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-rw-r--r--src/base/UMain.pas43
1 files changed, 30 insertions, 13 deletions
diff --git a/src/base/UMain.pas b/src/base/UMain.pas
index 65e55c1d..ededb6e5 100644
--- a/src/base/UMain.pas
+++ b/src/base/UMain.pas
@@ -828,12 +828,8 @@ var
Range: integer;
NoteHit: boolean;
MaxSongPoints: integer; // max. points for the song (without line bonus)
- MaxLinePoints: real; // max. points for the current line
- ScoreFactor: array[TNoteType] of integer;
+ CurNotePoints: real; // Points for the cur. Note (PointsperNote * ScoreFactor[CurNote])
begin
- ScoreFactor[ntFreestyle] := 0;
- ScoreFactor[ntNormal] := 1;
- ScoreFactor[ntGolden] := 2;
// TODO: add duet mode support
// use Lines[LineSetIndex] with LineSetIndex depending on the current player
@@ -924,6 +920,9 @@ begin
begin
// adjust the players tone to the correct one
// TODO: do we need to do this?
+ // Philipp: I think we do, at least when we draw the notes.
+ // Otherwise the notehit thing would be shifted to the
+ // correct unhit note. I think this will look kind of strange.
CurrentSound.Tone := CurrentLineFragment.Tone;
// half size notes patch
@@ -935,17 +934,35 @@ begin
MaxSongPoints := MAX_SONG_SCORE;
// Note: ScoreValue is the sum of all note values of the song
- MaxLinePoints := MaxSongPoints / Lines[0].ScoreValue * ScoreFactor[CurrentLineFragment.NoteType];
-
- // FIXME: is this correct? Why do we add the points for a whole line
- // if just one note is correct?
+ // (MaxSongPoints / ScoreValue) is the points that a player
+ // gets for a hit of one beat of a normal note
+ // CurNotePoints is the amount of points that is meassured
+ // for a hit of the note per full beat
+ CurNotePoints := (MaxSongPoints / Lines[0].ScoreValue) * ScoreFactor[CurrentLineFragment.NoteType];
+
case CurrentLineFragment.NoteType of
- ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + MaxLinePoints;
- ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + MaxLinePoints;
+ ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + CurNotePoints;
+ ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + CurNotePoints;
end;
- CurrentPlayer.ScoreInt := Floor(CurrentPlayer.Score / 10) * 10;
- CurrentPlayer.ScoreGoldenInt := Floor(CurrentPlayer.ScoreGolden / 10) * 10;
+ // a problem if we use floor instead of round is that a score of
+ // 10000 points is only possible if the last digit of the total points
+ // for golden and normal notes is 0.
+ // if we use round, the max score is 10000 for most songs
+ // but a score of 10010 is possible if the last digit of the total
+ // points for golden and normal notes is 5
+ // the best solution is to use round for one of these scores
+ // and round the other score in the opposite direction
+ // so we assure that the highest possible score is 10000 in every case.
+ CurrentPlayer.ScoreInt := round(CurrentPlayer.Score / 10) * 10;
+
+ if (CurrentPlayer.ScoreInt < CurrentPlayer.Score) then
+ //normal score is floored so we have to ceil golden notes score
+ CurrentPlayer.ScoreGoldenInt := ceil(CurrentPlayer.ScoreGolden / 10) * 10
+ else
+ //normal score is ceiled so we have to floor golden notes score
+ CurrentPlayer.ScoreGoldenInt := floor(CurrentPlayer.ScoreGolden / 10) * 10;
+
CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
CurrentPlayer.ScoreGoldenInt +