1299 lines
45 KiB
C++
1299 lines
45 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: Player
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Player.h"
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#include "GameConstantsAndTypes.h"
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#include <math.h> // for fabs()
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "ScoreKeeperMAX2.h"
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#include "RageLog.h"
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#include "RageMath.h"
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#include "RageDisplay.h"
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#include "ThemeManager.h"
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#include "Combo.h"
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#include "ScoreDisplay.h"
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#include "LifeMeter.h"
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#include "CombinedLifeMeter.h"
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#include "PlayerAI.h"
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#include "NoteFieldPositioning.h"
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#include "NoteDataUtil.h"
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#include "ScreenGameplay.h" /* for SM_ComboStopped */
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#include "ScreenManager.h"
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#include "StageStats.h"
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#include "ArrowEffects.h"
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CachedThemeMetricF GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
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CachedThemeMetricF GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
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#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
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#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
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#define JUDGMENT_Y_REVERSE THEME->GetMetricF("Player","JudgmentYReverse")
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#define COMBO_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "ComboXOffsetBothSides" : ssprintf("ComboXOffsetOneSideP%d",p+1))
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#define COMBO_Y THEME->GetMetricF("Player","ComboY")
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#define COMBO_Y_REVERSE THEME->GetMetricF("Player","ComboYReverse")
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#define ATTACK_DISPLAY_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "AttackDisplayXOffsetBothSides" : ssprintf("AttackDisplayXOffsetOneSideP%d",p+1))
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#define ATTACK_DISPLAY_Y THEME->GetMetricF("Player","AttackDisplayY")
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#define ATTACK_DISPLAY_Y_REVERSE THEME->GetMetricF("Player","AttackDisplayYReverse")
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CachedThemeMetricF HOLD_JUDGMENT_Y_STANDARD ("Player","HoldJudgmentYStandard");
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CachedThemeMetricF HOLD_JUDGMENT_Y_REVERSE ("Player","HoldJudgmentYReverse");
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CachedThemeMetricI BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
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CachedThemeMetricB TAP_JUDGMENTS_UNDER_FIELD ("Player","TapJudgmentsUnderField");
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CachedThemeMetricB HOLD_JUDGMENTS_UNDER_FIELD ("Player","HoldJudgmentsUnderField");
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#define START_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StartDrawingAtPixels")
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#define STOP_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StopDrawingAtPixels")
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#define MAX_PRO_TIMING_ERROR THEME->GetMetricI("Player","MaxProTimingError")
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/* Distance to search for a note in Step(). */
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/* Units? */
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static const float StepSearchDistanceBackwards = 1.0f;
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static const float StepSearchDistanceForwards = 1.0f;
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PlayerMinus::PlayerMinus()
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{
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GRAY_ARROWS_Y_STANDARD.Refresh();
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GRAY_ARROWS_Y_REVERSE.Refresh();
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HOLD_JUDGMENT_Y_STANDARD.Refresh();
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HOLD_JUDGMENT_Y_REVERSE.Refresh();
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BRIGHT_GHOST_COMBO_THRESHOLD.Refresh();
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TAP_JUDGMENTS_UNDER_FIELD.Refresh();
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HOLD_JUDGMENTS_UNDER_FIELD.Refresh();
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m_PlayerNumber = PLAYER_INVALID;
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m_fNoteFieldHeight = 0;
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m_pLifeMeter = NULL;
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m_pCombinedLifeMeter = NULL;
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m_pScoreDisplay = NULL;
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m_pSecondaryScoreDisplay = NULL;
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m_pPrimaryScoreKeeper = NULL;
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m_pSecondaryScoreKeeper = NULL;
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m_pInventory = NULL;
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m_iOffsetSample = 0;
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this->AddChild( &m_ArrowBackdrop );
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this->AddChild( &m_Judgment );
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this->AddChild( &m_ProTimingDisplay );
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this->AddChild( &m_Combo );
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this->AddChild( &m_AttackDisplay );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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this->AddChild( &m_HoldJudgment[c] );
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PlayerAI::InitFromDisk();
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}
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PlayerMinus::~PlayerMinus()
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{
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}
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void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteField* pNoteField )
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{
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m_iDCState = AS2D_IDLE;
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//LOG->Trace( "PlayerMinus::Load()", );
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GAMESTATE->ResetNoteSkinsForPlayer( pn );
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m_PlayerNumber = pn;
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m_pLifeMeter = pLM;
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m_pCombinedLifeMeter = pCombinedLM;
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m_pScoreDisplay = pScoreDisplay;
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m_pSecondaryScoreDisplay = pSecondaryScoreDisplay;
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m_pInventory = pInventory;
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m_pPrimaryScoreKeeper = pPrimaryScoreKeeper;
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m_pSecondaryScoreKeeper = pSecondaryScoreKeeper;
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m_pNoteField = pNoteField;
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m_iRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
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m_iMineRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load(pn);
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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// init scoring
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NoteDataWithScoring::Init();
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// copy note data
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this->CopyAll( pNoteData );
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[pn] ) // Oni dead
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this->ClearAll();
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/* The editor reuses Players ... so we really need to make sure everything
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* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
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* then we could just this->StopTweening()? -glenn */
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m_Judgment.StopTweening();
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// m_Combo.Reset(); // don't reset combos between songs in a course!
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m_Combo.Init( pn );
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m_Combo.SetCombo( g_CurStageStats.iCurCombo[m_PlayerNumber] ); // combo can persist between songs and games
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m_AttackDisplay.Init( pn );
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m_Judgment.Reset();
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/* Don't re-init this; that'll reload graphics. Add a separate Reset() call
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* if some ScoreDisplays need it. */
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// if( m_pScore )
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// m_pScore->Init( pn );
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/* Apply transforms. */
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NoteDataUtil::TransformNoteData( *this, GAMESTATE->m_PlayerOptions[pn], GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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case PLAY_MODE_BATTLE:
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{
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// ugly, ugly, ugly. Works only w/ dance.
