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
+2 -1
View File
@@ -18,6 +18,7 @@
#include "GameState.h" #include "GameState.h"
#include "song.h" #include "song.h"
#include "Character.h" #include "Character.h"
#include "StageStats.h"
#define DC_X( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterXP%d",choice+1)) #define DC_X( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterXP%d",choice+1))
#define DC_Y( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterYP%d",choice+1)) #define DC_Y( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterYP%d",choice+1))
@@ -332,7 +333,7 @@ void DancingCharacters::DrawPrimitives()
{ {
if( GAMESTATE->IsPlayerEnabled(p) ) if( GAMESTATE->IsPlayerEnabled(p) )
{ {
bool bFailed = GAMESTATE->m_CurStageStats.bFailed[p]; bool bFailed = g_CurStageStats.bFailed[p];
bool bDanger = m_bDrawDangerLight; bool bDanger = m_bDrawDangerLight;
DISPLAY->SetLighting( true ); DISPLAY->SetLighting( true );
+23 -22
View File
@@ -36,6 +36,7 @@
#include "Bookkeeper.h" #include "Bookkeeper.h"
#include <time.h> #include <time.h>
#include "MemoryCardManager.h" #include "MemoryCardManager.h"
#include "StageStats.h"
#define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" ) #define DEFAULT_MODIFIERS THEME->GetMetric( "Common","DefaultModifiers" )
@@ -65,7 +66,7 @@ GameState::~GameState()
void GameState::Reset() void GameState::Reset()
{ {
if( m_timeGameStarted != 0 && m_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song if( m_timeGameStarted != 0 && g_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song
EndGame(); EndGame();
@@ -113,7 +114,7 @@ void GameState::Reset()
ResetStageStatistics(); ResetStageStatistics();
SONGMAN->UpdateBest(); SONGMAN->UpdateBest();
m_vPlayedStageStats.clear(); g_vPlayedStageStats.clear();
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
{ {
@@ -172,8 +173,8 @@ void GameState::EndGame()
Profile* pMachineProfile = PROFILEMAN->GetMachineProfile(); Profile* pMachineProfile = PROFILEMAN->GetMachineProfile();
int iGameplaySeconds = 0; int iGameplaySeconds = 0;
for( unsigned i=0; i<m_vPlayedStageStats.size(); i++ ) for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
iGameplaySeconds += (int) roundf(m_vPlayedStageStats[i].fGameplaySeconds); iGameplaySeconds += (int) roundf(g_vPlayedStageStats[i].fGameplaySeconds);
pMachineProfile->m_iTotalPlaySeconds += iPlaySeconds; pMachineProfile->m_iTotalPlaySeconds += iPlaySeconds;
pMachineProfile->m_iTotalGameplaySeconds += iGameplaySeconds; pMachineProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
@@ -186,9 +187,9 @@ void GameState::EndGame()
continue; continue;
unsigned i; unsigned i;
for( i=0; i<m_vPlayedStageStats.size(); i++ ) for( i=0; i<g_vPlayedStageStats.size(); i++ )
{ {
const StageStats& ss = m_vPlayedStageStats[i]; const StageStats& ss = g_vPlayedStageStats[i];
pMachineProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++; pMachineProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++;
pMachineProfile->m_iNumSongsPlayedByStyle[ss.style]++; pMachineProfile->m_iNumSongsPlayedByStyle[ss.style]++;
pMachineProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++; pMachineProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++;
@@ -203,12 +204,12 @@ void GameState::EndGame()
pPlayerProfile->m_iTotalPlays++; pPlayerProfile->m_iTotalPlays++;
pPlayerProfile->m_iCurrentCombo = pPlayerProfile->m_iCurrentCombo =
PREFSMAN->m_bComboContinuesBetweenSongs ? PREFSMAN->m_bComboContinuesBetweenSongs ?
