Files
itgmania212121/stepmania/src/Player.cpp
T

1796 lines
55 KiB
C++

#include "global.h"
#include "Player.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "RageTimer.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "InputMapper.h"
#include "SongManager.h"
#include "GameState.h"
#include "ScoreKeeperNormal.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "ThemeManager.h"
#include "ScoreDisplay.h"
#include "LifeMeter.h"
#include "CombinedLifeMeter.h"
#include "PlayerAI.h"
#include "NoteField.h"
#include "NoteDataUtil.h"
#include "ScreenMessage.h"
#include "ScreenManager.h"
#include "StageStats.h"
#include "ActorUtil.h"
#include "ArrowEffects.h"
#include "Game.h"
#include "NetworkSyncManager.h" //used for sending timing offset
#include "DancingCharacters.h"
#include "ScreenDimensions.h"
#include "RageSoundManager.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "GameSoundManager.h"
#include "Style.h"
#include "MessageManager.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "StatsManager.h"
#include "song.h"
#include "Steps.h"
#include "GameCommand.h"
#include "LocalizedString.h"
#include "AdjustSync.h"
RString COMBO_X_NAME( size_t p, size_t both_sides ) { return "ComboXOffset" + (both_sides ? RString("BothSides") : ssprintf("OneSideP%d",int(p+1)) ); }
RString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ) { return "AttackDisplayXOffset" + (both_sides ? RString("BothSides") : ssprintf("OneSideP%d",int(p+1)) ); }
/* Distance to search for a note in Step(), in seconds. */
static const float StepSearchDistance = 1.0f;
static const float JUMP_WINDOW_SECONDS = 0.25f;
static float ADJUSTED_WINDOW_SECONDS( TimingWindow tw )
{
float fSecs = PREFSMAN->m_fTimingWindowSeconds[tw];
fSecs *= PREFSMAN->m_fTimingWindowScale;
fSecs += PREFSMAN->m_fTimingWindowAdd;
return fSecs;
}
Player::Player( NoteData &nd, bool bShowNoteField, bool bShowJudgment ) : m_NoteData(nd)
{
m_bLoaded = false;
m_pPlayerState = NULL;
m_pPlayerStageStats = NULL;
m_fNoteFieldHeight = 0;
m_pLifeMeter = NULL;
m_pCombinedLifeMeter = NULL;
m_pScoreDisplay = NULL;
m_pSecondaryScoreDisplay = NULL;
m_pPrimaryScoreKeeper = NULL;
m_pSecondaryScoreKeeper = NULL;
m_pInventory = NULL;
m_bPaused = false;
m_pJudgment = NULL;
if( bShowJudgment )
{
m_pJudgment = new Judgment;
this->AddChild( m_pJudgment );
}
m_pCombo = NULL;
if( bShowJudgment )
{
m_pCombo = new Combo;
this->AddChild( m_pCombo );
}
m_pAttackDisplay = NULL;
if( bShowNoteField )
{
m_pAttackDisplay = new AttackDisplay;
this->AddChild( m_pAttackDisplay );
}
PlayerAI::InitFromDisk();
m_pNoteField = NULL;
if( bShowNoteField )
{
m_pNoteField = new NoteField;
}
}
Player::~Player()
{
SAFE_DELETE( m_pJudgment );
SAFE_DELETE( m_pCombo );
SAFE_DELETE( m_pAttackDisplay );
SAFE_DELETE( m_pNoteField );
for( unsigned i = 0; i < m_vHoldJudgment.size(); ++i )
SAFE_DELETE( m_vHoldJudgment[i] );
}
/* Init() does the expensive stuff: load sounds and note skins. Load() just loads a NoteData. */
void Player::Init(
const RString &sType,
PlayerState* pPlayerState,
PlayerStageStats* pPlayerStageStats,
LifeMeter* pLM,
CombinedLifeMeter* pCombinedLM,
ScoreDisplay* pScoreDisplay,
ScoreDisplay* pSecondaryScoreDisplay,
Inventory* pInventory,
ScoreKeeper* pPrimaryScoreKeeper,
ScoreKeeper* pSecondaryScoreKeeper )
{
GRAY_ARROWS_Y_STANDARD.Load( sType, "ReceptorArrowsYStandard" );
GRAY_ARROWS_Y_REVERSE.Load( sType, "ReceptorArrowsYReverse" );
COMBO_X.Load( sType, COMBO_X_NAME, NUM_PLAYERS, 2 );
COMBO_Y.Load( sType, "ComboY" );
COMBO_Y_REVERSE.Load( sType, "ComboYReverse" );
COMBO_CENTERED_ADDY.Load( sType, "ComboCenteredAddY" );
COMBO_CENTERED_ADDY_REVERSE.Load( sType, "ComboCenteredAddYReverse" );
ATTACK_DISPLAY_X.Load( sType, ATTACK_DISPLAY_X_NAME, NUM_PLAYERS, 2 );
ATTACK_DISPLAY_Y.Load( sType, "AttackDisplayY" );
ATTACK_DISPLAY_Y_REVERSE.Load( sType, "AttackDisplayYReverse" );
HOLD_JUDGMENT_Y_STANDARD.Load( sType, "HoldJudgmentYStandard" );
HOLD_JUDGMENT_Y_REVERSE.Load( sType, "HoldJudgmentYReverse" );
BRIGHT_GHOST_COMBO_THRESHOLD.Load( sType, "BrightGhostComboThreshold" );
TAP_JUDGMENTS_UNDER_FIELD.Load( sType, "TapJudgmentsUnderField" );
HOLD_JUDGMENTS_UNDER_FIELD.Load( sType, "HoldJudgmentsUnderField" );
START_DRAWING_AT_PIXELS.Load( sType, "StartDrawingAtPixels" );
STOP_DRAWING_AT_PIXELS.Load( sType, "StopDrawingAtPixels" );
if( m_pJudgment )
{
//
// Init judgment positions
//
LuaExpression expr;
expr.SetFromExpression( THEME->GetMetric(sType,"JudgmentTransformCommandFunction") );
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==ONE_PLAYER_TWO_SIDES;
Actor temp;
int iEnabledPlayerIndex = -1;
int iNumEnabledPlayers = 0;
if( GAMESTATE->m_bMultiplayer )
{
FOREACH_EnabledMultiPlayer( p )
{
if( p == pPlayerState->m_mp )
iEnabledPlayerIndex = iNumEnabledPlayers;
iNumEnabledPlayers++;
}
}
else
{
FOREACH_EnabledPlayer( p )
{
if( p == pPlayerState->m_PlayerNumber )
iEnabledPlayerIndex = iNumEnabledPlayers;
iNumEnabledPlayers++;
}
}
if( iNumEnabledPlayers == 0 ) // hack for ScreenHowToPlay where no players are joined
