#include "stdafx.h" /* ----------------------------------------------------------------------------- File: Player.cpp Desc: Object that accepts pad input, knocks down ColorArrows that were stepped on, and keeps score for the player. Copyright (c) 2001 Chris Danford. All rights reserved. ----------------------------------------------------------------------------- */ #include "ScreenDimensions.h" #include "Math.h" // for fabs() #include "Player.h" #include "RageUtil.h" #include "ThemeManager.h" #include "GameTypes.h" #include "ArrowEffects.h" const float JUDGEMENT_Y = CENTER_Y; const float ARROWS_Y = SCREEN_TOP + ARROW_SIZE * 1.5f; const float HOLD_JUDGEMENT_Y = ARROWS_Y + 80; const float LIFEMETER_Y = SCREEN_TOP + 30; const float COMBO_Y = CENTER_Y + 60; const float SCORE_Y = SCREEN_HEIGHT - 40; const float HOLD_ARROW_NG_TIME = 0.27f; Player::Player() { m_fSongBeat = 0; m_PlayerNumber = PLAYER_NONE; // init step elements for( int i=0; iAddActor( &m_GrayArrows ); this->AddActor( &m_ColorArrowField ); this->AddActor( &m_GhostArrows ); this->AddActor( &m_Judgement ); for( int c=0; cAddActor( &m_HoldJudgement[c] ); this->AddActor( &m_Combo ); this->AddActor( &m_LifeMeter ); this->AddActor( &m_Score ); } void Player::Load( const Style& style, PlayerNumber player_no, const Steps& steps, const PlayerOptions& po ) { //RageLog( "Player::Load()", ); m_Style = style; m_PlayerNumber = player_no; m_PlayerOptions = po; Steps steps2 = steps; if( !po.m_bAllowFreezeArrows ) steps2.RemoveHoldSteps(); steps2.Turn( po.m_TurnType ); if( po.m_bLittle ) steps2.MakeLittle(); m_ColorArrowField.Load( style, steps2, po, 2, 10 ); m_GrayArrows.Load( po, style ); m_GhostArrows.Load( po, style ); // load step elements for( int i=0; i 0 ) { m_Judgement.SetJudgement( TSS_MISS ); m_Combo.EndCombo(); for( int i=0; iIsButtonDown( PlayerI ); if( bIsHoldingButton ) { hss.m_fLife += fDeltaTime/HOLD_ARROW_NG_TIME; hss.m_fLife = min( hss.m_fLife, 1 ); // clamp int iCol = m_Style.TapStepToColumnNumber( hs.m_TapStep ); m_GhostArrows.HoldStep( iCol ); // update the "electric ghost" effect } else // !bIsHoldingButton { hss.m_fLife -= fDeltaTime/HOLD_ARROW_NG_TIME; hss.m_fLife = max( hss.m_fLife, 0 ); // clamp } m_ColorArrowField.SetHoldStepLife( i, hss.m_fLife ); // update the ColorArrowField display } // check for NG if( hss.m_fLife == 0 ) // the player has not pressed the button for a long time! { hss.m_Result = HSR_NG; int iCol = m_Style.TapStepToColumnNumber( hs.m_TapStep ); m_HoldJudgement[iCol].SetHoldJudgement( HSR_NG ); } // check for OK if( m_fSongBeat > fEndBeat ) // if this HoldStep is in the past { // this implies that hss.m_fLife > 0, or else we would have marked it NG above hss.m_fLife = 1; hss.m_Result = HSR_OK; int iCol = m_Style.TapStepToColumnNumber( hs.m_TapStep ); m_HoldJudgement[iCol].SetHoldJudgement( HSR_OK ); m_ColorArrowField.SetHoldStepLife( i, hss.m_fLife ); // update the ColorArrowField display } } ActorFrame::Update( fDeltaTime ); m_LifeMeter.SetBeat( fSongBeat ); m_GrayArrows.Update( fDeltaTime, fSongBeat ); m_ColorArrowField.Update( fDeltaTime, fSongBeat ); m_GhostArrows.Update( fDeltaTime, fSongBeat ); m_fSongBeat = fSongBeat; // save song beat } void Player::RenderPrimitives() { D3DXMATRIX matOldView, matOldProj; if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_SPACE ) { // turn off Z Buffering SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, FALSE ); SCREEN->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, FALSE ); // save old view and projection SCREEN->GetDevice()->GetTransform( D3DTS_VIEW, &matOldView ); SCREEN->GetDevice()->GetTransform( D3DTS_PROJECTION, &matOldProj ); // construct view and project matrix D3DXMATRIX matNewView; D3DXMatrixLookAtLH( &matNewView, &D3DXVECTOR3( CENTER_X, GetY()+800.0f, 300.0f ), &D3DXVECTOR3( CENTER_X , GetY()+400.0f, 0.0f ), &D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) ); SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matNewView ); D3DXMATRIX