Merge StageResults into PlayerStageStats. Move results calc into StageStats.
This makes StageStats touch some stuff that I don't think it should, but it's an improvement over having all this scoring logic inside a special screen.
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@@ -4,6 +4,12 @@
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#include "Foreach.h"
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#include "Steps.h"
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#include "song.h"
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#include "RageLog.h"
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#include "PrefsManager.h"
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#include "PlayerState.h"
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#include "Style.h"
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#include "Profile.h"
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#include "ProfileManager.h"
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/*
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* Arcade: for the current stage (one song).
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@@ -121,6 +127,144 @@ float StageStats::GetTotalPossibleStepsSeconds() const
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return fSecs;
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}
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void StageStats::CommitScores( bool bSummary )
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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return; /* don't save scores in battle */
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}
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if( PREFSMAN->m_bScreenTestMode )
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{
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FOREACH_PlayerNumber( pn )
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{
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m_player[pn].m_iPersonalHighScoreIndex = 0;
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m_player[pn].m_iMachineHighScoreIndex = 0;
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}
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}
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// don't save scores if the player chose not to
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if( !GAMESTATE->m_SongOptions.m_bSaveScore )
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return;
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LOG->Trace( "saving stats and high scores" );
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FOREACH_HumanPlayer( p )
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{
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// don't save scores if the player is disqualified
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if( GAMESTATE->IsDisqualified(p) )
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continue;
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// whether or not to save scores when the stage was failed
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// depends on if this is a course or not ... it's handled
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// below in the switch
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HighScore &hs = m_player[p].m_HighScore;
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hs.SetName( RANKING_TO_FILL_IN_MARKER[p] );
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hs.SetGrade( m_player[p].GetGrade() );
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hs.SetScore( m_player[p].iScore );
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hs.SetPercentDP( m_player[p].GetPercentDancePoints() );
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hs.SetSurviveSeconds( m_player[p].fAliveSeconds );
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hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : CString("") );
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hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
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hs.SetProductID( PREFSMAN->m_iProductID );
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FOREACH_TapNoteScore( tns )
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hs.SetTapNoteScore( tns, m_player[p].iTapNoteScores[tns] );
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FOREACH_HoldNoteScore( hns )
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hs.SetHoldNoteScore( hns, m_player[p].iHoldNoteScores[hns] );
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hs.SetRadarValues( m_player[p].radarActual );
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hs.SetLifeRemainingSeconds( m_player[p].fLifeRemainingSeconds );
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}
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FOREACH_HumanPlayer( p )
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{
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const HighScore &hs = m_player[p].m_HighScore;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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const Song* pSong = GAMESTATE->m_pCurSong;
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const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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if( bSummary )
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{
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// don't save scores if any stage was failed
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if( m_player[p].bFailed )
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continue;
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int iAverageMeter = GetAverageMeter(p);
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m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
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PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
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PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p );
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}
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else if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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}
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else
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{
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// don't save scores for a failed song
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if( m_player[p].bFailed )
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continue;
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ASSERT( pSteps );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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}
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}
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LOG->Trace( "done saving stats and high scores" );
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// If both players get a machine high score in the same HighScoreList,
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// then one player's score may have bumped the other player. Look in
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// the HighScoreList and re-get the high score index.
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FOREACH_HumanPlayer( p )
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{
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if( m_player[p].m_iMachineHighScoreIndex == -1 ) // no record
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continue; // skip
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HighScore &hs = m_player[p].m_HighScore;
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Profile* pProfile = PROFILEMAN->GetMachineProfile();
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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const HighScoreList *pHSL = NULL;
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if( bSummary )
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{
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pHSL = &pProfile->GetCategoryHighScoreList( st, m_player[p].m_rc );
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}
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else if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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ASSERT( pTrail );
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pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
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}
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else
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
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}
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vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
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if( iter == pHSL->vHighScores.end() )
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m_player[p].m_iMachineHighScoreIndex = -1;
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else
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m_player[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin();
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}
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}
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// lua start
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#include "LuaBinding.h"
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