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NoteDataUtil::TransformNoteData( *this, GAMESTATE->m_PlayerOptions[pn], GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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// shuffle either p1 or p2
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static int count = 0;
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switch( count )
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{
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case 0:
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case 3:
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// do shuffle
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NoteDataUtil::Turn( *this, STEPS_TYPE_DANCE_SINGLE, NoteDataUtil::mirror);
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break;
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case 1:
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case 2:
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// don't shuffle
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break;
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default:
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ASSERT(0);
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}
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count++;
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count %= 4;
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}
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break;
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}
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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m_ArrowBackdrop.Unload();
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CString BackdropName = g_NoteFieldMode[pn].m_Backdrop;
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if( !BackdropName.empty() )
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m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
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float fNoteFieldMidde = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
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m_pNoteField->SetY( fNoteFieldMidde );
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m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
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m_pNoteField->Load( this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, m_fNoteFieldHeight );
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m_ArrowBackdrop.SetPlayer( pn );
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
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m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
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m_AttackDisplay.SetX( ATTACK_DISPLAY_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
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m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
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m_ProTimingDisplay.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_ProTimingDisplay.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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/* These commands add to the above positioning, and are usually empty. */
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m_Judgment.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_ProTimingDisplay.Command( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_Combo.Command( g_NoteFieldMode[pn].m_ComboCmd );
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m_AttackDisplay.Command( g_NoteFieldMode[pn].m_AttackDisplayCmd );
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int c;
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for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
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{
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m_HoldJudgment[c].Command( g_NoteFieldMode[pn].m_HoldJudgmentCmd[c] );
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}
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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m_soundMine.Load( THEME->GetPathToS("Player mine"), true );
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if( GAMESTATE->GetNumPlayersEnabled() == 2 )
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{
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/* Two players are active. Play mines on the player's side. */
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RageSoundParams p;
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p.m_Balance = (m_PlayerNumber == PLAYER_1)? -1.0f:1.0f;
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m_soundMine.SetParams( p );
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}
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m_soundAttackLaunch.Load( THEME->GetPathToS(ssprintf("Player attack launch p%d",pn+1)), true );
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m_soundAttackEnding.Load( THEME->GetPathToS(ssprintf("Player attack ending p%d",pn+1)), true );
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}
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void PlayerMinus::Update( float fDeltaTime )
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{
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//LOG->Trace( "PlayerMinus::Update(%f)", fDeltaTime );
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if( GAMESTATE->m_pCurSong==NULL )
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return;
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if( GAMESTATE->m_bAttackEndedThisUpdate[m_PlayerNumber] )
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m_soundAttackEnding.Play();
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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const int iSongRow = BeatToNoteRow( fSongBeat );
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m_pNoteField->Update( fDeltaTime );
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//
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// Update Y positions
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//
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{
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for( int c=0; c<GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; c++ )
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{
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float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(c);
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float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
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// float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
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const float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
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const float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
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m_HoldJudgment[c].SetX( fX );
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m_HoldJudgment[c].SetY( fHoldJudgeYPos );
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m_HoldJudgment[c].SetZ( fZ );
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}
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}
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float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0);
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float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
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m_ArrowBackdrop.SetY( fGrayYPos );
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// NoteField accounts for reverse on its own now.
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// m_pNoteField->SetY( fGrayYPos );
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float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_MINI];
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float fZoom = 1 - fMiniPercent*0.5f;
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m_pNoteField->SetZoom( fZoom );
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//
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// Check for TapNote misses
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//
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UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
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//
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// update pressed flag
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//
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int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer;
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for( int bar=0; bar < iNumCols; bar++ )
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{
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const StyleInput StyleI( m_PlayerNumber, bar );
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const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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// TODO: Make this work for non-human-controlled players
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if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && GAMESTATE->m_PlayerController[m_PlayerNumber]==PC_HUMAN )
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m_pNoteField->SetPressed(bar);
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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 < GetNumHoldNotes(); i++ ) // for each HoldNote
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{
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const HoldNote &hn = GetHoldNote(i);
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HoldNoteScore hns = GetHoldNoteScore(hn);
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m_pNoteField->m_HeldHoldNotes[hn] = false; // set hold flag so NoteField can do intelligent drawing
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m_pNoteField->m_ActiveHoldNotes[hn] = false; // set hold flag so NoteField can do intelligent drawing
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if( hns != HNS_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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if( iSongRow < hn.iStartRow )
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continue; // hold hasn't happened yet
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const StyleInput StyleI( m_PlayerNumber, hn.iTrack );
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const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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// if they got a bad score or haven't stepped on the corresponding tap yet
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const TapNoteScore tns = GetTapNoteScore( hn.iTrack, hn.iStartRow );
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const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
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float fLife = GetHoldNoteLife(hn);
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// If the song beat is in the range of this hold:
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if( hn.iStartRow <= iSongRow && iSongRow <= hn.iEndRow )
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{
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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// TODO: Make the CPU miss sometimes.
