Move CurStageStats and vPlayedStageState out of GAMESTATE. Having

GameState.h depend on StageStats.h is too inconvenient.
This commit is contained in:
Glenn Maynard
2003-12-23 00:26:00 +00:00
parent ecd5fa36e0
commit 9170e91bcc
19 changed files with 165 additions and 140 deletions
+35 -34
View File
@@ -47,6 +47,7 @@
#include "UnlockSystem.h"
#include "LightsManager.h"
#include "ProfileManager.h"
#include "StageStats.h"
//
// Defines
@@ -201,9 +202,9 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
}
GAMESTATE->m_CurStageStats.pSong = NULL; // set in LoadNextSong
GAMESTATE->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
GAMESTATE->m_CurStageStats.style = GAMESTATE->m_CurStyle;
g_CurStageStats.pSong = NULL; // set in LoadNextSong
g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
g_CurStageStats.style = GAMESTATE->m_CurStyle;
for( p=0; p<NUM_PLAYERS; p++ )
{
@@ -211,16 +212,16 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
continue; // skip
ASSERT( !m_apNotesQueue[p].empty() );
GAMESTATE->m_CurStageStats.pSteps[p] = m_apNotesQueue[p][0];
GAMESTATE->m_CurStageStats.iMeter[p] = m_apNotesQueue[p][0]->GetMeter();
g_CurStageStats.pSteps[p] = m_apNotesQueue[p][0];
g_CurStageStats.iMeter[p] = m_apNotesQueue[p][0]->GetMeter();
}
if( GAMESTATE->IsExtraStage() )
GAMESTATE->m_CurStageStats.StageType = StageStats::STAGE_EXTRA;
g_CurStageStats.StageType = StageStats::STAGE_EXTRA;
else if( GAMESTATE->IsExtraStage2() )
GAMESTATE->m_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
g_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
else
GAMESTATE->m_CurStageStats.StageType = StageStats::STAGE_NORMAL;
g_CurStageStats.StageType = StageStats::STAGE_NORMAL;
//
// Init ScoreKeepers
@@ -410,7 +411,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") );
m_MaxCombo.SetName( "MaxCombo" );
SET_XY( m_MaxCombo );
m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
this->AddChild( &m_MaxCombo );
for( p=0; p<NUM_PLAYERS; p++ )
@@ -743,8 +744,8 @@ void ScreenGameplay::LoadNextSong()
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
{
GAMESTATE->m_CurStageStats.iSongsPlayed[p]++;
m_textCourseSongNumber[p].SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iSongsPlayed[p]) );
g_CurStageStats.iSongsPlayed[p]++;
m_textCourseSongNumber[p].SetText( ssprintf("%d", g_CurStageStats.iSongsPlayed[p]) );
}
if( GAMESTATE->IsCourseMode() )
@@ -752,7 +753,7 @@ void ScreenGameplay::LoadNextSong()
int SongNumber = 0;
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
SongNumber = max( SongNumber, GAMESTATE->m_CurStageStats.iSongsPlayed[p] );
SongNumber = max( SongNumber, g_CurStageStats.iSongsPlayed[p] );
CString path = THEME->GetPathToG( ssprintf("ScreenGameplay course song %i", SongNumber), true );
if( path != "" )
m_sprCourseSongNumber.Load( path );
@@ -764,7 +765,7 @@ void ScreenGameplay::LoadNextSong()
iPlaySongIndex %= m_apSongsQueue.size();
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
GAMESTATE->m_CurStageStats.pSong = GAMESTATE->m_pCurSong;
g_CurStageStats.pSong = GAMESTATE->m_pCurSong;
// Restore the player's originally selected options.
