516 lines
15 KiB
C++
516 lines
15 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: NoteMetadata
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Desc: See header.
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Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#include "GameConstantsAndTypes.h"
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#include "Math.h" // for fabs()
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#include "Player.h"
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#include "RageUtil.h"
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#include "ThemeManager.h"
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#include "GameConstantsAndTypes.h"
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#include "ArrowEffects.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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const float JUDGEMENT_Y = CENTER_Y;
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const float ARROWS_Y = SCREEN_TOP + ARROW_SIZE * 1.5f;
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const float HOLD_JUDGEMENT_Y = ARROWS_Y + 80;
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const float COMBO_Y = CENTER_Y + 60;
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const float HOLD_ARROW_NG_TIME = 0.27f;
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Player::Player()
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{
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m_fSongBeat = 0;
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m_PlayerNumber = PLAYER_NONE;
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// init step elements
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for( int i=0; i<MAX_TAP_NOTE_ELEMENTS; i++ )
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{
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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{
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m_TapNotesOriginal[c][i] = '0';
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m_TapNotes[c][i] = '0';
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}
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m_TapNoteScores[i] = TNS_NONE;
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}
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m_iNumHoldNotes = 0;
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m_pLifeMeter = NULL;
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m_pScore = NULL;
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this->AddActor( &m_GrayArrowRow );
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this->AddActor( &m_NoteField );
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this->AddActor( &m_GhostArrowRow );
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this->AddActor( &m_Judgement );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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this->AddActor( &m_HoldJudgement[c] );
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this->AddActor( &m_Combo );
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}
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void Player::Load( PlayerNumber player_no, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
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{
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//LOG->WriteLine( "Player::Load()", );
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this->CopyAll( pNoteData );
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m_PlayerNumber = player_no;
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m_PlayerOptions = po;
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m_pLifeMeter = pLM;
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m_pScore = pScore;
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if( !po.m_bAllowFreezeArrows )
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this->RemoveHoldNotes();
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this->Turn( po.m_TurnType );
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if( po.m_bLittle )
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this->MakeLittle();
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m_NoteField.Load( (NoteData*)this, po, 1.5f, 5.5f, NoteField::MODE_DANCING );
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m_GrayArrowRow.Load( po );
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m_GhostArrowRow.Load( po );
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m_Combo.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - COMBO_Y : COMBO_Y );
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m_Judgement.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - JUDGEMENT_Y : JUDGEMENT_Y );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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m_HoldJudgement[c].SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - HOLD_JUDGEMENT_Y : HOLD_JUDGEMENT_Y );
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m_NoteField.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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m_GrayArrowRow.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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m_GhostArrowRow.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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}
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void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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{
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//LOG->WriteLine( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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//
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// Check for TapNote misses
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//
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int iNumMisses = UpdateTapNotesMissedOlderThan( m_fSongBeat-fMaxBeatDifference );
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if( iNumMisses > 0 )
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{
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m_Judgement.SetJudgement( TNS_MISS );
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m_Combo.EndCombo();
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for( int i=0; i<iNumMisses; i++ )
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m_pLifeMeter->ChangeLife( TNS_MISS );
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}
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//
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// update HoldNotes logic
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//
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for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
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{
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HoldNote &hn = m_HoldNotes[i];
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HoldNoteScore &hns = m_HoldNoteScores[i];
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if( hns.m_Result != HNR_NONE ) // if this HoldNote already has a result
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continue; // we don't need to update the logic for this one
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float fStartBeat = NoteIndexToBeat( (float)hn.m_iStartIndex );
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float fEndBeat = NoteIndexToBeat( (float)hn.m_iEndIndex );
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const int iCol = hn.m_iTrack;
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const StyleInput StyleI( m_PlayerNumber, hn.m_iTrack );
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const GameInput GameI = GAME->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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// update the life
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if( fStartBeat < m_fSongBeat && m_fSongBeat < fEndBeat ) // if the song beat is in the range of this hold
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{
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const bool bIsHoldingButton = MAPPER->IsButtonDown( GameI );
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if( bIsHoldingButton )
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{
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hns.m_fLife += fDeltaTime/HOLD_ARROW_NG_TIME;
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hns.m_fLife = min( hns.m_fLife, 1 ); // clamp
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m_GhostArrowRow.HoldNote( iCol ); // update the "electric ghost" effect
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}
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else // !bIsHoldingButton
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{
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hns.m_fLife -= fDeltaTime/HOLD_ARROW_NG_TIME;
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hns.m_fLife = max( hns.m_fLife, 0 ); // clamp
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}
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m_NoteField.SetHoldNoteLife( i, hns.m_fLife ); // update the NoteField display
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}
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// check for NG
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if( hns.m_fLife == 0 ) // the player has not pressed the button for a long time!
