split StageStats into player-specific and non-player-specific structs

This commit is contained in:
Chris Danford
2004-12-20 21:27:24 +00:00
parent 09d018444e
commit 6213e4771f
+56 -50
View File
@@ -42,6 +42,7 @@
#include "DancingCharacters.h"
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
//
// Defines
@@ -232,7 +233,7 @@ void ScreenGameplay::Init()
ASSERT( !m_vpStepsQueue[p].empty() );
/* Record combo rollover. */
g_CurStageStats.UpdateComboList( p, 0, true );
g_CurStageStats.m_player[p].UpdateComboList( 0, true );
}
if( GAMESTATE->IsExtraStage() )
@@ -252,7 +253,7 @@ void ScreenGameplay::Init()
{
case PrefsManager::SCORING_MAX2:
case PrefsManager::SCORING_5TH:
m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_vpStepsQueue[p], m_asModifiersQueue[p], p );
m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_vpStepsQueue[p], m_asModifiersQueue[p], GAMESTATE->m_pPlayerState[p] );
break;
default: ASSERT(0);
}
@@ -260,7 +261,7 @@ void ScreenGameplay::Init()
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_RAVE:
m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave( p );
m_pSecondaryScoreKeeper[p] = new ScoreKeeperRave( GAMESTATE->m_pPlayerState[p] );
break;
}
}
@@ -463,7 +464,7 @@ void ScreenGameplay::Init()
m_MaxCombo.LoadFromFont( THEME->GetPathF(m_sName,"max combo") );
m_MaxCombo.SetName( "MaxCombo" );
SET_XY( m_MaxCombo );
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); // TODO: Make this work for both players
this->AddChild( &m_MaxCombo );
FOREACH_EnabledPlayer(p)
@@ -490,7 +491,7 @@ void ScreenGameplay::Init()
ASSERT(0);
}
m_pPrimaryScoreDisplay[p]->Init( p );
m_pPrimaryScoreDisplay[p]->Init( GAMESTATE->m_pPlayerState[p] );
m_pPrimaryScoreDisplay[p]->SetName( ssprintf("ScoreP%d",p+1) );
SET_XY( *m_pPrimaryScoreDisplay[p] );
if( GAMESTATE->m_PlayMode != PLAY_MODE_RAVE || SHOW_SCORE_IN_RAVE ) /* XXX: ugly */
@@ -509,7 +510,7 @@ void ScreenGameplay::Init()
if( m_pSecondaryScoreDisplay[p] )
{
m_pSecondaryScoreDisplay[p]->Init( p );
m_pSecondaryScoreDisplay[p]->Init( GAMESTATE->m_pPlayerState[p] );
m_pSecondaryScoreDisplay[p]->SetName( ssprintf("SecondaryScoreP%d",p+1) );
SET_XY( *m_pSecondaryScoreDisplay[p] );
this->AddChild( m_pSecondaryScoreDisplay[p] );
@@ -600,7 +601,7 @@ void ScreenGameplay::Init()
FOREACH_EnabledPlayer( pn )
{
m_ActiveAttackList[pn].LoadFromFont( THEME->GetPathF(m_sName,"ActiveAttackList") );
m_ActiveAttackList[pn].Init( pn );
m_ActiveAttackList[pn].Init( GAMESTATE->m_pPlayerState[pn] );
m_ActiveAttackList[pn].SetName( ssprintf("ActiveAttackListP%d",pn+1) );
SET_XY( m_ActiveAttackList[pn] );
this->AddChild( &m_ActiveAttackList[pn] );
@@ -795,7 +796,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
{
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
GAMESTATE->m_fLastDrawnBeat[p] = -100;
GAMESTATE->m_pPlayerState[p]->m_fLastDrawnBeat = -100;
GAMESTATE->m_pCurSteps[p] = m_vpStepsQueue[p][iSongIndex];
/* Load new NoteData into Player. Do this before
@@ -817,7 +818,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
NoteData nd = ndTransformed;
NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
m_Player[p].Load(
p,
GAMESTATE->m_pPlayerState[p],
nd,
m_pLifeMeter[p],
m_pCombinedLifeMeter,
@@ -838,7 +839,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
// Put course options into effect. Do this after Player::Load so
// that mods aren't double-applied.