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] != PC_HUMAN )
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bIsHoldingButton = true;
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// set hold flag so NoteField can do intelligent drawing
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m_pNoteField->m_HeldHoldNotes[hn] = bIsHoldingButton && bSteppedOnTapNote;
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m_pNoteField->m_ActiveHoldNotes[hn] = bSteppedOnTapNote;
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if( bSteppedOnTapNote ) // this note is not judged and we stepped on its head
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{
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// Move the start of this Hold
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const int n = m_pNoteField->GetMatchingHoldNote( hn );
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HoldNote &fhn = m_pNoteField->GetHoldNote( n );
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fhn.iStartRow = min( iSongRow, fhn.iEndRow );
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}
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if( bSteppedOnTapNote && bIsHoldingButton )
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{
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// Increase life
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fLife = 1;
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m_pNoteField->DidHoldNote( hn.iTrack ); // update the "electric ghost" effect
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}
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else
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{
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/* What is this conditional for? It causes a problem: if a hold note
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* begins on a freeze, you can tap it and then release it for the
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* duration of the freeze; life doesn't count down until we're
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* past the first beat. */
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// if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
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// {
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// Decrease life
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fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowSecondsOK;
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fLife = max( fLife, 0 ); // clamp
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// }
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}
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}
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/* check for NG. If the head was missed completely, don't count
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* an NG. */
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if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
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hns = HNS_NG;
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// check for OK
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if( iSongRow >= hn.iEndRow && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
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{
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fLife = 1;
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hns = HNS_OK;
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m_pNoteField->DidTapNote( StyleI.col, TNS_PERFECT, true ); // bright ghost flash
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}
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if( hns != HNS_NONE )
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{
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/* this note has been judged */
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HandleHoldScore( hns, tns );
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m_HoldJudgment[hn.iTrack].SetHoldJudgment( hns );
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int ms_error = (hns == HNS_OK)? 0:MAX_PRO_TIMING_ERROR;
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g_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
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if( hns == HNS_NG ) /* don't show a 0 for an OK */
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m_ProTimingDisplay.SetJudgment( ms_error, TNS_MISS );
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}
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m_pNoteField->SetHoldNoteLife(hn, fLife); // update the NoteField display
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m_pNoteField->SetHoldNoteScore(hn, hns); // update the NoteField display
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SetHoldNoteLife(hn, fLife);
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SetHoldNoteScore(hn, hns);
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}
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{
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// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
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/* We want to send the crossed row message exactly when we cross the row--not
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* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
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* rounding, autoplay steps early. -glenn */
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const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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if( iRowNow >= 0 )
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{
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for( ; m_iRowLastCrossed <= iRowNow; m_iRowLastCrossed++ ) // for each index we crossed since the last update
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if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
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CrossedRow( m_iRowLastCrossed );
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}
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}
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{
|
|
// TRICKY:
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
|
|
fPositionSeconds -= PREFSMAN->m_fPadStickSeconds;
|
|
const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds ) : 0;
|
|
const int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
if( iRowNow >= 0 )
|
|
{
|
|
for( ; m_iMineRowLastCrossed <= iRowNow; m_iMineRowLastCrossed++ ) // for each index we crossed since the last update
|
|
if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
|
|
CrossedMineRow( m_iMineRowLastCrossed );
|
|
}
|
|
}
|
|
|
|
|
|
// process transforms that are waiting to be applied
|
|
ApplyWaitingTransforms();
|
|
|
|
/* Cache any newly-used note skins. Normally, the only new skins cached now are
|
|
* when we're adding course modifiers at the start of a song. If this is spending
|
|
* time loading skins in the middle of a song, something is wrong. */
|
|
m_pNoteField->CacheAllUsedNoteSkins();
|
|
|
|
ActorFrame::Update( fDeltaTime );
|
|
}
|
|
|
|
void PlayerMinus::ApplyWaitingTransforms()
|
|
{
|
|
for( unsigned j=0; j<GAMESTATE->m_ModsToApply[m_PlayerNumber].size(); j++ )
|
|
{
|
|
const Attack &mod = GAMESTATE->m_ModsToApply[m_PlayerNumber][j];
|
|
PlayerOptions po;
|
|
/* Should this default to "" always? need it blank so we know if mod.sModifier
|
|
* changes the note skin. */
|
|
po.m_sNoteSkin = "";
|
|
po.FromString( mod.sModifier );
|
|
|
|
float fStartBeat, fEndBeat;
|
|
mod.GetAttackBeats( GAMESTATE->m_pCurSong, m_PlayerNumber, fStartBeat, fEndBeat );
|
|
fEndBeat = min( fEndBeat, GetMaxBeat() );
|
|
|
|
LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifier.c_str(), fStartBeat, fEndBeat,
|
|
GAMESTATE->m_pCurSong->GetTranslitMainTitle().c_str() );
|
|
if( po.m_sNoteSkin != "" )
|
|
GAMESTATE->SetNoteSkinForBeatRange( m_PlayerNumber, po.m_sNoteSkin, fStartBeat, fEndBeat );
|
|
|
|
NoteDataUtil::TransformNoteData( *this, po, GAMESTATE->GetCurrentStyleDef()->m_StepsType, fStartBeat, fEndBeat );
|
|
m_pNoteField->CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat) );
|
|
}
|
|
GAMESTATE->m_ModsToApply[m_PlayerNumber].clear();
|
|
}
|
|
|
|
void PlayerMinus::DrawPrimitives()
|
|
{
|
|
// May have both players in doubles (for battle play); only draw primary player.
|
|
if( GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS &&
|
|
m_PlayerNumber != GAMESTATE->m_MasterPlayerNumber )
|
|
return;
|
|
|
|
|
|
// Draw these below everything else.
|
|
m_ArrowBackdrop.Draw();
|
|
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind == 0 )
|
|
m_Combo.Draw();
|
|
|
|
m_AttackDisplay.Draw();
|
|
|
|
if( TAP_JUDGMENTS_UNDER_FIELD )
|
|
DrawTapJudgments();
|
|
|
|
if( HOLD_JUDGMENTS_UNDER_FIELD )
|
|
DrawHoldJudgments();
|
|
|
|
float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
|
|
float fSkew = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fSkew;
|
|
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0)>0.5;
|
|
|
|
|
|
DISPLAY->CameraPushMatrix();
|
|
DISPLAY->PushMatrix();
|
|
|
|
float fCenterY = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
|
|
// float fHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
|
|
|
|
DISPLAY->LoadMenuPerspective( 45, SCALE(fSkew,0.f,1.f,this->GetX(),CENTER_X), fCenterY );
|
|
|
|
float fOriginalY = m_pNoteField->GetY();
|
|
|
|
float fTiltDegrees = SCALE(fTilt,-1.f,+1.f,+30,-30) * (bReverse?-1:1);
|
|
|
|
|
|
float fZoom = SCALE( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_MINI], 0.f, 1.f, 1.f, 0.5f );
|
|
if( fTilt > 0 )
|
|
fZoom *= SCALE( fTilt, 0.f, 1.f, 1.f, 0.9f );
|
|
else
|
|
fZoom *= SCALE( fTilt, 0.f, -1.f, 1.f, 0.9f );
|
|
|
|
float fYOffset;
|
|
if( fTilt > 0 )
|
|
fYOffset = SCALE( fTilt, 0.f, 1.f, 0.f, -45.f ) * (bReverse?-1:1);
|
|
else
|
|
fYOffset = SCALE( fTilt, 0.f, -1.f, 0.f, -20.f ) * (bReverse?-1:1);
|
|
|
|
m_pNoteField->SetY( fOriginalY + fYOffset );
|
|
m_pNoteField->SetZoom( fZoom );
|
|
m_pNoteField->SetRotationX( fTiltDegrees );
|
|
m_pNoteField->Draw();
|
|
|
|
m_pNoteField->SetY( fOriginalY );
|
|
|
|
DISPLAY->CameraPopMatrix();
|
|
DISPLAY->PopMatrix();
|
|
|
|
|
|
if( !TAP_JUDGMENTS_UNDER_FIELD )
|
|
DrawTapJudgments();
|
|
|
|
if( !TAP_JUDGMENTS_UNDER_FIELD )
|
|
DrawHoldJudgments();
|
|
}
|
|
|
|
void PlayerMinus::DrawTapJudgments()
|
|
{
|
|
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind > 0 )
|
|
return;
|
|
|
|
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bProTiming )
|
|
m_ProTimingDisplay.Draw();
|
|
else
|
|
m_Judgment.Draw();
|
|
}
|
|
|
|
void PlayerMinus::DrawHoldJudgments()
|
|
{
|
|
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind > 0 )
|
|
return;
|
|
|
|
for( int c=0; c<GetNumTracks(); c++ )
|
|
{
|
|
g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
|
|
|
|
m_HoldJudgment[c].Draw();
|
|
|
|
g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
|
|
}
|
|
}
|
|
|
|
/* It's OK for this function to search a little more than was requested. */
|
|
int PlayerMinus::GetClosestNoteDirectional( int col, float fBeat, float fMaxBeatsDistance, int iDirection ) const
|
|
{
|
|
// look for the closest matching step
|
|
const int iIndexStartLookingAt = BeatToNoteRow( fBeat );
|
|
|
|
/* Number of elements to examine on either end of iIndexStartLookingAt. Make
|
|
* sure we always round up. */
|
|
const int iNumElementsToExamine = BeatToNoteRow( fMaxBeatsDistance + 1 );
|
|
|
|
// Start at iIndexStartLookingAt and search outward.
