re-wrote score/statistics tracking

This commit is contained in:
Chris Danford
2002-07-28 20:28:37 +00:00
parent e07060fa08
commit f9046674fb
59 changed files with 1027 additions and 910 deletions
+122 -85
View File
@@ -73,6 +73,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE;
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_ResultMode = RM_ONI;
break;
default:
@@ -80,65 +81,55 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
}
///////////////////////////
// Figure out which statistics we're going to display
///////////////////////////
int iPossibleDancePoints[NUM_PLAYERS];
int iActualDancePoints[NUM_PLAYERS];
int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES];
int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES];
int iMaxCombo[NUM_PLAYERS];
float fScore[NUM_PLAYERS];
float fPossibleRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
float fActualRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
///////////////////////////
// Calculate total statistics depending on m_ResultMode
///////////////////////////
GameplayStatistics totalGS;
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
{
// take the latest GameplayStatistics
totalGS = GAMESTATE->m_aGameplayStatistics[GAMESTATE->m_aGameplayStatistics.GetSize()-1];
}
break;
case RM_ARCADE_SUMMARY:
COPY( iPossibleDancePoints, GAMESTATE->m_iAccumPossibleDancePoints );
COPY( iActualDancePoints, GAMESTATE->m_iAccumActualDancePoints );
COPY( iTapNoteScores, GAMESTATE->m_AccumTapNoteScores );
COPY( iHoldNoteScores, GAMESTATE->m_AccumHoldNoteScores );
COPY( iMaxCombo, GAMESTATE->m_iAccumMaxCombo );
COPY( fScore, GAMESTATE->m_fAccumScore );
COPY( fPossibleRadarValues, GAMESTATE->m_fAccumRadarPossible );
COPY( fActualRadarValues, GAMESTATE->m_fAccumRadarActual );
break;
case RM_ARCADE_STAGE:
case RM_ONI:
{
int iFirstToTakeFrom;
switch( m_ResultMode )
{
case RM_ARCADE_SUMMARY:
iFirstToTakeFrom = max( 0, GAMESTATE->m_aGameplayStatistics.GetSize()-STAGES_TO_SHOW_IN_SUMMARY );
break;
case RM_ONI:
iFirstToTakeFrom = 0;
break;
default:
ASSERT(0);
}
for( int i=iFirstToTakeFrom; i<GAMESTATE->m_aGameplayStatistics.GetSize(); i++ )
totalGS += GAMESTATE->m_aGameplayStatistics[i];
// Chris:
// ugly... GameplayStatistics::operator+= simply sums the radar values, so we need
// to divide by the number of stages taken from to normalize the values.
int iNumTakenFrom = GAMESTATE->m_aGameplayStatistics.GetSize() - iFirstToTakeFrom;
for( int p=0; p<NUM_PLAYERS; p++ )
{
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{
totalGS.fRadarActual[p][r] /= iNumTakenFrom;
totalGS.fRadarPossible[p][r] /= iNumTakenFrom;
}
}
}
COPY( iPossibleDancePoints, GAMESTATE->m_iPossibleDancePoints );
COPY( iActualDancePoints, GAMESTATE->m_iActualDancePoints );
COPY( iTapNoteScores, GAMESTATE->m_TapNoteScores );
COPY( iHoldNoteScores, GAMESTATE->m_HoldNoteScores );
COPY( iMaxCombo, GAMESTATE->m_iMaxCombo );
COPY( fScore, GAMESTATE->m_fScore );
COPY( fPossibleRadarValues, GAMESTATE->m_fRadarPossible );
COPY( fActualRadarValues, GAMESTATE->m_fRadarActual );
break;
}
///////////////////////////
// Andy:
// Fake COOL! / GOOD / OOPS for Ez2dancer using the DDR Rankings.