GAMESTATE->m_CurStageStats.iCurCombo[p] : g_CurStageStats.iCurCombo[p] :
0; 0;
for( i=0; i<m_vPlayedStageStats.size(); i++ ) for( i=0; i<g_vPlayedStageStats.size(); i++ )
{ {
const StageStats& ss = m_vPlayedStageStats[i]; const StageStats& ss = g_vPlayedStageStats[i];
pPlayerProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++; pPlayerProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++;
pPlayerProfile->m_iNumSongsPlayedByStyle[ss.style]++; pPlayerProfile->m_iNumSongsPlayedByStyle[ss.style]++;
pPlayerProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++; pPlayerProfile->m_iNumSongsPlayedByDifficulty[ss.pSteps[p]->GetDifficulty()]++;
@@ -327,8 +328,8 @@ void GameState::ResetMusicStatistics()
void GameState::ResetStageStatistics() void GameState::ResetStageStatistics()
{ {
StageStats OldStats = GAMESTATE->m_CurStageStats; StageStats OldStats = g_CurStageStats;
m_CurStageStats = StageStats(); g_CurStageStats = StageStats();
if( PREFSMAN->m_bComboContinuesBetweenSongs ) if( PREFSMAN->m_bComboContinuesBetweenSongs )
{ {
if( GetStageIndex() == 0 ) if( GetStageIndex() == 0 )
@@ -337,12 +338,12 @@ void GameState::ResetStageStatistics()
{ {
Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p); Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
if( pProfile ) if( pProfile )
GAMESTATE->m_CurStageStats.iCurCombo[p] = pProfile->m_iCurrentCombo; g_CurStageStats.iCurCombo[p] = pProfile->m_iCurrentCombo;
} }
} }
else // GetStageIndex() > 0 else // GetStageIndex() > 0
{ {
memcpy( GAMESTATE->m_CurStageStats.iCurCombo, OldStats.iCurCombo, sizeof(OldStats.iCurCombo) ); memcpy( g_CurStageStats.iCurCombo, OldStats.iCurCombo, sizeof(OldStats.iCurCombo) );
} }
} }
@@ -443,7 +444,7 @@ int GameState::GetCourseSongIndex()
/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */ /* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
for( int p=0; p<NUM_PLAYERS; p++ ) for( int p=0; p<NUM_PLAYERS; p++ )
if( IsPlayerEnabled(p) ) if( IsPlayerEnabled(p) )
iSongIndex = max( iSongIndex, m_CurStageStats.iSongsPlayed[p]-1 ); iSongIndex = max( iSongIndex, g_CurStageStats.iSongsPlayed[p]-1 );
return iSongIndex; return iSongIndex;
} }
@@ -575,7 +576,7 @@ bool GameState::HasEarnedExtraStage()
if( PREFSMAN->m_bPickExtraStage && GAMESTATE->IsExtraStage() && !GAMESTATE->m_bAllow2ndExtraStage ) if( PREFSMAN->m_bPickExtraStage && GAMESTATE->IsExtraStage() && !GAMESTATE->m_bAllow2ndExtraStage )
continue; continue;
if( m_CurStageStats.GetGrade((PlayerNumber)p) >= GRADE_AA ) if( g_CurStageStats.GetGrade((PlayerNumber)p) >= GRADE_AA )
return true; return true;
} }
} }
@@ -613,11 +614,11 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
continue; continue;
/* If anyone did just as well, at best it's a draw. */ /* If anyone did just as well, at best it's a draw. */
if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] == GAMESTATE->m_CurStageStats.iActualDancePoints[pn] ) if( g_CurStageStats.iActualDancePoints[p] == g_CurStageStats.iActualDancePoints[pn] )
win = RESULT_DRAW; win = RESULT_DRAW;
/* If anyone did better, we lost. */ /* If anyone did better, we lost. */
if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[pn] ) if( g_CurStageStats.iActualDancePoints[p] > g_CurStageStats.iActualDancePoints[pn] )
return RESULT_LOSE; return RESULT_LOSE;
} }
return win; return win;
@@ -629,9 +630,9 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
// Show stats only for the latest 3 normal songs + passed extra stages // Show stats only for the latest 3 normal songs + passed extra stages
int PassedRegularSongsLeft = 3; int PassedRegularSongsLeft = 3;
for( int i = (int)GAMESTATE->m_vPlayedStageStats.size()-1; i >= 0; --i ) for( int i = (int)g_vPlayedStageStats.size()-1; i >= 0; --i )