GAMESTATE->m_ModsToApply[p].clear();
GAMESTATE->m_pPlayerState[p]->m_ModsToApply.clear();
for( unsigned i=0; i<m_asModifiersQueue[p][iSongIndex].size(); ++i )
{
Attack a = m_asModifiersQueue[p][iSongIndex][i];
@@ -854,14 +855,14 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
GAMESTATE->RebuildPlayerOptionsFromActiveAttacks( p );
/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
GAMESTATE->m_CurrentPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
GAMESTATE->m_pPlayerState[p]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions;
}
static int GetMaxSongsPlayed()
{
int SongNumber = 0;
FOREACH_EnabledPlayer(p)
SongNumber = max( SongNumber, g_CurStageStats.iSongsPlayed[p] );
SongNumber = max( SongNumber, g_CurStageStats.m_player[p].iSongsPlayed );
return SongNumber;
}
@@ -883,8 +884,8 @@ void ScreenGameplay::LoadNextSong()
FOREACH_EnabledPlayer( p )
{
g_CurStageStats.iSongsPlayed[p]++;
m_textCourseSongNumber[p].SetText( ssprintf("%d", g_CurStageStats.iSongsPlayed[p]) );
g_CurStageStats.m_player[p].iSongsPlayed++;
m_textCourseSongNumber[p].SetText( ssprintf("%d", g_CurStageStats.m_player[p].iSongsPlayed) );
}
LoadCourseSongNumber( GetMaxSongsPlayed() );
@@ -913,7 +914,7 @@ void ScreenGameplay::LoadNextSong()
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
g_CurStageStats.vpSteps[p].push_back( pSteps );
g_CurStageStats.m_player[p].vpSteps.push_back( pSteps );
ASSERT( GAMESTATE->m_pCurSteps[p] );
m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );
@@ -923,14 +924,14 @@ void ScreenGameplay::LoadNextSong()
if( !m_bDemonstration )
PROFILEMAN->IncrementStepsPlayCount( pSong, pSteps, p );
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
m_textPlayerOptions[p].SetText( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
m_ActiveAttackList[p].Refresh();
// reset oni game over graphic
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[p] ) // already failed
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && g_CurStageStats.m_player[p].bFailed ) // already failed
ShowOniGameOver(p);
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR && !PREFSMAN->m_bEventMode && !m_bDemonstration)
@@ -961,22 +962,26 @@ void ScreenGameplay::LoadNextSong()
if( m_bDemonstration )
{
GAMESTATE->m_PlayerController[p] = PC_CPU;
GAMESTATE->m_iCpuSkill[p] = 5;
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_CPU;
GAMESTATE->m_pPlayerState[p]->m_iCpuSkill = 5;
}
else if( GAMESTATE->IsCpuPlayer(p) )
{
GAMESTATE->m_PlayerController[p] = PC_CPU;
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_CPU;
int iMeter = GAMESTATE->m_pCurSteps[p]->GetMeter();
int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
/* Watch out: songs aren't actually bound by MAX_METER. */
iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
GAMESTATE->m_iCpuSkill[p] = iNewSkill;
GAMESTATE->m_pPlayerState[p]->m_iCpuSkill = iNewSkill;
}
else if( PREFSMAN->m_bAutoPlay )
GAMESTATE->m_PlayerController[p] = PC_AUTOPLAY;
{
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_AUTOPLAY;
}
else
GAMESTATE->m_PlayerController[p] = PC_HUMAN;
{
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PC_HUMAN;
}
}
m_AutoKeysounds.FinishLoading();
@@ -984,9 +989,10 @@ void ScreenGameplay::LoadNextSong()
m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
const bool bReverse[NUM_PLAYERS] = {
GAMESTATE->m_PlayerOptions[0].m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1,
GAMESTATE->m_PlayerOptions[1].m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1
const bool bReverse[NUM_PLAYERS] =
{
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1,
GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1
};
FOREACH_EnabledPlayer( p )
@@ -1283,7 +1289,7 @@ void ScreenGameplay::Update( float fDeltaTime )
return;
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
@@ -1300,23 +1306,23 @@ void ScreenGameplay::Update( float fDeltaTime )
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::DEAD;
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::DEAD;
}
else if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::HOT;
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::HOT;
}
else if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::DANGER;
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::DANGER;
}
else
{
GAMESTATE->m_HealthState[p] = GameState::ALIVE;
GAMESTATE->m_pPlayerState[p]->m_HealthState = PlayerState::ALIVE;
}
}
@@ -1338,7 +1344,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn)) )
continue; /* isn't failing */
if( g_CurStageStats.bFailed[pn] )
if( g_CurStageStats.m_player[pn].bFailed )
continue; /* failed and is already dead */
/* If recovery is enabled, only set fail if both are failing.
