add courses to "total game DP" count

move RadarValues into a struct
This commit is contained in:
Chris Danford
2004-03-12 05:24:32 +00:00
parent 5d6063681c
commit 1a0c040f43
9 changed files with 107 additions and 47 deletions
+15 -22
View File
@@ -151,23 +151,16 @@ void PaneDisplay::SetContent( PaneContents c )
if( (g_Contents[c].req&NEED_PROFILE) && !PROFILEMAN->IsUsingProfile( m_PlayerNumber ) )
return;
float fRadarValues[NUM_RADAR_CATEGORIES];
memset( fRadarValues, 0, sizeof(fRadarValues) );
RadarValues rv;
if( g_Contents[c].req&NEED_NOTES )
memcpy( fRadarValues, GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetRadarValues(), sizeof(fRadarValues) );
rv = GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetRadarValues();
else if( g_Contents[c].req&NEED_COURSE )
{
vector<Course::Info> ci;
GAMESTATE->m_pCurCourse->GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci, GAMESTATE->m_CourseDifficulty[m_PlayerNumber] );
for( unsigned i = 0; i < ci.size(); ++i )
{
for( unsigned r = 0; r < NUM_RADAR_CATEGORIES; ++r )
{
const Steps *pNotes = ci[i].pNotes;
fRadarValues[r] += pNotes->GetRadarValues()[r];
}
}
CourseDifficulty cd = GAMESTATE->m_CourseDifficulty[m_PlayerNumber];
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
rv = GAMESTATE->m_pCurCourse->GetRadarValues( st, cd );
}
const Song *pSong = GAMESTATE->m_pCurSong;
@@ -181,20 +174,20 @@ void PaneDisplay::SetContent( PaneContents c )
switch( c )
{
case COURSE_NUM_STEPS:
case SONG_NUM_STEPS: val = fRadarValues[RADAR_NUM_TAPS_AND_HOLDS]; break;
case SONG_NUM_STEPS: val = rv[RADAR_NUM_TAPS_AND_HOLDS]; break;
case COURSE_JUMPS:
case SONG_JUMPS: val = fRadarValues[RADAR_NUM_JUMPS]; break;
case SONG_JUMPS: val = rv[RADAR_NUM_JUMPS]; break;
case COURSE_HOLDS:
case SONG_HOLDS: val = fRadarValues[RADAR_NUM_HOLDS]; break;
case SONG_HOLDS: val = rv[RADAR_NUM_HOLDS]; break;
case COURSE_MINES:
case SONG_MINES: val = fRadarValues[RADAR_NUM_MINES]; break;
case SONG_MINES: val = rv[RADAR_NUM_MINES]; break;
case COURSE_HANDS:
case SONG_HANDS: val = fRadarValues[RADAR_NUM_HANDS]; break;
case SONG_DIFFICULTY_RADAR_STREAM: val = fRadarValues[RADAR_STREAM]; break;
case SONG_DIFFICULTY_RADAR_VOLTAGE: val = fRadarValues[RADAR_VOLTAGE]; break;
case SONG_DIFFICULTY_RADAR_AIR: val = fRadarValues[RADAR_AIR]; break;
case SONG_DIFFICULTY_RADAR_FREEZE: val = fRadarValues[RADAR_FREEZE]; break;
case SONG_DIFFICULTY_RADAR_CHAOS: val = fRadarValues[RADAR_CHAOS]; break;
case SONG_HANDS: val = rv[RADAR_NUM_HANDS]; break;
case SONG_DIFFICULTY_RADAR_STREAM: val = rv[RADAR_STREAM]; break;
case SONG_DIFFICULTY_RADAR_VOLTAGE: val = rv[RADAR_VOLTAGE]; break;
case SONG_DIFFICULTY_RADAR_AIR: val = rv[RADAR_AIR]; break;
case SONG_DIFFICULTY_RADAR_FREEZE: val = rv[RADAR_FREEZE]; break;
case SONG_DIFFICULTY_RADAR_CHAOS: val = rv[RADAR_CHAOS]; break;
case SONG_PROFILE_HIGH_SCORE:
val = 100.0f * PROFILEMAN->GetProfile(m_PlayerNumber)->GetStepsHighScoreList(pSteps).GetTopScore().fPercentDP;
break;