{ {
const StageStats &s = GAMESTATE->m_vPlayedStageStats[i]; const StageStats &s = g_vPlayedStageStats[i];
if( !s.OnePassed() ) if( !s.OnePassed() )
continue; continue;
@@ -970,12 +971,12 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsO
// //
vector<SongAndSteps> vSongAndSteps; vector<SongAndSteps> vSongAndSteps;
for( i=0; i<m_vPlayedStageStats.size(); i++ ) for( i=0; i<g_vPlayedStageStats.size(); i++ )
{ {
SongAndSteps sas; SongAndSteps sas;
sas.pSong = m_vPlayedStageStats[i].pSong; sas.pSong = g_vPlayedStageStats[i].pSong;
ASSERT( sas.pSong ); ASSERT( sas.pSong );
sas.pSteps = m_vPlayedStageStats[i].pSteps[pn]; sas.pSteps = g_vPlayedStageStats[i].pSteps[pn];
ASSERT( sas.pSteps ); ASSERT( sas.pSteps );
vSongAndSteps.push_back( sas ); vSongAndSteps.push_back( sas );
} }
+1 -9
View File
@@ -17,7 +17,6 @@
#include "Game.h" #include "Game.h"
#include "Style.h" #include "Style.h"
#include "Grade.h" #include "Grade.h"
#include "StageStats.h"
#include "Attack.h" #include "Attack.h"
#include <map> #include <map>
@@ -31,6 +30,7 @@ class NoteFieldPositioning;
class Character; class Character;
class UnlockSystem; class UnlockSystem;
class TimingData; class TimingData;
struct StageStats;
class GameState class GameState
{ {
@@ -159,14 +159,6 @@ public:
void UpdateSongPosition( float fPositionSeconds, const TimingData &timing ); void UpdateSongPosition( float fPositionSeconds, const TimingData &timing );
float GetSongPercent( float beat ) const; float GetSongPercent( float beat ) const;
//
// Stage Statistics:
// Arcade: for the current stage (one song).
// Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
//
StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
vector<StageStats> m_vPlayedStageStats;
enum HealthState { HOT, ALIVE, DANGER, DEAD }; enum HealthState { HOT, ALIVE, DANGER, DEAD };
HealthState m_HealthState[NUM_PLAYERS]; HealthState m_HealthState[NUM_PLAYERS];
bool AllAreInDangerOrWorse() const; bool AllAreInDangerOrWorse() const;
+3 -2
View File
@@ -19,6 +19,7 @@
#include "song.h" #include "song.h"
#include "ScreenManager.h" #include "ScreenManager.h"
#include "ScreenGameplay.h" #include "ScreenGameplay.h"
#include "StageStats.h"
#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes") #define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
@@ -104,10 +105,10 @@ void Inventory::Update( float fDelta )
PlayerNumber pn = m_PlayerNumber; PlayerNumber pn = m_PlayerNumber;
// check to see if they deserve a new item // check to see if they deserve a new item
if( GAMESTATE->m_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo ) if( g_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo )
{ {
int iOldCombo = m_iLastSeenCombo; int iOldCombo = m_iLastSeenCombo;
m_iLastSeenCombo = GAMESTATE->m_CurStageStats.iCurCombo[pn]; m_iLastSeenCombo = g_CurStageStats.iCurCombo[pn];
int iNewCombo = m_iLastSeenCombo; int iNewCombo = m_iLastSeenCombo;
#define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i) #define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i)
+3 -2
View File
@@ -19,6 +19,7 @@
#include "RageMath.h" #include "RageMath.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "song.h" #include "song.h"
#include "StageStats.h"
// //
@@ -407,7 +408,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
} }
/* If we've already failed, there's no point in letting them fill up the bar again. */ /* If we've already failed, there's no point in letting them fill up the bar again. */
if( GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] ) if( g_CurStageStats.bFailed[m_PlayerNumber] )
fDeltaLife = 0; fDeltaLife = 0;
switch( GAMESTATE->m_SongOptions.m_DrainType ) switch( GAMESTATE->m_SongOptions.m_DrainType )
