From 78331c76f363dfeba9c97e065bcdd41cfdf433e1 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Mon, 25 Apr 2005 11:33:17 +0000 Subject: [PATCH] cleanup --- stepmania/src/NoteDataWithScoring.cpp | 18 +++++------------- 1 file changed, 5 insertions(+), 13 deletions(-) diff --git a/stepmania/src/NoteDataWithScoring.cpp b/stepmania/src/NoteDataWithScoring.cpp index 3054c00dc6..7bac506566 100644 --- a/stepmania/src/NoteDataWithScoring.cpp +++ b/stepmania/src/NoteDataWithScoring.cpp @@ -189,21 +189,9 @@ bool NoteDataWithScoring::IsRowCompletelyJudged( const NoteData &in, unsigned ro return MinTapNoteScore( in, row ) >= TNS_MISS; } -/* From aaroninjapan.com (http://www.aaroninjapan.com/ddr2.html) - * - * Stream: The ratio of your number of Perfects to getting all Perfects - * Voltage: The ratio of your maximum combo to getting a Full Combo - * Air: The ratio of your number of Perfects on all your jumps (R+L, R+D, etc) to getting all Perfects on all Jumps - * Chaos: The ratio of your dance level compared to that of AAA (all Perfect) level - * Freeze: The ratio of your total number of "OK"s on all the Freeze arrows to getting all "OK" on all the Freeze arrows - * - * I don't think chaos is correct, at least relative to DDREX. You can AA songs and get a full Chaos graph. - * No idea what it actually could be, though. - */ - namespace { - +/* Return the ratio of actual to possible Perfects. */ float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn ) { int iTotalSteps = in.GetNumTapNotes(); @@ -214,6 +202,7 @@ float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds, PlayerN return clamp( float(Perfects)/iTotalSteps, 0.0f, 1.0f ); } +/* Return the ratio of actual combo to max combo. */ float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn ) { /* STATSMAN->m_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes: m_bComboContinuesBetweenSongs @@ -225,6 +214,7 @@ float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, Player return clamp( fComboPercent, 0.0f, 1.0f ); } +/* Return the ratio of actual to possible Perfects on jumps. */ float GetActualAirRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn ) { const int iTotalDoubles = in.GetNumJumps(); @@ -236,6 +226,7 @@ float GetActualAirRadarValue( const NoteData &in, float fSongSeconds, PlayerNumb return clamp( (float)iNumDoubles / iTotalDoubles, 0.0f, 1.0f ); } +/* Return the ratio of actual to possible dance points. */ float GetActualChaosRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn ) { const int iPossibleDP = STATSMAN->m_CurStageStats.m_player[pn].iPossibleDancePoints; @@ -246,6 +237,7 @@ float GetActualChaosRadarValue( const NoteData &in, float fSongSeconds, PlayerNu return clamp( float(ActualDP)/iPossibleDP, 0.0f, 1.0f ); } +/* Return the ratio of actual to possible successful holds. */ float GetActualFreezeRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn ) { // number of hold steps