Files
itgmania212121/stepmania/src/ScoreKeeperMAX2.cpp
T
Glenn Maynard c74761ca81 Fix OKs making perfect scores impossible in course modes.
(patch from Steve Towle)
2003-06-11 19:13:27 +00:00

458 lines
12 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScoreKeeperMAX2
Desc:
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScoreKeeperMAX2.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "Notes.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "ScreenGameplay.h"
#include "GameState.h"
#include "Course.h"
ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Notes*>& apNotes_, PlayerNumber pn_ ):
ScoreKeeper(pn_), apNotes(apNotes_)
{
//
// Fill in m_CurStageStats, calculate multiplier
//
NoteData notedata;
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
ASSERT( !apNotes.empty() );
Notes* pNotes = apNotes[0];
GAMESTATE->m_CurStageStats.pSong = GAMESTATE->m_pCurSong;
GAMESTATE->m_CurStageStats.iMeter[pn_] = pNotes->GetMeter();
pNotes->GetNoteData( &notedata );
GAMESTATE->m_CurStageStats.iPossibleDancePoints[pn_] = this->GetPossibleDancePoints( &notedata );
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
int iTotalPossibleDancePoints = 0;
for( unsigned i=0; i<apNotes.size(); i++ )
{
apNotes[i]->GetNoteData( &notedata );
iTotalPossibleDancePoints += this->GetPossibleDancePoints( &notedata );
}
GAMESTATE->m_CurStageStats.pSong = NULL;
GAMESTATE->m_CurStageStats.iPossibleDancePoints[pn_] = iTotalPossibleDancePoints;
}
break;
default:
ASSERT(0);
}
m_fScore = 0;
m_iCurToastyCombo = 0;
}
void ScoreKeeperMAX2::OnNextSong( int iSongInCourseIndex, Notes* pNotes )
{
/*
http://www.aaroninjapan.com/ddr2.html
Note on NONSTOP Mode scoring
Nonstop mode requires the player to play 4 songs in succession, with the total maximum possible score for the four song set being 100,000,000. This comes from the sum of the four stages' maximum possible scores, which, regardless of song or difficulty is:
10,000,000 for the first song
20,000,000 for the second song
30,000,000 for the third song
40,000,000 for the fourth song
*/
//
// Calculate the score multiplier
//
NoteData noteData;
pNotes->GetNoteData( &noteData );
int N = noteData.GetNumRowsWithTaps() + noteData.GetNumHoldNotes();
int sum = (N * (N + 1)) / 2;
int iMaxPossiblePoints; // fill this in below
if( GAMESTATE->IsCourseMode() )
{
const int numSongsInCourse = apNotes.size();
int courseMult = (numSongsInCourse * (numSongsInCourse + 1)) / 2;
iMaxPossiblePoints = (10000000 * (iSongInCourseIndex+1)) / courseMult;
}
else
{
int iMeter = pNotes->GetMeter();
CLAMP( iMeter, 1, 10 );
iMaxPossiblePoints = iMeter * 1000000;
}
m_fScoreMultiplier = (float)iMaxPossiblePoints / sum;
ASSERT(m_fScoreMultiplier >= 0.0);
m_iTapNotesHit = 0;
}
void ScoreKeeperMAX2::AddScore( TapNoteScore score )
{
/*
http://www.aaroninjapan.com/ddr2.html
Regular scoring:
Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
Note on NONSTOP Mode scoring
Let p = score multiplier (Marvelous = 10, Perfect = 9, Great = 5, other = 0)
*/
int p = 0; // score multiplier
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
switch( score )
{
case TNS_MARVELOUS: p = 10; break;
case TNS_PERFECT: p = 10; break;
case TNS_GREAT: p = 5; break;
default: p = 0; break;
}
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
switch( score )
{
case TNS_MARVELOUS: p = 10; break;
case TNS_PERFECT: p = 9; break;
case TNS_GREAT: p = 5; break;
default: p = 0; break;
}
break;
default:
ASSERT(0);
}
m_iTapNotesHit++;
m_fScore += (p * m_iTapNotesHit) * m_fScoreMultiplier;
ASSERT(m_fScore >= 0);
printf( "score: %10.0f\n", m_fScore );
GAMESTATE->m_CurStageStats.fScore[m_PlayerNumber] = float(m_fScore);
}
void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow, Inventory* pInventory )
{
ASSERT( iNumTapsInRow >= 1 );
// update dance points
GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( scoreOfLastTap );
GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
/*
http://www.aaroninjapan.com/ddr2.html
A single step's points are calculated as follows:
p = score multiplier (Perfect = 10, Great = 5, other = 0)
N = total number of steps and freeze steps
S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
n = number of the current step or freeze step (varies from 1 to N)
B = Base value of the song (1,000,000 X the number of feet difficulty) - All edit data is rated as 5 feet
So, the score for one step is:
one_step_score = p * (B/S) * n
*IMPORTANT* : Double steps (U+L, D+R, etc.) count as two steps instead of one *for your combo count only*,
so if you get a double L+R on the 112th step of a song, you score is calculated for only one step, not two,
as the combo counter might otherwise imply.
Now, through simple algebraic manipulation:
S = 1+...+N = (1+N)*N/2 (1 through N added together)
Okay, time for an example. Suppose we wanted to calculate the step score of a "Great" on the 57th step of
a 441 step, 8-foot difficulty song (I'm just making this one up):
S = (1 + 441)*441 / 2
= 194,222 / 2
= 97,461
StepScore = p * (B/S) * n
= 5 * (8,000,000 / 97,461) * 57
= 5 * (82) * 57 (The 82 is rounded down from 82.08411...)