@@ -436,7 +437,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
CLAMP( m_fLifePercentage, 0, 1 ); CLAMP( m_fLifePercentage, 0, 1 );
if( m_fLifePercentage <= FAIL_THRESHOLD ) if( m_fLifePercentage <= FAIL_THRESHOLD )
GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] = true; g_CurStageStats.bFailedEarlier[m_PlayerNumber] = true;
m_fLifeVelocity += fDeltaLife; m_fLifeVelocity += fDeltaLife;
} }
+5 -4
View File
@@ -14,6 +14,7 @@
#include "GameState.h" #include "GameState.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Steps.h" #include "Steps.h"
#include "StageStats.h"
const float BATTERY_X[NUM_PLAYERS] = { -92, +92 }; const float BATTERY_X[NUM_PLAYERS] = { -92, +92 };
@@ -74,7 +75,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
void LifeMeterBattery::OnSongEnded() void LifeMeterBattery::OnSongEnded()
{ {
if( GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] ) if( g_CurStageStats.bFailedEarlier[m_PlayerNumber] )
return; return;
if( m_iLivesLeft < GAMESTATE->m_SongOptions.m_iBatteryLives ) if( m_iLivesLeft < GAMESTATE->m_SongOptions.m_iBatteryLives )
@@ -91,7 +92,7 @@ void LifeMeterBattery::OnSongEnded()
void LifeMeterBattery::ChangeLife( TapNoteScore score ) void LifeMeterBattery::ChangeLife( TapNoteScore score )
{ {
if( GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] ) if( g_CurStageStats.bFailedEarlier[m_PlayerNumber] )
return; return;
switch( score ) switch( score )
@@ -118,7 +119,7 @@ void LifeMeterBattery::ChangeLife( TapNoteScore score )
ASSERT(0); ASSERT(0);
} }
if( m_iLivesLeft == 0 ) if( m_iLivesLeft == 0 )
GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] = true; g_CurStageStats.bFailedEarlier[m_PlayerNumber] = true;
} }
void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore ) void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
@@ -161,7 +162,7 @@ bool LifeMeterBattery::IsHot() const
bool LifeMeterBattery::IsFailing() const bool LifeMeterBattery::IsFailing() const
{ {
return GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber]; return g_CurStageStats.bFailedEarlier[m_PlayerNumber];
} }
float LifeMeterBattery::GetLife() const float LifeMeterBattery::GetLife() const
+5 -4
View File
@@ -14,6 +14,7 @@
#include "NoteDataWithScoring.h" #include "NoteDataWithScoring.h"
#include "GameState.h" #include "GameState.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "StageStats.h"
NoteDataWithScoring::NoteDataWithScoring() NoteDataWithScoring::NoteDataWithScoring()
{ {
@@ -280,11 +281,11 @@ float NoteDataWithScoring::GetActualStreamRadarValue( float fSongSeconds, Player
float NoteDataWithScoring::GetActualVoltageRadarValue( float fSongSeconds, PlayerNumber pn ) const float NoteDataWithScoring::GetActualVoltageRadarValue( float fSongSeconds, PlayerNumber pn ) const
{ {
/* m_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes: m_bComboContinuesBetweenSongs /* g_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes: m_bComboContinuesBetweenSongs
* might be on, and the way combo is counted varies depending on the mode and score * might be on, and the way combo is counted varies depending on the mode and score
* keeper. Instead, let's use the length of the longest recorded combo. This is * keeper. Instead, let's use the length of the longest recorded combo. This is
* only subtly different: it's the percent of the song the longest combo took to get. */ * only subtly different: it's the percent of the song the longest combo took to get. */
const StageStats::Combo_t MaxCombo = GAMESTATE->m_CurStageStats.GetMaxCombo( pn ); const StageStats::Combo_t MaxCombo = g_CurStageStats.GetMaxCombo( pn );
return clamp( MaxCombo.size, 0.0f, 1.0f ); return clamp( MaxCombo.size, 0.0f, 1.0f );
} }