GAMESTATE->RemoveAllActiveAttacks();
@@ -813,7 +814,7 @@ void ScreenGameplay::LoadNextSong()
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 && GAMESTATE->m_CurStageStats.bFailed[p] ) // already failed
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[p] ) // already failed
ShowOniGameOver((PlayerNumber)p);
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !PREFSMAN->m_bEventMode && !m_bDemonstration)
@@ -994,7 +995,7 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
bool ScreenGameplay::AllFailedEarlier() const
{
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && !GAMESTATE->m_CurStageStats.bFailedEarlier[p] )
if( GAMESTATE->IsPlayerEnabled(p) && !g_CurStageStats.bFailedEarlier[p] )
return false;
return true;
}
@@ -1102,7 +1103,7 @@ void ScreenGameplay::Update( float fDeltaTime )
return;
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* 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() );
@@ -1149,11 +1150,11 @@ void ScreenGameplay::Update( float fDeltaTime )
// Update living players' alive time
//
for( pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsPlayerEnabled(pn) && !GAMESTATE->m_CurStageStats.bFailed[pn])
GAMESTATE->m_CurStageStats.fAliveSeconds [pn] += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
if( GAMESTATE->IsPlayerEnabled(pn) && !g_CurStageStats.bFailed[pn])
g_CurStageStats.fAliveSeconds [pn] += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
// update fGameplaySeconds
GAMESTATE->m_CurStageStats.fGameplaySeconds += fDeltaTime;
g_CurStageStats.fGameplaySeconds += fDeltaTime;
//
// Check for end of song
@@ -1276,7 +1277,7 @@ void ScreenGameplay::Update( float fDeltaTime )
case SongOptions::FAIL_ARCADE:
case SongOptions::FAIL_END_OF_SONG:
for ( pn=0; pn<NUM_PLAYERS; pn++ )
GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
g_CurStageStats.bFailed[pn] = true; // fail
}
this->PostScreenMessage( SM_NotesEnded, 0 );
@@ -1308,7 +1309,7 @@ void ScreenGameplay::Update( float fDeltaTime )
LIGHTSMAN->SetAllUpperLights( false );
}
/* Set m_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
* SM_BeginFailed if all players failed, and kill dead Oni players. */
void ScreenGameplay::UpdateCheckFail()
{
@@ -1323,7 +1324,7 @@ void ScreenGameplay::UpdateCheckFail()
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
continue; /* isn't failing */
if( GAMESTATE->m_CurStageStats.bFailed[pn] )
if( g_CurStageStats.bFailed[pn] )
continue; /* failed and is already dead */
/* If recovery is enabled, only set fail if both are failing.
@@ -1333,7 +1334,7 @@ void ScreenGameplay::UpdateCheckFail()
continue;
LOG->Trace("Player %d failed", (int)pn);
GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
g_CurStageStats.bFailed[pn] = true; // fail
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE )
@@ -1681,14 +1682,14 @@ void ScreenGameplay::SongFinished()
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{
RadarCategory rc = (RadarCategory)r;
GAMESTATE->m_CurStageStats.fRadarPossible[p][r] = NoteDataUtil::GetRadarValue( m_Player[p], rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
GAMESTATE->m_CurStageStats.fRadarActual[p][r] = m_Player[p].GetActualRadarValue( rc, (PlayerNumber)p, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
g_CurStageStats.fRadarPossible[p][r] = NoteDataUtil::GetRadarValue( m_Player[p], rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
g_CurStageStats.fRadarActual[p][r] = m_Player[p].GetActualRadarValue( rc, (PlayerNumber)p, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
}
}
// save current stage stats
GAMESTATE->m_vPlayedStageStats.push_back( GAMESTATE->m_CurStageStats );
g_vPlayedStageStats.push_back( g_CurStageStats );
}
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
@@ -1729,28 +1730,28 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
LOG->Trace("Player %i failed: life %f is under %f",
p+1, m_pLifeMeter[p]->GetLife(), GAMESTATE->m_PlayerOptions[p].m_fPassmark );
GAMESTATE->m_CurStageStats.bFailed[p] = true;
g_CurStageStats.bFailed[p] = 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((PlayerNumber)p)) )
GAMESTATE->m_CurStageStats.bFailed[p] = true;
g_CurStageStats.bFailed[p] = true;
if( !GAMESTATE->m_CurStageStats.bFailed[p] )
GAMESTATE->m_CurStageStats.iSongsPassed[p]++;
if( !g_CurStageStats.bFailed[p] )
g_CurStageStats.iSongsPassed[p]++;
}
/* If all players have *really* failed (bFailed, not the life meter or
* bFailedEarlier): */
const bool bAllReallyFailed = GAMESTATE->m_CurStageStats.AllFailed();
const bool bAllReallyFailed = g_CurStageStats.AllFailed();
if( !bAllReallyFailed && !IsLastSong() )
{
/* Next song. */
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) && !GAMESTATE->m_CurStageStats.bFailed[p] )
if( GAMESTATE->IsPlayerEnabled(p) && !g_CurStageStats.bFailed[p] )
{
// give a little life back between stages
if( m_pLifeMeter[p] )
@@ -1783,7 +1784,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
continue;
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( GAMESTATE->m_CurStageStats.bFailed[p] )
if( g_CurStageStats.bFailed[p] )
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
@@ -2045,7 +2046,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
float fMaxSurviveSeconds = 0;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
fMaxSurviveSeconds = max( fMaxSurviveSeconds, GAMESTATE->m_CurStageStats.fAliveSeconds[p] );
fMaxSurviveSeconds = max( fMaxSurviveSeconds, g_CurStageStats.fAliveSeconds[p] );
ASSERT( fMaxSurviveSeconds > 0 );
m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
SET_XY_AND_ON_COMMAND( m_textSurviveTime );