Files
itgmania212121/stepmania/src/Player.cpp
T
2003-04-15 02:52:58 +00:00

610 lines
20 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Player
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Player.h"
#include "GameConstantsAndTypes.h"
#include <math.h> // for fabs()
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "ArrowEffects.h"
#include "GameManager.h"
#include "InputMapper.h"
#include "SongManager.h"
#include "GameState.h"
#include "ScoreKeeperMAX2.h"
#include "RageLog.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "ThemeManager.h"
#include "Combo.h"
#include "ScoreDisplay.h"
#include "LifeMeter.h"
#include "PlayerAI.h"
#include "NoteFieldPositioning.h"
#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
#define COMBO_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "ComboXOffsetBothSides" : ssprintf("ComboXOffsetOneSideP%d",p+1))
#define COMBO_Y THEME->GetMetricF("Player","ComboY")
#define HOLD_JUDGMENT_Y THEME->GetMetricF("Player","HoldJudgmentY")
CachedThemeMetricI BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
#define START_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StartDrawingAtPixels")
#define STOP_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StopDrawingAtPixels")
/* Distance to search for a note in Step(). */
/* Units? */
static const float StepSearchDistanceBackwards = 1.0f;
static const float StepSearchDistanceForwards = 1.0f;
Player::Player()
{
BRIGHT_GHOST_COMBO_THRESHOLD.Refresh();
m_PlayerNumber = PLAYER_INVALID;
m_pLifeMeter = NULL;
m_pScore = NULL;
m_pScoreKeeper = NULL;
m_pInventory = NULL;
m_iOffsetSample = 0;
this->AddChild( &m_ArrowBackdrop );
this->AddChild( &m_NoteField );
this->AddChild( &m_GrayArrowRow );
this->AddChild( &m_GhostArrowRow );
this->AddChild( &m_Judgment );
this->AddChild( &m_Combo );
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
this->AddChild( &m_HoldJudgment[c] );
}
Player::~Player()
{
}
void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pScoreKeeper )
{
//LOG->Trace( "Player::Load()", );
m_PlayerNumber = pn;
m_pLifeMeter = pLM;
m_pScore = pScore;
m_pInventory = pInventory;
m_pScoreKeeper = pScoreKeeper;
/* Ensure that this is up-to-date. */
GAMESTATE->m_Position->Load(pn);
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
// init scoring
NoteDataWithScoring::Init();
// copy note data
this->CopyAll( pNoteData );
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[pn] ) // Oni dead
this->ClearAll();
/* 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 */
m_Judgment.StopTweening();
// m_Combo.Reset(); // don't reset combos between songs in a course!
m_Combo.Init( pn );
m_Judgment.Reset();
if( m_pScore )
m_pScore->Init( pn );
if( !GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes )
NoteDataUtil::RemoveHoldNotes(*this);
switch( GAMESTATE->m_PlayerOptions[pn].m_Turn )
{
case PlayerOptions::TURN_NONE: break;
case PlayerOptions::TURN_MIRROR: NoteDataUtil::Turn( *this, NoteDataUtil::mirror ); break;
case PlayerOptions::TURN_LEFT: NoteDataUtil::Turn( *this, NoteDataUtil::left ); break;
case PlayerOptions::TURN_RIGHT: NoteDataUtil::Turn( *this, NoteDataUtil::right ); break;
case PlayerOptions::TURN_SHUFFLE: NoteDataUtil::Turn( *this, NoteDataUtil::shuffle ); break;
case PlayerOptions::TURN_SUPER_SHUFFLE: NoteDataUtil::Turn( *this, NoteDataUtil::super_shuffle ); break;
default: ASSERT(0);
}
switch( GAMESTATE->m_PlayerOptions[pn].m_Transform )
{
case PlayerOptions::TRANSFORM_NONE: break;
case PlayerOptions::TRANSFORM_LITTLE: NoteDataUtil::Little(*this); break;
case PlayerOptions::TRANSFORM_WIDE: NoteDataUtil::Wide(*this); break;
case PlayerOptions::TRANSFORM_BIG: NoteDataUtil::Big(*this); break;