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{
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hns.m_Result = HNR_NG;
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m_HoldJudgement[iCol].SetHoldJudgement( HNR_NG );
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}
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// check for OK
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if( m_fSongBeat > fEndBeat ) // if this HoldNote is in the past
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{
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// this implies that hns.m_fLife > 0, or else we would have marked it NG above
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hns.m_fLife = 1;
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hns.m_Result = HNR_OK;
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m_HoldJudgement[iCol].SetHoldJudgement( HNR_OK );
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m_NoteField.SetHoldNoteLife( i, hns.m_fLife ); // update the NoteField display
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}
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}
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ActorFrame::Update( fDeltaTime );
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m_pLifeMeter->SetBeat( fSongBeat );
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m_GrayArrowRow.Update( fDeltaTime, fSongBeat );
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m_NoteField.Update( fDeltaTime, fSongBeat );
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m_GhostArrowRow.Update( fDeltaTime, fSongBeat );
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m_fSongBeat = fSongBeat; // save song beat
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}
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void Player::RenderPrimitives()
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{
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D3DXMATRIX matOldView, matOldProj;
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if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_SPACE )
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{
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// turn off Z Buffering
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SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, FALSE );
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SCREEN->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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// save old view and projection
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SCREEN->GetDevice()->GetTransform( D3DTS_VIEW, &matOldView );
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SCREEN->GetDevice()->GetTransform( D3DTS_PROJECTION, &matOldProj );
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// construct view and project matrix
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D3DXMATRIX matNewView;
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D3DXMatrixLookAtLH( &matNewView, &D3DXVECTOR3( CENTER_X, GetY()+800.0f, 300.0f ),
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&D3DXVECTOR3( CENTER_X
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, GetY()+400.0f, 0.0f ),
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&D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) );
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SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matNewView );
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D3DXMATRIX matNewProj;
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D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
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SCREEN->GetDevice()->SetTransform( D3DTS_PROJECTION, &matNewProj );
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}
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m_GrayArrowRow.Draw();
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_SPACE )
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{
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// restire old view and projection
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SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matOldView );
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SCREEN->GetDevice()->SetTransform( D3DTS_PROJECTION, &matOldProj );
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// turn Z Buffering back on
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SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, TRUE );
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SCREEN->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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}
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m_Judgement.Draw();
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for( int c=0; c<m_iNumTracks; c++ )
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m_HoldJudgement[c].Draw();
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m_Combo.Draw();
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}
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bool Player::IsThereANoteAtIndex( int iIndex )
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{
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for( int t=0; t<m_iNumTracks; t++ )
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{
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if( m_TapNotesOriginal[t][iIndex] != '0' )
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return true;
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}
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for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
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{
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if( m_HoldNotes[i].m_iStartIndex == iIndex )
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return true;
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}
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return false;
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}
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void Player::HandlePlayerStep( float fSongBeat, ColumnNumber col, float fMaxBeatDiff )
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{
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//LOG->WriteLine( "Player::HandlePlayerStep()" );
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ASSERT( col >= 0 && col <= m_iNumTracks );
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m_GrayArrowRow.Step( col );
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CheckForCompleteRow( fSongBeat, col, fMaxBeatDiff );
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//
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// check if we stepped on the TapNote part of a HoldNote
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//
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for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
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{
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HoldNote& hn = m_HoldNotes[i];
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HoldNoteScore& hns = m_HoldNoteScores[i];
