split StageStats into player-specific and non-player-specific structs
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+65
-51
@@ -12,59 +12,48 @@ class Song;
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class Steps;
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class Style;
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struct StageStats
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struct PlayerStageStats
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{
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StageStats() { Init(); }
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PlayerStageStats() { Init(); }
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void Init();
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void AssertValid( PlayerNumber pn ) const;
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void AddStats( const StageStats& other ); // accumulate
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Grade GetGrade( PlayerNumber pn ) const;
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bool OnePassed() const;
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bool AllFailed() const;
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bool AllFailedEarlier() const;
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float GetPercentDancePoints( PlayerNumber pn ) const;
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void AddStats( const PlayerStageStats& other ); // accumulate
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PlayMode playMode;
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const Style* pStyle;
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vector<Song*> vpSongs;
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enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
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vector<Steps*> vpSteps[NUM_PLAYERS];
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int GetAverageMeter( PlayerNumber pn ) const;
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float fAliveSeconds[NUM_PLAYERS]; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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float fGameplaySeconds; // how many seconds before gameplay ended. Updated by Gameplay, not scaled by music rate.
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Grade GetGrade() const;
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float GetPercentDancePoints() const;
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vector<Steps*> vpSteps;
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float fAliveSeconds; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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/* Set if the player actually failed at any point during the song. This is always
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* false in FAIL_OFF. If recovery is enabled and two players are playing,
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* this is only set if both players were failing at the same time. */
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bool bFailed[NUM_PLAYERS];
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bool bFailed;
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier[NUM_PLAYERS];
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int iPossibleDancePoints[NUM_PLAYERS];
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int iActualDancePoints[NUM_PLAYERS];
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int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES];
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int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES];
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int iCurCombo[NUM_PLAYERS];
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int iMaxCombo[NUM_PLAYERS];
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int iCurMissCombo[NUM_PLAYERS];
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int iScore[NUM_PLAYERS];
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int iBonus[NUM_PLAYERS]; // bonus to be added on screeneval
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RadarValues radarPossible[NUM_PLAYERS]; // filled in by ScreenGameplay on start of notes
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RadarValues radarActual[NUM_PLAYERS];
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float fSecondsBeforeFail[NUM_PLAYERS]; // -1 means didn't/hasn't failed
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bool bFailedEarlier;
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int iPossibleDancePoints;
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int iActualDancePoints;
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int iTapNoteScores[NUM_TAP_NOTE_SCORES];
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int iHoldNoteScores[NUM_HOLD_NOTE_SCORES];
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int iCurCombo;
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int iMaxCombo;
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int iCurMissCombo;
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int iScore;
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int iBonus; // bonus to be added on screeneval
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RadarValues radarPossible; // filled in by ScreenGameplay on start of notes
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RadarValues radarActual;
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float fSecondsBeforeFail; // -1 means didn't/hasn't failed
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/* The number of songs played and passed, respectively. */
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int iSongsPassed[NUM_PLAYERS];
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int iSongsPlayed[NUM_PLAYERS];
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int iTotalError[NUM_PLAYERS];
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int iSongsPassed;
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int iSongsPlayed;
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int iTotalError;
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map<float,float> fLifeRecord[NUM_PLAYERS];
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void SetLifeRecordAt( PlayerNumber pn, float fLife, float fSecond );
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void GetLifeRecord( PlayerNumber pn, float *fLifeOut, int iNumSamples ) const;
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float GetLifeRecordAt( PlayerNumber pn, float fSecond ) const;
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float GetLifeRecordLerpAt( PlayerNumber pn, float fSecond ) const;
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map<float,float> fLifeRecord;
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void SetLifeRecordAt( float fLife, float fSecond );
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void GetLifeRecord( float *fLifeOut, int iNumSamples ) const;
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float GetLifeRecordAt( float fSecond ) const;
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float GetLifeRecordLerpAt( float fSecond ) const;
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struct Combo_t
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{
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@@ -85,18 +74,43 @@ struct StageStats
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Combo_t(): fStartSecond(0), fSizeSeconds(0), cnt(0), rollover(0) { }
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bool IsZero() const { return fStartSecond < 0; }
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};
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vector<Combo_t> ComboList[NUM_PLAYERS];
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float fFirstSecond[NUM_PLAYERS], fLastSecond[NUM_PLAYERS];
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vector<Combo_t> ComboList;
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float fFirstSecond;
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float fLastSecond;
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int GetComboAtStartOfStage( PlayerNumber pn ) const;
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bool FullComboOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const;
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bool FullCombo( PlayerNumber pn ) const { return FullComboOfScore(pn,TNS_GREAT); }
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bool SingleDigitsOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const;
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bool OneOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const;
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int GetTotalTaps( PlayerNumber pn ) const;
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float GetPercentageOfTaps( PlayerNumber pn, TapNoteScore tns ) const;
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void UpdateComboList( PlayerNumber pn, float fSecond, bool rollover );
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Combo_t GetMaxCombo( PlayerNumber pn ) const;
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int GetComboAtStartOfStage() const;
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bool FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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bool FullCombo() const { return FullComboOfScore(TNS_GREAT); }
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bool SingleDigitsOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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bool OneOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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int GetTotalTaps() const;
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float GetPercentageOfTaps( TapNoteScore tns ) const;
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void UpdateComboList( float fSecond, bool rollover );
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Combo_t GetMaxCombo() const;
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};
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struct StageStats
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{
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StageStats() { Init(); }
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void Init();
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void AssertValid( PlayerNumber pn ) const;
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void AddStats( const StageStats& other ); // accumulate
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bool OnePassed() const;
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bool AllFailed() const;
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bool AllFailedEarlier() const;
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int GetAverageMeter( PlayerNumber pn ) const;
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PlayMode playMode;
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const Style* pStyle;
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vector<Song*> vpSongs;
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enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
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float fGameplaySeconds; // how many seconds before gameplay ended. Updated by Gameplay, not scaled by music rate.
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PlayerStageStats m_player[NUM_PLAYERS];
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};
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/*
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