{
iEnabledPlayerIndex = 0;
iNumEnabledPlayers = 1;
}
for( int i=0; i<NUM_REVERSE; i++ )
{
for( int j=0; j<NUM_CENTERED; j++ )
{
Lua *L = LUA->Get();
expr.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
temp.PushSelf( L );
LuaHelpers::Push( pPlayerState->m_PlayerNumber, L );
LuaHelpers::Push( pPlayerState->m_mp, L );
LuaHelpers::Push( iEnabledPlayerIndex, L );
LuaHelpers::Push( iNumEnabledPlayers, L );
LuaHelpers::Push( bPlayerUsingBothSides, L );
LuaHelpers::Push( !!i, L );
LuaHelpers::Push( !!j, L );
lua_call( L, 8, 0 ); // 8 args, 0 results
LUA->Release(L);
m_tsJudgment[i][j] = temp.DestTweenState();
}
}
// Load Judgment frame
if( GAMESTATE->m_bMultiplayer && !m_sprJudgmentFrame.IsLoaded() ) // only load the first time
{
GameCommand gc;
ASSERT( pPlayerState->m_mp != MultiPlayer_INVALID );
gc.m_MultiPlayer = pPlayerState->m_mp;
{
Lua *L = LUA->Get();
gc.PushSelf( L );
lua_setglobal( L, "ThisGameCommand" );
LUA->Release( L );
}
m_sprJudgmentFrame.Load( THEME->GetPathG(sType,"JudgmentFrame") );
{
Lua *L = LUA->Get();
expr.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
m_sprJudgmentFrame->PushSelf( L );
LuaHelpers::Push( pPlayerState->m_PlayerNumber, L );
LuaHelpers::Push( pPlayerState->m_mp, L );
LuaHelpers::Push( iEnabledPlayerIndex, L );
LuaHelpers::Push( iNumEnabledPlayers, L );
LuaHelpers::Push( bPlayerUsingBothSides, L );
LuaHelpers::Push( false, L );
LuaHelpers::Push( false, L );
lua_call( L, 8, 0 ); // 8 args, 0 results
LUA->Release( L );
}
LUA->UnsetGlobal( "ThisGameCommand" );
this->AddChild( m_sprJudgmentFrame );
}
}
this->SortByDrawOrder();
m_pPlayerState = pPlayerState;
m_pPlayerStageStats = pPlayerStageStats;
m_pLifeMeter = pLM;
m_pCombinedLifeMeter = pCombinedLM;
m_pScoreDisplay = pScoreDisplay;
m_pSecondaryScoreDisplay = pSecondaryScoreDisplay;
m_pInventory = pInventory;
m_pPrimaryScoreKeeper = pPrimaryScoreKeeper;
m_pSecondaryScoreKeeper = pSecondaryScoreKeeper;
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
m_sMessageToSendOnStep = ssprintf("StepP%d",pn+1);
m_soundMine.Load( THEME->GetPathS(sType,"mine"), true );
/* Attacks can be launched in course modes and in battle modes. They both come
* here to play, but allow loading a different sound for different modes. */
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
case PLAY_MODE_BATTLE:
m_soundAttackLaunch.Load( THEME->GetPathS(sType,"battle attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathS(sType,"battle attack ending"), true );
break;
default:
m_soundAttackLaunch.Load( THEME->GetPathS(sType,"course attack launch"), true );
m_soundAttackEnding.Load( THEME->GetPathS(sType,"course attack ending"), true );
break;
}
RageSoundParams p;
GameSoundManager::SetPlayerBalance( pn, p );
m_soundMine.SetParams( p );
m_soundAttackLaunch.SetParams( p );
m_soundAttackEnding.SetParams( p );
if( m_pCombo )
{
m_pCombo->SetName( "Combo" );
m_pCombo->Load( m_pPlayerState, m_pPlayerStageStats );
ActorUtil::OnCommand( m_pCombo, sType );
}
if( m_pJudgment )
{
m_pJudgment->SetName( "Judgment" );
m_pJudgment->LoadNormal();
ActorUtil::OnCommand( m_pJudgment, sType );
}
// Load HoldJudgments
for( int i = 0; i < GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; ++i )
{
HoldJudgment *pJudgment = new HoldJudgment;
pJudgment->Load( THEME->GetPathG("HoldJudgment","label 1x2") );
m_vHoldJudgment.push_back( pJudgment );
this->AddChild( m_vHoldJudgment[i] );
}
m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
if( m_pNoteField )
m_pNoteField->Init( m_pPlayerState, m_fNoteFieldHeight );
}
void Player::Load()
{
m_bLoaded = true;
m_LastTapNoteScore = TNS_None;
m_iRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
m_iMineRowLastCrossed = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat ) - 1; // why this?
m_iRowLastJudged = 0;
m_iMineRowLastJudged = 0;
m_JudgedRows.Reset();
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
bool bOniDead = GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
(m_pPlayerStageStats == NULL || m_pPlayerStageStats->bFailed);
/* The editor reuses Players ... so we really need to make sure everything
* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
* then we could just this->StopTweening()? -glenn */
if( m_pJudgment )
m_pJudgment->StopTweening();
// m_pCombo->Reset(); // don't reset combos between songs in a course!
if( m_pPlayerStageStats )
{
if( m_pCombo )
m_pCombo->SetCombo( m_pPlayerStageStats->iCurCombo, m_pPlayerStageStats->iCurMissCombo ); // combo can persist between songs and games
}
if( m_pAttackDisplay )
m_pAttackDisplay->Init( m_pPlayerState );
if( m_pJudgment )
m_pJudgment->Reset();
/* Don't re-init this; that'll reload graphics. Add a separate Reset() call
* if some ScoreDisplays need it. */
// if( m_pScore )
// m_pScore->Init( pn );
/* Apply transforms. */
NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions, GAMESTATE->GetCurrentStyle()->m_StepsType );
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
case PLAY_MODE_BATTLE:
{
// ugly, ugly, ugly. Works only w/ dance.
NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions, GAMESTATE->GetCurrentStyle()->m_StepsType );
// shuffle either p1 or p2
static int count = 0;
switch( count )
{
case 0:
case 3:
NoteDataUtil::Turn( m_NoteData, STEPS_TYPE_DANCE_SINGLE, NoteDataUtil::left);
break;
case 1:
case 2:
NoteDataUtil::Turn( m_NoteData, STEPS_TYPE_DANCE_SINGLE, NoteDataUtil::right);
break;
default:
ASSERT(0);
}
count++;
count %= 4;
}
break;
}
int iStartDrawingAtPixels = GAMESTATE->IsEditing() ? -100 : START_DRAWING_AT_PIXELS;
int iStopDrawingAtPixels = GAMESTATE->IsEditing() ? 400 : STOP_DRAWING_AT_PIXELS;
float fNoteFieldMiddle = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
if( m_pNoteField && !bOniDead )
{
m_pNoteField->SetY( fNoteFieldMiddle );
m_pNoteField->Load( &m_NoteData, iStartDrawingAtPixels, iStopDrawingAtPixels );
}
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn( 0 ) == 1;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==ONE_PLAYER_TWO_SIDES;
if( m_pCombo )
{
m_pCombo->SetX( COMBO_X.GetValue(pn, bPlayerUsingBothSides) );
m_pCombo->SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
}
if( m_pAttackDisplay )
m_pAttackDisplay->SetX( ATTACK_DISPLAY_X.GetValue(pn, bPlayerUsingBothSides) - 40 );
// set this in Update //m_pAttackDisplay->SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
// set this in Update
//m_pJudgment->SetX( JUDGMENT_X.GetValue(pn,bPlayerUsingBothSides) );
//m_pJudgment->SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
// Need to set Y positions of all these elements in Update since
// they change depending on PlayerOptions.
//
// Load keysounds. If sounds are already loaded (as in the editor), don't reload them.
// XXX: the editor will load several duplicate copies (in each NoteField), and each
// player will load duplicate sounds. Does this belong somewhere else (perhaps in
// a separate object, used alongside ScreenGameplay::m_pSoundMusic and ScreenEdit::m_pSoundMusic?)
// We don't have to load separate copies to set player fade: always make a copy, and set the
// fade on the copy.
//
const Song* pSong = GAMESTATE->m_pCurSong;
RString sSongDir = pSong->GetSongDir();
m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
RageSoundParams p;
GameSoundManager::SetPlayerBalance( pn, p );
for( unsigned i=0; i<m_vKeysounds.size(); i++ )
{
RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
RageSound& sound = m_vKeysounds[i];
if( sound.GetLoadedFilePath() != sKeysoundFilePath )
sound.Load( sKeysoundFilePath, true );
sound.SetParams( p );
}
}
void Player::Update( float fDeltaTime )
{
const RageTimer now;
// Don't update if we havn't been loaded yet.
if( !m_bLoaded )
return;
//LOG->Trace( "Player::Update(%f)", fDeltaTime );
if( GAMESTATE->m_pCurSong==NULL )
return;
ActorFrame::Update( fDeltaTime );
if( m_pPlayerState->m_bAttackBeganThisUpdate )
m_soundAttackLaunch.Play();
if( m_pPlayerState->m_bAttackEndedThisUpdate )
m_soundAttackEnding.Play();
const float fSongBeat = GAMESTATE->m_fSongBeat;
const int iSongRow = BeatToNoteRow( fSongBeat );
if( m_pNoteField )
m_pNoteField->Update( fDeltaTime );
float fMiniPercent = m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
float fTinyPercent = m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_TINY];
float fJudgmentZoom = min( powf(0.5f, fMiniPercent+fTinyPercent), 1.0f );
//
// Update Y positions
//
{
for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ )
{
float fPercentReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(c);
float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
// float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
const float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, c, 0 );
m_vHoldJudgment[c]->SetX( fX );
m_vHoldJudgment[c]->SetY( fHoldJudgeYPos );
m_vHoldJudgment[c]->SetZ( fZ );
m_vHoldJudgment[c]->SetZoom( fJudgmentZoom );
}
}
// NoteField accounts for reverse on its own now.
//if( m_pNoteField )
// m_pNoteField->SetY( fGrayYPos );
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
float fPercentCentered = m_pPlayerState->m_CurrentPlayerOptions.m_fScrolls[PlayerOptions::SCROLL_CENTERED];
if( m_pCombo )
{
m_pCombo->SetY(
bReverse ?
COMBO_Y_REVERSE + fPercentCentered * COMBO_CENTERED_ADDY_REVERSE :
COMBO_Y + fPercentCentered * COMBO_CENTERED_ADDY );
}
if( m_pJudgment )
{
const Actor::TweenState &ts1 = m_tsJudgment[bReverse?1:0][0];
const Actor::TweenState &ts2 = m_tsJudgment[bReverse?1:0][1];
Actor::TweenState::MakeWeightedAverage( m_pJudgment->DestTweenState(), ts1, ts2, fPercentCentered );
if( m_sprJudgmentFrame.IsLoaded() )
Actor::TweenState::MakeWeightedAverage( m_sprJudgmentFrame->DestTweenState(), ts1, ts2, fPercentCentered );
}
float fNoteFieldZoom = 1 - fTinyPercent*0.5f;
if( m_pNoteField )
m_pNoteField->SetZoom( fNoteFieldZoom );
if( m_pJudgment )
m_pJudgment->SetZoom( m_pJudgment->GetZoom() * fJudgmentZoom );
if( m_sprJudgmentFrame.IsLoaded() )
m_sprJudgmentFrame->SetZoom( m_sprJudgmentFrame->GetZoom() * fJudgmentZoom );
// If we're paused, don't update tap or hold note logic, so hold notes can be released
// during pause.
if( m_bPaused )
return;
//
// Check for TapNote misses
//
UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
//
// update pressed flag
//
const int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
ASSERT_M( iNumCols <= MAX_COLS_PER_PLAYER, ssprintf("%i > %i", iNumCols, MAX_COLS_PER_PLAYER) );
for( int col=0; col < iNumCols; ++col )
{
ASSERT( m_pPlayerState );
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const StyleInput StyleI( pn, col );
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI );
// TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
if( m_pNoteField )
m_pNoteField->SetPressed( col );
}
//
// handle Autoplay for rolls
//
if( m_pPlayerState->m_PlayerController != PC_HUMAN )
{
for( int iTrack=0; iTrack<m_NoteData.GetNumTracks(); ++iTrack )
{
// TODO: Make the CPU miss sometimes.
int iHeadRow;
if( !m_NoteData.IsHoldNoteAtRow(iTrack, iSongRow, &iHeadRow) )
continue;
const TapNote &tn = m_NoteData.GetTapNote( iTrack, iHeadRow );
if( tn.type != TapNote::hold_head || tn.subType != TapNote::hold_head_roll )
continue;
if( tn.HoldResult.hns != HNS_None )
continue;
if( tn.HoldResult.fLife >= 0.5f )
continue;
Step( iTrack, now, false );
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
STATSMAN->m_CurStageStats.bUsedAutoplay = true;
}
}
//
// update HoldNotes logic
//
for( int iTrack=0; iTrack<m_NoteData.GetNumTracks(); ++iTrack )
{
// Since this is being called every frame, let's not check the whole array every time.