matNewProj; D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f ); SCREEN->GetDevice()->SetTransform( D3DTS_PROJECTION, &matNewProj ); } m_GrayArrows.Draw(); m_ColorArrowField.Draw(); m_GhostArrows.Draw(); if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_SPACE ) { // restire old view and projection SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matOldView ); SCREEN->GetDevice()->SetTransform( D3DTS_PROJECTION, &matOldProj ); // turn Z Buffering back on SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, TRUE ); SCREEN->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, TRUE ); } m_Judgement.Draw(); for( int c=0; c 100 ); // update the combo display switch( score ) { case TSS_PERFECT: case TSS_GREAT: m_Combo.ContinueCombo(); break; case TSS_GOOD: case TSS_BOO: m_Combo.EndCombo(); break; } } } } } void Player::CheckForCompleteStep( float fSongBeat, TapStep player_step, float fMaxBeatDiff ) { //RageLog( "Player::CheckForCompleteStep()" ); // look for the closest matching step int iIndexStartLookingAt = BeatToStepIndex( fSongBeat ); int iNumElementsToExamine = BeatToStepIndex( fMaxBeatDiff ); // number of elements to examine on either end of iIndexStartLookingAt //RageLog( "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++ ) { int iCurrentIndexEarlier = iIndexStartLookingAt - delta; int iCurrentIndexLater = iIndexStartLookingAt + delta; // silly check to make sure we don't go out of bounds iCurrentIndexEarlier = clamp( iCurrentIndexEarlier, 0, MAX_TAP_STEP_ELEMENTS-1 ); iCurrentIndexLater = clamp( iCurrentIndexLater, 0, MAX_TAP_STEP_ELEMENTS-1 ); //////////////////////////// // check the step to the left of iIndexStartLookingAt //////////////////////////// //RageLog( "Checking steps[%d]", iCurrentIndexEarlier ); if( m_TapStepsRemaining[iCurrentIndexEarlier] & player_step ) // these steps overlap { m_TapStepsRemaining[iCurrentIndexEarlier] &= ~player_step; // subtract player_step if( m_TapStepsRemaining[iCurrentIndexEarlier] == 0 ) { // did this complete the step? OnCompleteStep( fSongBeat, player_step, fMaxBeatDiff, iCurrentIndexEarlier ); return; } } //////////////////////////// // check the step to the right of iIndexStartLookingAt //////////////////////////// //RageLog( "Checking steps[%d]", iCurrentIndexLater ); if( m_TapStepsRemaining[iCurrentIndexLater] & player_step ) // these steps overlap { m_TapStepsRemaining[iCurrentIndexLater] &= ~player_step; // subtract player_step if( m_TapStepsRemaining[iCurrentIndexLater] == 0 ) { // did this complete the step? OnCompleteStep( fSongBeat, player_step, fMaxBeatDiff, iCurrentIndexLater ); return; } } } } void Player::OnCompleteStep( float fSongBeat, TapStep player_step, float fMaxBeatDiff, int iIndexThatWasSteppedOn ) { float fStepBeat = StepIndexToBeat( (float)iIndexThatWasSteppedOn ); float fBeatsUntilStep = fStepBeat - fSongBeat; float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff ); //RageLog( "fBeatsUntilStep: %f, fPercentFromPerfect: %f", // fBeatsUntilStep, fPercentFromPerfect ); // compute what the score should be for the note we stepped on TapStepScore &score = m_TapStepScores[iIndexThatWasSteppedOn]; if( fPercentFromPerfect < 0.25f ) score = TSS_PERFECT; else if( fPercentFromPerfect < 0.50f ) score = TSS_GREAT; else if( fPercentFromPerfect < 0.75f ) score = TSS_GOOD; else score = TSS_BOO; // update the judgement, score, and life m_Judgement.SetJudgement( score ); m_Score.AddToScore( score, m_Combo.GetCurrentCombo() ); m_LifeMeter.ChangeLife( score ); // remove this row from the ColorArrowField m_ColorArrowField.RemoveTapStepRow( iIndexThatWasSteppedOn ); // check to see if this completes a row of notes for( int c=0; c100 ); // show the ghost arrow for this column } // update the combo display switch( score ) { case TSS_PERFECT: case TSS_GREAT: m_Combo.ContinueCombo(); break; case TSS_GOOD: case TSS_BOO: m_Combo.EndCombo(); break; } } ScoreSummary Player::GetScoreSummary() { ScoreSummary scoreSummary; for( int i=0; i