Missing a jump in Oni now takes away only one life
This commit is contained in:
@@ -3,6 +3,7 @@ CHANGE: Name changed to "beta 7" to avoid confusion with the numerous beta 6
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release candidates
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------------------------CVS after 3.00 beta 6----------------
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CHANGE: Missing a jump with the Oni life meter now subtracts only 1 life
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CHANGE: Judge difficulty strictness increased slightly.
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CHANGE: Initial sort order now sorts by meter of Easy notes, ala MAX.
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BUG FIX: DWI music sample info now read correctly - again.
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+43
-42
@@ -45,7 +45,7 @@ Combo::Combo()
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}
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void Combo::UpdateScore( TapNoteScore score )
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void Combo::UpdateScore( TapNoteScore score, int iNumNotesInThisRow )
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{
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if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration ) // cheaters never prosper
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{
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@@ -58,52 +58,53 @@ void Combo::UpdateScore( TapNoteScore score )
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{
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case TNS_PERFECT:
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case TNS_GREAT:
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// continue combo
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m_iCurCombo++;
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if( score == TNS_PERFECT ) m_iCurComboOfPerfects++;
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else m_iCurComboOfPerfects = 0;
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if( m_iCurComboOfPerfects>=150 && (m_iCurComboOfPerfects%150)==0 && RandomFloat(0,1) > 0.5 && !GAMESTATE->m_bDemonstration )
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SCREENMAN->SendMessageToTopScreen( SM_BeginToasty, 0 );
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switch( m_iCurCombo )
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{
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case 100: SCREENMAN->SendMessageToTopScreen( SM_100Combo, 0 ); break;
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case 200: SCREENMAN->SendMessageToTopScreen( SM_200Combo, 0 ); break;
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case 300: SCREENMAN->SendMessageToTopScreen( SM_300Combo, 0 ); break;
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case 400: SCREENMAN->SendMessageToTopScreen( SM_400Combo, 0 ); break;
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case 500: SCREENMAN->SendMessageToTopScreen( SM_500Combo, 0 ); break;
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case 600: SCREENMAN->SendMessageToTopScreen( SM_600Combo, 0 ); break;
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case 700: SCREENMAN->SendMessageToTopScreen( SM_700Combo, 0 ); break;
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case 800: SCREENMAN->SendMessageToTopScreen( SM_800Combo, 0 ); break;
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case 900: SCREENMAN->SendMessageToTopScreen( SM_900Combo, 0 ); break;
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case 1000: SCREENMAN->SendMessageToTopScreen( SM_1000Combo, 0 ); break;
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}
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int iOldCombo = m_iCurCombo;
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// new max combo
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m_iMaxCombo = max(m_iMaxCombo, m_iCurCombo);
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m_iCurCombo += iNumNotesInThisRow; // continue combo
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if( score == TNS_PERFECT ) m_iCurComboOfPerfects += iNumNotesInThisRow;
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else m_iCurComboOfPerfects = 0;
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if( m_iCurComboOfPerfects>=150 && (m_iCurComboOfPerfects%150)==0 && RandomFloat(0,1) > 0.5 && !GAMESTATE->m_bDemonstration )
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SCREENMAN->SendMessageToTopScreen( SM_BeginToasty, 0 );
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if( m_iCurCombo <= 4 )
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{
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m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
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m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
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}
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else
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{
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m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // visible
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m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // visible
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#define CROSSED( i ) (iOldCombo<i && i<=m_iCurCombo)
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m_textComboNumber.SetText( ssprintf("%d", m_iCurCombo) );
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float fNewZoom = min( 0.5f + m_iCurCombo/800.0f, 1.0f );
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m_textComboNumber.SetZoom( fNewZoom );
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//this->SetZoom( 1.2f );
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//this->BeginTweening( 0.3f );
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//this->SetTweenZoom( 1 );
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if ( CROSSED(100) ) SCREENMAN->SendMessageToTopScreen( SM_100Combo, 0 );
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else if( CROSSED(200) ) SCREENMAN->SendMessageToTopScreen( SM_200Combo, 0 );
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else if( CROSSED(300) ) SCREENMAN->SendMessageToTopScreen( SM_300Combo, 0 );
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else if( CROSSED(400) ) SCREENMAN->SendMessageToTopScreen( SM_400Combo, 0 );
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else if( CROSSED(500) ) SCREENMAN->SendMessageToTopScreen( SM_500Combo, 0 );
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else if( CROSSED(600) ) SCREENMAN->SendMessageToTopScreen( SM_600Combo, 0 );
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else if( CROSSED(700) ) SCREENMAN->SendMessageToTopScreen( SM_700Combo, 0 );
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else if( CROSSED(800) ) SCREENMAN->SendMessageToTopScreen( SM_800Combo, 0 );
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else if( CROSSED(900) ) SCREENMAN->SendMessageToTopScreen( SM_900Combo, 0 );
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else if( CROSSED(1000)) SCREENMAN->SendMessageToTopScreen( SM_1000Combo, 0 );
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// new max combo
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m_iMaxCombo = max(m_iMaxCombo, m_iCurCombo);
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if( m_iCurCombo <= 4 )
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{
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m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
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m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
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}
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else
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{
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m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // visible
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m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // visible
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m_textComboNumber.SetText( ssprintf("%d", m_iCurCombo) );
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float fNewZoom = min( 0.5f + m_iCurCombo/800.0f, 1.0f );
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m_textComboNumber.SetZoom( fNewZoom );
