This commit is contained in:
Steve Checkoway
2003-09-26 00:43:44 +00:00
parent 02b39c51c0
commit 5ab83410aa
+199 -200
View File
@@ -1,14 +1,14 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
Class: ScoreKeeperMAX2
Desc:
Desc:
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
-----------------------------------------------------------------------------
*/
#include "ScoreKeeperMAX2.h"
#include "GameState.h"
#include "PrefsManager.h"
@@ -26,11 +26,11 @@
ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Steps*>& apNotes_, const CStringArray &asModifiers, PlayerNumber pn_ ):
ScoreKeeper(pn_), apNotes(apNotes_)
ScoreKeeper(pn_), apNotes(apNotes_)
{
//
// Fill in m_CurStageStats, calculate multiplier
//
//
// Fill in m_CurStageStats, calculate multiplier
//
int iTotalPossibleDancePoints = 0;
for( unsigned i=0; i<apNotes.size(); i++ )
{
@@ -45,7 +45,7 @@ ScoreKeeper(pn_), apNotes(apNotes_)
NoteData playerNoteData;
pStyleDef->GetTransformedNoteDataForStyle( pn_, &notedata, &playerNoteData );
/* Apply transforms to find out how the notes will really look.
/* Apply transforms to find out how the notes will really look.
*
* XXX: This is brittle: if we end up combining mods for a song differently
* than ScreenGameplay, we'll end up with the wrong data. We should probably
@@ -56,15 +56,15 @@ ScoreKeeper(pn_), apNotes(apNotes_)
ModsForThisSong.FromString( asModifiers[i] );
NoteData playerNoteDataPostModifiers(playerNoteData);
NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, ModsForThisSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
NoteDataUtil::TransformNoteData( playerNoteDataPostModifiers, ModsForThisSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
iTotalPossibleDancePoints += this->GetPossibleDancePoints( playerNoteData, playerNoteDataPostModifiers );
}
GAMESTATE->m_CurStageStats.iPossibleDancePoints[pn_] = iTotalPossibleDancePoints;
m_iScoreRemainder = 0;
m_iCurToastyCombo = 0;
m_iCurToastyCombo = 0;
m_iMaxScoreSoFar = 0;
m_iPointBonus = 0;
m_iNumTapsAndHolds = 0;
@@ -73,43 +73,43 @@ ScoreKeeper(pn_), apNotes(apNotes_)
memset( m_ComboBonusFactor, 0, sizeof(m_ComboBonusFactor) );
switch( PREFSMAN->m_iScoringType )
{
case PrefsManager::SCORING_MAX2:
m_iRoundTo = 1;
break;
case PrefsManager::SCORING_5TH:
m_iRoundTo = 5;
if (!GAMESTATE->IsCourseMode())
{
m_ComboBonusFactor[TNS_MARVELOUS] = 55;
m_ComboBonusFactor[TNS_PERFECT] = 55;
m_ComboBonusFactor[TNS_GREAT] = 33;
}
break;
default:
ASSERT(0);
case PrefsManager::SCORING_MAX2:
m_iRoundTo = 1;
break;
case PrefsManager::SCORING_5TH:
m_iRoundTo = 5;
if (!GAMESTATE->IsCourseMode())
{
m_ComboBonusFactor[TNS_MARVELOUS] = 55;
m_ComboBonusFactor[TNS_PERFECT] = 55;
m_ComboBonusFactor[TNS_GREAT] = 33;
}
break;
default:
ASSERT(0);
}
}
void ScoreKeeperMAX2::OnNextSong( int iSongInCourseIndex, Steps* pNotes, NoteData* pNoteData )
{
/*
http://www.aaroninjapan.com/ddr2.html
/*
http://www.aaroninjapan.com/ddr2.html
Note on NONSTOP Mode scoring
Note on NONSTOP Mode scoring
Nonstop mode requires the player to play 4 songs in succession, with the total maximum possible score for the four song set being 100,000,000. This comes from the sum of the four stages' maximum possible scores, which, regardless of song or difficulty is:
Nonstop mode requires the player to play 4 songs in succession, with the total maximum possible score for the four song set being 100,000,000. This comes from the sum of the four stages' maximum possible scores, which, regardless of song or difficulty is:
10,000,000 for the first song
20,000,000 for the second song
30,000,000 for the third song
40,000,000 for the fourth song
10,000,000 for the first song
20,000,000 for the second song
30,000,000 for the third song
40,000,000 for the fourth song
We extend this to work with nonstop courses of any length.
We extend this to work with nonstop courses of any length.
We also keep track of this scoring type in endless, with 100mil per iteration
of all songs, though this score isn't actually seen anywhere right now.
*/
We also keep track of this scoring type in endless, with 100mil per iteration
of all songs, though this score isn't actually seen anywhere right now.
