naming cleanup: rename scoring "Tier1"s to "W1"s (short for "Window 1")

add Preference1D so that we can index into the grading and life values
This commit is contained in:
Chris Danford
2005-10-09 04:30:59 +00:00
parent 2264d09032
commit feb1bfb0fc
44 changed files with 767 additions and 698 deletions
+26 -25
View File
@@ -14,16 +14,17 @@
#include "PercentageDisplay.h"
static const CString JudgeLineNames[] = {
"Tier1",
"Tier2",
"Tier3",
"Tier4",
"Tier5",
static const CString MultiplayerJudgeLineNames[] = {
"W1",
"W2",
"W3",
"W4",
"W5",
"Miss",
"Ok",
"Held",
};
XToString( JudgeLine, NUM_JudgeLine );
XToString( MultiplayerJudgeLine, NUM_MultiplayerJudgeLine );
#define FOREACH_MultiplayerJudgeLine( i ) FOREACH_ENUM( MultiplayerJudgeLine, NUM_MultiplayerJudgeLine, i )
static void PositionItem( LuaExpression &expr, Actor *pSelf, int iItemIndex, int iNumItems )
{
@@ -42,7 +43,7 @@ class MultiplayerEvalScoreRow : public ActorFrame
protected:
AutoActor m_sprFrame;
PercentageDisplay m_score;
BitmapText m_textJudgmentNumber[NUM_JudgeLine];
BitmapText m_textJudgmentNumber[NUM_MultiplayerJudgeLine];
public:
MultiplayerEvalScoreRow( MultiPlayer mp, int iRankIndex )
@@ -66,7 +67,7 @@ public:
LuaExpression expr;
expr.SetFromExpression( THEME->GetMetric("MultiplayerEvalScoreRow","NumberOnCommandFunction") );
for( int i=0; i<NUM_JudgeLine; i++ )
FOREACH_MultiplayerJudgeLine( i )
{
BitmapText &text = m_textJudgmentNumber[i];
text.LoadFromFont( THEME->GetPathF("MultiplayerEvalScoreRow","JudgmentNumber") );
@@ -76,19 +77,19 @@ public:
switch( i )
{
default: ASSERT(0);
case JudgeLine_Tier1: iVal = pPlayerStageStats->iTapNoteScores[TNS_Tier1];break;
case JudgeLine_Tier2: iVal = pPlayerStageStats->iTapNoteScores[TNS_Tier2]; break;
case JudgeLine_Tier3: iVal = pPlayerStageStats->iTapNoteScores[TNS_Tier3]; break;
case JudgeLine_Tier4: iVal = pPlayerStageStats->iTapNoteScores[TNS_Tier4]; break;
case JudgeLine_Tier5: iVal = pPlayerStageStats->iTapNoteScores[TNS_Tier5]; break;
case JudgeLine_Miss: iVal = pPlayerStageStats->iTapNoteScores[TNS_Miss]; break;
case JudgeLine_Ok: iVal = pPlayerStageStats->iHoldNoteScores[HNS_Held]; break;
case MultiplayerJudgeLine_W1: iVal = pPlayerStageStats->iTapNoteScores[TNS_W1]; break;
case MultiplayerJudgeLine_W2: iVal = pPlayerStageStats->iTapNoteScores[TNS_W2]; break;
case MultiplayerJudgeLine_W3: iVal = pPlayerStageStats->iTapNoteScores[TNS_W3]; break;
case MultiplayerJudgeLine_W4: iVal = pPlayerStageStats->iTapNoteScores[TNS_W4]; break;
case MultiplayerJudgeLine_W5: iVal = pPlayerStageStats->iTapNoteScores[TNS_W5]; break;
case MultiplayerJudgeLine_Miss: iVal = pPlayerStageStats->iTapNoteScores[TNS_Miss]; break;
case MultiplayerJudgeLine_Held: iVal = pPlayerStageStats->iHoldNoteScores[HNS_Held];break;
}
CString s = ssprintf( "%3d", iVal );
text.SetText( s );
PositionItem( expr, &text, i, NUM_JudgeLine );
PositionItem( expr, &text, i, NUM_MultiplayerJudgeLine );
}
}
};
@@ -149,10 +150,10 @@ ScreenEvaluationMultiplayer::ScreenEvaluationMultiplayer( CString sClassName ) :
{
STATSMAN->m_CurStageStats.m_multiPlayer[p].bFailedEarlier = true;
}
STATSMAN->m_CurStageStats.m_multiPlayer[p].iTapNoteScores[TNS_Tier1] = rand()%3;
STATSMAN->m_CurStageStats.m_multiPlayer[p].iTapNoteScores[TNS_Tier2] = rand()%3;
STATSMAN->m_CurStageStats.m_multiPlayer[p].iTapNoteScores[TNS_Tier3] = rand()%3;
STATSMAN->m_CurStageStats.m_multiPlayer[p].iPossibleGradePoints = 4*ScoreKeeperNormal::TapNoteScoreToGradePoints(TNS_Tier1, false);
STATSMAN->m_CurStageStats.m_multiPlayer[p].iTapNoteScores[TNS_W1] = rand()%3;
STATSMAN->m_CurStageStats.m_multiPlayer[p].iTapNoteScores[TNS_W2] = rand()%3;
STATSMAN->m_CurStageStats.m_multiPlayer[p].iTapNoteScores[TNS_W3] = rand()%3;
STATSMAN->m_CurStageStats.m_multiPlayer[p].iPossibleGradePoints = 4*ScoreKeeperNormal::TapNoteScoreToGradePoints(TNS_W1, false);
STATSMAN->m_CurStageStats.m_multiPlayer[p].fLifeRemainingSeconds = randomf( 90, 580 );
}
@@ -199,13 +200,13 @@ void ScreenEvaluationMultiplayer::Init()
LuaExpression expr;
expr.SetFromExpression( THEME->GetMetric("ScreenEvaluationMultiplayer","LabelOnCommandFunction") );
FOREACH_JudgeLine( i )
FOREACH_MultiplayerJudgeLine( i )
{
AutoActor &a = m_sprJudgmentLabel[i];
a.Load( THEME->GetPathG("ScreenEvaluationMultiplayer","JudgmentLabel"+JudgeLineToString(i)) );
a.Load( THEME->GetPathG("ScreenEvaluationMultiplayer","JudgmentLabel"+MultiplayerJudgeLineToString(i)) );
m_frameLabels.AddChild( m_sprJudgmentLabel[i] );
PositionItem( expr, a, i, NUM_JudgeLine );
PositionItem( expr, a, i, NUM_MultiplayerJudgeLine );
}
}