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.
This commit is contained in:
Glenn Maynard
2005-09-11 01:44:13 +00:00
parent 015bcd7b1b
commit 5ce2502b59
6 changed files with 166 additions and 184 deletions
+144
View File
@@ -4,6 +4,12 @@
#include "Foreach.h"
#include "Steps.h"
#include "song.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "PlayerState.h"
#include "Style.h"
#include "Profile.h"
#include "ProfileManager.h"
/*
* Arcade: for the current stage (one song).
@@ -121,6 +127,144 @@ float StageStats::GetTotalPossibleStepsSeconds() const
return fSecs;
}
void StageStats::CommitScores( bool bSummary )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
return; /* don't save scores in battle */
}
if( PREFSMAN->m_bScreenTestMode )
{
FOREACH_PlayerNumber( pn )
{
m_player[pn].m_iPersonalHighScoreIndex = 0;
m_player[pn].m_iMachineHighScoreIndex = 0;
}
}
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
return;
LOG->Trace( "saving stats and high scores" );
FOREACH_HumanPlayer( p )
{
// don't save scores if the player is disqualified
if( GAMESTATE->IsDisqualified(p) )
continue;
// whether or not to save scores when the stage was failed
// depends on if this is a course or not ... it's handled
// below in the switch
HighScore &hs = m_player[p].m_HighScore;
hs.SetName( RANKING_TO_FILL_IN_MARKER[p] );
hs.SetGrade( m_player[p].GetGrade() );
hs.SetScore( m_player[p].iScore );
hs.SetPercentDP( m_player[p].GetPercentDancePoints() );
hs.SetSurviveSeconds( m_player[p].fAliveSeconds );
hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
hs.SetDateTime( DateTime::GetNowDateTime() );
hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : CString("") );
hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
hs.SetProductID( PREFSMAN->m_iProductID );
FOREACH_TapNoteScore( tns )
hs.SetTapNoteScore( tns, m_player[p].iTapNoteScores[tns] );
FOREACH_HoldNoteScore( hns )
hs.SetHoldNoteScore( hns, m_player[p].iHoldNoteScores[hns] );
hs.SetRadarValues( m_player[p].radarActual );
hs.SetLifeRemainingSeconds( m_player[p].fLifeRemainingSeconds );
}
FOREACH_HumanPlayer( p )
{
const HighScore &hs = m_player[p].m_HighScore;
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const Song* pSong = GAMESTATE->m_pCurSong;
const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
if( bSummary )
{
// don't save scores if any stage was failed
if( m_player[p].bFailed )
continue;
int iAverageMeter = GetAverageMeter(p);
m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
}
else
{
// don't save scores for a failed song
if( m_player[p].bFailed )
continue;
ASSERT( pSteps );
PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
}
}
LOG->Trace( "done saving stats and high scores" );
// If both players get a machine high score in the same HighScoreList,
// then one player's score may have bumped the other player. Look in
// the HighScoreList and re-get the high score index.
FOREACH_HumanPlayer( p )
{
if( m_player[p].m_iMachineHighScoreIndex == -1 ) // no record
continue; // skip
HighScore &hs = m_player[p].m_HighScore;
Profile* pProfile = PROFILEMAN->GetMachineProfile();
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const HighScoreList *pHSL = NULL;
if( bSummary )
{
pHSL = &pProfile->GetCategoryHighScoreList( st, m_player[p].m_rc );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
ASSERT( pTrail );
pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
}
else
{
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
}
vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
if( iter == pHSL->vHighScores.end() )
m_player[p].m_iMachineHighScoreIndex = -1;
else
m_player[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin();
}
}
// lua start
#include "LuaBinding.h"