Move CurStageStats and vPlayedStageState out of GAMESTATE. Having
GameState.h depend on StageStats.h is too inconvenient.
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@@ -31,6 +31,7 @@
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#include "LightsManager.h"
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#include "ProfileManager.h"
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#include "song.h"
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#include "StageStats.h"
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const int NUM_SCORE_DIGITS = 9;
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@@ -109,18 +110,18 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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for( float f = 0; f < 100.0f; f += 1.0f )
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{
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float fP1 = fmodf(f/100*4+.3f,1);
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GAMESTATE->m_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f );
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GAMESTATE->m_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f );
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g_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f );
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g_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f );
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}
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GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 0;
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GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 0 );
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GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 1;
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GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 1 );
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GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 50;
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GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 25 );
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GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 250;
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GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 100 );
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g_CurStageStats.iCurCombo[PLAYER_1] = 0;
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g_CurStageStats.UpdateComboList( PLAYER_1, 0 );
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g_CurStageStats.iCurCombo[PLAYER_1] = 1;
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g_CurStageStats.UpdateComboList( PLAYER_1, 1 );
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g_CurStageStats.iCurCombo[PLAYER_1] = 50;
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g_CurStageStats.UpdateComboList( PLAYER_1, 25 );
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g_CurStageStats.iCurCombo[PLAYER_1] = 250;
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g_CurStageStats.UpdateComboList( PLAYER_1, 100 );
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}
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LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
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@@ -158,7 +159,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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break;
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case stage:
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case course:
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stageStats = GAMESTATE->m_CurStageStats;
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stageStats = g_CurStageStats;
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break;
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default:
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ASSERT(0);
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@@ -194,7 +195,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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if (PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH)
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{
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int ScoreBonuses[9] = {0, 0, 100, 1000, 10000, 100000, 1000000, 10000000, 10000000};
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GAMESTATE->m_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
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g_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
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stageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
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}
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}
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@@ -685,8 +686,8 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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continue; // skip
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int iTotalScore=0;
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for( unsigned i=0; i<GAMESTATE->m_vPlayedStageStats.size(); i++ )
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iTotalScore += GAMESTATE->m_vPlayedStageStats[i].iScore[p];
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for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
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iTotalScore += g_vPlayedStageStats[i].iScore[p];
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iTotalScore += stageStats.iScore[p];
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@@ -1193,7 +1194,7 @@ void ScreenEvaluation::Update( float fDeltaTime )
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for( int p=0; p<NUM_PLAYERS; p++)
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{
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if (GAMESTATE->m_CurStageStats.iBonus[p] == 0)
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if (g_CurStageStats.iBonus[p] == 0)
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continue;
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if (GAMESTATE->IsCourseMode())
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@@ -1203,15 +1204,15 @@ void ScreenEvaluation::Update( float fDeltaTime )
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if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f)
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continue;
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int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10;
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int increment = g_CurStageStats.iBonus[p]/10;
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if (increment < 1)
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increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]);
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increment = min(1024, g_CurStageStats.iBonus[p]);
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GAMESTATE->m_CurStageStats.iBonus[p] -= increment;
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GAMESTATE->m_CurStageStats.iScore[p] += increment;
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g_CurStageStats.iBonus[p] -= increment;
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g_CurStageStats.iScore[p] += increment;
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if( SHOW_SCORE_AREA )
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m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) );
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m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, g_CurStageStats.iScore[p]) );
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}
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}
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