|
|
for( int delta=0; delta < iNumElementsToExamine; delta++ )
|
|
{
|
|
int iCurrentIndex = iIndexStartLookingAt + (iDirection * delta);
|
|
|
|
if( iCurrentIndex < 0) continue;
|
|
if( GetTapNote(col, iCurrentIndex) == TAP_EMPTY) continue; /* no note here */
|
|
if( GetTapNoteScore(col, iCurrentIndex) != TNS_NONE ) continue; /* this note has a score already */
|
|
|
|
return iCurrentIndex;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
int PlayerMinus::GetClosestNote( int col, float fBeat, float fMaxBeatsAhead, float fMaxBeatsBehind ) const
|
|
{
|
|
int Fwd = GetClosestNoteDirectional(col, fBeat, fMaxBeatsAhead, 1);
|
|
int Back = GetClosestNoteDirectional(col, fBeat, fMaxBeatsBehind, -1);
|
|
|
|
if(Fwd == -1 && Back == -1) return -1;
|
|
if(Fwd == -1) return Back;
|
|
if(Back == -1) return Fwd;
|
|
|
|
/* Figure out which row is closer. */
|
|
const float DistToFwd = fabsf(fBeat-NoteRowToBeat(Fwd));
|
|
const float DistToBack = fabsf(fBeat-NoteRowToBeat(Back));
|
|
|
|
if( DistToFwd > DistToBack ) return Back;
|
|
return Fwd;
|
|
}
|
|
|
|
|
|
void PlayerMinus::Step( int col, RageTimer tm )
|
|
{
|
|
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[m_PlayerNumber] ) // Oni dead
|
|
return; // do nothing
|
|
|
|
//LOG->Trace( "PlayerMinus::HandlePlayerStep()" );
|
|
|
|
ASSERT( col >= 0 && col <= GetNumTracks() );
|
|
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
|
|
fPositionSeconds -= tm.Ago();
|
|
const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds ) : GAMESTATE->m_fSongBeat;
|
|
|
|
//
|
|
// Check for step on a TapNote
|
|
//
|
|
int iIndexOverlappingNote = GetClosestNote( col, fSongBeat,
|
|
StepSearchDistanceForwards * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate,
|
|
StepSearchDistanceBackwards * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate );
|
|
|
|
//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
|
|
|
|
if( iIndexOverlappingNote != -1 )
|
|
{
|
|
// compute the score for this hit
|
|
const float fStepBeat = NoteRowToBeat( (float)iIndexOverlappingNote );
|
|
const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat);
|
|
|
|
/* We actually stepped on the note this long ago: */
|
|
const float fTimeSinceStep = tm.Ago();
|
|
|
|
/* GAMESTATE->m_fMusicSeconds is the music time as of GAMESTATE->m_LastBeatUpdate. Figure
|
|
* out what the music time is as of now. */
|
|
const float fCurrentMusicSeconds = GAMESTATE->m_fMusicSeconds + (GAMESTATE->m_LastBeatUpdate.Ago()*GAMESTATE->m_SongOptions.m_fMusicRate);
|
|
|
|
/* ... which means it happened at this point in the music: */
|
|
const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep * GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
|
|
// The offset from the actual step in seconds:
|
|
const float fNoteOffset = (fStepSeconds - fMusicSeconds) / GAMESTATE->m_SongOptions.m_fMusicRate; // account for music rate
|
|
// LOG->Trace("step was %.3f ago, music is off by %f: %f vs %f, step was %f off",
|
|
// fTimeSinceStep, GAMESTATE->m_LastBeatUpdate.Ago()/GAMESTATE->m_SongOptions.m_fMusicRate,
|
|
// fStepSeconds, fMusicSeconds, fNoteOffset );
|
|
|
|
const float fSecondsFromPerfect = fabsf( fNoteOffset );
|
|
float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
|
|
|
|
|
|
TapNote tn = GetTapNote(col,iIndexOverlappingNote);
|
|
|
|
// calculate TapNoteScore
|
|
TapNoteScore score = TNS_NONE;
|
|
|
|
switch( GAMESTATE->m_PlayerController[m_PlayerNumber] )
|
|
{
|
|
case PC_HUMAN: {
|
|
|
|
// TODO: move the judgments into flags in PrefsManager so we don't need logic like this per-game.
|
|
if(GAMESTATE->m_CurGame == GAME_EZ2)
|
|
{
|
|
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
|
|
/* Ez2 is only perfect / good / miss */
|
|
float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
|
|
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
|
|
else score = TNS_NONE;
|
|
}
|
|
else if(GAMESTATE->m_CurGame == GAME_PNM)
|
|
{
|
|
/* PNM Goods = Great / Boo = Miss */
|
|
float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
|
|
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_MARVELOUS;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_GREAT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GREAT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
|
|
else score = TNS_NONE;
|
|
}
|
|
|
|
|
|
switch( tn )
|
|
{
|
|
case TAP_MINE:
|
|
// stepped too close to mine?