case PlayerOptions::TRANSFORM_QUICK: NoteDataUtil::Quick(*this); break;
case PlayerOptions::TRANSFORM_SKIPPY: NoteDataUtil::Skippy(*this); break;
default: ASSERT(0);
}
int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
m_ArrowBackdrop.Unload();
CString BackdropName = g_NoteFieldMode[pn].Backdrop;
if( !BackdropName.empty() )
m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
m_ArrowBackdrop.SetPlayer( pn );
m_GrayArrowRow.Load( pn );
m_GhostArrowRow.Load( pn );
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
int c;
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
{
m_HoldJudgment[c].SetY( bReverse ? SCREEN_BOTTOM-HOLD_JUDGMENT_Y : SCREEN_TOP+HOLD_JUDGMENT_Y );
m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
}
m_ArrowBackdrop.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_NoteField.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
{
m_NoteField.SetZoom( 0.5f );
m_GrayArrowRow.SetZoom( 0.5f );
m_GhostArrowRow.SetZoom( 0.5f );
}
}
void Player::Update( float fDeltaTime )
{
//LOG->Trace( "Player::Update(%f)", fDeltaTime );
if( GAMESTATE->m_pCurSong==NULL )
return;
const float fSongBeat = GAMESTATE->m_fSongBeat;
//
// Check for TapNote misses
//
UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
//
// update HoldNotes logic
//
for( int i=0; i < GetNumHoldNotes(); i++ ) // for each HoldNote
{
const HoldNote &hn = GetHoldNote(i);
HoldNoteScore hns = GetHoldNoteScore(i);
float fLife = GetHoldNoteLife(i);
int iHoldStartIndex = BeatToNoteRow(hn.fStartBeat);
m_NoteField.m_bIsHoldingHoldNote[i] = false; // set host flag so NoteField can do intelligent drawing
if( hns != HNS_NONE ) // if this HoldNote already has a result
continue; // we don't need to update the logic for this one
const StyleInput StyleI( m_PlayerNumber, hn.iTrack );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = GetTapNoteScore(hn.iTrack, iHoldStartIndex);
const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
if( hn.fStartBeat < fSongBeat && fSongBeat < hn.fEndBeat ) // if the song beat is in the range of this hold
{
bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
// TODO: Make the CPU miss sometimes.
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != HUMAN )
bIsHoldingButton = true;
m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing
if( bSteppedOnTapNote ) // this note is not judged and we stepped on its head
m_NoteField.GetHoldNote(i).fStartBeat = fSongBeat; // move the start of this Hold
if( bSteppedOnTapNote && bIsHoldingButton )
{
// Increase life
fLife = 1;
m_GhostArrowRow.HoldNote( hn.iTrack ); // update the "electric ghost" effect
}
else
{
if( fSongBeat-hn.fStartBeat > GAMESTATE->m_fCurBPS * GetMaxStepDistanceSeconds() )
{
// Decrease life
fLife -= fDeltaTime/PREFSMAN->m_fJudgeWindowOKSeconds;
fLife = max( fLife, 0 ); // clamp
}
}
}
/* check for NG. If the head was missed completely, don't count
* an NG. */
if( bSteppedOnTapNote && fLife == 0 ) // the player has not pressed the button for a long time!
hns = HNS_NG;
// check for OK
if( fSongBeat >= hn.fEndBeat && bSteppedOnTapNote && fLife > 0 ) // if this HoldNote is in the past
{
fLife = 1;
hns = HNS_OK;
m_GhostArrowRow.TapNote( StyleI.col, TNS_PERFECT, true ); // bright ghost flash
}
if( hns != HNS_NONE )
{
/* this note has been judged */
HandleHoldScore( hns, tns );
m_HoldJudgment[hn.iTrack].SetHoldJudgment( hns );
}
m_NoteField.SetHoldNoteLife(i, fLife); // update the NoteField display
m_NoteField.SetHoldNoteScore(i, hns); // update the NoteField display
SetHoldNoteLife(i, fLife);
SetHoldNoteScore(i, hns);
}
ActorFrame::Update( fDeltaTime );
}
void Player::DrawPrimitives()
{
// Draw these below everything else.