@@ -301,11 +302,11 @@ float NoteDataWithScoring::GetActualAirRadarValue( float fSongSeconds, PlayerNum
float NoteDataWithScoring::GetActualChaosRadarValue( float fSongSeconds, PlayerNumber pn ) const float NoteDataWithScoring::GetActualChaosRadarValue( float fSongSeconds, PlayerNumber pn ) const
{ {
const int PossibleDP = GAMESTATE->m_CurStageStats.iPossibleDancePoints[pn]; const int PossibleDP = g_CurStageStats.iPossibleDancePoints[pn];
if ( PossibleDP == 0 ) if ( PossibleDP == 0 )
return 1; return 1;
const int ActualDP = GAMESTATE->m_CurStageStats.iActualDancePoints[pn]; const int ActualDP = g_CurStageStats.iActualDancePoints[pn];
return clamp( float(ActualDP)/PossibleDP, 0.0f, 1.0f ); return clamp( float(ActualDP)/PossibleDP, 0.0f, 1.0f );
} }
+4 -3
View File
@@ -5,8 +5,9 @@
#include "ThemeManager.h" #include "ThemeManager.h"
#include "PrefsManager.h" #include "PrefsManager.h"
#include "ActorUtil.h" #include "ActorUtil.h"
#include "RageLog.h" #include "RageLog.h"
#include "StageStats.h"
#define DANCE_POINT_DIGITS THEME->GetMetricI(m_sName,"DancePointsDigits") #define DANCE_POINT_DIGITS THEME->GetMetricI(m_sName,"DancePointsDigits")
#define PERCENT_DECIMAL_PLACES THEME->GetMetricI(m_sName,"PercentDecimalPlaces") #define PERCENT_DECIMAL_PLACES THEME->GetMetricI(m_sName,"PercentDecimalPlaces")
#define PERCENT_TOTAL_SIZE THEME->GetMetricI(m_sName,"PercentTotalSize") #define PERCENT_TOTAL_SIZE THEME->GetMetricI(m_sName,"PercentTotalSize")
@@ -59,7 +60,7 @@ void PercentageDisplay::Update( float fDeltaTime )
void PercentageDisplay::Refresh() void PercentageDisplay::Refresh()
{ {
const int iActualDancePoints = GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber]; const int iActualDancePoints = g_CurStageStats.iActualDancePoints[m_PlayerNumber];
if( iActualDancePoints == m_Last ) if( iActualDancePoints == m_Last )
return; return;
@@ -68,7 +69,7 @@ void PercentageDisplay::Refresh()
CString sNumToDisplay; CString sNumToDisplay;
if( !PREFSMAN->m_bDancePointsForOni ) if( !PREFSMAN->m_bDancePointsForOni )
{ {
float fPercentDancePoints = GAMESTATE->m_CurStageStats.GetPercentDancePoints( m_PlayerNumber ); float fPercentDancePoints = g_CurStageStats.GetPercentDancePoints( m_PlayerNumber );
if( PERCENT_USE_REMAINDER ) if( PERCENT_USE_REMAINDER )
{ {
int iPercentWhole = int(fPercentDancePoints*100); int iPercentWhole = int(fPercentDancePoints*100);
+20 -19
View File
@@ -34,6 +34,7 @@
#include "NoteDataUtil.h" #include "NoteDataUtil.h"
#include "ScreenGameplay.h" /* for SM_ComboStopped */ #include "ScreenGameplay.h" /* for SM_ComboStopped */
#include "ScreenManager.h" #include "ScreenManager.h"
#include "StageStats.h"
CachedThemeMetricF GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard"); CachedThemeMetricF GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
CachedThemeMetricF GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse"); CachedThemeMetricF GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
@@ -129,7 +130,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
// copy note data // copy note data
this->CopyAll( pNoteData ); this->CopyAll( pNoteData );
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[pn] ) // Oni dead if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[pn] ) // Oni dead
this->ClearAll(); this->ClearAll();
/* The editor reuses Players ... so we really need to make sure everything /* The editor reuses Players ... so we really need to make sure everything
@@ -138,7 +139,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
m_Judgment.StopTweening(); m_Judgment.StopTweening();
// m_Combo.Reset(); // don't reset combos between songs in a course! // m_Combo.Reset(); // don't reset combos between songs in a course!
