..414ccee44e 100644 --- a/src/NoteData.cpp +++ b/src/NoteData.cpp @@ -660,7 +660,7 @@ void NoteData::LoadTransformed( const NoteData& in, int iNewNumTracks, const int { // reset all notes Init(); - + SetNumTracks( iNewNumTracks ); // copy tracks diff --git a/src/NoteTypes.h b/src/NoteTypes.h index 836f1cdf65..fe4b3ef646 100644 --- a/src/NoteTypes.h +++ b/src/NoteTypes.h @@ -11,15 +11,15 @@ class XNode; struct TapNoteResult { TapNoteResult() : tns(TNS_None), fTapNoteOffset(0.f), bHidden(false) { } - + TapNoteScore tns; - /* Offset, in seconds, for a tap grade. Negative numbers mean the note - * was hit early; positive numbers mean it was hit late. These values are + /* Offset, in seconds, for a tap grade. Negative numbers mean the note + * was hit early; positive numbers mean it was hit late. These values are * only meaningful for graded taps (tns >= TNS_W5). */ float fTapNoteOffset; - /* If the whole row has been judged, all taps on the row will be set to hidden. */ + // If the whole row has been judged, all taps on the row will be set to hidden. bool bHidden; // XML @@ -31,7 +31,7 @@ struct HoldNoteResult { HoldNoteResult() : hns(HNS_None), fLife(1.f), fOverlappedTime(0), iLastHeldRow(0), iCheckpointsHit(0), iCheckpointsMissed(0), bHeld(false), bActive(false) { } float GetLastHeldBeat() const; - + HoldNoteScore hns; /* 1.0 means this HoldNote has full life. @@ -40,15 +40,15 @@ struct HoldNoteResult * If the life is > 0.0 when the HoldNote ends, then m_HoldScore becomes HNS_Held. */ float fLife; - /* The number of seconds the hold note has overlapped the current beat, or 0 if it - * doesn't overlap. */ + /* The number of seconds the hold note has overlapped the current beat, or 0 + * if it doesn't overlap. */ float fOverlappedTime; - /* Last index where fLife was greater than 0. If the tap was missed, this will - * be the first index of the hold. */ + /* Last index where fLife was greater than 0. If the tap was missed, this + * will be the first index of the hold. */ int iLastHeldRow; - /* If checkpoint holds are enabled, the number of checkpoints hit and missed. */ + // If checkpoint holds are enabled, the number of checkpoints hit and missed. int iCheckpointsHit; int iCheckpointsMissed; @@ -98,16 +98,16 @@ struct TapNote TapNoteResult result; int8_t iMidiNote; // ignored by all game types but Karaoke PlayerNumber pn; // used in routine mode - bool bHopoPossible; // set just before gameplay begins - + bool bHopoPossible; // set just before gameplay begins + RString sAttackModifiers; // used only if Type == attack float fAttackDurationSeconds; // used only if Type == attack int iKeysoundIndex; // Index into Song's vector of keysound files if nonnegative. - int iDuration; // used if hold_head only - HoldNoteResult HoldResult; // used if hold_head only - + int iDuration; // used if hold_head only + HoldNoteResult HoldResult; // used if hold_head only + // XML XNode* CreateNode() const; void LoadFromNode( const XNode* pNode ); @@ -180,11 +180,11 @@ extern TapNote TAP_ADDITION_MINE; // TODO: Don't have a hard-coded track limit. const int MAX_NOTE_TRACKS = 16; -/* This is a divisor for our "fixed-point" time/beat representation. It must be evenly divisible - * by 2, 3, and 4, to exactly represent 8th, 12th and 16th notes. */ +/* This is a divisor for our "fixed-point" time/beat representation. It must be + * evenly divisible by 2, 3, and 4, to exactly represent 8th, 12th and 16th notes. */ const int ROWS_PER_BEAT = 48; -/* In the editor, enforce a reasonable limit on the number of notes. */ +// In the editor, enforce a reasonable limit on the number of notes. const int MAX_NOTES_PER_MEASURE = 50; diff --git a/src/ScreenEvaluation.h b/src/ScreenEvaluation.h index a61040c620..5053600aa0 100644 --- a/src/ScreenEvaluation.h +++ b/src/ScreenEvaluation.h @@ -1,4 +1,4 @@ -/* ScreenEvaluation - Shows the user their score after gameplay has ended. */ +/* ScreenEvaluation - Shows the player their score after gameplay has ended. */ #ifndef SCREEN_EVALUATION_H #define SCREEN_EVALUATION_H diff --git a/src/ScreenExit.cpp b/src/ScreenExit.cpp index a64117ab43..0c10f923af 100644 --- a/src/ScreenExit.cpp +++ b/src/ScreenExit.cpp @@ -7,9 +7,9 @@ #include "RageLog.h" #include "arch/ArchHooks/ArchHooks.h" -/* This screen used to wait for sounds to stop. However, implementing GetPlayingSounds() +/* This screen used to wait for sounds to stop. However, implementing GetPlayingSounds() * is