m_ArrowBackdrop.Draw();
m_Combo.Draw();
float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
float fReverseScale = bReverse ? -1.0f : 1.0f;
if( fTilt != 0 )
{
DISPLAY->EnterPerspective(45, false);
// construct view and project matrix
RageVector3 Up( 0.0f, 1.0f, 0.0f );
RageVector3 Eye( CENTER_X, CENTER_Y+SCALE(fTilt*fReverseScale,-1,1,-350,350), 500 );
// give a push the receptors toward the edge of the screen so they aren't so far in the middle
float fYOffset = SCALE(fTilt,-1,+1,10*fReverseScale,60*fReverseScale);
RageVector3 At( CENTER_X, CENTER_Y+fYOffset, 0 );
DISPLAY->LookAt(Eye, At, Up);
}
m_GrayArrowRow.Draw();
m_NoteField.Draw();
m_GhostArrowRow.Draw();
if( fTilt != 0 )
DISPLAY->ExitPerspective();
m_Judgment.Draw();
for( int c=0; c<GetNumTracks(); c++ )
m_HoldJudgment[c].Draw();
}
int Player::GetClosestNoteDirectional( int col, float fBeat, float fMaxSecondsDistance, int iDirection )
{
// look for the closest matching step
const int iIndexStartLookingAt = BeatToNoteRow( fBeat );
// number of elements to examine on either end of iIndexStartLookingAt
const int iNumElementsToExamine = BeatToNoteRow( fMaxSecondsDistance );
// 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 Player::GetClosestNote( int col, float fBeat, float fMaxBeatsAhead, float fMaxBeatsBehind )
{
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 Player::Step( int col )
{
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] ) // Oni dead
return; // do nothing
//LOG->Trace( "Player::HandlePlayerStep()" );
ASSERT( col >= 0 && col <= GetNumTracks() );
int iIndexOverlappingNote = GetClosestNote( col, GAMESTATE->m_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 );
bool bGrayArrowStep = true;
if( iIndexOverlappingNote != -1 )
{
// compute the score for this hit
float fStepBeat = NoteRowToBeat( (float)iIndexOverlappingNote );
float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat);
// The offset from the actual step in seconds:
float fNoteOffset = fStepSeconds - GAMESTATE->m_fMusicSeconds;
float fSecondsFromPerfect = fabsf( fNoteOffset ) / GAMESTATE->m_SongOptions.m_fMusicRate; // account for music rate
// calculate TapNoteScore
TapNoteScore score;
if( GAMESTATE->m_PlayerController[m_PlayerNumber] == HUMAN )
{
if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
else score = TNS_NONE;
}
else
{
score = PlayerAI::GetTapNoteScore( GAMESTATE->m_PlayerController[m_PlayerNumber], GAMESTATE->GetSumOfActiveAttackLevels(m_PlayerNumber) );
/* 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( score==TNS_MARVELOUS && !PREFSMAN->m_bMarvelousTiming )
score = TNS_PERFECT;
bGrayArrowStep = score < TNS_GOOD;
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] == HUMAN &&
score >= TNS_GREAT )
HandleAutosync(fNoteOffset);
if( IsRowCompletelyJudged(iIndexOverlappingNote) )
OnRowCompletelyJudged( iIndexOverlappingNote );
}
if( bGrayArrowStep )
m_GrayArrowRow.Step( col );
}
void Player::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_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 Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
{
LOG->Trace( "Player::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. */
// TapNoteScore score = MinTapNoteScore(iIndexThatWasSteppedOn);
TapNoteScore score = LastTapNoteScore(iIndexThatWasSteppedOn);
ASSERT(score != TNS_NONE);
/* If the whole row was hit with perfects or greats, remove the row
* from the NoteField, so it disappears. */
switch ( score )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
case TNS_GREAT:
m_NoteField.RemoveTapNoteRow( iIndexThatWasSteppedOn );
break;
}
for( int c=0; c<GetNumTracks(); c++ ) // for each column
{
if( GetTapNote(c, iIndexThatWasSteppedOn) == TAP_EMPTY )
continue; /* no note in this col */
// show the ghost arrow for this column
switch( score )
{
case TNS_GREAT:
case TNS_PERFECT:
case TNS_MARVELOUS:
{
bool bBright = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber]>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
m_GhostArrowRow.TapNote( c, score, bBright );
}
break;
}
}
HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] );
m_Judgment.SetJudgment( score );
}
void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
{
//LOG->Trace( "Notes::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
const float fMissIfOlderThanThisBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime(fEarliestTime);
int iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
// 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.