@@ -1348,7 +1354,7 @@ void ScreenGameplay::Update( float fDeltaTime )
continue;
LOG->Trace("Player %d failed", (int)pn);
g_CurStageStats.bFailed[pn] = true; // fail
g_CurStageStats.m_player[pn].bFailed = true; // fail
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
@@ -1390,8 +1396,8 @@ void ScreenGameplay::Update( float fDeltaTime )
// Update living players' alive time
//
FOREACH_EnabledPlayer(pn)
if(!g_CurStageStats.bFailed[pn])
g_CurStageStats.fAliveSeconds [pn] += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
if(!g_CurStageStats.m_player[pn].bFailed)
g_CurStageStats.m_player[pn].fAliveSeconds += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
// update fGameplaySeconds
g_CurStageStats.fGameplaySeconds += fDeltaTime;
@@ -1485,7 +1491,7 @@ void ScreenGameplay::Update( float fDeltaTime )
case SongOptions::FAIL_COMBO_OF_30_MISSES:
case SongOptions::FAIL_END_OF_SONG:
FOREACH_EnabledPlayer(pn)
g_CurStageStats.bFailed[pn] = true; // fail
g_CurStageStats.m_player[pn].bFailed = true; // fail
}
this->PostScreenMessage( SM_NotesEnded, 0 );
@@ -1788,9 +1794,9 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
FOREACH_HumanPlayer(p)
{
if( bIsHoldingShift )
GAMESTATE->m_PlayerController[p] = PREFSMAN->m_bAutoPlay ? PC_CPU : PC_HUMAN;
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_bAutoPlay ? PC_CPU : PC_HUMAN;
else
GAMESTATE->m_PlayerController[p] = PREFSMAN->m_bAutoPlay ? PC_AUTOPLAY : PC_HUMAN;
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_bAutoPlay ? PC_AUTOPLAY : PC_HUMAN;
}
}
break;
@@ -1998,10 +2004,10 @@ void ScreenGameplay::SongFinished()
RadarValues v;
NoteDataUtil::GetRadarValues( m_Player[p].m_NoteData, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds, v );
g_CurStageStats.radarPossible[p] += v;
g_CurStageStats.m_player[p].radarPossible += v;
m_Player[p].m_NoteData.GetActualRadarValues( p, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds, v );
g_CurStageStats.radarActual[p] += v;
g_CurStageStats.m_player[p].radarActual += v;
}
/* Extremely important: if we don't remove attacks before moving on to the next
@@ -2071,23 +2077,23 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
FOREACH_EnabledPlayer(p)
{
/* If either player's passmark is enabled, check it. */
if( GAMESTATE->m_PlayerOptions[p].m_fPassmark > 0 &&
if( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark > 0 &&
m_pLifeMeter[p] &&
m_pLifeMeter[p]->GetLife() < GAMESTATE->m_PlayerOptions[p].m_fPassmark )
m_pLifeMeter[p]->GetLife() < GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark )
{
LOG->Trace("Player %i failed: life %f is under %f",
p+1, m_pLifeMeter[p]->GetLife(), GAMESTATE->m_PlayerOptions[p].m_fPassmark );
g_CurStageStats.bFailed[p] = true;
p+1, m_pLifeMeter[p]->GetLife(), GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark );
g_CurStageStats.m_player[p].bFailed = true;
}
/* Mark failure. This hasn't been done yet if m_bTwoPlayerRecovery is set. */
if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_OFF &&
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
g_CurStageStats.bFailed[p] = true;
g_CurStageStats.m_player[p].bFailed = true;
if( !g_CurStageStats.bFailed[p] )
g_CurStageStats.iSongsPassed[p]++;
if( !g_CurStageStats.m_player[p].bFailed )
g_CurStageStats.m_player[p].iSongsPassed++;
}
/* If all players have *really* failed (bFailed, not the life meter or
@@ -2099,7 +2105,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
/* Next song. */
FOREACH_EnabledPlayer(p)
{
if( !g_CurStageStats.bFailed[p] )
if( !g_CurStageStats.m_player[p].bFailed )
{
// give a little life back between stages
if( m_pLifeMeter[p] )
@@ -2132,7 +2138,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
FOREACH_EnabledPlayer(p)
{
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( g_CurStageStats.bFailed[p] )
if( g_CurStageStats.m_player[p].bFailed )
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
@@ -2328,7 +2334,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
float fMaxSurviveSeconds = 0;
FOREACH_EnabledPlayer(p)
fMaxSurviveSeconds = max( fMaxSurviveSeconds, g_CurStageStats.fAliveSeconds[p] );
fMaxSurviveSeconds = max( fMaxSurviveSeconds, g_CurStageStats.m_player[p].fAliveSeconds );
ASSERT( fMaxSurviveSeconds > 0 );
m_textSurviveTime.SetText( "TIME: " + SecondsToMMSSMsMs(fMaxSurviveSeconds) );
SET_XY_AND_ON_COMMAND( m_textSurviveTime );