show per-diffculty award on Eval screen every time it's received (not just the first time)

This commit is contained in:
Chris Danford
2004-03-18 06:34:10 +00:00
parent a0c58e3c04
commit 0b2cfaa7b2
2 changed files with 68 additions and 31 deletions
+61 -30
View File
@@ -108,7 +108,7 @@ void ScreenEvaluation::Init()
{
PROFILEMAN->LoadProfileFromMemoryCard(PLAYER_1);
GAMESTATE->m_PlayMode = PLAY_MODE_RAVE;
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
@@ -117,6 +117,8 @@ void ScreenEvaluation::Init()
// GAMESTATE->m_pCurCourse = SONGMAN->m_pCourses[0];
GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->m_apNotes[0];
GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->m_apNotes[0];
g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurNotes[PLAYER_1];
g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurNotes[PLAYER_2];
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
GAMESTATE->m_iCurrentStageIndex = 2;
@@ -224,10 +226,12 @@ void ScreenEvaluation::Init()
//
// update persistent statistics
//
int iPersonalHighScoreIndex[NUM_PLAYERS] = { -1, -1 };
int iMachineHighScoreIndex[NUM_PLAYERS] = { -1, -1 };
RankingCategory rc[NUM_PLAYERS] = { NUM_RANKING_CATEGORIES, NUM_RANKING_CATEGORIES };
CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc );
int iPersonalHighScoreIndex[NUM_PLAYERS];
int iMachineHighScoreIndex[NUM_PLAYERS];
RankingCategory rc[NUM_PLAYERS];;
PerDifficultyAward pdaToShow[NUM_PLAYERS];
PeakComboAward pcaToShow[NUM_PLAYERS];
CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc, pdaToShow, pcaToShow );
m_bTryExtraStage =
GAMESTATE->HasEarnedExtraStage() &&
@@ -605,6 +609,12 @@ void ScreenEvaluation::Init()
}
}
FOREACH_EnabledPlayer( pn )
{
if( pcaToShow[pn] != PEAK_COMBO_AWARD_INVALID )
m_textJudgeNumbers[max_combo][p].Command( PEAK_COMBO_AWARD_COMMAND );
}
for( l=0; l<NUM_STATS_LINES; l++ )
{
if( !SHOW_STAT(l) )
@@ -749,10 +759,9 @@ void ScreenEvaluation::Init()
this->AddChild( &m_sprPersonalRecord[p] );
}
if( SHOW_PER_DIFFICULTY_AWARD && !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() )
if( SHOW_PER_DIFFICULTY_AWARD && pdaToShow[p]!=PER_DIFFICULTY_AWARD_INVALID )
{
PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p].front();
CString sAward = PerDifficultyAwardToString( pda );
CString sAward = PerDifficultyAwardToString( pdaToShow[p] );
m_PerDifficultyAward[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation award %s",sAward.c_str())) );
m_PerDifficultyAward[p]->SetName( ssprintf("PerDifficultyAwardP%d",p+1) );
@@ -835,8 +844,23 @@ void ScreenEvaluation::Init()
}
void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] )
void ScreenEvaluation::CommitScores(
const StageStats &stageStats,
int iPersonalHighScoreIndexOut[NUM_PLAYERS],
int iMachineHighScoreIndexOut[NUM_PLAYERS],
RankingCategory rcOut[NUM_PLAYERS],
PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
PeakComboAward pcaToShowOut[NUM_PLAYERS] )
{
FOREACH_PlayerNumber( pn )
{
iPersonalHighScoreIndexOut[pn] = -1;
iMachineHighScoreIndexOut[pn] = -1;
rcOut[pn] = RANKING_INVALID;
pdaToShowOut[pn] = PER_DIFFICULTY_AWARD_INVALID;
pcaToShowOut[pn] = PEAK_COMBO_AWARD_INVALID;
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
@@ -894,7 +918,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
ASSERT( GAMESTATE->m_pCurNotes[p] );
if( hs.fPercentDP >= PREFSMAN->m_fMinPercentageForHighScore )
PROFILEMAN->AddStepsHighScore( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
PROFILEMAN->AddStepsHighScore( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
}
break;
@@ -905,13 +929,13 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
continue;
float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
rc[p] = AverageMeterToRankingCategory( fAverageMeter );
rcOut[p] = AverageMeterToRankingCategory( fAverageMeter );
if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
PROFILEMAN->AddCategoryHighScore( nt, rc[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
PROFILEMAN->AddCategoryHighScore( nt, rcOut[p], (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
PROFILEMAN->IncrementCategoryPlayCount( nt, rc[p], (PlayerNumber)p );
PROFILEMAN->IncrementCategoryPlayCount( nt, rcOut[p], (PlayerNumber)p );
}
break;
@@ -927,7 +951,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
continue;
if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
PROFILEMAN->AddCourseHighScore( pCourse, nt, cd, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
PROFILEMAN->AddCourseHighScore( pCourse, nt, cd, (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
}
break;
default:
@@ -938,11 +962,12 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
// If both players get a machine high score, a player whose score is added later
// may bump the players who were added earlier. Adjust for this.