// Instead, only check 1 beat back. Even 1 is overkill.
const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
NoteData::iterator begin, end;
m_NoteData.GetTapNoteRangeInclusive( iTrack, iStartCheckingAt, iSongRow+1, begin, end );
for( ; begin != end; ++begin )
{
TapNote &tn = begin->second;
if( tn.type != TapNote::hold_head )
continue;
int iRow = begin->first;
// set hold flags so NoteField can do intelligent drawing
tn.HoldResult.bHeld = false;
tn.HoldResult.bActive = false;
HoldNoteScore hns = tn.HoldResult.hns;
if( hns != HNS_None ) // if this HoldNote already has a result
continue; // we don't need to update the logic for this one
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = tn.result.tns;
const bool bSteppedOnTapNote = tns != TNS_None && tns != TNS_Miss; // did they step on the start of this hold?
bool bIsHoldingButton = false;
if( m_pPlayerState->m_PlayerController != PC_HUMAN )
{
// TODO: Make the CPU miss sometimes.
bIsHoldingButton = true;
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
STATSMAN->m_CurStageStats.bUsedAutoplay = true;
}
else
{
const StyleInput StyleI( pn, iTrack );
bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
}
int iEndRow = iRow + tn.iDuration;
float fLife = tn.HoldResult.fLife;
if( bSteppedOnTapNote && fLife != 0 )
{
/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
* Do this even if we're a little beyond the end of the hold note, to make sure
* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
}
// If the song beat is in the range of this hold:
if( iRow <= iSongRow && iRow <= iEndRow )
{
switch( tn.subType )
{
case TapNote::hold_head_hold:
// set hold flag so NoteField can do intelligent drawing
tn.HoldResult.bHeld = bIsHoldingButton && bSteppedOnTapNote;
tn.HoldResult.bActive = bSteppedOnTapNote;
if( bSteppedOnTapNote && bIsHoldingButton )
{
// Increase life
fLife = 1;
}
else
{
// Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW_SECONDS(TW_Hold);
fLife = max( fLife, 0 ); // clamp
}
break;
case TapNote::hold_head_roll:
tn.HoldResult.bHeld = true;
tn.HoldResult.bActive = bSteppedOnTapNote;
// give positive life in Step(), not here.
// Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW_SECONDS(TW_Roll);
fLife = max( fLife, 0 ); // clamp
break;
default:
ASSERT(0);
}
}
/* check for LetGo. If the head was missed completely, don't count an LetGo. */
if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
hns = HNS_LetGo;
// check for OK
if( iSongRow >= iEndRow && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
{
fLife = 1;
hns = HNS_Held;
bool bBright = m_pPlayerStageStats && m_pPlayerStageStats->iCurCombo>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
if( m_pNoteField )
m_pNoteField->DidHoldNote( iTrack, HNS_Held, bBright ); // bright ghost flash
}
tn.HoldResult.fLife = fLife;
tn.HoldResult.hns = hns;
if( hns != HNS_None )
{
/* this note has been judged */
HandleHoldScore( tn );
if( m_pPlayerStageStats != NULL )
m_pPlayerStageStats->hnsLast = hns;
if( m_pPlayerState->m_mp != MultiPlayer_INVALID )
MESSAGEMAN->Broadcast( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_pPlayerState->m_mp) );
m_vHoldJudgment[iTrack]->SetHoldJudgment( hns );
}
}
}
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
{
// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
/* We want to send the crossed row message exactly when we cross the row--not
* .5 before the row. Use a very slow song (around 2 BPM) as a test case: without
* rounding, autoplay steps early. -glenn */
const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
if( iRowNow >= 0 )
{
// for each index we crossed since the last update
if( GAMESTATE->IsPlayerEnabled(pn) )
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( m_NoteData, r, m_iRowLastCrossed, iRowNow+1 )
CrossedRow( r, now );
m_iRowLastCrossed = iRowNow+1;
}
}
{
// 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 each index we crossed since the last update
if( GAMESTATE->IsPlayerEnabled(pn) )
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( m_NoteData, r, m_iMineRowLastCrossed, iRowNow+1 )
CrossedMineRow( r, now );
m_iMineRowLastCrossed = iRowNow+1;
}
}
// Check for completely judged rows.
UpdateJudgedRows();
// process transforms that are waiting to be applied
ApplyWaitingTransforms();
}
void Player::ProcessMessages( float fDeltaTime )
{
ActorFrame::ProcessMessages( fDeltaTime );
if( m_pNoteField )
m_pNoteField->ProcessMessages( fDeltaTime );
}
void Player::ApplyWaitingTransforms()
{
for( unsigned j=0; j<m_pPlayerState->m_ModsToApply.size(); j++ )
{
const Attack &mod = m_pPlayerState->m_ModsToApply[j];
PlayerOptions po;
po.FromString( mod.sModifiers );
float fStartBeat, fEndBeat;
mod.GetRealtimeAttackBeats( GAMESTATE->m_pCurSong, m_pPlayerState, fStartBeat, fEndBeat );
fEndBeat = min( fEndBeat, m_NoteData.GetLastBeat() );
LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifiers.c_str(), fStartBeat, fEndBeat,
GAMESTATE->m_pCurSong->GetTranslitMainTitle().c_str() );
NoteDataUtil::TransformNoteData( m_NoteData, po, GAMESTATE->GetCurrentStyle()->m_StepsType, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat) );
}
m_pPlayerState->m_ModsToApply.clear();
}
void Player::DrawPrimitives()
{
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
// May have both players in doubles (for battle play); only draw primary player.
if( GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_TWO_SIDES &&
pn != GAMESTATE->m_MasterPlayerNumber )
return;
// Draw these below everything else.