|
|
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMine )
|
|
{
|
|
m_soundMine.Play();
|
|
score = TNS_HIT_MINE;
|
|
|
|
if( m_pLifeMeter )
|
|
m_pLifeMeter->ChangeLifeMine();
|
|
if( m_pCombinedLifeMeter )
|
|
m_pCombinedLifeMeter->ChangeLifeMine(m_PlayerNumber);
|
|
m_pNoteField->SetTapNote(col, iIndexOverlappingNote, TAP_EMPTY); // remove from NoteField
|
|
m_pNoteField->DidTapNote( col, score, false );
|
|
}
|
|
break;
|
|
|
|
default: // not a mine
|
|
if( IsTapAttack(tn) )
|
|
{
|
|
score = TNS_NONE; // don't score this as anything
|
|
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsAttack )
|
|
{
|
|
m_soundAttackLaunch.Play();
|
|
// put attack in effect
|
|
Attack attack = this->GetAttackAt( col, iIndexOverlappingNote );
|
|
GAMESTATE->LaunchAttack( OPPOSITE_PLAYER[m_PlayerNumber], attack );
|
|
|
|
// remove all TapAttacks on this row
|
|
for( int t=0; t<this->GetNumTracks(); t++ )
|
|
{
|
|
TapNote tn = this->GetTapNote(t, iIndexOverlappingNote);
|
|
if( IsTapAttack(tn) )
|
|
{
|
|
this->SetTapNote(col, iIndexOverlappingNote, TAP_EMPTY); // remove from NoteField
|
|
m_pNoteField->SetTapNote(col, iIndexOverlappingNote, TAP_EMPTY); // remove from NoteField
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // !IsTapAttack
|
|
{
|
|
// TODO: move the judgments into flags in PrefsManager so we don't need logic like this per-game.
|
|
if(GAMESTATE->m_CurGame == GAME_EZ2)
|
|
{
|
|
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
|
|
/* Ez2 is only perfect / good / miss */
|
|
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_MISS;
|
|
else score = TNS_NONE;
|
|
}
|
|
else
|
|
{
|
|
/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
|
|
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsMarvelous ) score = TNS_MARVELOUS;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsPerfect ) score = TNS_PERFECT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGreat ) score = TNS_GREAT;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsGood ) score = TNS_GOOD;
|
|
else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowSecondsBoo ) score = TNS_BOO;
|
|
else score = TNS_NONE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
case PC_CPU:
|
|
case PC_AUTOPLAY:
|
|
switch( GAMESTATE->m_PlayerController[m_PlayerNumber] )
|
|
{
|
|
case PC_CPU:
|
|
score = PlayerAI::GetTapNoteScore( m_PlayerNumber );
|
|
break;
|
|
case PC_AUTOPLAY:
|
|
score = TNS_MARVELOUS;
|
|
break;
|
|
}
|
|
|
|
if( GAMESTATE->m_CurGame == GAME_EZ2 ) // scores are only perfect/good/miss on ez2 adjust accordingly
|
|
{
|
|
if(score == TNS_GREAT || score == TNS_MARVELOUS)
|
|
score = TNS_PERFECT;
|
|
if(score == TNS_BOO)
|
|
score = TNS_MISS;
|
|
}
|
|
if ( GAMESTATE->m_CurGame == GAME_PNM ) // a boo is really miss on pnm, a good is really a great!
|
|
{
|
|
if(score == TNS_MARVELOUS) // in demo mode PC shouldnt hit marvelous
|
|
score = TNS_PERFECT;
|
|
|
|
if(score == TNS_GOOD)
|
|
score = TNS_GREAT;
|
|
|
|
if(score == TNS_BOO)
|
|
score = TNS_MISS;
|
|
}
|
|
|
|
// TRICKY: We're asking the AI to judge mines. consider TNS_GOOD and below
|
|
// as "mine was hit" and everything else as "mine was avoided"
|
|
if( tn == TAP_MINE )
|
|
{
|
|
// The CPU hits a lot of mines. Only consider hitting the
|
|
// first mine for a row. We know we're the first mine if
|
|
// there are are no mines to the left of us.
|
|
for( int t=0; t<col; t++ )
|
|
{
|
|
if( TAP_MINE == GetTapNote(t,iIndexOverlappingNote) ) // there's a mine to the left of us
|
|
return; // avoid
|
|
}
|
|
|
|
// The CPU hits a lot of mines. Make it less likely to hit
|
|
// mines that don't have a tap note on the same row.
|
|
bool bTapsOnRow = IsThereATapOrHoldHeadAtRow( iIndexOverlappingNote );
|
|
TapNoteScore get_to_avoid = bTapsOnRow ? TNS_GREAT : TNS_GOOD;
|
|
|
|
if( score >= get_to_avoid )
|
|
{
|
|
return; // avoided
|
|
}
|
|
else
|
|
{
|
|
score = TNS_HIT_MINE;
|
|
m_soundMine.Play();
|
|
if( m_pLifeMeter )
|
|
m_pLifeMeter->ChangeLifeMine();
|
|
if( m_pCombinedLifeMeter )
|
|
m_pCombinedLifeMeter->ChangeLifeMine(m_PlayerNumber);
|
|
m_pNoteField->SetTapNote(col, iIndexOverlappingNote, TAP_EMPTY); // remove from NoteField
|
|
m_pNoteField->DidTapNote( col, score, false );
|
|
}
|
|
}
|
|
|
|
/* AI will generate misses here. Don't handle a miss like a regular note because
|
|
* we want the judgment animation to appear delayed. Instead, return early if
|
|
* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
|
|
* misses. */
|
|
if( score == TNS_MISS )
|
|
return;
|
|
|
|
|
|
if( IsTapAttack(tn) && score > TNS_GOOD )
|
|
{
|
|
m_soundAttackLaunch.Play();
|
|
score = TNS_NONE; // don't score this as anything
|
|
|
|
// put attack in effect
|
|
Attack attack = this->GetAttackAt( col, iIndexOverlappingNote );
|
|
GAMESTATE->LaunchAttack( OPPOSITE_PLAYER[m_PlayerNumber], attack );
