#include "global.h" /* ----------------------------------------------------------------------------- Class: StageStats Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "StageStats.h" #include "GameState.h" #include "RageLog.h" #include "SongManager.h" #include "RageUtil.h" StageStats::StageStats() { memset( this, 0, sizeof(StageStats) ); for( int p=0; pIsPlayerEnabled(pn) ); // should be calling this is player isn't joined! if( bFailedEarlier[pn] ) return GRADE_E; /* XXX: This entire calculation should be in ScoreKeeper, but final evaluation * is tricky since at that point the ScoreKeepers no longer exist. * * See http://www.aaroninjapan.com/ddr2.html ("Regular play scoring") */ const float TapScoreValues[NUM_TAP_NOTE_SCORES] = { 0, -8, -4, 0, +1, +2, +2 }; const float HoldScoreValues[NUM_HOLD_NOTE_SCORES] = { 0, 0, +6 }; float Possible = 0, Actual = 0; int i; for( i = TNS_MISS; i < NUM_TAP_NOTE_SCORES; ++i ) { Actual += iTapNoteScores[pn][i] * TapScoreValues[i]; Possible += iTapNoteScores[pn][i] * TapScoreValues[TNS_MARVELOUS]; } for( i = HNS_OK; i < NUM_HOLD_NOTE_SCORES; ++i ) { Actual += iHoldNoteScores[pn][i] * HoldScoreValues[i]; Possible += iHoldNoteScores[pn][i] * HoldScoreValues[HNS_OK]; } float fPercentDancePoints = Actual / Possible; fPercentDancePoints = max( 0.f, fPercentDancePoints ); LOG->Trace( "GetGrade: Actual: %f, Possible: %f, Percent: %f", Actual, Possible, fPercentDancePoints ); /* check for "AAAA". Check DP == 100%: if we're using eg. "LITTLE", we might have all * marvelouses but still not qualify for a AAAA. */ if( fPercentDancePoints > .9999 && iTapNoteScores[pn][TNS_MARVELOUS] > 0 && iTapNoteScores[pn][TNS_PERFECT] == 0 && iTapNoteScores[pn][TNS_GREAT] == 0 && iTapNoteScores[pn][TNS_GOOD] == 0 && iTapNoteScores[pn][TNS_BOO] == 0 && iTapNoteScores[pn][TNS_MISS] == 0 && iHoldNoteScores[pn][HNS_NG] == 0 ) return GRADE_AAAA; /* 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 */ if ( fPercentDancePoints == 1.00 ) return GRADE_AAA; else if( fPercentDancePoints >= 0.93 ) return GRADE_AA; else if( fPercentDancePoints >= 0.80 ) return GRADE_A; else if( fPercentDancePoints >= 0.65 ) return GRADE_B; else if( fPercentDancePoints >= 0.45 ) return GRADE_C; else if( fPercentDancePoints >= 0 ) return GRADE_D; else return GRADE_E; } bool StageStats::OnePassed() const { for( int p=0; pIsHumanPlayer(p) && !bFailed[p] ) return true; return false; } bool StageStats::AllFailed() const { for( int pn=0; pnIsPlayerEnabled(PlayerNumber(pn)) ) if( !GAMESTATE->m_CurStageStats.bFailed[pn] ) return false; return true; } float StageStats::GetPercentDancePoints( PlayerNumber pn ) const { if( iPossibleDancePoints[pn] == 0 ) return 0; // div/0 if( iActualDancePoints[pn] == iPossibleDancePoints[pn] ) return 1; // correct for rounding error float fPercentDancePoints = iActualDancePoints[pn] / (float)iPossibleDancePoints[pn]; return clamp( fPercentDancePoints, 0, 1 ); } void StageStats::SetLifeRecord( PlayerNumber pn, float life, float pos ) { pos = clamp( pos, 0, 1 ); int offset = (int) roundf( pos * LIFE_RECORD_RESOLUTION ); for( int i = 0; i <= offset; ++i ) if( fLifeRecord[pn][i] < 0 ) fLifeRecord[pn][i] = life; } void StageStats::GetLifeRecord( PlayerNumber pn, float *life, int nout ) const { for( int i = 0; i < nout; ++i ) { int from = i * (LIFE_RECORD_RESOLUTION-1) / nout; life[i] = fLifeRecord[pn][from]; } } void StageStats::UpdateComboList( PlayerNumber pn, float pos ) { pos = clamp( pos, 0, 1 ); fFirstPos[pn] = min( pos, fFirstPos[pn] ); fLastPos[pn] = max( pos, fLastPos[pn] ); int cnt = iCurCombo[pn]; if( !cnt ) return; /* no combo */ if( ComboList[pn].size() == 0 || ComboList[pn].back().cnt >= cnt ) { /* This is a new combo. */ Combo_t NewCombo; NewCombo.start = pos; ComboList[pn].push_back( NewCombo ); /* If this is the first combo, and the current combo is greater than 1, * then that extra part of the combo must have come from a previous song. * Remember it separately. */ if( ComboList[pn].size() == 1 ) { ComboList[pn][0].rollover = cnt-1; cnt = 1; } } Combo_t &combo = ComboList[pn].back(); combo.size = pos - combo.start; combo.cnt = cnt; } /* This returns the largest combo contained within the song, as if * m_bComboContinuesBetweenSongs is turned off. */ StageStats::Combo_t StageStats::GetMaxCombo( PlayerNumber pn ) const { if( ComboList[pn].size() == 0 ) return Combo_t(); int m = 0; for( unsigned i = 1; i < ComboList[pn].size(); ++i ) { if( ComboList[pn][i].cnt > ComboList[pn][m].cnt ) m = i; } return ComboList[pn][m]; } /* SetLifeRecord and UpdateComboList take a percentage (0..1) in pos, but the values * will actually be somewhat off as they're based on Song::m_fFirstBeat and m_fLastBeat, * which are per-song, not per-Steps. Scale and shift our records so that they're * really 0..1. */ void StageStats::Finish() { for( int pn = 0; pn < NUM_PLAYERS; ++pn ) { if( ComboList[pn].size() == 0 ) continue; const float First = fFirstPos[pn]; const float Last = fLastPos[pn]; if( fabsf(First-Last) < 0.0001f ) continue; unsigned i; for( i = 0; i < ComboList[pn].size(); ++i ) { ComboList[pn][i].start = SCALE( ComboList[pn][i].start, First, Last, 0.0f, 1.0f ); ComboList[pn][i].size /= Last - First; } float NewLifeRecord[LIFE_RECORD_RESOLUTION]; for( i = 0; i < LIFE_RECORD_RESOLUTION; ++i ) { int from = (int) roundf( SCALE( i, 0.0f, 1.0f, First, Last ) ); from = clamp( from, 0, LIFE_RECORD_RESOLUTION-1 ); NewLifeRecord[i] = fLifeRecord[pn][from]; } memcpy( fLifeRecord[pn], NewLifeRecord, sizeof(fLifeRecord[pn]) ); fFirstPos[pn] = 0; fLastPos[pn] = 1; } } bool StageStats::FullCombo( PlayerNumber pn ) const { if( ComboList[pn].size() != 1 ) { LOG->Trace("FullCombo(%i): %i != 1", pn, ComboList[pn].size() ); return false; } const float ComboStart = ComboList[pn][0].start; const float ComboEnd = ComboList[pn][0].start + ComboList[pn][0].size; const bool ComboStartsAtBeginning = fabs( ComboStart - fFirstPos[pn] ) < 0.001f; const bool ComboEndsAtEnd = fabs( ComboEnd - fLastPos[pn] ) < 0.001f; LOG->Trace("FullCombo(%i): %f .. %f, %f .. %f, %i, %i", pn, ComboStart, ComboEnd, fFirstPos[pn], fLastPos[pn], ComboStartsAtBeginning, ComboEndsAtEnd ); return ComboStartsAtBeginning && ComboEndsAtEnd; }