m_Combo.Init( pn ); m_Combo.Init( pn );
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] ); // combo can persist between songs and games m_Combo.SetCombo( g_CurStageStats.iCurCombo[m_PlayerNumber] ); // combo can persist between songs and games
m_AttackDisplay.Init( pn ); m_AttackDisplay.Init( pn );
m_Judgment.Reset(); m_Judgment.Reset();
@@ -366,7 +367,7 @@ void PlayerMinus::Update( float fDeltaTime )
int ms_error = (hns == HNS_OK)? 0:MAX_PRO_TIMING_ERROR; int ms_error = (hns == HNS_OK)? 0:MAX_PRO_TIMING_ERROR;
GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += ms_error; g_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
if( hns == HNS_NG ) /* don't show a 0 for an OK */ if( hns == HNS_NG ) /* don't show a 0 for an OK */
m_ProTimingDisplay.SetJudgment( ms_error, TNS_MISS ); m_ProTimingDisplay.SetJudgment( ms_error, TNS_MISS );
} }
@@ -554,7 +555,7 @@ int PlayerMinus::GetClosestNote( int col, float fBeat, float fMaxBeatsAhead, flo
void PlayerMinus::Step( int col, RageTimer tm ) void PlayerMinus::Step( int col, RageTimer tm )
{ {
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] ) // Oni dead if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[m_PlayerNumber] ) // Oni dead
return; // do nothing return; // do nothing
//LOG->Trace( "PlayerMinus::HandlePlayerStep()" ); //LOG->Trace( "PlayerMinus::HandlePlayerStep()" );
@@ -811,7 +812,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
int ms_error = (int) roundf( fSecondsFromPerfect * 1000 ); int ms_error = (int) roundf( fSecondsFromPerfect * 1000 );
ms_error = min( ms_error, MAX_PRO_TIMING_ERROR ); ms_error = min( ms_error, MAX_PRO_TIMING_ERROR );
GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += ms_error; g_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind) if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
m_ProTimingDisplay.SetJudgment( ms_error, score ); m_ProTimingDisplay.SetJudgment( ms_error, score );
} }
@@ -926,7 +927,7 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
case TNS_PERFECT: case TNS_PERFECT:
case TNS_MARVELOUS: case TNS_MARVELOUS:
{ {
bool bBright = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber]>(int)BRIGHT_GHOST_COMBO_THRESHOLD; bool bBright = g_CurStageStats.iCurCombo[m_PlayerNumber]>(int)BRIGHT_GHOST_COMBO_THRESHOLD;
m_pNoteField->DidTapNote( c, score, bBright ); m_pNoteField->DidTapNote( c, score, bBright );
} }
break; break;
@@ -981,7 +982,7 @@ void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
// A normal note. Penalize for not stepping on it. // A normal note. Penalize for not stepping on it.
MissedNoteOnThisRow = true; MissedNoteOnThisRow = true;
SetTapNoteScore(t, r, TNS_MISS); SetTapNoteScore(t, r, TNS_MISS);
GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += MAX_PRO_TIMING_ERROR; g_CurStageStats.iTotalError[m_PlayerNumber] += MAX_PRO_TIMING_ERROR;
m_ProTimingDisplay.SetJudgment( MAX_PRO_TIMING_ERROR, TNS_MISS ); m_ProTimingDisplay.SetJudgment( MAX_PRO_TIMING_ERROR, TNS_MISS );
} }
} }
@@ -1081,18 +1082,18 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
return; return;
/* Update miss combo, and handle "combo stopped" messages. */ /* Update miss combo, and handle "combo stopped" messages. */
int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber]; int &iCurCombo = g_CurStageStats.iCurCombo[m_PlayerNumber];
switch( scoreOfLastTap ) switch( scoreOfLastTap )
{ {
case TNS_MARVELOUS: case TNS_MARVELOUS:
case TNS_PERFECT: case TNS_PERFECT:
case TNS_GREAT: case TNS_GREAT:
GAMESTATE->m_CurStageStats.iCurMissCombo[m_PlayerNumber] = 0; g_CurStageStats.iCurMissCombo[m_PlayerNumber] = 0;
SCREENMAN->PostMessageToTopScreen( SM_MissComboAborted, 0 ); SCREENMAN->PostMessageToTopScreen( SM_MissComboAborted, 0 );
break; break;
case TNS_MISS: case TNS_MISS:
++GAMESTATE->m_CurStageStats.iCurMissCombo[m_PlayerNumber]; ++g_CurStageStats.iCurMissCombo[m_PlayerNumber];
m_iDCState = AS2D_MISS; // update dancing 2d characters that may have missed a note m_iDCState = AS2D_MISS; // update dancing 2d characters that may have missed a note
case TNS_GOOD: case TNS_GOOD:
case TNS_BOO: case TNS_BOO:
@@ -1104,7 +1105,7 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
