Files
itgmania212121/stepmania/src/ScoreKeeperMAX2.cpp
T
Glenn Maynard 54da02109e cleanup
2002-12-17 21:52:38 +00:00

108 lines
3.7 KiB
C++

#include "stdafx.h"
#include "ScoreKeeperMAX2.h"
#include "GameState.h"
ScoreKeeperMAX2::ScoreKeeperMAX2(Notes *notes, NoteDataWithScoring &data, PlayerNumber pn_):
ScoreKeeper(pn_)
{
// Stats_DoublesCount = true;
int Meter = notes? notes->m_iMeter : 5;
/* Hold notes count as two tap notes. However, hold notes already count
* as 1 in GetNumTapNotes(), so only add 1*GetNumHoldNotes, not 2. */
int iNumTapNotes = data.GetNumTapNotes() + data.GetNumHoldNotes();
int sum = (iNumTapNotes * (iNumTapNotes + 1)) / 2;
if(sum)
m_fScoreMultiplier = float(Meter * 1000000) / sum;
else /* avoid div/0 on empty songs */
m_fScoreMultiplier = 0.f;
ASSERT(m_fScoreMultiplier >= 0.0);
m_iTapNotesHit = 0;
m_lScore = 0;
}
void ScoreKeeperMAX2::AddScore( TapNoteScore score )
{
int p; // score multiplier
switch( score )
{
case TNS_PERFECT: p = 10; break;
case TNS_GREAT: p = 5; break;
default: p = 0; break;
}
m_lScore += p * ++m_iTapNotesHit;
ASSERT(m_lScore >= 0);
GAMESTATE->m_fScore[m_PlayerNumber] = m_lScore * m_fScoreMultiplier;
}
void ScoreKeeperMAX2::HandleNoteScore( TapNoteScore score, int iNumTapsInRow )
{
ScoreKeeper::HandleNoteScore(score, iNumTapsInRow);
ASSERT( iNumTapsInRow >= 1 );
// update dance points for Oni lifemeter
GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += iNumTapsInRow * TapNoteScoreToDancePoints( score );
GAMESTATE->m_TapNoteScores[m_PlayerNumber][score] += iNumTapsInRow;
/*
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, 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.
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.
lScore == p * n
m_fScoreMultiplier = (B/S)
keeping these seperate for as long as possible improves accuracy.
*/
for( int i=0; i<iNumTapsInRow; i++ )
AddScore( score );
}
void ScoreKeeperMAX2::HandleHoldNoteScore( HoldNoteScore score, TapNoteScore TapNoteScore )
{
// update dance points totals
GAMESTATE->m_HoldNoteScores[m_PlayerNumber][score] ++;
GAMESTATE->m_iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( score );
if( score == HNS_OK )
AddScore( TNS_PERFECT );
}