|
|
|
|
// remove all TapAttacks on this row
|
|
for( int t=0; t<this->GetNumTracks(); t++ )
|
|
{
|
|
TapNote tn = this->GetTapNote(t, iIndexOverlappingNote);
|
|
if( IsTapAttack(tn) )
|
|
{
|
|
this->SetTapNote(col, iIndexOverlappingNote, TAP_EMPTY); // remove from NoteField
|
|
m_pNoteField->SetTapNote(col, iIndexOverlappingNote, TAP_EMPTY); // remove from NoteField
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
ASSERT(0);
|
|
score = TNS_NONE;
|
|
break;
|
|
}
|
|
|
|
|
|
if( score != TNS_NONE && score != TNS_MISS )
|
|
{
|
|
int ms_error = (int) roundf( fSecondsFromPerfect * 1000 );
|
|
ms_error = min( ms_error, MAX_PRO_TIMING_ERROR );
|
|
|
|
g_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
|
|
if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
|
|
m_ProTimingDisplay.SetJudgment( ms_error, score );
|
|
}
|
|
|
|
if( score==TNS_MARVELOUS && !GAMESTATE->ShowMarvelous())
|
|
score = TNS_PERFECT;
|
|
|
|
// LOG->Trace("Note offset: %f (fSecondsFromPerfect = %f), Score: %i", fNoteOffset, fSecondsFromPerfect, score);
|
|
|
|
SetTapNoteScore(col, iIndexOverlappingNote, score);
|
|
|
|
if( score != TNS_NONE )
|
|
SetTapNoteOffset(col, iIndexOverlappingNote, -fNoteOffset);
|
|
|
|
if( GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_HUMAN &&
|
|
score >= TNS_GREAT )
|
|
HandleAutosync(fNoteOffset);
|
|
|
|
if( m_pPrimaryScoreKeeper )
|
|
m_pPrimaryScoreKeeper->HandleTapScore( score );
|
|
if( m_pSecondaryScoreKeeper )
|
|
m_pSecondaryScoreKeeper->HandleTapScore( score );
|
|
|
|
switch( tn )
|
|
{
|
|
case TAP_TAP:
|
|
case TAP_HOLD_HEAD:
|
|
case TAP_ADDITION:
|
|
// don't the row if this note is a mine or tap attack
|
|
if( IsRowCompletelyJudged(iIndexOverlappingNote) )
|
|
OnRowCompletelyJudged( iIndexOverlappingNote );
|
|
}
|
|
|
|
if( score == TNS_MISS || score == TNS_BOO )
|
|
{
|
|
m_iDCState = AS2D_MISS;
|
|
}
|
|
if( score == TNS_GOOD || score == TNS_GREAT )
|
|
{
|
|
m_iDCState = AS2D_GOOD;
|
|
}
|
|
if( score == TNS_PERFECT || score == TNS_MARVELOUS )
|
|
{
|
|
m_iDCState = AS2D_GREAT;
|
|
if( m_pLifeMeter && m_pLifeMeter->GetLife() == 1.0f) // full life
|
|
{
|
|
m_iDCState = AS2D_FEVER; // super celebrate time :)
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
m_pNoteField->Step( col );
|
|
}
|
|
|
|
void PlayerMinus::HandleAutosync(float fNoteOffset)
|
|
{
|
|
if( !GAMESTATE->m_SongOptions.m_bAutoSync )
|
|
return;
|
|
|
|
m_fOffset[m_iOffsetSample++] = fNoteOffset;
|
|
if (m_iOffsetSample < SAMPLE_COUNT)
|
|
return; /* need more */
|
|
|
|
const float mean = calc_mean(m_fOffset, m_fOffset+SAMPLE_COUNT);
|
|
const float stddev = calc_stddev(m_fOffset, m_fOffset+SAMPLE_COUNT);
|
|
|
|
if (stddev < .03 && stddev < fabsf(mean)) { //If they stepped with less than .03 error
|
|
GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;
|
|
LOG->Trace("Offset corrected by %f. Error in steps: %f seconds.", mean, stddev);
|
|
} else
|
|
LOG->Trace("Offset NOT corrected. Average offset: %f seconds. Error: %f seconds.", mean, stddev);
|
|
|
|
m_iOffsetSample = 0;
|
|
}
|
|
|
|
|
|
void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
|
|
{
|
|
// LOG->Trace( "PlayerMinus::OnRowCompletelyJudged" );
|
|
|
|
/* Find the minimum score of the row. This will never be TNS_NONE, since this
|
|
* function is only called when a row is completed. */
|
|
/* Instead, use the last tap score (ala DDR). Using the minimum results in
|
|
* slightly more harsh scoring than DDR */
|
|
/* I'm not sure this is right, either. Can you really jump a boo and a perfect
|
|
* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
|
|
/* Instead of grading individual columns, DDR sets a "was pressed recently"
|
|
* countdown every time you step on a column. When you step on the first note of
|
|
* the jump, it sets the first "was pressed recently" timer. Then, when you do
|
|
* the 2nd step of the jump, it sets another column's timer then AND's the jump
|
|
* columns with the "was pressed recently" columns to see whether or not you hit
|
|
* all the columns of the jump. -Chris */
|
|
// TapNoteScore score = MinTapNoteScore(iIndexThatWasSteppedOn);
|
|
TapNoteScore score = LastTapNoteScore(iIndexThatWasSteppedOn);
|
|
ASSERT(score != TNS_NONE);
|
|
ASSERT(score != TNS_HIT_MINE);
|
|
|
|
/* If the whole row was hit with perfects or greats, remove the row
|
|
* from the NoteField, so it disappears. */
|
|
|
|
for( int c=0; c<GetNumTracks(); c++ ) // for each column
|
|
{
|
|
TapNote tn = GetTapNote(c, iIndexThatWasSteppedOn);
|
|
|
|
if( tn == TAP_EMPTY ) continue; /* no note in this col */
|
|
if( tn == TAP_MINE ) continue; /* don't flash on mines b/c they're supposed to be missed */
|
|
|
|
// If the score is great or better, remove the note from the screen to
|
|
// indicate success. (Or always if blind is on.)