*/
//
// Calculate the score multiplier
//
@@ -147,14 +147,14 @@ void ScoreKeeperMAX2::OnNextSong( int iSongInCourseIndex, Steps* pNotes, NoteDat
int iLengthMultiplier = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
switch( PREFSMAN->m_iScoringType )
{
case PrefsManager::SCORING_MAX2:
m_iMaxPossiblePoints = iMeter * 10000000 * iLengthMultiplier;
break;
case PrefsManager::SCORING_5TH:
m_iMaxPossiblePoints = (iMeter + 1) * 5000000 * iLengthMultiplier;
break;
default:
ASSERT(0);
case PrefsManager::SCORING_MAX2:
m_iMaxPossiblePoints = iMeter * 10000000 * iLengthMultiplier;
break;
case PrefsManager::SCORING_5TH:
m_iMaxPossiblePoints = (iMeter + 1) * 5000000 * iLengthMultiplier;
break;
default:
ASSERT(0);
}
}
ASSERT( m_iMaxPossiblePoints >= 0 );
@@ -198,26 +198,26 @@ static int GetScore(int p, int B, int S, int n)
void ScoreKeeperMAX2::AddScore( TapNoteScore score )
{
int &iScore = GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber];
/*
http://www.aaroninjapan.com/ddr2.html
/*
http://www.aaroninjapan.com/ddr2.html
Regular scoring:
Regular scoring:
Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
Note on NONSTOP Mode scoring
Note on NONSTOP Mode scoring
Let p = score multiplier (Marvelous = 10, Perfect = 9, Great = 5, other = 0)
Let p = score multiplier (Marvelous = 10, Perfect = 9, Great = 5, other = 0)
*/
int p = 0; // score multiplier
*/
int p = 0; // score multiplier
switch( score )
{
case TNS_MARVELOUS: p = 10; break;
case TNS_PERFECT: p = GAMESTATE->ShowMarvelous()? 9:10; break;
case TNS_GREAT: p = 5; break;
default: p = 0; break;
case TNS_MARVELOUS: p = 10; break;
case TNS_PERFECT: p = GAMESTATE->ShowMarvelous()? 9:10; break;
case TNS_GREAT: p = 5; break;
default: p = 0; break;
}
m_iTapNotesHit++;
@@ -226,7 +226,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
const int sum = (N * (N + 1)) / 2;
const int B = m_iMaxPossiblePoints/10;
// What does this do? "Don't use a multiplier if
// What does this do? "Don't use a multiplier if
// the player has failed"?
if( GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] )
{
@@ -268,7 +268,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
iScore += m_iScoreRemainder;
m_iScoreRemainder = (iScore % m_iRoundTo);
iScore = iScore - m_iScoreRemainder;
ASSERT( iScore >= 0 );
printf( "score: %i\n", iScore );
@@ -292,27 +292,27 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
//
// Regular combo
//
/*
http://www.aaroninjapan.com/ddr2.html
/*
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.
*/
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.
*/
/* True if a jump is one to combo, false if combo is purely based on tap count. */
bool ComboIsPerRow = true;
switch( PREFSMAN->m_iScoringType )
{
case PrefsManager::SCORING_MAX2:
ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
break;
case PrefsManager::SCORING_5TH:
ComboIsPerRow = true;
break;
default:
ASSERT(0);
case PrefsManager::SCORING_MAX2:
ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
break;
case PrefsManager::SCORING_5TH:
ComboIsPerRow = true;
break;
default:
ASSERT(0);
}
const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
@@ -320,43 +320,43 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
if( scoreOfLastTap >= MinScoreToContinueCombo )
GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
/*
http://www.aaroninjapan.com/ddr2.html
/*
http://www.aaroninjapan.com/ddr2.html
A single step's points are calculated as follows:
A single step's points are calculated as follows:
p = score multiplier (Perfect = 10, Great = 5, other = 0)
N = total number of steps and freeze steps
S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
n = number of the current step or freeze step (varies from 1 to N)
B = Base value of the song (1,000,000 X the number of feet difficulty) - All edit data is rated as 5 feet
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 *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)
p = score multiplier (Perfect = 10, Great = 5, other = 0)
N = total number of steps and freeze steps
S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
n = number of the current step or freeze step (varies from 1 to N)
B = Base value of the song (1,000,000 X the number of feet difficulty) - All edit data is rated as 5 feet
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 *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. 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
= 97,461
StepScore = p * (B/S) * n
= 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.
*/
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
= 97,461
StepScore = p * (B/S) * n
= 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.
*/
AddScore( scoreOfLastTap ); // only score once per row
@@ -376,19 +376,19 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
//
switch( scoreOfLastTap )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
m_iCurToastyCombo += iNumTapsInRow;
case TNS_MARVELOUS:
case TNS_PERFECT:
m_iCurToastyCombo += iNumTapsInRow;
if( m_iCurToastyCombo==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
{
SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
UNLOCKSYS->UnlockToasty();
}
break;
default:
m_iCurToastyCombo = 0;
break;
if( m_iCurToastyCombo==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
{
SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
UNLOCKSYS->UnlockToasty();
}
break;
default:
m_iCurToastyCombo = 0;
break;
}
}
@@ -416,7 +416,7 @@ int ScoreKeeperMAX2::GetPossibleDancePoints( const NoteData &preNoteData, const
int NumTaps = max( preNoteData.GetNumRowsWithTaps(), postNoteData.GetNumRowsWithTaps() );
int NumHolds = max( preNoteData.GetNumHoldNotes(), postNoteData.GetNumHoldNotes() );
return NumTaps*TapNoteScoreToDancePoints(TNS_MARVELOUS)+
NumHolds*HoldNoteScoreToDancePoints(HNS_OK);
NumHolds*HoldNoteScoreToDancePoints(HNS_OK);
}
@@ -425,69 +425,69 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
if( !GAMESTATE->ShowMarvelous() && tns == TNS_MARVELOUS )
tns = TNS_PERFECT;
/*
http://www.aaroninjapan.com/ddr2.html
/*
http://www.aaroninjapan.com/ddr2.html
Regular play scoring
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
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
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).
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
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
*/
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 PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
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);
}
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
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;
}
@@ -495,27 +495,26 @@ int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
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 GAMESTATE->ShowMarvelous()? +3:+2;
case HNS_NG: return +0;
}
break;
default:
ASSERT(0);
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
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 GAMESTATE->ShowMarvelous()? +3:+2;
case HNS_NG: return +0;
}
break;
default:
ASSERT(0);
}
return +0;
}