Example #1
0
void ScoreKeeperNormal::HandleTapScore( const TapNote &tn )
{
	TapNoteScore tns = tn.result.tns;

	if( tn.type == TapNoteType_Mine )
	{
		if( tns == TNS_HitMine )
		{
			if( !m_pPlayerStageStats->m_bFailed )
				m_pPlayerStageStats->m_iActualDancePoints += TapNoteScoreToDancePoints( TNS_HitMine );
			m_pPlayerStageStats->m_iTapNoteScores[TNS_HitMine] += 1;
			if( m_MineHitIncrementsMissCombo )
				HandleComboInternal( 0, 0, 1 );
			
		}
		
		if( tns == TNS_AvoidMine && m_AvoidMineIncrementsCombo )
			HandleComboInternal( 1, 0, 0 );

		NSMAN->ReportScore(
			m_pPlayerState->m_PlayerNumber,
			tns,
			m_pPlayerStageStats->m_iScore,
			m_pPlayerStageStats->m_iCurCombo,
			tn.result.fTapNoteOffset
		);
		Message msg( "ScoreChanged" );
		msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
		msg.SetParam( "MultiPlayer", m_pPlayerState->m_mp );
		MESSAGEMAN->Broadcast( msg );
	}

	AddTapScore( tns );
}
Example #2
0
void ScoreKeeperNormal::HandleTapRowScore( const NoteData &nd, int iRow )
{
	int iNumHitContinueCombo, iNumHitMaintainCombo, iNumBreakCombo;
	GetRowCounts( nd, iRow, iNumHitContinueCombo, iNumHitMaintainCombo, iNumBreakCombo );

	int iNumTapsInRow = iNumHitContinueCombo + iNumHitMaintainCombo + iNumBreakCombo;
	if( iNumTapsInRow <= 0 )
		return;

	m_iNumNotesHitThisRow = iNumTapsInRow;

	TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteWithResult( nd, iRow ).result.tns;
	HandleTapNoteScoreInternal( scoreOfLastTap, TNS_W1, iRow );
	
	if ( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
	{
		HandleComboInternal( iNumHitContinueCombo, iNumHitMaintainCombo, iNumBreakCombo, iRow );
	}
	else
	{
		HandleRowComboInternal( scoreOfLastTap, iNumTapsInRow, iRow ); //This should work?
	}

	if( m_pPlayerState->m_PlayerNumber != PLAYER_INVALID )
		MESSAGEMAN->Broadcast( enum_add2(Message_CurrentComboChangedP1,m_pPlayerState->m_PlayerNumber) );

	AddTapRowScore( scoreOfLastTap, nd, iRow );		// only score once per row

	// handle combo logic
#ifndef DEBUG
	if( (GamePreferences::m_AutoPlay != PC_HUMAN || m_pPlayerState->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0)
		&& !GAMESTATE->m_bDemonstrationOrJukebox )	// cheaters always prosper >:D -aj comment edit
	{
		m_cur_toasty_combo = 0;
		return;
	}
#endif //DEBUG

	// Toasty combo
	if(scoreOfLastTap >= m_toasty_min_tns)
	{
		m_cur_toasty_combo += iNumTapsInRow;
		if(m_cur_toasty_combo > m_next_toasty_at &&
			!GAMESTATE->m_bDemonstrationOrJukebox)
		{
			++m_cur_toasty_level;
			// Broadcast the message before posting the screen message so that the
			// transition layer can catch the message to know the level and respond
			// accordingly. -Kyz
			Message msg("ToastyAchieved");
			msg.SetParam("PlayerNumber", m_pPlayerState->m_PlayerNumber);
			msg.SetParam("ToastyCombo", m_cur_toasty_combo);
			msg.SetParam("Level", m_cur_toasty_level);
			MESSAGEMAN->Broadcast(msg);
			SCREENMAN->PostMessageToTopScreen(SM_PlayToasty, 0);
			// TODO: keep a pointer to the Profile.  Don't index with m_PlayerNumber
			// TODO: Make the profile count the level and combo of the toasty. -Kyz
			PROFILEMAN->IncrementToastiesCount(m_pPlayerState->m_PlayerNumber);
			m_next_toasty_at= CalcNextToastyAt(m_cur_toasty_level);
		}
	}
	else
	{
		m_cur_toasty_combo = 0;
		m_cur_toasty_level= 0;
		m_next_toasty_at= 0;
		m_next_toasty_at= CalcNextToastyAt(m_cur_toasty_level);
		Message msg("ToastyDropped");
		msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
		MESSAGEMAN->Broadcast(msg);
	}