} }
/* The score keeper updates the hit combo. Remember the old combo for handling announcers. */ /* The score keeper updates the hit combo. Remember the old combo for handling announcers. */
const int iOldCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber]; const int iOldCombo = g_CurStageStats.iCurCombo[m_PlayerNumber];
if(m_pPrimaryScoreKeeper) if(m_pPrimaryScoreKeeper)
m_pPrimaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, iNumAdditions ); m_pPrimaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, iNumAdditions );
@@ -1112,7 +1113,7 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
if(m_pSecondaryScoreKeeper) if(m_pSecondaryScoreKeeper)
m_pSecondaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, iNumAdditions ); m_pSecondaryScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, iNumAdditions );
m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] ); m_Combo.SetCombo( g_CurStageStats.iCurCombo[m_PlayerNumber] );
#define CROSSED( x ) (iOldCombo<x && iCurCombo>=x) #define CROSSED( x ) (iOldCombo<x && iCurCombo>=x)
if ( CROSSED(100) ) if ( CROSSED(100) )
@@ -1140,12 +1141,12 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
#undef CROSSED #undef CROSSED
// new max combo // new max combo
GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber] = max(GAMESTATE->m_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo); g_CurStageStats.iMaxCombo[m_PlayerNumber] = max(g_CurStageStats.iMaxCombo[m_PlayerNumber], iCurCombo);
/* Use the real current beat, not the beat we've been passed. That's because we /* Use the real current beat, not the beat we've been passed. That's because we
* want to record the current life/combo to the current time; eg. if it's a MISS, * want to record the current life/combo to the current time; eg. if it's a MISS,
* the beat we're registering is in the past, but the life is changing now. */ * the beat we're registering is in the past, but the life is changing now. */
GAMESTATE->m_CurStageStats.UpdateComboList( m_PlayerNumber, GAMESTATE->m_fSongBeat ); g_CurStageStats.UpdateComboList( m_PlayerNumber, GAMESTATE->m_fSongBeat );
float life = -1; float life = -1;
if( m_pLifeMeter ) if( m_pLifeMeter )
@@ -1157,12 +1158,12 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
life = 1.0f - life; life = 1.0f - life;
} }
if( life != -1 ) if( life != -1 )
GAMESTATE->m_CurStageStats.SetLifeRecord( m_PlayerNumber, life, GAMESTATE->m_fSongBeat ); g_CurStageStats.SetLifeRecord( m_PlayerNumber, life, GAMESTATE->m_fSongBeat );
if (m_pScoreDisplay) if (m_pScoreDisplay)
m_pScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]); m_pScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
if (m_pSecondaryScoreDisplay) if (m_pSecondaryScoreDisplay)
m_pSecondaryScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]); m_pSecondaryScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
if( m_pLifeMeter ) { if( m_pLifeMeter ) {
m_pLifeMeter->ChangeLife( scoreOfLastTap ); m_pLifeMeter->ChangeLife( scoreOfLastTap );
@@ -1194,9 +1195,9 @@ void PlayerMinus::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScor
m_pSecondaryScoreKeeper->HandleHoldScore(holdScore, tapScore ); m_pSecondaryScoreKeeper->HandleHoldScore(holdScore, tapScore );
if (m_pScoreDisplay) if (m_pScoreDisplay)
m_pScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]); m_pScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
if (m_pSecondaryScoreDisplay) if (m_pSecondaryScoreDisplay)
m_pSecondaryScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]); m_pSecondaryScoreDisplay->SetScore(g_CurStageStats.iScore[m_PlayerNumber]);
if( m_pLifeMeter ) { if( m_pLifeMeter ) {
m_pLifeMeter->ChangeLife( holdScore, tapScore ); m_pLifeMeter->ChangeLife( holdScore, tapScore );
+6 -2
View File
@@ -105,8 +105,12 @@ bool TryToStartQueuedMusic( float fOldSeconds, float fNewSeconds )
if( g_UpdatingTimer ) if( g_UpdatingTimer )
{ {
fOldSeconds += SOUND->GetPlayLatency(); /* GetPlayLatency returns the minimum time until a sound starts. That's
fNewSeconds += SOUND->GetPlayLatency(); * common when starting a precached sound, but our sound isn't, so it'll