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//this->SetZoom( 1.2f );
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//this->BeginTweening( 0.3f );
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//this->SetTweenZoom( 1 );
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}
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}
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break;
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case TNS_GOOD:
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@@ -22,7 +22,7 @@ class Combo : public ActorFrame
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public:
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Combo();
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void UpdateScore( TapNoteScore score );
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void UpdateScore( TapNoteScore score, int iNumNotesInThisRow );
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int GetCurrentCombo() const { return m_iCurCombo; }
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int GetMaxCombo() const { return m_iMaxCombo; }
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+44
-32
@@ -458,8 +458,7 @@ void Player::Step( int col )
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void Player::OnRowDestroyed( int col, int iIndexThatWasSteppedOn )
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{
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//LOG->Trace( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
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// fBeatsUntilStep, fPercentFromPerfect );
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LOG->Trace( "Player::OnRowDestroyed" );
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// find the minimum score of the row
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TapNoteScore score = TNS_PERFECT;
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@@ -485,14 +484,18 @@ void Player::OnRowDestroyed( int col, int iIndexThatWasSteppedOn )
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for( int c=0; c<m_iNumTracks; c++ ) // for each column
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{
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int iNumNotesInThisRow = 0;
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if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
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{
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iNumNotesInThisRow++;
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m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>g_iBrightGhostThreshold ); // show the ghost arrow for this column
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HandleNoteScore( score ); // update score - called once per note in this row
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// update combo - called once per note in this row
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m_Combo.UpdateScore( score );
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}
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if( iNumNotesInThisRow > 0 )
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{
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HandleNoteScore( score, iNumNotesInThisRow ); // update score - called once per note in this row
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m_Combo.UpdateScore( score, iNumNotesInThisRow );
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GAMESTATE->m_iMaxCombo[m_PlayerNumber] = max( GAMESTATE->m_iMaxCombo[m_PlayerNumber], m_Combo.GetCurrentCombo() );
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}
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}
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@@ -535,25 +538,28 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
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int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
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//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
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for( int t=0; t<m_iNumTracks; t++ )
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for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
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{
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for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
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int iNumMissesThisRow = 0;
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for( int t=0; t<m_iNumTracks; t++ )
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{
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bool bFoundAMissInThisRow = false;
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if( m_TapNotes[t][r] != '0' && m_TapNoteScores[t][r] == TNS_NONE )
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{
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m_TapNoteScores[t][r] = TNS_MISS;
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iNumMissesFound++;
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bFoundAMissInThisRow = true;
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HandleNoteScore( TNS_MISS );
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iNumMissesThisRow++;
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}
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}
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if( iNumMissesThisRow > 0 )
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{
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HandleNoteScore( TNS_MISS, iNumMissesThisRow );
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m_Combo.UpdateScore( TNS_MISS, iNumMissesThisRow );
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}
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}
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if( iNumMissesFound > 0 )
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{
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m_Judgement.SetJudgement( TNS_MISS );
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m_Combo.UpdateScore( TNS_MISS );
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}
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return iNumMissesFound;
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@@ -575,19 +581,21 @@ void Player::CrossedRow( int iNoteRow )
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void Player::HandleNoteScore( TapNoteScore score )
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void Player::HandleNoteScore( TapNoteScore score, int iNumTapsInRow )
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{
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ASSERT( iNumTapsInRow >= 1 );
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// don't accumulate points if AutoPlay is on.
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if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
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return;
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// update dance points for Oni lifemeter
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GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( score );
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GAMESTATE->m_TapNoteScores[m_PlayerNumber][score]++;
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GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += iNumTapsInRow * TapNoteScoreToDancePoints( score );
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GAMESTATE->m_TapNoteScores[m_PlayerNumber][score] += iNumTapsInRow;
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if( m_pLifeMeter )
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m_pLifeMeter->ChangeLife( score );
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if( m_pLifeMeter )
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m_pLifeMeter->OnDancePointsChange();
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m_pLifeMeter->OnDancePointsChange(); // update oni life meter
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//A single step's points are calculated as follows:
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@@ -617,6 +625,10 @@ void Player::HandleNoteScore( TapNoteScore score )
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//
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//Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible score for any song is the number of feet difficulty X 10,000,000.