if( m_pPlayerState->m_PlayerOptions.m_fBlind == 0 )
{
if( m_pCombo )
m_pCombo->Draw();
}
if( m_pAttackDisplay )
m_pAttackDisplay->Draw();
if( TAP_JUDGMENTS_UNDER_FIELD )
DrawTapJudgments();
if( HOLD_JUDGMENTS_UNDER_FIELD )
DrawHoldJudgments();
float fTilt = m_pPlayerState->m_CurrentPlayerOptions.m_fPerspectiveTilt;
float fSkew = m_pPlayerState->m_CurrentPlayerOptions.m_fSkew;
bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(0)>0.5;
DISPLAY->CameraPushMatrix();
DISPLAY->PushMatrix();
float fCenterY = this->GetY()+(GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
DISPLAY->LoadMenuPerspective( 45, SCREEN_WIDTH, SCREEN_HEIGHT, SCALE(fSkew,0.f,1.f,this->GetX(),SCREEN_CENTER_X), fCenterY );
if( m_pNoteField )
{
float fOriginalY = m_pNoteField->GetY();
float fTiltDegrees = SCALE(fTilt,-1.f,+1.f,+30,-30) * (bReverse?-1:1);
float fZoom = SCALE( m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_TINY], 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( !(bool)TAP_JUDGMENTS_UNDER_FIELD )
DrawTapJudgments();
if( !(bool)HOLD_JUDGMENTS_UNDER_FIELD )
DrawHoldJudgments();
}
void Player::DrawTapJudgments()
{
if( m_pPlayerState->m_PlayerOptions.m_fBlind > 0 )
return;
if( m_sprJudgmentFrame.IsLoaded() )
m_sprJudgmentFrame->Draw();
if( m_pJudgment )
m_pJudgment->Draw();
}
void Player::DrawHoldJudgments()
{
if( m_pPlayerState->m_PlayerOptions.m_fBlind > 0 )
return;
for( int c=0; c<m_NoteData.GetNumTracks(); c++ )
m_vHoldJudgment[c]->Draw();
}
int Player::GetClosestNoteDirectional( int col, int iStartRow, int iEndRow, bool bAllowGraded, bool bForward ) const
{
NoteData::const_iterator begin, end;
m_NoteData.GetTapNoteRange( col, iStartRow, iEndRow, begin, end );
if( !bForward )
swap( begin, end );
while( begin != end )
{
if( !bForward )
--begin;
/* Is this the row we want? */
do {
const TapNote &tn = begin->second;
if( tn.type == TapNote::empty )
break;
if( !bAllowGraded && tn.result.tns != TNS_None )
break;
return begin->first;
} while(0);
if( bForward )
++begin;
}
return -1;
}
/* Find the closest note to fBeat. */
int Player::GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRowsBehind, bool bAllowGraded ) const
{
// Start at iIndexStartLookingAt and search outward.
int iNextIndex = GetClosestNoteDirectional( col, iNoteRow, iNoteRow+iMaxRowsAhead, bAllowGraded, true );
int iPrevIndex = GetClosestNoteDirectional( col, iNoteRow-iMaxRowsBehind, iNoteRow, bAllowGraded, false );
if( iNextIndex == -1 && iPrevIndex == -1 )
return -1;
if( iNextIndex == -1 )
return iPrevIndex;
if( iPrevIndex == -1 )
return iNextIndex;
/* Figure out which row is closer. */
if( abs(iNoteRow-iNextIndex) > abs(iNoteRow-iPrevIndex) )
return iPrevIndex;
else
return iNextIndex;
}
void Player::Step( int col, const RageTimer &tm, bool bHeld )
{
bool bOniDead =
GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
m_pPlayerStageStats &&
m_pPlayerStageStats->bFailed;
if( bOniDead )
return; // do nothing
DEBUG_ASSERT_M( col >= 0 && col <= m_NoteData.GetNumTracks(), ssprintf("%i, %i", col, m_NoteData.GetNumTracks()) );
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
fPositionSeconds -= tm.Ago();
const float fSongBeat = GAMESTATE->m_pCurSong ? GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds ) : GAMESTATE->m_fSongBeat;
{
// Update roll life
// Let's not check the whole array every time.
// Instead, only check 1 beat back. Even 1 is overkill.
// Just update the life here and let Update judge the roll.
const int iSongRow = BeatToNoteRow( fSongBeat );
const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
NoteData::iterator begin, end;
m_NoteData.GetTapNoteRangeInclusive( col, iStartCheckingAt, iSongRow+1, begin, end );
for( ; begin != end; ++begin )
{
TapNote &tn = begin->second;
if( tn.type != TapNote::hold_head )
continue;
int iRow = begin->first;
HoldNoteScore hns = tn.HoldResult.hns;
if( hns != HNS_None ) // if this HoldNote already has a result
continue; // we don't need to update the logic for this one
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = tn.result.tns;
const bool bSteppedOnTapNote = tns != TNS_None && tns != TNS_Miss; // did they step on the start of this roll?
int iEndRow = iRow + tn.iDuration;
if( bSteppedOnTapNote && tn.HoldResult.fLife != 0 )
{
/* This hold note is not judged and we stepped on its head. Update iLastHeldRow.
* Do this even if we're a little beyond the end of the hold note, to make sure
* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
}
// If the song beat is in the range of this hold:
if( iRow <= iSongRow && iRow <= iEndRow )
{
switch( tn.subType )
{
case TapNote::hold_head_hold:
// this is handled in Update
break;
case TapNote::hold_head_roll:
if( bSteppedOnTapNote )
{
// Increase life
tn.HoldResult.fLife = 1;
bool bBright = m_pPlayerStageStats && m_pPlayerStageStats->iCurCombo>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
if( m_pNoteField )
m_pNoteField->DidHoldNote( col, HNS_Held, bBright );
}
break;
default:
ASSERT(0);
}
}
}
}
//
// Count calories for this step, unless we're being called because a button is
// held over a mine.
//
if( m_pPlayerStageStats && m_pPlayerState && !bHeld )
{
// TODO: remove use of PlayerNumber
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
Profile* pProfile = PROFILEMAN->GetProfile(pn);
if( pProfile )
{
int iNumTracksHeld = 0;
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const StyleInput StyleI( pn, t );
const GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( StyleI );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
iNumTracksHeld++;
}
float fCals = 0;
switch( iNumTracksHeld )
{
case 0:
// autoplay is on, or this is a computer player
iNumTracksHeld = 1;
// fall through
default:
{
float fCalsFor100Lbs = SCALE( iNumTracksHeld, 1, 2, 0.023f, 0.077f );
float fCalsFor200Lbs = SCALE( iNumTracksHeld, 1, 2, 0.041f, 0.133f );
fCals = SCALE( pProfile->GetCalculatedWeightPounds(), 100.f, 200.f, fCalsFor100Lbs, fCalsFor200Lbs );
}
break;
}
m_pPlayerStageStats->fCaloriesBurned += fCals;
}
}
//
// Check for step on a TapNote
//
const int iStepSearchRows = BeatToNoteRow( StepSearchDistance * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate );
int iIndexOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat), iStepSearchRows, iStepSearchRows, false );
// calculate TapNoteScore
TapNoteScore score = TNS_None;
if( iIndexOverlappingNote != -1 )
{
// compute the score for this hit
float fNoteOffset;
{
const float fStepBeat = NoteRowToBeat( 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:
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 fSecondsFromExact = fabsf( fNoteOffset );
TapNote &tn = m_NoteData.FindTapNote( col, iIndexOverlappingNote )->second;
switch( m_pPlayerState->m_PlayerController )
{
case PC_HUMAN:
switch( tn.type )
{
case TapNote::mine:
// stepped too close to mine?
if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_Mine) )
score = TNS_HitMine;
break;
case TapNote::attack:
if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_Attack) && !tn.result.bHidden )
score = TNS_W2; /* sentinel */
break;
default:
if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W1) ) score = TNS_W1;
else if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W2) ) score = TNS_W2;
else if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W3) ) score = TNS_W3;
else if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W4) ) score = TNS_W4;
else if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_W5) ) score = TNS_W5;
else score = TNS_None;
break;
}
break;
case PC_CPU:
case PC_AUTOPLAY:
score = PlayerAI::GetTapNoteScore( m_pPlayerState );
// GetTapNoteScore always returns TNS_W1 in autoplay.
