Files
itgmania212121/stepmania/src/Player.cpp
T
Glenn Maynard ad5f294ae4 m_EffectType is now a bitfield, so we can have multiple effects on
at once.

There's no interface to this, but it works with courses.

drunk, dizzy, dark is amusing. "That arrow goes WHERE?"
2002-08-31 03:04:38 +00:00

633 lines
21 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Player
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameConstantsAndTypes.h"
#include "Math.h" // for fabs()
#include "Player.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "ArrowEffects.h"
#include "GameManager.h"
#include "InputMapper.h"
#include "SongManager.h"
#include "GameState.h"
#include "RageLog.h"
#define JUDGE_PERFECT_ZOOM_X THEME->GetMetricF("Player","JudgePerfectZoomX")
#define JUDGE_PERFECT_ZOOM_Y THEME->GetMetricF("Player","JudgePerfectZoomY")
#define JUDGE_GREAT_ZOOM_X THEME->GetMetricF("Player","JudgeGreatZoomX")
#define JUDGE_GREAT_ZOOM_Y THEME->GetMetricF("Player","JudgeGreatZoomY")
#define JUDGE_GOOD_ZOOM_X THEME->GetMetricF("Player","JudgeGoodZoomX")
#define JUDGE_GOOD_ZOOM_Y THEME->GetMetricF("Player","JudgeGoodZoomY")
#define JUDGE_BOO_ZOOM_X THEME->GetMetricF("Player","JudgeBooZoomX")
#define JUDGE_BOO_ZOOM_Y THEME->GetMetricF("Player","JudgeBooZoomY")
#define COMBO_JUDGE_TWEEN_SECONDS THEME->GetMetricF("Player","ComboJudgeTweenSeconds")
#define BRIGHT_GHOST_THRESHOLD THEME->GetMetricI("Player","BrightGhostThreshold")
// cache because reading from theme metrics is slow
float g_fJudgePerfectZoomX,
g_fJudgePerfectZoomY,
g_fJudgeGreatZoomX,
g_fJudgeGreatZoomY,
g_fJudgeGoodZoomX,
g_fJudgeGoodZoomY,
g_fJudgeBooZoomX,
g_fJudgeBooZoomY,
g_fComboJudgeTweenSeconds;
int g_iBrightGhostThreshold;
// these two items are in the
const float FRAME_JUDGE_AND_COMBO_Y = CENTER_Y;
const float JUDGEMENT_Y_OFFSET = -26;
const float COMBO_Y_OFFSET = +26;
const float FRAME_JUDGE_AND_COMBO_BEAT_TIME = 0.2f;
const float ARROWS_Y = SCREEN_TOP + ARROW_SIZE * 1.5f;
const float HOLD_JUDGEMENT_Y = ARROWS_Y + 80;
const float HOLD_ARROW_NG_TIME = 0.18f;
Player::Player()
{
// Update theme metrics cache
g_fJudgePerfectZoomX = JUDGE_PERFECT_ZOOM_X;
g_fJudgePerfectZoomY = JUDGE_PERFECT_ZOOM_Y;
g_fJudgeGreatZoomX = JUDGE_GREAT_ZOOM_X;
g_fJudgeGreatZoomY = JUDGE_GREAT_ZOOM_Y;
g_fJudgeGoodZoomX = JUDGE_GOOD_ZOOM_X;
g_fJudgeGoodZoomY = JUDGE_GOOD_ZOOM_Y;
g_fJudgeBooZoomX = JUDGE_BOO_ZOOM_X;
g_fJudgeBooZoomY = JUDGE_BOO_ZOOM_Y;
g_fComboJudgeTweenSeconds = COMBO_JUDGE_TWEEN_SECONDS;
g_iBrightGhostThreshold = BRIGHT_GHOST_THRESHOLD;
m_PlayerNumber = PLAYER_INVALID;
m_pLifeMeter = NULL;
m_pScore = NULL;
this->AddSubActor( &m_GrayArrowRow );
this->AddSubActor( &m_NoteField );
this->AddSubActor( &m_GhostArrowRow );
m_frameJudgement.AddSubActor( &m_Judgement );
this->AddSubActor( &m_frameJudgement );
m_frameCombo.AddSubActor( &m_Combo );
this->AddSubActor( &m_frameCombo );
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
this->AddSubActor( &m_HoldJudgement[c] );
}
void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDisplay* pScore )
{
//LOG->Trace( "Player::Load()", );
m_PlayerNumber = pn;
m_pLifeMeter = pLM;
m_pScore = pScore;
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
// init scoring
NoteDataWithScoring::Init();
// copy note data
this->CopyAll( pNoteData );
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_fSecondsBeforeFail[m_PlayerNumber] != -1 ) // Oni dead
this->ClearAll();
/* The editor reuses Players ... so we really need to make sure everything
* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
* then we could just this->StopTweening()? -glenn */
m_frameJudgement.StopTweening();
m_Combo.Reset();
m_Judgement.Reset();
m_iNumTapNotes = pNoteData->GetNumTapNotes();
m_iTapNotesHit = 0;
m_iMeter = GAMESTATE->m_pCurNotes[m_PlayerNumber] ? GAMESTATE->m_pCurNotes[m_PlayerNumber]->m_iMeter : 5;
if( m_pScore )
m_pScore->Init( pn );
if( !GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes )
this->RemoveHoldNotes();
this->Turn( GAMESTATE->m_PlayerOptions[pn].m_TurnType );
if( GAMESTATE->m_PlayerOptions[pn].m_bLittle )
this->MakeLittle();
int iPixelsToDrawBefore = 96;
int iPixelsToDrawAfter = 384;
// If both options are on, we *do* need to multiply it twice.
