Implement SaveStats and direct all input to the master player.
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@@ -2,44 +2,51 @@
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#include "ScreenGameplayShared.h"
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#include "ScreenGameplayShared.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "Player.h"
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#include "Player.h"
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#include "NoteDataUtil.h"
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#include "NoteDataWithScoring.h"
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#include "ActiveAttackList.h"
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REGISTER_SCREEN_CLASS( ScreenGameplayShared );
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REGISTER_SCREEN_CLASS( ScreenGameplayShared );
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void ScreenGameplayShared::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
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void ScreenGameplayShared::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
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{
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{
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//PlayerNumber mpn = GAMESTATE->m_MasterPlayerNumber;
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PlayerNumber mpn = GAMESTATE->m_MasterPlayerNumber;
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vPlayerInfoOut.resize( NUM_PLAYERS );
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vPlayerInfoOut.resize( NUM_PLAYERS );
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FOREACH_PlayerNumber( pn )
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FOREACH_PlayerNumber( pn )
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vPlayerInfoOut[pn].Load( pn, MultiPlayer_INVALID, true );
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vPlayerInfoOut[pn].Load( pn, MultiPlayer_INVALID, pn == mpn );
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}
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}
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PlayerInfo &ScreenGameplayShared::GetPlayerInfoForInput( const InputEventPlus& iep )
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PlayerInfo &ScreenGameplayShared::GetPlayerInfoForInput( const InputEventPlus& iep )
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{
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{
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#if 0
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return m_vPlayerInfo[GAMESTATE->m_MasterPlayerNumber];
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const float fPositionSeconds = GAMESTATE->m_fMusicSeconds - iep.DeviceI.ts.Ago();
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const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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const int row = BeatToNoteRow( fSongBeat );
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const int col = iep.StyleI.col;
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int distance = INT_MAX;
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size_t index = 0;
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for( size_t i = 0; i < m_vPlayerInfo.size(); ++i )
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{
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if( !m_vPlayerInfo[i].IsEnabled() )
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continue;
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int d = m_vPlayerInfo[i].m_pPlayer->GetClosestNoteDistance( col, row );
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if( d == -1 || d >= distance)
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continue;
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distance = d;
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index = i;
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}
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return m_vPlayerInfo[index];
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#else
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return ScreenGameplay::GetPlayerInfoForInput( iep );
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#endif
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}
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}
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void ScreenGameplayShared::SaveStats()
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{
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vector<NoteData> vParts;
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PlayerNumber mpn = GAMESTATE->m_MasterPlayerNumber;
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float fMusicLen = GAMESTATE->m_pCurSong->m_fMusicLengthSeconds;
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NoteDataUtil::SplitCompositeNoteData( m_vPlayerInfo[mpn].m_pPlayer->m_NoteData, vParts );
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for( size_t i = 0; i < min(vParts.size(), m_vPlayerInfo.size()); ++i )
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{
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PlayerInfo &pi = m_vPlayerInfo[i];
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if( !pi.IsEnabled() )
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continue;
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NoteData &nd = vParts[i];
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RadarValues rv;
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PlayerStageStats &pss = *pi.GetPlayerStageStats();
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NoteDataUtil::CalculateRadarValues( nd, fMusicLen, rv );
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pss.radarPossible += rv;
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NoteDataWithScoring::GetActualRadarValues( nd, pss, fMusicLen, rv );
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pss.radarActual += rv;
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}
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}
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/*
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/*
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* (c) 2006 Steve Checkoway
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* (c) 2006 Steve Checkoway
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* All rights reserved.
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* All rights reserved.
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@@ -8,6 +8,7 @@ class ScreenGameplayShared : public ScreenGameplay
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protected:
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protected:
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virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut );
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virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut );
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep );
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep );
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virtual void SaveStats();
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};
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};
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#endif
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#endif
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