if( GAMESTATE->m_CurGame == GAME_EZ2 )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
totalGS.perfect[p] += totalGS.great[p];
totalGS.great[p] = 0;
totalGS.miss[p] += totalGS.boo[p];
totalGS.boo[p] = 0;
iTapNoteScores[p][TNS_PERFECT] += iTapNoteScores[p][TNS_GREAT];
iTapNoteScores[p][TNS_GREAT] = 0;
iTapNoteScores[p][TNS_MISS] += iTapNoteScores[p][TNS_BOO];
iTapNoteScores[p][TNS_BOO] = 0;
}
}
@@ -159,17 +150,16 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
// crop down to 3
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->m_aGameplayStatistics.GetSize() > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE->m_aGameplayStatistics.RemoveAt( 0, GAMESTATE->m_aGameplayStatistics.GetSize() - STAGES_TO_SHOW_IN_SUMMARY );
if( GAMESTATE->m_apSongsPlayed.GetSize() > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE->m_apSongsPlayed.RemoveAt( 0, GAMESTATE->m_apSongsPlayed.GetSize() - STAGES_TO_SHOW_IN_SUMMARY );
}
const int iSongsToShow = GAMESTATE->m_aGameplayStatistics.GetSize();
const int iSongsToShow = GAMESTATE->m_apSongsPlayed.GetSize();
ASSERT( iSongsToShow > 0 );
for( int i=0; i<iSongsToShow; i++ )
{
GameplayStatistics &GS = GAMESTATE->m_aGameplayStatistics[i];
m_BannerWithFrame[i].LoadFromSong( GS.pSong );
m_BannerWithFrame[i].LoadFromSong( GAMESTATE->m_apSongsPlayed[i] );
float fBannerOffset = i - (iSongsToShow-1)/2.0f;
m_BannerWithFrame[i].SetXY( BANNER_X + fBannerOffset*32, BANNER_Y + fBannerOffset*16 );
m_BannerWithFrame[i].SetZoom( 0.70f );
@@ -193,7 +183,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_EVALUATION_BACKGROUND),
m_ResultMode==RM_ARCADE_SUMMARY ? THEME->GetPathTo(GRAPHIC_EVALUATION_SUMMARY_TOP_EDGE) : THEME->GetPathTo(GRAPHIC_EVALUATION_TOP_EDGE),
"Press START to continue.",
"Press START to continue",
false, true, 40
);
this->AddSubActor( &m_Menu );
@@ -257,6 +247,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
m_sprScoreLabel.Load( THEME->GetPathTo(GRAPHIC_EVALUATION_SCORE_LABELS) );
m_sprScoreLabel.SetState( m_ResultMode==RM_ONI ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABEL_X, SCORE_Y );
m_sprScoreLabel.SetZoom( 1.0f );
@@ -280,14 +271,38 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
// Calculate grades
//
Grade grade[NUM_PLAYERS];
Grade max_grade = GRADE_NO_DATA;
for( p=0; p<NUM_PLAYERS; p++ )
{
PlayerNumber pn = (PlayerNumber)p;
grade[p] = !GAMESTATE->IsPlayerEnabled(pn) ? GRADE_NO_DATA : totalGS.GetGrade(pn);
max_grade = max( max_grade, grade[p] );
if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_bUsedAutoPlayer || GAMESTATE->m_fSecondsBeforeFail[p] != -1 )
{
grade[p] = GRADE_E;
}
else
{
//Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
//
//100% - AAA
//93 % - AA
//80 % - A
//65 % - B
//45 % - C
//Less - D
//Fail - E
float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p];
if ( fPercentDancePoints >= 1.00 ) grade[p] = GRADE_AAA;
else if( fPercentDancePoints >= 0.93 ) grade[p] = GRADE_AA;
else if( fPercentDancePoints >= 0.80 ) grade[p] = GRADE_A;
else if( fPercentDancePoints >= 0.65 ) grade[p] = GRADE_B;
else if( fPercentDancePoints >= 0.45 ) grade[p] = GRADE_C;
else grade[p] = GRADE_D;
}
}
Grade max_grade = GRADE_NO_DATA;
for( p=0; p<NUM_PLAYERS; p++ )
max_grade = max( max_grade, grade[p] );
//////////////////////////
// Set Numbers
@@ -297,45 +312,59 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", totalGS.perfect[p]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", totalGS.great[p]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", totalGS.good[p]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", totalGS.boo[p]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", totalGS.miss[p]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", totalGS.ok[p]) );
m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_PERFECT]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GREAT]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GOOD]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_BOO]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_MISS]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iHoldNoteScores[p][HNS_OK]) );
m_ScoreDisplay[p].SetScore( (float)totalGS.max_combo[p] * 1000 );
m_ScoreDisplay[p].SetScore( (float)totalGS.score[p] );
if( m_ResultMode==RM_ONI )
{
const float fSurviveSeconds = GAMESTATE->GetPlayerSurviveTime( (PlayerNumber)p );
int iMinsDisplay = (int)fSurviveSeconds/60;
int iSecsDisplay = (int)fSurviveSeconds - iMinsDisplay*60;