|
|
if( score >= TNS_GREAT || GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind )
|
|
m_pNoteField->SetTapNote(c, iIndexThatWasSteppedOn, TAP_EMPTY);
|
|
|
|
// show the ghost arrow for this column
|
|
if (GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
|
|
m_pNoteField->DidTapNote( c, TNS_MARVELOUS, false );
|
|
else
|
|
{
|
|
switch( score )
|
|
{
|
|
case TNS_GREAT:
|
|
case TNS_PERFECT:
|
|
case TNS_MARVELOUS:
|
|
{
|
|
bool bBright = g_CurStageStats.iCurCombo[m_PlayerNumber]>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
|
|
m_pNoteField->DidTapNote( c, score, bBright );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
|
|
|
|
m_Judgment.SetJudgment( score );
|
|
}
|
|
|
|
|
|
void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
|
|
{
|
|
//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
|
|
int iMissIfOlderThanThisIndex;
|
|
{
|
|
const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
|
|
bool bFreeze;
|
|
float fMissIfOlderThanThisBeat;
|
|
float fThrowAway;
|
|
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze );
|
|
|
|
iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
|
|
if( bFreeze )
|
|
{
|
|
/* If there is a freeze on iMissIfOlderThanThisIndex, include this index too.
|
|
* Otherwise we won't show misses for tap notes on freezes until the
|
|
* freeze finishes. */
|
|
iMissIfOlderThanThisIndex++;
|
|
}
|
|
}
|
|
|
|
// Since this is being called every frame, let's not check the whole array every time.
|
|
// Instead, only check 10 elements back. Even 10 is overkill.
|
|
const int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
|
|
|
|
//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
|
|
|
|
int iNumMissesFound = 0;
|
|
for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
|
|
{
|
|
bool MissedNoteOnThisRow = false;
|
|
for( int t=0; t<GetNumTracks(); t++ )
|
|
{
|
|
if( GetTapNote(t, r) == TAP_EMPTY) continue; /* no note here */
|
|
if( GetTapNoteScore(t, r) != TNS_NONE ) continue; /* note here is already hit */
|
|
|
|
if( GetTapNote(t, r) != TAP_MINE )
|
|
{
|
|
// A normal note. Penalize for not stepping on it.
|
|
MissedNoteOnThisRow = true;
|
|
SetTapNoteScore(t, r, TNS_MISS);
|
|
g_CurStageStats.iTotalError[m_PlayerNumber] += MAX_PRO_TIMING_ERROR;
|
|
m_ProTimingDisplay.SetJudgment( MAX_PRO_TIMING_ERROR, TNS_MISS );
|
|
}
|
|
}
|
|
|
|
if( MissedNoteOnThisRow )
|
|
{
|
|
iNumMissesFound++;
|
|
HandleTapRowScore( r );
|
|
}
|
|
}
|
|
|
|
if( iNumMissesFound > 0 )
|
|
m_Judgment.SetJudgment( TNS_MISS );
|
|
}
|
|
|
|
|
|
void PlayerMinus::CrossedRow( int iNoteRow )
|
|
{
|
|
// If we're doing random vanish, randomise notes on the fly.
|
|
if(GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH]==1)
|
|
RandomiseNotes( iNoteRow );
|
|
|
|
// check to see if there's at the crossed row
|
|
RageTimer now;
|
|
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != PC_HUMAN )
|
|
{
|
|
for( int t=0; t<GetNumTracks(); t++ )
|
|
if( GetTapNote(t, iNoteRow) != TAP_EMPTY )
|
|
if( GetTapNoteScore(t, iNoteRow) == TNS_NONE )
|
|
Step( t, now );
|
|
}
|
|
}
|
|
|
|
void PlayerMinus::CrossedMineRow( int iNoteRow )
|
|
{
|
|
// Hold the panel while crossing a mine will cause the mine to explode
|
|
RageTimer now;
|
|
for( int t=0; t<GetNumTracks(); t++ )
|
|
{
|
|
if( GetTapNote(t,iNoteRow) == TAP_MINE )
|
|
{
|
|
const StyleInput StyleI( m_PlayerNumber, t );
|
|
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
|
|
if( PREFSMAN->m_fPadStickSeconds > 0 )
|
|
{
|
|
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
|
|
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
|
|
Step( t, now+(-PREFSMAN->m_fPadStickSeconds) );
|
|
}
|
|
else
|
|
{
|
|
bool bIsDown = INPUTMAPPER->IsButtonDown( GameI );
|
|
if( bIsDown )
|
|
Step( t, now );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerMinus::RandomiseNotes( int iNoteRow )
|
|
{
|
|
const int NewNoteRow = (int)(iNoteRow + 50 / GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fScrollSpeed); // change the row to look ahead from based upon their speed mod
|
|
|
|
bool UpdateNoteField = false;
|
|
int iNumOfTracks = GetNumTracks();
|
|
for( int t=0; t+1 < iNumOfTracks; t++ )
|
|
{
|
|
int iRandomTrackToSwapWith = RandomInt(0, iNumOfTracks-1);
|
|
const TapNote t1 = GetTapNote(t, NewNoteRow);
|
|
const TapNote t2 = GetTapNote(iRandomTrackToSwapWith, NewNoteRow);
|
|
|
|
if( (t1 == TAP_TAP || t1 == TAP_EMPTY) && (t2 == TAP_TAP || t2 == TAP_EMPTY) )
|
|
{
|
|
SetTapNote(t, NewNoteRow, t2);
|
|
SetTapNote(iRandomTrackToSwapWith, NewNoteRow, t1);
|
|
UpdateNoteField = true;
|
|
}
|
|
}
|
|
if( UpdateNoteField )
|
|
m_pNoteField->CopyRange( this, NewNoteRow, NewNoteRow, NewNoteRow );
|
|
}
|
|
|
|
void PlayerMinus::HandleTapRowScore( unsigned row )
|
|
{
|
|
TapNoteScore scoreOfLastTap = LastTapNoteScore(row);
|
|
int iNumTapsInRow = this->GetNumTracksWithTapOrHoldHead(row);
|
|
ASSERT(iNumTapsInRow > 0);
|
|
|
|
bool NoCheating = true;
|
|
#ifdef DEBUG
|
|
NoCheating = false;
|
|
#endif
|
|
|
|
if(GAMESTATE->m_bDemonstrationOrJukebox)
|
|
NoCheating = false;
|
|
// don't accumulate points if AutoPlay is on.