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if( hns.m_Result != HNR_NONE ) // if this note already has a score
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continue; // we don't need to update its logic
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if( hns.m_TapNoteScore != TNS_NONE ) // the TapNote already has a score
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continue; // no need to continue;
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if( col == m_HoldNotes[i].m_iTrack ) // the player's step is the same as this HoldNote
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{
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float fBeatDifference = fabsf( NoteIndexToBeat(hn.m_iStartIndex) - fSongBeat );
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if( fBeatDifference <= fMaxBeatDiff )
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{
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float fBeatsUntilStep = NoteIndexToBeat( (float)hn.m_iStartIndex ) - fSongBeat;
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float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
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//LOG->WriteLine( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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TapNoteScore &score = hns.m_TapNoteScore;
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if( fPercentFromPerfect < 0.25f ) score = TNS_PERFECT;
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else if( fPercentFromPerfect < 0.50f ) score = TNS_GREAT;
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else if( fPercentFromPerfect < 0.75f ) score = TNS_GOOD;
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else score = TNS_BOO;
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// update the judgement, score, and life
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m_Judgement.SetJudgement( score );
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m_pScore->AddToScore( score, m_Combo.GetCurrentCombo() );
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m_pLifeMeter->ChangeLife( score );
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// show the gray arrow ghost
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m_GhostArrowRow.TapNote( col, score, m_Combo.GetCurrentCombo() > 100 );
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// update the combo display
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switch( score )
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{
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case TNS_PERFECT:
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case TNS_GREAT:
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m_Combo.ContinueCombo();
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break;
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case TNS_GOOD:
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case TNS_BOO:
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m_Combo.EndCombo();
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break;
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}
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}
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}
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}
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}
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void Player::CheckForCompleteRow( float fSongBeat, ColumnNumber col, float fMaxBeatDiff )
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{
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//LOG->WriteLine( "Player::CheckForCompleteRow()" );
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// look for the closest matching step
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int iIndexStartLookingAt = BeatToNoteIndex( fSongBeat );
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int iNumElementsToExamine = BeatToNoteIndex( fMaxBeatDiff ); // number of elements to examine on either end of iIndexStartLookingAt
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//LOG->WriteLine( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
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for( int delta=0; delta <= iNumElementsToExamine; delta++ )
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{
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int iCurrentIndexEarlier = iIndexStartLookingAt - delta;
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int iCurrentIndexLater = iIndexStartLookingAt + delta;
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// silly check to make sure we don't go out of bounds
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iCurrentIndexEarlier = clamp( iCurrentIndexEarlier, 0, MAX_TAP_NOTE_ELEMENTS-1 );
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iCurrentIndexLater = clamp( iCurrentIndexLater, 0, MAX_TAP_NOTE_ELEMENTS-1 );
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////////////////////////////
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// check the step to the left of iIndexStartLookingAt
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////////////////////////////
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//LOG->WriteLine( "Checking NoteMetadata[%d]", iCurrentIndexEarlier );
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if( m_TapNotes[col][iCurrentIndexEarlier] != '0' ) // these NoteMetadata overlap
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{
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m_TapNotes[col][iCurrentIndexEarlier] = '0'; // mark hit
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bool bRowDestroyed = true;
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for( int t=0; t<m_iNumTracks; t++ ) // did this complete the elminiation of the row?
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{
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if( m_TapNotes[col][iCurrentIndexEarlier] != '0' )
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bRowDestroyed = false;
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}
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if( bRowDestroyed )
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OnRowDestroyed( fSongBeat, col, fMaxBeatDiff, iCurrentIndexEarlier );
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return;
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}
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////////////////////////////
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// check the step to the right of iIndexStartLookingAt
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////////////////////////////
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//LOG->WriteLine( "Checking NoteMetadata[%d]", iCurrentIndexLater );
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if( m_TapNotes[col][iCurrentIndexLater] != '0' ) // these NoteMetadata overlap
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{
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m_TapNotes[col][iCurrentIndexLater] = '0'; // mark hit
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bool bRowDestroyed = true;
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for( int t=0; t<m_iNumTracks; t++ ) // did this complete the elminiation of the row?