= 23,370
Remember this is just the score for the step, not the cumulative score up to the 57th step. Also, please note that
I am currently checking into rounding errors with the system and if there are any, how they are resolved in the system.
Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible
score for any song is the number of feet difficulty X 10,000,000.
3dfsux:
I redid this code so it will store the score as a long, then correct the score for each song based on that value.
m_lScore == p * n
m_fScoreMultiplier = (B/S)
keeping these seperate for as long as possible improves accuracy.
*/
AddScore( scoreOfLastTap ); // only score once per row
//
// handle combo logic
//
#ifndef DEBUG
if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstrationOrJukebox ) // cheaters never prosper
{
m_iCurToastyCombo = 0;
return;
}
#endif //DEBUG
//
// Toasty combo
//
switch( scoreOfLastTap )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
m_iCurToastyCombo += iNumTapsInRow;
if( m_iCurToastyCombo==250 && !GAMESTATE->m_bDemonstrationOrJukebox )
SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
break;
default:
m_iCurToastyCombo = 0;
break;
}
//
// Regular combo
//
int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
int iOldCombo = iCurCombo;
/*
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.
*/
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
switch( scoreOfLastTap )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
case TNS_GREAT:
iCurCombo += iNumTapsInRow;
break;
}
break;
case PLAY_MODE_ONI:
switch( scoreOfLastTap )
{
case TNS_MARVELOUS:
case TNS_PERFECT:
iCurCombo++;
break;
}
break;
default:
ASSERT(0);
}
#define CROSSED( x ) (iOldCombo<x && iCurCombo>=x)
if ( CROSSED(100) )
SCREENMAN->PostMessageToTopScreen( SM_100Combo, 0 );
else if( CROSSED(200) )
SCREENMAN->PostMessageToTopScreen( SM_200Combo, 0 );
else if( CROSSED(300) )
SCREENMAN->PostMessageToTopScreen( SM_300Combo, 0 );
else if( CROSSED(400) )
SCREENMAN->PostMessageToTopScreen( SM_400Combo, 0 );
else if( CROSSED(500) )
SCREENMAN->PostMessageToTopScreen( SM_500Combo, 0 );
else if( CROSSED(600) )
SCREENMAN->PostMessageToTopScreen( SM_600Combo, 0 );
else if( CROSSED(700) )
SCREENMAN->PostMessageToTopScreen( SM_700Combo, 0 );
else if( CROSSED(800) )
SCREENMAN->PostMessageToTopScreen( SM_800Combo, 0 );
else if( CROSSED(900) )
SCREENMAN->PostMessageToTopScreen( SM_900Combo, 0 );
else if( CROSSED(1000))
SCREENMAN->PostMessageToTopScreen( SM_1000Combo, 0 );
// new max combo
GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber] = max(GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo);
switch( scoreOfLastTap )
{
case TNS_GOOD:
case TNS_BOO:
case TNS_MISS:
if( iCurCombo>50 )
SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
iCurCombo = 0;
break;
}
}
void ScoreKeeperMAX2::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
{
// update dance points totals
GAMESTATE->m_CurStageStats.iHoldNoteScores[m_PlayerNumber][holdScore] ++;
GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( holdScore );
if( holdScore == HNS_OK )
AddScore( TNS_MARVELOUS );
}
int ScoreKeeperMAX2::GetPossibleDancePoints( const NoteData* pNoteData )
{
/* Note that, if Marvelous timing is disabled or not active (not course mode),
* PERFECT will be used instead. */
TapNoteScore maxPossibleTapScore = PREFSMAN->m_bMarvelousTiming ? TNS_MARVELOUS : TNS_PERFECT;
return pNoteData->GetNumRowsWithTaps()*TapNoteScoreToDancePoints(maxPossibleTapScore)+
pNoteData->GetNumHoldNotes()*HoldNoteScoreToDancePoints(HNS_OK);
}
int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
{
if(!PREFSMAN->m_bMarvelousTiming && tns == TNS_MARVELOUS)
tns = TNS_PERFECT;
/*
http://www.aaroninjapan.com/ddr2.html
Regular play scoring
A "Perfect" is worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
Note on ONI Mode scoring
The total number of Dance Points is calculated with Marvelous steps being worth 3 points, Perfects getting
2 points, OKs getting 3 points, Greats getting 1 point, and everything else is worth 0 points. (Note: The
"Marvelous" step rating is a new rating to DDR Extreme only used in Oni and Nonstop modes. They are rated
higher than "Perfect" steps).
Note on NONSTOP Mode scoring
A "Marvelous" is worth 2 points
A "Perfect" is also worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
*/
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
switch( tns )
{
case TNS_MARVELOUS: return +2;
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return -8;
}
break;
case PLAY_MODE_ONI:
switch( tns )
{
case TNS_MARVELOUS: return +3;
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return +0;
case TNS_MISS: return +0;
}
break;
default:
ASSERT(0);
}
return +0;
}
int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_NONSTOP:
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
}
break;
case PLAY_MODE_ONI:
switch( hns )
{
case HNS_OK: return +3;
case HNS_NG: return +0;
}
break;
default:
ASSERT(0);
}
return +0;
}