choose the same PercentDP for all when filling scores

This commit is contained in:
Chris Danford
2005-04-02 08:08:18 +00:00
parent 6dc186ddc4
commit 8c402f13b1
+8 -4
View File
@@ -583,13 +583,13 @@ void GameCommand::Apply( PlayerNumber pn ) const
Apply( vpns );
}
static HighScore MakeRandomHighScore()
static HighScore MakeRandomHighScore( float fPercentDP )
{
HighScore hs;
hs.sName = "FAKE";
hs.grade = (Grade)SCALE( rand()%5, 0, 4, GRADE_TIER01, GRADE_TIER05 );
hs.iScore = rand()%100*1000;
hs.fPercentDP = randomf( 0.5f, 1.0f );
hs.fPercentDP = fPercentDP;
hs.fSurviveSeconds = randomf( 30.0f, 100.0f );
PlayerOptions po;
po.ChooseRandomMofifiers();
@@ -758,6 +758,10 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
}
if( m_bFillMachineStats )
{
// Choose a percent for all scores. This is useful for testing unlocks
// where some elements are unlocked at a certain percent complete
float fPercentDP = randomf( 60, 120 );
Profile* pProfile = PROFILEMAN->GetMachineProfile();
vector<Song*> vpAllSongs = SONGMAN->GetAllSongs();
@@ -770,7 +774,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
for( int i=0; i<PREFSMAN->m_iMaxHighScoresPerListForMachine; i++ )
{
int iIndex = 0;
pProfile->AddStepsHighScore( *pSong, *pSteps, MakeRandomHighScore(), iIndex );
pProfile->AddStepsHighScore( *pSong, *pSteps, MakeRandomHighScore(fPercentDP), iIndex );
}
}
}
@@ -787,7 +791,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
for( int i=0; i<PREFSMAN->m_iMaxHighScoresPerListForMachine; i++ )
{
int iIndex = 0;
pProfile->AddCourseHighScore( *pCourse, *pTrail, MakeRandomHighScore(), iIndex );
pProfile->AddCourseHighScore( *pCourse, *pTrail, MakeRandomHighScore(fPercentDP), iIndex );
}
}
}