annoying, because sounds might be deleted at any time; they aren't ours to have - * references to. Also, it's better to quit on command instead of waiting several seconds + * references to. Also, it's better to quit on command instead of waiting several seconds * for a sound to stop. */ REGISTER_SCREEN_CLASS( ScreenExit ); @@ -22,7 +22,7 @@ void ScreenExit::Init() ArchHooks::SetUserQuit(); /* It'd be better for any previous screen playing music to fade it out as it fades - * out the screen. XXX: Check to see if it's fading out; if it'll stop playing in + * out the screen. XXX: Check to see if it's fading out; if it'll stop playing in * reasonable time, let it. */ // SOUND->StopMusic(); } @@ -33,7 +33,7 @@ void ScreenExit::Update( float fDelta ) if( m_Exited ) return; - /* Grab the list of playing sounds, and see if it's empty. */ + // Grab the list of playing sounds, and see if it's empty. const set &PlayingSounds = SOUNDMAN->GetPlayingSounds(); bool DoQuit = PlayingSounds.empty(); diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index 6de0a8eff3..7256cd13e8 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -743,7 +743,6 @@ void ScreenGameplay::Init() pi->GetPlayerStageStats()->m_vpPossibleSteps = pi->m_vpStepsQueue; } - LOG->Trace("[ScreenGameplay::Init] loading scorekeepers"); FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { ASSERT( !pi->m_vpStepsQueue.empty() ); @@ -801,7 +800,7 @@ bool ScreenGameplay::Center1Player() const /* Perhaps this should be handled better by defining a new * StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER, * but for now just ignore Center1Player when it's Battle or Rave - * Mode. This doesn't begin to address two-player solo (6 arrows) */ + * Mode. This doesn't begin to address two-player solo (6 arrows) */ return g_bCenter1Player && (bool)ALLOW_CENTER_1_PLAYER && GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE && @@ -907,9 +906,9 @@ ScreenGameplay::~ScreenGameplay() { if( this->IsFirstUpdate() ) { - /* We never received any updates. That means we were deleted without being - * used, and never actually played. (This can happen when backing out of - * ScreenStage.) Cancel the stage. */ + /* We never received any updates. That means we were deleted without being + * used, and never actually played. (This can happen when backing out of + * ScreenStage.) Cancel the stage. */ GAMESTATE->CancelStage(); } @@ -944,22 +943,21 @@ bool ScreenGameplay::IsLastSong() void ScreenGameplay::SetupSong( int iSongIndex ) { - LOG->Trace("[ScreenGameplay::SetupSong] begin"); FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { - /* This is the first beat that can be changed without it being visible. Until - * we draw for the first time, any beat can be changed. */ + /* This is the first beat that can be changed without it being visible. + * Until we draw for the first time, any beat can be changed. */ pi->GetPlayerState()->m_fLastDrawnBeat = -100; Steps *pSteps = pi->m_vpStepsQueue[iSongIndex]; GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps ); - /* Load new NoteData into Player. Do this before + /* Load new NoteData into Player. Do this before * RebuildPlayerOptionsFromActiveAttacks or else transform mods will get - * propogated to GAMESTATE->m_pPlayerOptions too early and be double-applied + * propagated to GAMESTATE->m_pPlayerOptions too early and be double-applied * to the NoteData: - * once in Player::Load, then again in Player::ApplyActiveAttacks. This - * is very bad for transforms like AddMines. + * once in Player::Load, then again in Player::ApplyActiveAttacks. + * This is very bad for transforms like AddMines. */ NoteData originalNoteData; pSteps->GetNoteData( originalNoteData ); @@ -1031,10 +1029,10 @@ void ScreenGameplay::SetupSong( int iSongIndex ) GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers ); } - /* Update attack bOn flags. */ + // Update attack bOn flags. pi->GetPlayerState()->Update( 0 ); - /* Hack: Course modifiers that are set to start immediately shouldn't tween on. */ + // Hack: Course modifiers that are set to start immediately shouldn't tween on. pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage ); } } diff --git a/src/ScreenJukebox.cpp b/src/ScreenJukebox.cpp index 7ef24060e6..c2ee7cd358 100644 --- a/src/ScreenJukebox.cpp +++ b/src/ScreenJukebox.cpp @@ -1,5 +1,4 @@ #include "global.h" - #include "ScreenJukebox.h" #include "RageLog.h" #include "ThemeManager.h" @@ -28,13 +27,12 @@ REGISTER_SCREEN_CLASS( ScreenJukebox ); void ScreenJukebox::SetSong() { - ThemeMetric ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers"); + ThemeMetric ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers"); vector vSongs; - //Check to see if there is a theme-course - //I.E. If there is a course called exactly the theme name, - //then we pick a song from this course. + /* Check to see if there is a theme course. If there is a course that has + * the exact same name as the theme, then we pick a song from this course. */ Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() ); if( pCourse != NULL ) for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ ) @@ -45,13 +43,11 @@ void ScreenJukebox::SetSong() vSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup ); - // // Calculate what difficulties to show - // vector vDifficultiesToShow; if( m_bDemonstration ) { - // HACK: This belongs in ScreenDemonstration + // HACK: This belongs in ScreenDemonstration. ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow"); vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue(); } @@ -70,9 +66,7 @@ void ScreenJukebox::SetSong() ASSERT( !vDifficultiesToShow.empty() ); - // - // Search for a Song and Steps to play during the demo - // + // Search for a Song and Steps to play during the demo. for( int i=0; i<1000; i++ ) { if( vSongs.size() == 0 ) @@ -103,13 +97,12 @@ void ScreenJukebox::SetSong() AdjustSync::ResetOriginalSyncData(); FOREACH_PlayerNumber( p ) GAMESTATE->m_pCurSteps[p].Set( pSteps ); - bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY; if( bShowModifiers ) { - /* If we have a modifier course containing this song, apply its modifiers. Only check - * fixed course entries. */ + /* If we have a modifier course containing this song, apply its + * modifiers. Only check fixed course entries. */ vector apCourses; SONGMAN->GetAllCourses( apCourses, false ); vector apOptions; @@ -120,7 +113,6 @@ void ScreenJukebox::SetSong() const CourseEntry *pEntry = pCourse->FindFixedSong( pSong ); if( pEntry == NULL || pEntry->attacks.size() == 0 ) continue; - if( !ALLOW_ADVANCED_MODIFIERS ) { @@ -133,6 +125,7 @@ void ScreenJukebox::SetSong() { RString s = a->sModifiers; s.MakeLower(); + // todo: allow themers to modify this list? -aj if( s.find("dark") != string::npos || s.find("stealth") != string::npos ) { @@ -144,7 +137,6 @@ void ScreenJukebox::SetSong() continue; // skip } - apOptions.push_back( pEntry ); apPossibleCourses.push_back( pCourse ); } @@ -154,7 +146,7 @@ void ScreenJukebox::SetSong() int iIndex = RandomInt( apOptions.size() ); m_pCourseEntry = apOptions[iIndex]; Course *pCourse = apPossibleCourses[iIndex]; - + PlayMode pm = CourseTypeToPlayMode( pCourse->GetCourseType() ); GAMESTATE->m_PlayMode.Set( pm ); GAMESTATE->m_pCurCourse.Set( pCourse ); @@ -164,8 +156,8 @@ void ScreenJukebox::SetSong() ASSERT( GAMESTATE->m_pCurTrail[p] ); } } - } - + } + return; // done looking } @@ -175,13 +167,12 @@ void ScreenJukebox::SetSong() ScreenJukebox::ScreenJukebox() { m_bDemonstration = false; - m_pCourseEntry = NULL; } void ScreenJukebox::Init() { - // ScreeJukeboxMenu must set this + // ScreenJukeboxMenu must set this ASSERT( GAMESTATE->GetCurrentStyle() ); GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); @@ -196,7 +187,8 @@ void ScreenJukebox::Init() if( Benchmark ) { /* Note that you also need to make sure you benchmark with the - * same notes. I use a copy of MaxU with only heavy notes included. */ + * same notes. I (who? -aj) use a copy of Maxx Unlimited with only heavy notes + * included.*/ FOREACH_EnabledPlayer( p ) { /* Lots and lots of arrows. This might even bias to arrows a little @@ -211,7 +203,7 @@ void ScreenJukebox::Init() FOREACH_EnabledPlayer( p ) { - /* Reset score between songs. */ + // Reset score between songs. STATSMAN->m_CurStageStats.m_player[p].ResetScoreForLesson(); if( GAMESTATE->m_bJukeboxUsesModifiers ) @@ -232,7 +224,7 @@ void ScreenJukebox::Init() GAMESTATE->m_bDemonstrationOrJukebox = true; - /* Now that we've set up, init the base class. */ + // Now that we've set up, init the base class. ScreenGameplay::Init(); if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song. @@ -253,7 +245,7 @@ void ScreenJukebox::Input( const InputEventPlus &input ) //LOG->Trace( "ScreenJukebox::Input()" ); if( input.type != IET_FIRST_PRESS ) - return; /* ignore */ + return; // ignore switch( input.MenuI ) {