and fix inaccurate comments
This commit is contained in:
Chris Danford
2003-03-26 18:58:12 +00:00
parent fdcad04705
commit 3797458bdc
+170 -91
View File
@@ -80,6 +80,8 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
/*
http://www.aaroninjapan.com/ddr2.html
A single step's points are calculated as follows:
p = score multiplier (Perfect = 10, Great = 5, other = 0)
@@ -90,14 +92,15 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
So, the score for one step is:
one_step_score = p * (B/S) * n
*IMPORTANT* : Double steps (U+L, D+R, etc.) count as two steps instead of one, so
if you get a double L+R on the 112th step of a song, you score is calculated with a
Perfect/Great/whatever for both the 112th and 113th steps. Got it? Now, through simple
algebraic manipulation
*IMPORTANT* : Double steps (U+L, D+R, etc.) count as two steps instead of one *for your combo count only*,
so if you get a double L+R on the 112th step of a song, you score is calculated for only one step, not two,
as the combo counter might otherwise imply.
Now, through simple algebraic manipulation:
S = 1+...+N = (1+N)*N/2 (1 through N added together)
Okay, time for an example:
So, for example, suppose we wanted to calculate the step score of a "Great" on the 57th step of a 441 step, 8-foot difficulty song (I'm just making this one up):
Okay, time for an example. Suppose we wanted to calculate the step score of a "Great" on the 57th step of
a 441 step, 8-foot difficulty song (I'm just making this one up):
S = (1 + 441)*441 / 2
= 194,222 / 2
@@ -106,9 +109,13 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
= 5 * (8,000,000 / 97,461) * 57
= 5 * (82) * 57 (The 82 is rounded down from 82.08411...)
= 23,370
Remember this is just the score for the step, not the cumulative score up to the 57th step. Also, please note that I am currently checking into rounding errors with the system and if there are any, how they are resolved in the system.
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.
Remember this is just the score for the step, not the cumulative score up to the 57th step. Also, please note that
I am currently checking into rounding errors with the system and if there are any, how they are resolved in the system.
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.
3dfsux:
I redid this code so it will store the score as a long, then correct the score for each song based on that value.
lScore == p * n
@@ -116,7 +123,6 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
keeping these seperate for as long as possible improves accuracy.
*/
// for( int i=0; i<iNumTapsInRow; i++ )
AddScore( scoreOfLastTap ); // only score once per row
@@ -131,7 +137,9 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
}
#endif //DEBUG
// combo of marvelous/perfect
//
// Toasty combo
//
switch( scoreOfLastTap )
{
case TNS_MARVELOUS:
@@ -146,71 +154,86 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
break;
}
//
// Regular combo
//
int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
int iOldCombo = iCurCombo;
switch( scoreOfLastTap )
/*
http://www.aaroninjapan.com/ddr2.html
Note on ONI Mode scoring
Your combo counter only increased with a "Marvelous/Perfect", and double Marvelous/Perfect steps (left and right, etc.)
only add 1 to your combo instead of 2. The combo counter thus becomes a "Marvelous/Perfect" counter.
*/
switch( GAMESTATE->m_PlayMode )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
case TNS_GREAT:
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
switch( scoreOfLastTap )
{
int iOldCombo = iCurCombo;
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI )
{
switch( scoreOfLastTap )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
iCurCombo++;
break;
case TNS_GREAT:
// int aosid = 4;
break;
}
}
else
iCurCombo += iNumTapsInRow;
#define CROSSED( i ) (iOldCombo<i && i<=iCurCombo)
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 );
// new max combo
GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber] = max(GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo);
case TNS_MARVELOUS:
case TNS_PERFECT:
case TNS_GREAT:
iCurCombo += iNumTapsInRow;
break;
}
break;
case TNS_GOOD:
case TNS_BOO:
case TNS_MISS:
case PLAY_MODE_ONI:
switch( scoreOfLastTap )
{
// don't play "combo stopped" in battle
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
if( pInventory )
pInventory->OnComboBroken( m_PlayerNumber, iCurCombo );
default:
if( iCurCombo>50 )
SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
}
iCurCombo = 0;
case TNS_MARVELOUS:
case TNS_PERFECT:
iCurCombo++;
break;
}
break;
default:
ASSERT(0);
}
#define CROSSED( i ) (iOldCombo<i && i<=iCurCombo)
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 );
// new max combo
GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber] = max(GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo);
switch( scoreOfLastTap )
{
case TNS_GOOD:
case TNS_BOO:
case TNS_MISS:
// don't play "combo stopped" in battle
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
if( pInventory )
pInventory->OnComboBroken( m_PlayerNumber, iCurCombo );
default:
if( iCurCombo>50 )
SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
}
iCurCombo = 0;
break;
}
}
@@ -227,19 +250,6 @@ void ScoreKeeperMAX2::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tap
int ScoreKeeperMAX2::GetPossibleDancePoints( const NoteData* pNoteData )
{
//Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
//
//Your "Dance Points" are calculated as follows:
//
//A "Marvelous" is worth 3 points, but oniy when in oni mode
//A "Perfect" is worth 2 points
//A "Great" is worth 1 points
//A "Good" is worth 0 points
//A "Boo" will subtract 4 points
//A "Miss" will subtract 8 points
//An "OK" (Successful Freeze step) will add 6 points
//A "NG" (Unsuccessful Freeze step) is worth 0 points
/* Note that, if Marvelous timing is disabled or not active (not course mode),
* PERFECT will be used instead. */
@@ -257,26 +267,95 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
if(!PREFSMAN->m_bMarvelousTiming && tns == TNS_MARVELOUS)
tns = TNS_PERFECT;
switch( tns )
/*
http://www.aaroninjapan.com/ddr2.html
Regular play scoring
A "Perfect" is worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
Note on ONI Mode scoring
The total number of Dance Points is calculated with Marvelous steps being worth 3 points, Perfects getting
2 points, OKs getting 3 points, Greats getting 1 point, and everything else is worth 0 points. (Note: The
"Marvelous" step rating is a new rating to DDR Extreme only used in Oni and Nonstop modes. They are rated
higher than "Perfect" steps).
Note on NONSTOP Mode scoring
A "Marvelous" is worth 2 points
A "Perfect" is also worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
*/
switch( GAMESTATE->m_PlayMode )
{
case TNS_MARVELOUS: return bOni ? +3 : +2;
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return bOni ? 0 : -4;
case TNS_MISS: return bOni ? 0 : -8;
case TNS_NONE: return 0;
default: ASSERT(0); return 0;
}
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
switch( tns )
{
case TNS_MARVELOUS: return +2;
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return -8;
}
break;
case PLAY_MODE_ONI:
switch( tns )
{
case TNS_MARVELOUS: return +3;
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return +0;
case TNS_MISS: return +0;
}
break;
default:
ASSERT(0);
}
return +0;
}
int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( hns )
switch( GAMESTATE->m_PlayMode )
{
case HNS_OK: return GAMESTATE->IsCourseMode() ? +3 : +6;
case HNS_NG: return +0;
default: ASSERT(0); return 0;
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
}
break;
case PLAY_MODE_ONI:
switch( hns )
{
case HNS_OK: return +3;
case HNS_NG: return +0;
}
break;
default:
ASSERT(0);
}
return +0;
}