if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_MINI)
{
iPixelsToDrawBefore *= 2;
iPixelsToDrawAfter *= 2;
}
if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_SPACE)
{
iPixelsToDrawBefore *= 2;
iPixelsToDrawAfter *= 2;
}
m_NoteField.Load( (NoteData*)this, pn, iPixelsToDrawBefore, iPixelsToDrawAfter );
m_GrayArrowRow.Load( pn );
m_GhostArrowRow.Load( pn );
m_frameJudgement.SetY( FRAME_JUDGE_AND_COMBO_Y );
m_frameCombo.SetY( FRAME_JUDGE_AND_COMBO_Y );
m_Combo.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? -COMBO_Y_OFFSET : COMBO_Y_OFFSET );
m_Judgement.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? -JUDGEMENT_Y_OFFSET : JUDGEMENT_Y_OFFSET );
for( int c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
m_HoldJudgement[c].SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - HOLD_JUDGEMENT_Y : HOLD_JUDGEMENT_Y );
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
m_HoldJudgement[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
m_NoteField.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
m_GrayArrowRow.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
m_GhostArrowRow.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_MINI )
{
m_NoteField.SetZoom( 0.5f );
m_GrayArrowRow.SetZoom( 0.5f );
m_GhostArrowRow.SetZoom( 0.5f );
}
}
void Player::Update( float fDeltaTime )
{
//LOG->Trace( "Player::Update(%f)", fDeltaTime );
const float fSongBeat = GAMESTATE->m_fSongBeat;
//
// Check for TapNote misses
//
int iNumMisses = UpdateTapNotesMissedOlderThan( GAMESTATE->m_fSongBeat - GetMaxBeatDifference() );
if( iNumMisses > 0 )
int kjsdfsd = 0;
//
// update HoldNotes logic
//
for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
{
HoldNote &hn = m_HoldNotes[i];
HoldNoteScore &hns = m_HoldNoteScores[i];
float &fLife = m_fHoldNoteLife[i];
int iHoldStartIndex = BeatToNoteRow(hn.m_fStartBeat);
int iHoldEndIndex = BeatToNoteRow(hn.m_fEndBeat);
m_NoteField.m_bIsHoldingHoldNote[i] = false; // set host flag so NoteField can do intelligent drawing
if( hns != HNS_NONE ) // if this HoldNote already has a result
continue; // we don't need to update the logic for this one
const StyleInput StyleI( m_PlayerNumber, hn.m_iTrack );
const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
if( hn.m_fStartBeat < fSongBeat && fSongBeat < hn.m_fEndBeat ) // if the song beat is in the range of this hold
{
const bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI ) || PREFSMAN->m_bAutoPlay || GAMESTATE->m_bDemonstration;
// if they got a bad score or haven't stepped on the corresponding tap yet
const TapNoteScore tns = m_TapNoteScores[hn.m_iTrack][iHoldStartIndex];
const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this hold?
m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing
if( bSteppedOnTapNote && bIsHoldingButton )
{
// Increase life
fLife += fDeltaTime/HOLD_ARROW_NG_TIME;
fLife = min( fLife, 1 ); // clamp
m_NoteField.m_HoldNotes[i].m_fStartBeat = fSongBeat; // move the start of this Hold
m_GhostArrowRow.HoldNote( hn.m_iTrack ); // update the "electric ghost" effect
}
else
{
if( fSongBeat-hn.m_fStartBeat > GetMaxBeatDifference() )
{
// Decrease life
fLife -= fDeltaTime/HOLD_ARROW_NG_TIME;
fLife = max( fLife, 0 ); // clamp
}
}
m_NoteField.m_fHoldNoteLife[i] = fLife; // update the NoteField display
}
// check for NG
if( fLife == 0 ) // the player has not pressed the button for a long time!