// FIXME: Reports are that this logic is wrong.
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsHumanPlayer(p) )
continue; // skip
if( iMachineHighScoreIndex[p] == -1 ) // no record
if( iMachineHighScoreIndexOut[p] == -1 ) // no record
continue; // skip
/* If we aren't saving scores on fail, it'll be handled above; m_bFailed is only
* meaningful in stage and course eval. */
@@ -953,7 +978,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
{
if( !GAMESTATE->IsHumanPlayer(p2) )
continue; // skip
if( iMachineHighScoreIndex[p2] == -1 ) // no record
if( iMachineHighScoreIndexOut[p2] == -1 ) // no record
continue; // skip
bool bPlayedSameSteps;
switch( m_Type )
@@ -962,17 +987,17 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
bPlayedSameSteps = GAMESTATE->m_pCurNotes[p]==GAMESTATE->m_pCurNotes[p2];
break;
case summary:
bPlayedSameSteps = rc[p] == rc[p2];
bPlayedSameSteps = rcOut[p] == rcOut[p2];
break;
case course:
bPlayedSameSteps = true;
break;
}
if( iMachineHighScoreIndex[p] >= iMachineHighScoreIndex[p2] )
if( iMachineHighScoreIndexOut[p] >= iMachineHighScoreIndexOut[p2] )
{
iMachineHighScoreIndex[p2]++;
if( iMachineHighScoreIndex[p2] >= NUM_RANKING_LINES )
iMachineHighScoreIndex[p2] = -1;
iMachineHighScoreIndexOut[p2]++;
if( iMachineHighScoreIndexOut[p2] >= NUM_RANKING_LINES )
iMachineHighScoreIndexOut[p2] = -1;
}
}
}
@@ -992,6 +1017,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
// per-difficulty awards
switch( m_Type )
@@ -1001,27 +1027,30 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
if( !GAMESTATE->IsDisqualified((PlayerNumber)p) )
{
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_GREAT ) )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_GREATS );
vPdas.push_back( AWARD_FULL_COMBO_GREATS );
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_PERFECTS );
vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_MARVELOUSES );
vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_GREAT ) )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_SINGLE_DIGIT_GREATS );
vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS );
if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_PERFECT ) )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_SINGLE_DIGIT_PERFECTS );
vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS );
float fPercentGreats = stageStats.GetPercentageOfTaps((PlayerNumber)p, TNS_GREAT);
if( fPercentGreats >= 0.8f )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_80_PERCENT );
vPdas.push_back( AWARD_GREATS_80_PERCENT );
if( fPercentGreats >= 0.9f )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_90_PERCENT );
vPdas.push_back( AWARD_GREATS_90_PERCENT );
if( fPercentGreats >= 1.f )
GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_100_PERCENT );
vPdas.push_back( AWARD_GREATS_100_PERCENT );
}
}
if( !vPdas.empty() )
pdaToShowOut[p] = vPdas.back();
// DO give peak combo awards if using easy mods
int iComboAtStartOfStage = stageStats.GetComboAtStartOfStage( (PlayerNumber)p );
int iPeakCombo = stageStats.GetMaxCombo((PlayerNumber)p).cnt;
@@ -1033,10 +1062,12 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
if( bCrossedLevel )
{
GAMESTATE->m_vLastPeakComboAwards[p].push_back( pca );
m_textJudgeNumbers[max_combo][p].Command( PEAK_COMBO_AWARD_COMMAND );
}
}
if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
pcaToShowOut[p] = GAMESTATE->m_vLastPeakComboAwards[p].back();
// erase awards from the Last list that have been received so that we
// won't show them again.
{
+7 -1
View File
@@ -60,7 +60,13 @@ public:
protected:
void Init();
void CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] );
void CommitScores(
const StageStats &stageStats,
int iPersonalHighScoreIndexOut[NUM_PLAYERS],
int iMachineHighScoreIndexOut[NUM_PLAYERS],
RankingCategory rcOut[NUM_PLAYERS],
PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
PeakComboAward pcaToShowOut[NUM_PLAYERS] );
void EndScreen();
Type m_Type;