|
|
if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_AUTOPLAY )
|
|
return;
|
|
|
|
/* Update miss combo, and handle "combo stopped" messages. */
|
|
int &iCurCombo = g_CurStageStats.iCurCombo[m_PlayerNumber];
|
|
switch( scoreOfLastTap )
|
|
{
|
|
case TNS_MARVELOUS:
|
|
case TNS_PERFECT:
|
|
case TNS_GREAT:
|
|
g_CurStageStats.iCurMissCombo[m_PlayerNumber] = 0;
|
|
SCREENMAN->PostMessageToTopScreen( SM_MissComboAborted, 0 );
|
|
break;
|
|
|
|
case TNS_MISS:
|
|
++g_CurStageStats.iCurMissCombo[m_PlayerNumber];
|
|
m_iDCState = AS2D_MISS; // update dancing 2d characters that may have missed a note
|
|
case TNS_GOOD:
|
|
case TNS_BOO:
|
|
if( iCurCombo > 50 )
|
|
SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
|
|
|
|
iCurCombo = 0;
|
|
break;
|
|
default:
|
|
ASSERT( 0 );
|
|
}
|
|
|
|
/* The score keeper updates the hit combo. Remember the old combo for handling announcers. */
|
|
const int iOldCombo = g_CurStageStats.iCurCombo[m_PlayerNumber];
|
|
|
|
if(m_pPrimaryScoreKeeper)
|
|
m_pPrimaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow );
|
|
if(m_pSecondaryScoreKeeper)
|
|
m_pSecondaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow );
|
|
|
|
m_Combo.SetCombo( g_CurStageStats.iCurCombo[m_PlayerNumber] );
|
|
|
|
#define CROSSED( x ) (iOldCombo<x && iCurCombo>=x)
|
|
if ( CROSSED(100) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_100Combo, 0 );
|
|
else if( CROSSED(200) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_200Combo, 0 );
|
|
else if( CROSSED(300) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_300Combo, 0 );
|
|
else if( CROSSED(400) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_400Combo, 0 );
|
|
else if( CROSSED(500) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_500Combo, 0 );
|
|
else if( CROSSED(600) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_600Combo, 0 );
|
|
else if( CROSSED(700) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_700Combo, 0 );
|
|
else if( CROSSED(800) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_800Combo, 0 );
|
|
else if( CROSSED(900) )
|
|
SCREENMAN->PostMessageToTopScreen( SM_900Combo, 0 );
|
|
else if( CROSSED(1000))
|
|
SCREENMAN->PostMessageToTopScreen( SM_1000Combo, 0 );
|
|
else if( (iOldCombo / 100) < (iCurCombo / 100) && iCurCombo > 1000 )
|
|
SCREENMAN->PostMessageToTopScreen( SM_ComboContinuing, 0 );
|
|
#undef CROSSED
|
|
|
|
// new max combo
|
|
g_CurStageStats.iMaxCombo[m_PlayerNumber] = max(g_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo);
|
|
|
|
/* Use the real current beat, not the beat we've been passed. That's because we
|
|
* want to record the current life/combo to the current time; eg. if it's a MISS,
|
|
* the beat we're registering is in the past, but the life is changing now. */
|
|
g_CurStageStats.UpdateComboList( m_PlayerNumber, GAMESTATE->m_fSongBeat, false );
|
|
|
|
float life = -1;
|
|
if( m_pLifeMeter )
|
|
life = m_pLifeMeter->GetLife();
|
|
else if( m_pCombinedLifeMeter )
|
|
{
|
|
life = GAMESTATE->m_fTugLifePercentP1;
|
|
if( m_PlayerNumber == PLAYER_2 )
|
|
life = 1.0f - life;
|
|
}
|
|
if( life != -1 )
|
|
g_CurStageStats.SetLifeRecord( m_PlayerNumber, life, GAMESTATE->m_fSongBeat );
|
|
|
|
if (m_pScoreDisplay)
|
|
m_pScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
|
|
if (m_pSecondaryScoreDisplay)
|
|
m_pSecondaryScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
|
|
|
|
if( m_pLifeMeter ) {
|
|
m_pLifeMeter->ChangeLife( scoreOfLastTap );
|
|
m_pLifeMeter->OnDancePointsChange(); // update oni life meter
|
|
}
|
|
if( m_pCombinedLifeMeter ) {
|
|
m_pCombinedLifeMeter->ChangeLife( m_PlayerNumber, scoreOfLastTap );
|
|
m_pCombinedLifeMeter->OnDancePointsChange( m_PlayerNumber ); // update oni life meter
|
|
}
|
|
}
|
|
|
|
|
|
void PlayerMinus::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
|
|
{
|
|
bool NoCheating = true;
|
|
#ifdef DEBUG
|
|
NoCheating = false;
|
|
#endif
|
|
|
|
if(GAMESTATE->m_bDemonstrationOrJukebox)
|
|
NoCheating = false;
|
|
// don't accumulate points if AutoPlay is on.
|
|
if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_AUTOPLAY )
|
|
return;
|
|
|
|
if(m_pPrimaryScoreKeeper)
|
|
m_pPrimaryScoreKeeper->HandleHoldScore(holdScore, tapScore );
|
|
if(m_pSecondaryScoreKeeper)
|
|
m_pSecondaryScoreKeeper->HandleHoldScore(holdScore, tapScore );
|
|
|
|
if (m_pScoreDisplay)
|
|
m_pScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
|
|
if (m_pSecondaryScoreDisplay)
|
|
m_pSecondaryScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
|
|
|
|
if( m_pLifeMeter ) {
|
|
m_pLifeMeter->ChangeLife( holdScore, tapScore );
|
|
m_pLifeMeter->OnDancePointsChange();
|
|
}
|
|
if( m_pCombinedLifeMeter ) {
|
|
m_pCombinedLifeMeter->ChangeLife( m_PlayerNumber, holdScore, tapScore );
|
|
m_pCombinedLifeMeter->OnDancePointsChange( m_PlayerNumber );
|
|
}
|
|
}
|
|
|
|
float PlayerMinus::GetMaxStepDistanceSeconds()
|
|
{
|
|
return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowSecondsBoo * PREFSMAN->m_fJudgeWindowScale;
|
|
}
|
|
|
|
void PlayerMinus::FadeToFail()
|
|
{
|
|
m_pNoteField->FadeToFail();
|
|
}
|
|
|
|
/* XXX: Why's m_NoteField in a separate class, again? Is that still needed? */
|
|
void Player::Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper )
|
|
{
|
|
PlayerMinus::Load( player_no, pNoteData, pLM, pCombinedLM, pScoreDisplay, pSecondaryScoreDisplay, pInventory, pPrimaryScoreKeeper, pSecondaryScoreKeeper, &m_NoteField );
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}
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