{
hns = HNS_NG;
HandleNoteScore( hns );
m_HoldJudgement[hn.m_iTrack].SetHoldJudgement( HNS_NG );
m_NoteField.m_HoldNoteScores[i] = HNS_NG; // update the NoteField display
}
// check for OK
if( fSongBeat >= hn.m_fEndBeat ) // if this HoldNote is in the past
{
// At this point fLife > 0, or else we would have marked it NG above
fLife = 1;
hns = HNS_OK;
HandleNoteScore( hns );
m_HoldJudgement[hn.m_iTrack].SetHoldJudgement( HNS_OK );
m_NoteField.m_fHoldNoteLife[i] = fLife; // update the NoteField display
m_NoteField.m_HoldNoteScores[i] = HNS_OK; // update the NoteField display
}
}
ActorFrame::Update( fDeltaTime );
}
void Player::DrawPrimitives()
{
m_frameCombo.Draw(); // draw this below everything else
D3DXMATRIX matOldView, matOldProj;
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType & PlayerOptions::EFFECT_SPACE )
{
// save old view and projection
DISPLAY->GetViewTransform( &matOldView );
DISPLAY->GetProjectionTransform( &matOldProj );
// construct view and project matrix
D3DXMATRIX matNewView;
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll )
D3DXMatrixLookAtLH(
&matNewView,
&D3DXVECTOR3( CENTER_X, GetY()-300.0f, 400.0f ),
&D3DXVECTOR3( CENTER_X, GetY()+100.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
);
else
D3DXMatrixLookAtLH(
&matNewView,
&D3DXVECTOR3( CENTER_X, GetY()+800.0f, 400.0f ),
&D3DXVECTOR3( CENTER_X, GetY()+400.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
);
DISPLAY->SetViewTransform( &matNewView );
D3DXMATRIX matNewProj;
D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
DISPLAY->SetProjectionTransform( &matNewProj );
}
m_GrayArrowRow.Draw();
m_NoteField.Draw();
m_GhostArrowRow.Draw();
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType & PlayerOptions::EFFECT_SPACE )
{
// restire old view and projection
DISPLAY->SetViewTransform( &matOldView );
DISPLAY->SetProjectionTransform( &matOldProj );
}
m_frameJudgement.Draw();
for( int c=0; c<m_iNumTracks; c++ )
m_HoldJudgement[c].Draw();
}
void Player::Step( int col )
{
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_fSecondsBeforeFail[m_PlayerNumber] != -1 ) // Oni dead
return; // do nothing
//LOG->Trace( "Player::HandlePlayerStep()" );
ASSERT( col >= 0 && col <= m_iNumTracks );
const float fSongBeat = GAMESTATE->m_fSongBeat;
// look for the closest matching step
int iIndexStartLookingAt = BeatToNoteRow( GAMESTATE->m_fSongBeat );
int iNumElementsToExamine = BeatToNoteRow( GetMaxBeatDifference() ); // number of elements to examine on either end of iIndexStartLookingAt
//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
int iIndexOverlappingNote = -1; // leave as -1 if we don't find any
// Start at iIndexStartLookingAt and search outward. The first one note
// overlaps the player's hit (this is the closest match).
