Handle combo before score.

Remove +1 in ScoreKeeper5th::AddScore.  Combo wasn't going
to be +1 in all cases (miss, boo, good, hold note).  Not needed anymore
with combo first.
This commit is contained in:
Glenn Maynard
2003-09-07 01:09:47 +00:00
parent 9f6a581ec8
commit 66f071bc96
2 changed files with 42 additions and 46 deletions
+22 -25
View File
@@ -213,9 +213,7 @@ void ScoreKeeper5th::AddScore( TapNoteScore score )
if (!GAMESTATE->IsCourseMode())
{
// handle combo bonus
// combo hasn't been updated yet, its one bigger than it really is
int m_iCurrentCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] + 1;
int m_iCurrentCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
switch( score )
{
@@ -273,6 +271,27 @@ void ScoreKeeper5th::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTap
// Do count additions in judge totals.
GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
//
// Regular combo
//
/*
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.
*/
/* True if a jump is one to combo, false if combo is purely based on tap count. */
// const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
const bool ComboIsPerRow = true;
const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
if( scoreOfLastTap >= MinScoreToContinueCombo )
GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
/*
http://www.aaroninjapan.com/ddr2.html
@@ -343,28 +362,6 @@ void ScoreKeeper5th::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTap
m_iCurToastyCombo = 0;
break;
}
//
// Regular combo
//
int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
/*
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.
*/
/* True if a jump is one to combo, false if combo is purely based on tap count. */
// const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
const bool ComboIsPerRow = true;
const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
if( scoreOfLastTap >= MinScoreToContinueCombo )
iCurCombo += ComboCountIfHit;
}
+20 -21
View File
@@ -248,6 +248,26 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
// Do count additions in judge totals.
GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
//
// Regular combo
//
/*
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.
*/
/* True if a jump is one to combo, false if combo is purely based on tap count. */
const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
if( scoreOfLastTap >= MinScoreToContinueCombo )
GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
/*
http://www.aaroninjapan.com/ddr2.html
@@ -318,27 +338,6 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
m_iCurToastyCombo = 0;
break;
}
//
// Regular combo
//
int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
/*
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.
*/
/* True if a jump is one to combo, false if combo is purely based on tap count. */
const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
if( scoreOfLastTap >= MinScoreToContinueCombo )
iCurCombo += ComboCountIfHit;
}