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
/* If we're on a freeze, and the freeze has been running for fMissIfOlderThanSeconds,
* then iMissIfOlderThanThisIndex will be the freeze itself, in which case we do
* want to update the row of the freeze itself; otherwise we won't show misses
* for tap notes on freezes until the freeze finishes. */
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 hit */
MissedNoteOnThisRow = true;
SetTapNoteScore(t, r, TNS_MISS);
}
if(!MissedNoteOnThisRow) continue;
HandleTapRowScore( r );
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] );
}
if( iNumMissesFound > 0 )
{
m_Judgment.SetJudgment( TNS_MISS );
}
}
void Player::CrossedRow( int iNoteRow )
{
// check to see if there's at the crossed row
for( int t=0; t<GetNumTracks(); t++ )
if( GetTapNote(t, iNoteRow) != TAP_EMPTY )
if( GAMESTATE->m_PlayerController[m_PlayerNumber] != HUMAN )
Step( t );
}
void Player::HandleTapRowScore( unsigned row )
{
TapNoteScore scoreOfLastTap = LastTapNoteScore(row);
int iNumTapsInRow = 0;
for( int c=0; c<GetNumTracks(); c++ ) // for each column
if( GetTapNote(c, row) != TAP_EMPTY )
iNumTapsInRow++;
ASSERT(iNumTapsInRow > 0);
#ifndef DEBUG
// don't accumulate points if AutoPlay is on.
if( GAMESTATE->m_PlayerController[m_PlayerNumber] == CPU_AUTOPLAY && !GAMESTATE->m_bDemonstrationOrJukebox )
return;
#endif //DEBUG
if(m_pScoreKeeper)
m_pScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, m_pInventory);
if (m_pScore)
m_pScore->SetScore(GAMESTATE->m_CurStageStats.fScore[m_PlayerNumber]);
if( m_pLifeMeter ) {
m_pLifeMeter->ChangeLife( scoreOfLastTap );
m_pLifeMeter->OnDancePointsChange(); // update oni life meter
}
}
void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
{
#ifndef DEBUG
// don't accumulate points if AutoPlay is on.
if( GAMESTATE->m_PlayerController[m_PlayerNumber] == CPU_AUTOPLAY && !GAMESTATE->m_bDemonstrationOrJukebox )
return;
#endif //DEBUG
if(m_pScoreKeeper)
m_pScoreKeeper->HandleHoldScore(holdScore, tapScore);
if (m_pScore)
m_pScore->SetScore(GAMESTATE->m_CurStageStats.fScore[m_PlayerNumber]);
if( m_pLifeMeter ) {
m_pLifeMeter->ChangeLife( holdScore, tapScore );
m_pLifeMeter->OnDancePointsChange();
}
}
float Player::GetMaxStepDistanceSeconds()
{
return GAMESTATE->m_SongOptions.m_fMusicRate * PREFSMAN->m_fJudgeWindowBooSeconds * PREFSMAN->m_fJudgeWindowScale;
}
void Player::FadeToFail()
{
m_NoteField.FadeToFail();
}