for( int delta=0; delta <= iNumElementsToExamine; delta++ )
{
int iCurrentIndexEarlier = iIndexStartLookingAt - delta;
int iCurrentIndexLater = iIndexStartLookingAt + delta;
////////////////////////////
// check the step to the left of iIndexStartLookingAt
////////////////////////////
//LOG->Trace( "Checking Notes[%d]", iCurrentIndexEarlier );
if( iCurrentIndexEarlier >= 0 &&
m_TapNotes[col][iCurrentIndexEarlier] != '0' && // there is a note here
m_TapNoteScores[col][iCurrentIndexEarlier] == TNS_NONE ) // this note doesn't have a score
{
iIndexOverlappingNote = iCurrentIndexEarlier;
break;
}
////////////////////////////
// check the step to the right of iIndexStartLookingAt
////////////////////////////
//LOG->Trace( "Checking Notes[%d]", iCurrentIndexLater );
if( iCurrentIndexLater >= 0 &&
m_TapNotes[col][iCurrentIndexLater] != '0' && // there is a note here
m_TapNoteScores[col][iCurrentIndexLater] == TNS_NONE ) // this note doesn't have a score
{
iIndexOverlappingNote = iCurrentIndexLater;
break;
}
}
bool bDestroyedNote = false;
if( iIndexOverlappingNote != -1 )
{
// compute the score for this hit
const float fStepBeat = NoteRowToBeat( (float)iIndexOverlappingNote );
const float fBeatsUntilStep = fStepBeat - fSongBeat;
const float fPercentFromPerfect = fabsf( fBeatsUntilStep / GetMaxBeatDifference() );
TapNoteScore &score = m_TapNoteScores[col][iIndexOverlappingNote];
if( fPercentFromPerfect < 0.25f ) score = TNS_PERFECT;
else if( fPercentFromPerfect < 0.50f ) score = TNS_GREAT;
else if( fPercentFromPerfect < 0.75f ) score = TNS_GOOD;
else score = TNS_BOO;
if( GAMESTATE->m_bDemonstration || PREFSMAN->m_bAutoPlay )
score = TNS_PERFECT;
bDestroyedNote = (score >= TNS_GOOD);
bool bRowDestroyed = true;
for( int t=0; t<m_iNumTracks; t++ ) // did this complete the elminiation of the row?
{
if( m_TapNotes[t][iIndexOverlappingNote] != '0' && // there is a note here
m_TapNoteScores[t][iIndexOverlappingNote] == TNS_NONE ) // and it doesn't have a score
{
bRowDestroyed = false;
break; // stop searching
}
}
if( bRowDestroyed )
OnRowDestroyed( col, iIndexOverlappingNote );
}
if( !bDestroyedNote )
m_GrayArrowRow.Step( col );
}
void Player::OnRowDestroyed( int col, int iIndexThatWasSteppedOn )
{
//LOG->Trace( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
// fBeatsUntilStep, fPercentFromPerfect );
// find the minimum score of the row
TapNoteScore score = TNS_PERFECT;
for( int t=0; t<m_iNumTracks; t++ )
if( m_TapNoteScores[t][iIndexThatWasSteppedOn] >= TNS_BOO )
score = min( score, m_TapNoteScores[t][iIndexThatWasSteppedOn] );
// remove this row from the NoteField
// bool bHoldNoteOnThisBeat = false;
// for( int j=0; j<m_iNumHoldNotes; j++ )
// {
// if( m_HoldNotes[j].m_iStartIndex == iIndexThatWasSteppedOn )
// {
// bHoldNoteOnThisBeat = true;
// break;
// }
// }
// if ( score==TNS_PERFECT || score == TNS_GREAT || bHoldNoteOnThisBeat )
if ( score==TNS_PERFECT || score == TNS_GREAT )
m_NoteField.RemoveTapNoteRow( iIndexThatWasSteppedOn );
for( int c=0; c<m_iNumTracks; c++ ) // for each column
{
if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
{
m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>g_iBrightGhostThreshold ); // show the ghost arrow for this column
HandleNoteScore( score ); // update score - called once per note in this row
// update combo - called once per note in this row
m_Combo.UpdateScore( score );
GAMESTATE->m_iMaxCombo[m_PlayerNumber] = max( GAMESTATE->m_iMaxCombo[m_PlayerNumber], m_Combo.GetCurrentCombo() );
}
}
// update the judgement, score, and life
m_Judgement.SetJudgement( score );
// zoom the judgement and combo like a heart beat
float fStartZoomX, fStartZoomY;
switch( score )
{
case TNS_PERFECT: fStartZoomX = g_fJudgePerfectZoomX; fStartZoomY = g_fJudgePerfectZoomY; break;
case TNS_GREAT: fStartZoomX = g_fJudgeGreatZoomX; fStartZoomY = g_fJudgeGreatZoomY; break;
case TNS_GOOD: fStartZoomX = g_fJudgeGoodZoomX; fStartZoomY = g_fJudgeGoodZoomY; break;
case TNS_BOO: fStartZoomX = g_fJudgeBooZoomX; fStartZoomY = g_fJudgeBooZoomY; break;
}
m_frameJudgement.SetZoomX( fStartZoomX );
m_frameJudgement.SetZoomY( fStartZoomY );
m_frameJudgement.BeginTweening( g_fComboJudgeTweenSeconds );
m_frameJudgement.SetTweenZoom( 1 );
m_frameCombo.SetZoomX( fStartZoomX );
m_frameCombo.SetZoomY( fStartZoomY );
m_frameCombo.BeginTweening( g_fComboJudgeTweenSeconds );
m_frameCombo.SetTweenZoom( 1 );
}
int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
{
//LOG->Trace( "Notes::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
int iMissIfOlderThanThisIndex = BeatToNoteRow( fMissIfOlderThanThisBeat );
int iNumMissesFound = 0;
// Since this is being called every frame, let's not check the whole array every time.
