Clean up ScreenGameplay by having a Song and Notes Queue (rather than different logic based on the PlayMode)
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#ifndef SCOREKEEPER_MAX2_H
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#define SCOREKEEPER_MAX2_H 1
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/*
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-----------------------------------------------------------------------------
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Class: ScoreKeeperMAX2
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Class to handle scorekeeping, MAX2-style.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "ScoreKeeper.h"
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#include "NoteDataWithScoring.h"
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class Notes;
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class ScoreKeeperMAX2: public ScoreKeeper
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{
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double m_fScore;
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double m_fScoreMultiplier;
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int m_iTapNotesHit; // number of notes judged so far, needed by scoring
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int m_iCurToastyCombo;
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void AddScore( TapNoteScore score );
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public:
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ScoreKeeperMAX2( const vector<Notes*>& apNotes, PlayerNumber pn);
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void OnNextSong( int iSongInCourseIndex, Notes* pNotes ); // before a song plays (called multiple times if course)
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void HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow, Inventory* pInventory );
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void HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore );
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int TapNoteScoreToDancePoints( TapNoteScore tns );
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int HoldNoteScoreToDancePoints( HoldNoteScore hns );
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int GetPossibleDancePoints( const NoteData* pNoteData );
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};
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#endif
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