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{
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if( m_TapNotes[col][iCurrentIndexLater] != '0' )
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bRowDestroyed = false;
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}
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if( bRowDestroyed )
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OnRowDestroyed( fSongBeat, col, fMaxBeatDiff, iCurrentIndexLater );
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return;
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}
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}
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}
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void Player::OnRowDestroyed( float fSongBeat, ColumnNumber col, float fMaxBeatDiff, int iIndexThatWasSteppedOn )
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{
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float fStepBeat = NoteIndexToBeat( (float)iIndexThatWasSteppedOn );
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float fBeatsUntilStep = fStepBeat - fSongBeat;
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float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
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//LOG->WriteLine( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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// compute what the score should be for the note we stepped on
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TapNoteScore &score = m_TapNoteScores[iIndexThatWasSteppedOn];
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if( fPercentFromPerfect < 0.25f ) score = TNS_PERFECT;
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else if( fPercentFromPerfect < 0.50f ) score = TNS_GREAT;
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else if( fPercentFromPerfect < 0.75f ) score = TNS_GOOD;
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else score = TNS_BOO;
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// update the judgement, score, and life
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m_Judgement.SetJudgement( score );
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m_pScore->AddToScore( score, m_Combo.GetCurrentCombo() );
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m_pLifeMeter->ChangeLife( score );
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// remove this row from the NoteField
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if ( ( score == TNS_PERFECT ) || ( score == TNS_GREAT ) )
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m_NoteField.RemoveTapNoteRow( iIndexThatWasSteppedOn );
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// show ghost arrows
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for( int c=0; c<m_iNumTracks; c++ ) // for each column
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{
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if( m_TapNotesOriginal[c][iIndexThatWasSteppedOn] != '0' ) // if there is an original note note in this column
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m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>100 ); // show the ghost arrow for this column
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}
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// update the combo display
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switch( score )
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{
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case TNS_PERFECT:
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case TNS_GREAT:
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m_Combo.ContinueCombo();
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break;
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case TNS_GOOD:
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case TNS_BOO:
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m_Combo.EndCombo();
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break;
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}
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}
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ScoreSummary Player::GetScoreSummary()
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{
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ScoreSummary scoreSummary;
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for( int i=0; i<MAX_TAP_NOTE_ELEMENTS; i++ )
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{
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switch( m_TapNoteScores[i] )
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{
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case TNS_PERFECT: scoreSummary.perfect++; break;
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case TNS_GREAT: scoreSummary.great++; break;
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case TNS_GOOD: scoreSummary.good++; break;
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case TNS_BOO: scoreSummary.boo++; break;
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case TNS_MISS: scoreSummary.miss++; break;
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case TNS_NONE: break;
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default: ASSERT( false );
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}
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}
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for( i=0; i<m_iNumHoldNotes; i++ )
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{
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switch( m_HoldNoteScores[i].m_TapNoteScore )
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{
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case TNS_PERFECT: scoreSummary.perfect++; break;
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case TNS_GREAT: scoreSummary.great++; break;
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case TNS_GOOD: scoreSummary.good++; break;
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case TNS_BOO: scoreSummary.boo++; break;
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case TNS_MISS: scoreSummary.miss++; break;
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case TNS_NONE: break;
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default: ASSERT( false );
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}
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switch( m_HoldNoteScores[i].m_Result )
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{
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case HNR_NG: scoreSummary.ng++; break;
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case HNR_OK: scoreSummary.ok++; break;
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case HNR_NONE: break;
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default: ASSERT( false );
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}
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}
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scoreSummary.max_combo = m_Combo.GetMaxCombo();
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scoreSummary.score = m_pScore ? m_pScore->GetScore() : 0;
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return scoreSummary;
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}
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int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
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{
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//LOG->WriteLine( "NoteMetadata::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisIndex = BeatToNoteIndex( fMissIfOlderThanThisBeat );
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int iNumMissesFound = 0;
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// Since this is being called every frame, let's not check the whole array every time.
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// Instead, only check 10 elements back. Even 10 is overkill.
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int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//LOG->WriteLine( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
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{
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if( m_TapNoteScores[i] != TNS_NONE ) // this index already has a score
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continue;
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// look for any track at this index that still has data
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if( !this->IsRowEmpty( i ) )
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{
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m_TapNoteScores[i] = TNS_MISS;
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iNumMissesFound++;
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m_pLifeMeter->ChangeLife( TNS_MISS );
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}
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}
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return iNumMissesFound;
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}
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