int iLeftoverDisplay = int( (fSurviveSeconds - iMinsDisplay*60 - iSecsDisplay) * 100 );
m_ScoreDisplay[p].SetText( ssprintf( "%02d:%02d:%02d", iMinsDisplay, iSecsDisplay, iLeftoverDisplay ) );
}
else
{
m_ScoreDisplay[p].SetScore( fScore[p] );
}
// SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer
// doesn't care for OK's and plus this text element is already nicely aligned =)
if (GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", totalGS.max_combo[p]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iMaxCombo[p]) );
}
m_ScoreDisplay[p].SetScore( (float)totalGS.max_combo[p] * 1000 );
m_ScoreDisplay[p].SetScore( (float)totalGS.score[p] );
m_BonusInfoFrame[p].SetBonusInfo( (PlayerNumber)p, fPossibleRadarValues[p], fActualRadarValues[p], iMaxCombo[p] );
m_StageBox[p].SetStageInfo( (PlayerNumber)p, GAMESTATE->m_iStagesIntoCourse[p] );
}
m_BonusInfoFrame[p].SetBonusInfo( (PlayerNumber)p, totalGS.fRadarPossible[p], totalGS.fRadarActual[p], totalGS.max_combo[p] );
////////////////////////
// update persistent statistics
////////////////////////
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
////////////////////////
// update song stats
////////////////////////
Notes* pNotes = GAMESTATE->m_pCurNotes[p];
pNotes->m_iNumTimesPlayed++;
if( totalGS.max_combo[p] > pNotes->m_iMaxCombo )
pNotes->m_iMaxCombo = totalGS.max_combo[p];
if( iMaxCombo[p] > pNotes->m_iMaxCombo )
pNotes->m_iMaxCombo = iMaxCombo[p];
if( totalGS.score[p] > pNotes->m_iTopScore )
if( fScore[p] > pNotes->m_iTopScore )
{
pNotes->m_iTopScore = (int)totalGS.score[p];
pNotes->m_iTopScore = (int)fScore[p];
m_bNewRecord[p] = true;
}
@@ -390,13 +419,12 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_textOniPercent[p].SetZoomY( 2.5f );
m_textOniPercent[p].SetEffectGlowing( 1.0f );
int iActualDancePoints = 0;
for( int i=0; i<GAMESTATE->m_aGameplayStatistics.GetSize(); i++ )
iActualDancePoints += GAMESTATE->m_aGameplayStatistics[i].iActualDancePoints[p];
int iPossibleDancePoints = GAMESTATE->m_iCoursePossibleDancePoints;
float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.0001f; // correct for rounding errors
float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
m_textOniPercent[p].SetText( ssprintf("%.1f%%", fPercentDancePoints*100) );
this->AddSubActor( &m_textOniPercent[p] );
m_StageBox[p].SetXY( BONUS_FRAME_X[p], BONUS_FRAME_Y );
this->AddSubActor( &m_StageBox[p] );
}
break;
case RM_ARCADE_STAGE:
@@ -408,6 +436,9 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 1.0f );
m_Grades[p].SpinAndSettleOn( grade[p] );
m_BonusInfoFrame[p].SetXY( BONUS_FRAME_X[p], BONUS_FRAME_Y );
this->AddSubActor( &m_BonusInfoFrame[p] );
}
else // Ez2dancer Style Grade Display.
{
@@ -433,9 +464,6 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
if ( GAMESTATE->m_CurGame == GAME_EZ2)
continue;
m_BonusInfoFrame[p].SetXY( BONUS_FRAME_X[p], BONUS_FRAME_Y );
this->AddSubActor( &m_BonusInfoFrame[p] );
m_bNewRecord[p] = false;
if( m_bNewRecord[p] )
@@ -574,6 +602,12 @@ void ScreenEvaluation::TweenOnScreen()
m_BonusInfoFrame[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_BonusInfoFrame[p].SetTweenX( fOriginalX );
fOriginalX = m_StageBox[p].GetX();
m_StageBox[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_StageBox[p].BeginTweeningQueued( 0.2f + 0.1f*i );
m_StageBox[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_StageBox[p].SetTweenX( fOriginalX );
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
@@ -634,6 +668,9 @@ void ScreenEvaluation::TweenOffScreen()
m_BonusInfoFrame[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_BonusInfoFrame[p].SetTweenZoomY( 0 );
m_StageBox[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_StageBox[p].SetTweenZoomY( 0 );
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
@@ -704,7 +741,7 @@ void ScreenEvaluation::MenuStart( const PlayerNumber p )
if( PREFSMAN->m_bEventMode )
{
GAMESTATE->m_iCurrentStageIndex++;
// GAMESTATE->m_iCurrentStageIndex++;
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
return;
}
@@ -717,7 +754,7 @@ void ScreenEvaluation::MenuStart( const PlayerNumber p )
case RM_ARCADE_STAGE:
if( m_bTryExtraStage )
{
GAMESTATE->m_iCurrentStageIndex++;
// GAMESTATE->m_iCurrentStageIndex++;
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
}
else if(
@@ -729,7 +766,7 @@ void ScreenEvaluation::MenuStart( const PlayerNumber p )
}
else
{
GAMESTATE->m_iCurrentStageIndex++;
// GAMESTATE->m_iCurrentStageIndex++;
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
}