move mapping into Game

This commit is contained in:
Glenn Maynard
2005-02-07 06:05:42 +00:00
parent 7cb1b266d3
commit efd190316d
3 changed files with 15 additions and 9 deletions
+13
View File
@@ -102,6 +102,19 @@ CString Game::ColToButtonName( int col ) const
return m_szButtonNames[GI.button];
}
TapNoteScore Game::MapTapNoteScore( TapNoteScore tns ) const
{
switch( tns )
{
case TNS_MARVELOUS: return m_mapMarvelousTo;
case TNS_PERFECT: return m_mapPerfectTo;
case TNS_GREAT: return m_mapGreatTo;
case TNS_GOOD: return m_mapGoodTo;
case TNS_BOO: return m_mapBooTo;
default: return tns;
}
}
/*
* (c) 2001-2002 Chris Danford
* All rights reserved.
+1
View File
@@ -54,6 +54,7 @@ public:
void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
CString ColToButtonName( int col ) const;
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
TapNoteScore m_mapMarvelousTo;
TapNoteScore m_mapPerfectTo;
TapNoteScore m_mapGreatTo;
+1 -9
View File
@@ -847,16 +847,8 @@ void Player::Step( int col, const RageTimer &tm )
m_pNoteField->DidTapNote( col, score, false );
}
// Do game-specific score mapping.
const Game* pGame = GAMESTATE->GetCurrentGame();
if( score == TNS_MARVELOUS ) score = pGame->m_mapMarvelousTo;
else if( score == TNS_PERFECT ) score = pGame->m_mapPerfectTo;
else if( score == TNS_GREAT ) score = pGame->m_mapGreatTo;
else if( score == TNS_GOOD ) score = pGame->m_mapGoodTo;
else if( score == TNS_BOO ) score = pGame->m_mapBooTo;
score = GAMESTATE->GetCurrentGame()->MapTapNoteScore( score );
if( score != TNS_NONE && score != TNS_MISS )
{