	// TODO: Remove indexing with PlayerNumber
	PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
	float offset = NoteDataWithScoring::LastTapNoteWithResult( nd, iRow ).result.fTapNoteOffset;
	NSMAN->ReportScore( pn, scoreOfLastTap,
			m_pPlayerStageStats->m_iScore,
			m_pPlayerStageStats->m_iCurCombo, offset, m_iNumNotesHitThisRow);
	Message msg( "ScoreChanged" );
	msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
	msg.SetParam( "MultiPlayer", m_pPlayerState->m_mp );
	msg.SetParam( "ToastyCombo", m_cur_toasty_combo );
	MESSAGEMAN->Broadcast( msg );
}
Example #3
0
void ScoreKeeperNormal::HandleHoldCheckpointScore( const NoteData &nd, int iRow, int iNumHoldsHeldThisRow, int iNumHoldsMissedThisRow )
{
	HandleTapNoteScoreInternal(iNumHoldsMissedThisRow == 0 ? TNS_CheckpointHit:TNS_CheckpointMiss,
							   TNS_CheckpointHit, iRow);
	HandleComboInternal( iNumHoldsHeldThisRow, 0, iNumHoldsMissedThisRow, iRow );
}
Example #4
0
void ScoreKeeperNormal::HandleTapRowScore( const NoteData &nd, int iRow )
{
	int iNumHitContinueCombo, iNumHitMaintainCombo, iNumBreakCombo;
	GetRowCounts( nd, iRow, iNumHitContinueCombo, iNumHitMaintainCombo, iNumBreakCombo );

	int iNumTapsInRow = iNumHitContinueCombo + iNumHitMaintainCombo + iNumBreakCombo;
	if( iNumTapsInRow <= 0 )
		return;

	m_iNumNotesHitThisRow = iNumTapsInRow;

	TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteWithResult( nd, iRow ).result.tns;
	HandleTapNoteScoreInternal( scoreOfLastTap, TNS_W1, iRow );
	
	if ( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
	{
		HandleComboInternal( iNumHitContinueCombo, iNumHitMaintainCombo, iNumBreakCombo, iRow );
	}
	else
	{
		HandleRowComboInternal( scoreOfLastTap, iNumTapsInRow, iRow ); //This should work?
	}

	if( m_pPlayerState->m_PlayerNumber != PLAYER_INVALID )
		MESSAGEMAN->Broadcast( enum_add2(Message_CurrentComboChangedP1,m_pPlayerState->m_PlayerNumber) );

	AddTapRowScore( scoreOfLastTap, nd, iRow );		// only score once per row

	// handle combo logic
#ifndef DEBUG
	if( (GamePreferences::m_AutoPlay != PC_HUMAN || m_pPlayerState->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0)
		&& !GAMESTATE->m_bDemonstrationOrJukebox )	// cheaters always prosper >:D -aj comment edit
	{
		m_iCurToastyCombo = 0;
		return;
	}
#endif //DEBUG

	// Toasty combo
	//vector<int> iToastyMilestones;
	switch( scoreOfLastTap )
	{
	case TNS_W1:
	case TNS_W2:
		m_iCurToastyCombo += iNumTapsInRow;

		/*
		// compile the list of toasty triggers
		{
			Lua *L = LUA->Get();
			m_vToastyTriggers.PushSelf(L);
			LuaHelpers::ReadArrayFromTable(iToastyMilestones, L);
			lua_pop( L, 1 );
			LUA->Release(L);
		}
		// find out which one we're at.
		if(m_iCurToastyTrigger <= int(iToastyMilestones.size()))
		{
			m_iNextToastyAt = iToastyMilestones[m_iCurToastyTrigger];
		}
		else // out of index value? then don't make it toasty!
		{
			m_iNextToastyAt = -1;
		}
		*/

		if( m_iCurToastyCombo >= m_ToastyTrigger &&
			m_iCurToastyCombo - iNumTapsInRow < m_ToastyTrigger &&
			!GAMESTATE->m_bDemonstrationOrJukebox )
		{
			SCREENMAN->PostMessageToTopScreen( SM_PlayToasty, 0 );
			Message msg("ToastyAchieved");
			msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
			msg.SetParam( "ToastyCombo", m_iCurToastyCombo );
			MESSAGEMAN->Broadcast(msg);

			// TODO: keep a pointer to the Profile.  Don't index with m_PlayerNumber
			PROFILEMAN->IncrementToastiesCount( m_pPlayerState->m_PlayerNumber );

			//m_iCurToastyTrigger++;
		}
		break;
	default:
		m_iCurToastyCombo = 0;
		Message msg("ToastyDropped");
		msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
		MESSAGEMAN->Broadcast(msg);
		break;
	}

	// TODO: Remove indexing with PlayerNumber
	PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
	float offset = NoteDataWithScoring::LastTapNoteWithResult( nd, iRow ).result.fTapNoteOffset;
	NSMAN->ReportScore( pn, scoreOfLastTap,
			m_pPlayerStageStats->m_iScore,
			m_pPlayerStageStats->m_iCurCombo, offset );
	Message msg( "ScoreChanged" );
	msg.SetParam( "PlayerNumber", m_pPlayerState->m_PlayerNumber );
	msg.SetParam( "MultiPlayer", m_pPlayerState->m_mp );
	msg.SetParam( "ToastyCombo", m_iCurToastyCombo );
	MESSAGEMAN->Broadcast( msg );
}