// If the step is far away, don't judge it.
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY &&
fSecondsFromExact > ADJUSTED_WINDOW_SECONDS(TW_W5) )
{
score = TNS_None;
break;
}
// TRICKY: We're asking the AI to judge mines. consider TNS_W4 and below
// as "mine was hit" and everything else as "mine was avoided"
if( tn.type == TapNote::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( m_NoteData.GetTapNote(t,iIndexOverlappingNote).type == TapNote::mine ) // 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 = m_NoteData.IsThereATapOrHoldHeadAtRow( iIndexOverlappingNote );
TapNoteScore get_to_avoid = bTapsOnRow ? TNS_W3 : TNS_W4;
if( score >= get_to_avoid )
return; // avoided
else
score = TNS_HitMine;
}
if( tn.type == TapNote::attack && score > TNS_W4 )
score = TNS_W2; /* sentinel */
/* 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;
// Put some small, random amount in fNoteOffset so that demonstration
// show a mix of late and early instead of always late.
fNoteOffset = randomf( -0.1f, 0.1f );
break;
default:
ASSERT(0);
score = TNS_None;
break;
}
if( tn.type == TapNote::attack && score == TNS_W2 )
{
score = TNS_None; // don't score this as anything
m_soundAttackLaunch.Play();
// put attack in effect
Attack attack(
ATTACK_LEVEL_1,
-1, // now
tn.fAttackDurationSeconds,
tn.sAttackModifiers,
true,
false
);
// TODO: Remove use of PlayerNumber
PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_pPlayerState->m_PlayerNumber];
PlayerState *pPlayerStateToAttack = GAMESTATE->m_pPlayerState[pnToAttack];
pPlayerStateToAttack->LaunchAttack( attack );
// remove all TapAttacks on this row
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const TapNote &tn = m_NoteData.GetTapNote( t, iIndexOverlappingNote );
if( tn.type == TapNote::attack )
HideNote( t, iIndexOverlappingNote );
}
}
if( m_pPlayerState->m_PlayerController == PC_HUMAN && score >= TNS_W3 )
AdjustSync::HandleAutosync( fNoteOffset );
// Do game-specific and mode-specific score mapping.
score = GAMESTATE->GetCurrentGame()->MapTapNoteScore( score );
if( score == TNS_W1 && !GAMESTATE->ShowW1() )
score = TNS_W2;
tn.result.tns = score;
if( score != TNS_None )
tn.result.fTapNoteOffset = -fNoteOffset;
PlayerNumber pn = tn.pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : tn.pn;
m_LastTapNoteScore = score;
if( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
{
if( tn.type != TapNote::mine )
{
const bool bBlind = !!m_pPlayerState->m_PlayerOptions.m_fBlind;
// XXX This is the wrong combo for shared players. STATSMAN->m_CurStageStats.m_Player[pn] might work but could be wrong.
const bool bBright = m_pPlayerStageStats && m_pPlayerStageStats->iCurCombo > int(BRIGHT_GHOST_COMBO_THRESHOLD) || bBlind;
if( m_pNoteField )
m_pNoteField->DidTapNote( col, score, bBright );
if( score >= TNS_W3 || bBlind )
HideNote( col, iIndexOverlappingNote );
}
}
else if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iIndexOverlappingNote, pn) )
{
FlashGhostRow( iIndexOverlappingNote, pn );
}
}
if( m_pNoteField )
m_pNoteField->Step( col, score );
bool bSteppedOnATap = score != TNS_None;
if( bSteppedOnATap )
{
/* Search for keyed sounds separately. If we can't find a nearby note, search
* backwards indefinitely, and ignore grading. */
if( iIndexOverlappingNote == -1 )
iIndexOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat),
iStepSearchRows, MAX_NOTE_ROW, true );
if( iIndexOverlappingNote != -1 )
{
const TapNote &tn = m_NoteData.GetTapNote( col, iIndexOverlappingNote );
if( tn.bKeysound && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
m_vKeysounds[tn.iKeysoundIndex].Play();
}
}
MESSAGEMAN->Broadcast( m_sMessageToSendOnStep );
}
static bool Unjudged( const TapNote &tn )
{
return IteratorCondition::TapsHoldsAndMines( tn ) && tn.result.tns == TNS_None;
}
void Player::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->m_Timing.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++;
}
}
// m_iRowLastJudged and m_iMineRowLastJudged have already been judged.