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float& fScore = GAMESTATE->m_fScore[m_PlayerNumber];
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ASSERT( fScore >= 0 );
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int p; // score multiplier
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switch( score )
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{
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@@ -625,21 +637,23 @@ void Player::HandleNoteScore( TapNoteScore score )
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default: p = 0; break;
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}
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int N = m_iNumTapNotes;
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int n = m_iTapNotesHit+1;
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int B = m_iMeter * 1000000;
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float S = (1+N)*N/2.0f;
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for( int i=0; i<iNumTapsInRow; i++ )
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{
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// printf( "m_iNumTapNotes %d, m_iTapNotesHit %d\n", m_iNumTapNotes, m_iTapNotesHit );
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int N = m_iNumTapNotes;
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int n = m_iTapNotesHit+1;
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int B = m_iMeter * 1000000;
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float S = (1+N)*N/2.0f;
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float one_step_score = p * (B/S) * n;
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// printf( "m_iNumTapNotes %d, m_iTapNotesHit %d\n", m_iNumTapNotes, m_iTapNotesHit );
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float& fScore = GAMESTATE->m_fScore[m_PlayerNumber];
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ASSERT( fScore >= 0 );
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float one_step_score = p * (B/S) * n;
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fScore += one_step_score;
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fScore += one_step_score;
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m_iTapNotesHit++;
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}
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m_iTapNotesHit++;
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ASSERT( m_iTapNotesHit <= m_iNumTapNotes );
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// HACK: Correct for rounding errors that cause a 100% perfect score to be slightly off
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@@ -657,16 +671,14 @@ void Player::HandleNoteScore( HoldNoteScore score )
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if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
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return;
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// update dance points for Oni lifemeter
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// update dance points totals
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GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( score );
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GAMESTATE->m_HoldNoteScores[m_PlayerNumber][score]++;
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GAMESTATE->m_HoldNoteScores[m_PlayerNumber][score] ++;
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if( m_pLifeMeter )
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m_pLifeMeter->ChangeLife( score );
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if( m_pLifeMeter )
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m_pLifeMeter->OnDancePointsChange();
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// HoldNoteScores don't effect m_fScore
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m_pLifeMeter->OnDancePointsChange(); // refresh Oni life meter
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}
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float Player::GetMaxBeatDifference()
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@@ -52,7 +52,7 @@ public:
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protected:
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int UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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void OnRowDestroyed( int col, int iStepIndex );
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void HandleNoteScore( TapNoteScore score );
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void HandleNoteScore( TapNoteScore score, int iNumTapsInRow );
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void HandleNoteScore( HoldNoteScore score );
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static float GetMaxBeatDifference();
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@@ -10,8 +10,6 @@
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-----------------------------------------------------------------------------
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*/
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const int NUM_EFFECT_TYPES = 9;
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struct PlayerOptions
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{
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float m_fArrowScrollSpeed;
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@@ -50,7 +50,9 @@ CString SecondsToTime( float fSecs )
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int iMinsDisplay = (int)fSecs/60;
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int iSecsDisplay = (int)fSecs - iMinsDisplay*60;
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float fLeftoverDisplay = (fSecs - iMinsDisplay*60 - iSecsDisplay) * 100;
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return ssprintf( "%02d:%02d:%02.0f", iMinsDisplay, iSecsDisplay, fLeftoverDisplay );
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CString sReturn = ssprintf( "%02d:%02d:%02.0f", iMinsDisplay, iSecsDisplay, min(99.0f,fLeftoverDisplay) );
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ASSERT( sReturn.GetLength() <= 8 );
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return sReturn;
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}
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//-----------------------------------------------------------------------------
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@@ -339,6 +339,7 @@ void ScreenSelectCourse::AfterCourseChange()
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}
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break;
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case TYPE_SECTION: // if we get here, there are no courses
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m_Banner.SetFromGroup( "" );
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break;
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default:
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ASSERT(0);
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@@ -259,17 +259,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
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/* This is a bitfield; choose a bit. 1<<0 chooses the first
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* option, 1<<1 the second, and so on. NUM_EFFECT_TYPES is one
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* greater than the number of options (since it includes NONE);
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* we'll actually NONE if we choose NUM_EFFECT_TYPES, since that'll
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* do 1<<(NUM_EFFECT_TYPES-1), which will turn on a bit that doesn't
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* do anything.
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*
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* It's simple, but it's a hack. FIXME -glenn */
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%NUM_EFFECT_TYPES ] = true;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
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if( RandomFloat(0,1)>0.9f )
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@@ -281,7 +271,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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}
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.7f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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m_Fade.CloseWipingRight( SM_GoToDemonstration );
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}
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Reference in New Issue
Block a user