// Instead, only check 10 elements back. Even 10 is overkill.
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
//LOG->Trace( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
for( int t=0; t<m_iNumTracks; t++ )
{
for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
{
bool bFoundAMissInThisRow = false;
if( m_TapNotes[t][r] != '0' && m_TapNoteScores[t][r] == TNS_NONE )
{
m_TapNoteScores[t][r] = TNS_MISS;
iNumMissesFound++;
bFoundAMissInThisRow = true;
HandleNoteScore( TNS_MISS );
}
}
}
if( iNumMissesFound > 0 )
{
m_Judgement.SetJudgement( TNS_MISS );
m_Combo.UpdateScore( TNS_MISS );
}
return iNumMissesFound;
}
void Player::CrossedRow( int iNoteRow )
{
if( PREFSMAN->m_bAutoPlay || GAMESTATE->m_bDemonstration )
{
// check to see if there's at the crossed row
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][iNoteRow] != '0' )
this->Step( t );
}
}
}
void Player::HandleNoteScore( TapNoteScore score )
{
// don't accumulate points if AutoPlay is on.
if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
return;
// update dance points for Oni lifemeter
GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( score );
GAMESTATE->m_TapNoteScores[m_PlayerNumber][score]++;
if( m_pLifeMeter )
m_pLifeMeter->ChangeLife( score );
if( m_pLifeMeter )
m_pLifeMeter->OnDancePointsChange();
//A single step's points are calculated as follows:
//
//Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
//N = total number of steps and 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
//Where S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
//
//*IMPORTANT* : Double steps (U+L, D+R, etc.) count as two steps instead of one, so if you get a double L+R on the 112th step of a song, you score is calculated with a Perfect/Great/whatever for both the 112th and 113th steps. Got it? Now, through simple algebraic manipulation
//S = 1+...+N = (1+N)*N/2 (1 through N added together)
//Okay, time for an example:
//
//So, for 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.
int p; // score multiplier
switch( score )
{
case TNS_PERFECT: p = 10; break;
case TNS_GREAT: p = 5; break;
default: p = 0; break;
}
int N = m_iNumTapNotes;
int n = m_iTapNotesHit+1;
int B = m_iMeter * 1000000;
float S = (1+N)*N/2.0f;
// printf( "m_iNumTapNotes %d, m_iTapNotesHit %d\n", m_iNumTapNotes, m_iTapNotesHit );
float one_step_score = p * (B/S) * n;
float& fScore = GAMESTATE->m_fScore[m_PlayerNumber];
ASSERT( fScore >= 0 );
fScore += one_step_score;
m_iTapNotesHit++;
ASSERT( m_iTapNotesHit <= m_iNumTapNotes );
// HACK: Correct for rounding errors that cause a 100% perfect score to be slightly off
if( m_iTapNotesHit == m_iNumTapNotes &&
fabsf( fScore - froundf(fScore,1000000) ) < 50.0f ) // close to a multiple of 1,000,000
fScore = froundf(fScore,1000000);
if( m_pScore )
m_pScore->SetScore( fScore );
}
void Player::HandleNoteScore( HoldNoteScore score )
{
// don't accumulate points if AutoPlay is on.
if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
return;
// update dance points for Oni lifemeter
GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( score );
GAMESTATE->m_HoldNoteScores[m_PlayerNumber][score]++;
if( m_pLifeMeter )
m_pLifeMeter->ChangeLife( score );
if( m_pLifeMeter )
m_pLifeMeter->OnDancePointsChange();
// HoldNoteScores don't effect m_fScore
}
float Player::GetMaxBeatDifference()
{
return GAMESTATE->m_fCurBPS * PREFSMAN->m_fJudgeWindow * GAMESTATE->m_SongOptions.m_fMusicRate;
}