const int iStartIndex = min( m_iRowLastJudged, m_iMineRowLastJudged ) + 1;
bool bMisses = false;
NoteData::all_tracks_iterator iter = m_NoteData.GetTapNoteRangeAllTracks( iStartIndex, iMissIfOlderThanThisIndex-1, Unjudged );
for( ; !iter.IsAtEnd(); ++iter )
{
TapNote &tn = *iter;
if( tn.pn != PLAYER_INVALID && tn.pn != m_pPlayerState->m_PlayerNumber )
continue;
if( tn.type == TapNote::mine )
{
tn.result.tns = TNS_AvoidMine;
/* The only real way to tell if a mine has been scored is if it has disappeared
* but this only works for hit mines so update the scores for avoided mines here. */
if( m_pPrimaryScoreKeeper )
m_pPrimaryScoreKeeper->HandleTapScore( tn );
if( m_pSecondaryScoreKeeper )
m_pSecondaryScoreKeeper->HandleTapScore( tn );
}
else
{
bMisses = true;
tn.result.tns = TNS_Miss;
}
}
if( bMisses )
SetJudgment( TNS_Miss, false );
}
static bool MinesNotHidden( const TapNote &tn )
{
return tn.type == TapNote::mine && !tn.result.bHidden;
}
void Player::UpdateJudgedRows()
{
const int iEndRow = BeatToNoteRow( GAMESTATE->m_fSongBeat );
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
bool bAllJudged = true;
const bool bSeparately = GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately;
for( int iRow = m_iRowLastJudged+1; iRow <= iEndRow; ++iRow )
{
if( !NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRow, pn) )
{
bAllJudged = false;
continue;
}
if( bAllJudged )
++m_iRowLastJudged;
if( m_JudgedRows[iRow] )
continue;
const TapNoteResult &lastTNR = NoteDataWithScoring::LastTapNoteWithResult( m_NoteData, iRow, pn ).result;
if( lastTNR.tns < TNS_Miss )
continue;
if( bSeparately )
{
for( int iTrack = 0; iTrack < m_NoteData.GetNumTracks(); ++iTrack )
{
const TapNote &tn = m_NoteData.GetTapNote( iTrack, iRow );
if( tn.type == TapNote::empty || tn.type == TapNote::mine ) continue;
if( tn.pn != PLAYER_INVALID && tn.pn != pn ) continue;
SetJudgment( tn.result.tns, tn.result.fTapNoteOffset < 0.0f );
}
}
else
{
SetJudgment( lastTNR.tns, lastTNR.fTapNoteOffset < 0.0f );
}
HandleTapRowScore( iRow );
}
NoteData::all_tracks_iterator iter = m_NoteData.GetTapNoteRangeAllTracks( m_iMineRowLastJudged+1, iEndRow, MinesNotHidden );
bAllJudged = true;
for( ; !iter.IsAtEnd(); ++iter )
{
TapNote &tn = *iter;
switch( tn.result.tns )
{
case TNS_None: bAllJudged = false;
case TNS_AvoidMine: continue;
case TNS_HitMine: break;
DEFAULT_FAIL( tn.result.tns );
}
if( m_pNoteField )
m_pNoteField->DidTapNote( iter.Track(), tn.result.tns, false );
if( tn.pn != PLAYER_INVALID && tn.pn != pn )
continue;
if( tn.bKeysound && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
m_vKeysounds[tn.iKeysoundIndex].Play();
else
m_soundMine.Play();
if( m_pLifeMeter )
m_pLifeMeter->ChangeLife( tn.result.tns );
if( m_pScoreDisplay )
m_pScoreDisplay->OnJudgment( tn.result.tns );
if( m_pSecondaryScoreDisplay )
m_pSecondaryScoreDisplay->OnJudgment( tn.result.tns );
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->ChangeLife( pn, tn.result.tns );
//Make sure hit mines affect the dance points
if( m_pPrimaryScoreKeeper )
m_pPrimaryScoreKeeper->HandleTapScore( tn );
if( m_pSecondaryScoreKeeper )
m_pSecondaryScoreKeeper->HandleTapScore( tn );
tn.result.bHidden = true;
// Subtract one to ensure that we have actually completed the row.
if( bAllJudged && iter.Row() - 1 > m_iMineRowLastJudged )
m_iMineRowLastJudged = iter.Row() - 1;
}
if( bAllJudged )
m_iMineRowLastJudged = iEndRow;
}
void Player::FlashGhostRow( int iRow, PlayerNumber pn )
{
TapNoteScore lastTNS = NoteDataWithScoring::LastTapNoteWithResult( m_NoteData, iRow, pn ).result.tns;
const bool bBlind = !!m_pPlayerState->m_PlayerOptions.m_fBlind;
// XXX This is the wrong combo for shared players. STATSMAN->m_CurStageStats.m_Player[pn] might work but could be wrong.
const bool bBright = m_pPlayerStageStats && m_pPlayerStageStats->iCurCombo > int(BRIGHT_GHOST_COMBO_THRESHOLD) || bBlind;
for( int iTrack = 0; iTrack < m_NoteData.GetNumTracks(); ++iTrack )
{
const TapNote &tn = m_NoteData.GetTapNote( iTrack, iRow );
if( tn.type == TapNote::empty || tn.type == TapNote::mine )
continue;
if( tn.pn != PLAYER_INVALID && tn.pn != pn )
continue;
if( m_pNoteField )
m_pNoteField->DidTapNote( iTrack, lastTNS, bBright );
if( lastTNS >= TNS_W3 || bBlind )
HideNote( iTrack, iRow );
}
}
void Player::CrossedRow( int iNoteRow, const RageTimer &now )
{
// If we're doing random vanish, randomise notes on the fly.
if( m_pPlayerState->m_CurrentPlayerOptions.m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH]==1 )
RandomizeNotes( iNoteRow );
// check to see if there's a note at the crossed row
if( m_pPlayerState->m_PlayerController != PC_HUMAN )
{
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const TapNote &tn = m_NoteData.GetTapNote( t, iNoteRow );
if( tn.type != TapNote::empty && tn.result.tns == TNS_None )
{
Step( t, now );
if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
STATSMAN->m_CurStageStats.bUsedAutoplay = true;
}
}
}
}
void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
{
// Hold the panel while crossing a mine will cause the mine to explode
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
if( m_NoteData.GetTapNote(t,iNoteRow).type == TapNote::mine )
{
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const StyleInput StyleI( pn, t );
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( t, now+(-PREFSMAN->m_fPadStickSeconds), true );
}
else
{
bool bIsDown = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
if( bIsDown )
Step( t, now, true );
}
}
}
}
void Player::RandomizeNotes( int iNoteRow )
{
// change the row to look ahead from based upon their speed mod
/* This is incorrect: if m_fScrollSpeed is 0.5, we'll never change
* any odd rows, and if it's 2, we'll shuffle each row twice. */
int iNewNoteRow = iNoteRow + ROWS_PER_BEAT*2;
iNewNoteRow = int( iNewNoteRow / m_pPlayerState->m_PlayerOptions.m_fScrollSpeed );
int iNumOfTracks = m_NoteData.GetNumTracks();
for( int t=0; t+1 < iNumOfTracks; t++ )
{
const int iSwapWith = RandomInt( iNumOfTracks );
/* Only swap a tap and an empty. */
NoteData::iterator iter = m_NoteData.FindTapNote( t, iNewNoteRow );
if( iter == m_NoteData.end(t) || iter->second.type != TapNote::tap )
continue;
// Make sure this is empty.
if( m_NoteData.FindTapNote(iSwapWith, iNewNoteRow) != m_NoteData.end(iSwapWith) )
continue;
/* Make sure the destination row isn't in the middle of a hold. */
if( m_NoteData.IsHoldNoteAtRow(iSwapWith, iNoteRow) )
continue;
m_NoteData.SetTapNote( iSwapWith, iNewNoteRow, iter->second );
m_NoteData.RemoveTapNote( t, iter );
}
}
void Player::HandleTapRowScore( unsigned row )
{
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
const TapNote &lastTN = NoteDataWithScoring::LastTapNoteWithResult( m_NoteData, row, pn );
TapNoteScore scoreOfLastTap = lastTN.result.tns;
bool NoCheating = true;
#ifdef DEBUG
NoCheating = false;
#endif
if( GAMESTATE->m_bDemonstrationOrJukebox )
NoCheating = false;
// don't accumulate points if AutoPlay is on.
if( NoCheating && m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
return;
/* Update miss combo, and handle "combo stopped" messages. */
/* When is m_pPlayerStageStats NULL? Would it be cleaner to pass Player a dummy
* PlayerStageStats in this case, instead of having to carefully check for NULL
* every time we use it? -glenn */
int iDummy = 0;
int &iCurCombo = m_pPlayerStageStats ? m_pPlayerStageStats->iCurCombo : iDummy;
int &iCurMissCombo = m_pPlayerStageStats ? m_pPlayerStageStats->iCurMissCombo : iDummy;
switch( scoreOfLastTap )
{
case TNS_W1:
case TNS_W2:
case TNS_W3:
iCurMissCombo = 0;
SCREENMAN->PostMessageToTopScreen( SM_MissComboAborted, 0 );
break;
case TNS_Miss:
++iCurMissCombo;
m_LastTapNoteScore = TNS_Miss;
case TNS_W4:
case TNS_W5:
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 = iCurCombo;
for( int track = 0; track < m_NoteData.GetNumTracks(); ++track )
{
const TapNote &tn = m_NoteData.GetTapNote( track, row );
// Mines cannot be handled here.
if( tn.type == TapNote::empty || tn.type == TapNote::mine )
continue;
if( tn.pn != PLAYER_INVALID && tn.pn != pn )
continue;
if( m_pPrimaryScoreKeeper )
m_pPrimaryScoreKeeper->HandleTapScore( tn );
if( m_pSecondaryScoreKeeper )
m_pSecondaryScoreKeeper->HandleTapScore( tn );
}
if( m_pPrimaryScoreKeeper != NULL )
m_pPrimaryScoreKeeper->HandleTapRowScore( m_NoteData, row );
if( m_pSecondaryScoreKeeper != NULL )
m_pSecondaryScoreKeeper->HandleTapRowScore( m_NoteData, row );
if( m_pPlayerStageStats )
{
if( m_pCombo )
m_pCombo->SetCombo( m_pPlayerStageStats->iCurCombo, m_pPlayerStageStats->iCurMissCombo );
}
#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
if( m_pPlayerStageStats )
m_pPlayerStageStats->iMaxCombo = max(m_pPlayerStageStats->iMaxCombo, 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.
*
* We need to include time from previous songs in a course, so we can't use
* GAMESTATE->m_fMusicSeconds. Use fGameplaySeconds instead.
*/
if( m_pPlayerStageStats )
m_pPlayerStageStats->UpdateComboList( STATSMAN->m_CurStageStats.fStepsSeconds, false );
float life = -1;
if( m_pLifeMeter )
{
life = m_pLifeMeter->GetLife();
}
else if( m_pCombinedLifeMeter )
{
life = GAMESTATE->m_fTugLifePercentP1;
if( pn == PLAYER_2 )
life = 1.0f - life;
}
if( life != -1 )
if( m_pPlayerStageStats )
m_pPlayerStageStats->SetLifeRecordAt( life, STATSMAN->m_CurStageStats.fStepsSeconds );
if( m_pScoreDisplay )
{
if( m_pPlayerStageStats )
m_pScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pScoreDisplay->OnJudgment( scoreOfLastTap );
}
if( m_pSecondaryScoreDisplay )
{
if( m_pPlayerStageStats )
m_pSecondaryScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pSecondaryScoreDisplay->OnJudgment( scoreOfLastTap );
}
if( m_pLifeMeter )
{
m_pLifeMeter->ChangeLife( scoreOfLastTap );
m_pLifeMeter->OnDancePointsChange(); // update oni life meter
}
if( m_pCombinedLifeMeter )
{
m_pCombinedLifeMeter->ChangeLife( pn, scoreOfLastTap );
// TODO: Remove use of PlayerNumber.
m_pCombinedLifeMeter->OnDancePointsChange( pn ); // update oni life meter
}
}
void Player::HandleHoldScore( const TapNote &tn )
{
HoldNoteScore holdScore = tn.HoldResult.hns;
TapNoteScore tapScore = tn.result.tns;
bool NoCheating = true;
#ifdef DEBUG
NoCheating = false;
#endif
if( GAMESTATE->m_bDemonstrationOrJukebox )
NoCheating = false;
// don't accumulate points if AutoPlay is on.
if( NoCheating && m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
return;
if( m_pPrimaryScoreKeeper )
m_pPrimaryScoreKeeper->HandleHoldScore( tn );
if( m_pSecondaryScoreKeeper )
m_pSecondaryScoreKeeper->HandleHoldScore( tn );
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
if( m_pScoreDisplay )
{
if( m_pPlayerStageStats )
m_pScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pScoreDisplay->OnJudgment( holdScore, tapScore );
}
if( m_pSecondaryScoreDisplay )
{
if( m_pPlayerStageStats )
m_pSecondaryScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pSecondaryScoreDisplay->OnJudgment( holdScore, tapScore );
}
if( m_pLifeMeter )
{
m_pLifeMeter->ChangeLife( holdScore, tapScore );
m_pLifeMeter->OnDancePointsChange();
}
if( m_pCombinedLifeMeter )
{
m_pCombinedLifeMeter->ChangeLife( pn, holdScore, tapScore );
m_pCombinedLifeMeter->OnDancePointsChange( pn );
}
}
float Player::GetMaxStepDistanceSeconds()
{
return GAMESTATE->m_SongOptions.m_fMusicRate * ADJUSTED_WINDOW_SECONDS(TW_W5);
}
void Player::FadeToFail()
{
if( m_pNoteField )
m_pNoteField->FadeToFail();
// clear miss combo
if( m_pCombo )
m_pCombo->SetCombo( 0, 0 );
}
void Player::CacheAllUsedNoteSkins()
{
if( m_pNoteField )
m_pNoteField->CacheAllUsedNoteSkins();
}
bool Player::IsPlayingBeginner() const
{
if( m_pPlayerStageStats != NULL && !m_pPlayerStageStats->vpPossibleSteps.empty() )
{
Steps *pSteps = m_pPlayerStageStats->vpPossibleSteps[0];
return pSteps->GetDifficulty() == DIFFICULTY_BEGINNER;
}
if( m_pPlayerState == NULL )
return false;
if( m_pPlayerState->m_PlayerNumber == PLAYER_INVALID )
return false;
Steps *pSteps = GAMESTATE->m_pCurSteps[ m_pPlayerState->m_PlayerNumber ];
return pSteps && pSteps->GetDifficulty() == DIFFICULTY_BEGINNER;
}
void Player::SetJudgment( TapNoteScore tns, bool bEarly )
{
if( m_pPlayerStageStats )
m_pPlayerStageStats->tnsLast = tns;
if( m_pPlayerState->m_mp != MultiPlayer_INVALID )
MESSAGEMAN->Broadcast( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_pPlayerState->m_mp) );
if( m_pJudgment )
m_pJudgment->SetJudgment( tns, bEarly );
}
/*
* (c) 2001-2006 Chris Danford, Steve Checkoway
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/