* probably take a little longer. Nudge the latency up. */
float Latency = SOUND->GetPlayLatency() + 0.040f;
fOldSeconds += Latency;
fNewSeconds += Latency;
const float fOldBeat = g_Timing.GetBeatFromElapsedTime( fOldSeconds ); const float fOldBeat = g_Timing.GetBeatFromElapsedTime( fOldSeconds );
const float fNewBeat = g_Timing.GetBeatFromElapsedTime( fNewSeconds ); const float fNewBeat = g_Timing.GetBeatFromElapsedTime( fNewSeconds );
+2 -1
View File
@@ -17,6 +17,7 @@
#include "RageLog.h" #include "RageLog.h"
#include "GameState.h" #include "GameState.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "StageStats.h"
ScoreDisplayOni::ScoreDisplayOni() ScoreDisplayOni::ScoreDisplayOni()
@@ -45,7 +46,7 @@ void ScoreDisplayOni::Update( float fDelta )
float fSecsIntoPlay = 0; float fSecsIntoPlay = 0;
if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) ) if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
fSecsIntoPlay = GAMESTATE->m_CurStageStats.fAliveSeconds[m_PlayerNumber]; fSecsIntoPlay = g_CurStageStats.fAliveSeconds[m_PlayerNumber];
m_text.SetText( SecondsToTime(fSecsIntoPlay) ); m_text.SetText( SecondsToTime(fSecsIntoPlay) );
} }
+13 -12
View File
@@ -23,6 +23,7 @@
#include "SongManager.h" #include "SongManager.h"
#include "NoteDataUtil.h" #include "NoteDataUtil.h"
#include "RageLog.h" #include "RageLog.h"
#include "StageStats.h"
ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes_, const vector<AttackArray> &asModifiers, PlayerNumber pn_ ): ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Steps*>& apNotes_, const vector<AttackArray> &asModifiers, PlayerNumber pn_ ):
@@ -31,7 +32,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
ASSERT( apSongs.size() == apNotes_.size() ); ASSERT( apSongs.size() == apNotes_.size() );
ASSERT( apSongs.size() == asModifiers.size() ); ASSERT( apSongs.size() == asModifiers.size() );
// //
// Fill in m_CurStageStats, calculate multiplier // Fill in g_CurStageStats, calculate multiplier
// //
int iTotalPossibleDancePoints = 0; int iTotalPossibleDancePoints = 0;
for( unsigned i=0; i<apNotes.size(); i++ ) for( unsigned i=0; i<apNotes.size(); i++ )
@@ -71,7 +72,7 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Song*>& apSongs, const vector<Ste
iTotalPossibleDancePoints += this->GetPossibleDancePoints( playerNoteData, playerNoteDataPostModifiers ); iTotalPossibleDancePoints += this->GetPossibleDancePoints( playerNoteData, playerNoteDataPostModifiers );
} }
GAMESTATE->m_CurStageStats.iPossibleDancePoints[pn_] = iTotalPossibleDancePoints; g_CurStageStats.iPossibleDancePoints[pn_] = iTotalPossibleDancePoints;
m_iScoreRemainder = 0; m_iScoreRemainder = 0;
@@ -208,7 +209,7 @@ static int GetScore(int p, int B, int S, int n)
void ScoreKeeperMAX2::AddScore( TapNoteScore score ) void ScoreKeeperMAX2::AddScore( TapNoteScore score )
{ {
int &iScore = GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]; int &iScore = g_CurStageStats.iScore[m_PlayerNumber];
/* /*
http://www.aaroninjapan.com/ddr2.html http://www.aaroninjapan.com/ddr2.html
@@ -239,7 +240,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
// What does this do? "Don't use a multiplier if // What does this do? "Don't use a multiplier if
// the player has failed"? // the player has failed"?
if( GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] ) if( g_CurStageStats.bFailedEarlier[m_PlayerNumber] )
{ {
iScore += p; iScore += p;
// make score evenly divisible by 5 // make score evenly divisible by 5
@@ -252,8 +253,8 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
else else
{ {
iScore += GetScore(p, B, sum, m_iTapNotesHit); iScore += GetScore(p, B, sum, m_iTapNotesHit);
const int &iCurrentCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber]; const int &iCurrentCombo = g_CurStageStats.iCurCombo[m_PlayerNumber];
GAMESTATE->m_CurStageStats.iBonus[m_PlayerNumber] += m_ComboBonusFactor[score] * iCurrentCombo; g_CurStageStats.iBonus[m_PlayerNumber] += m_ComboBonusFactor[score] * iCurrentCombo;
} }
/* Subtract the maximum this step could have been worth from the bonus. */ /* Subtract the maximum this step could have been worth from the bonus. */
@@ -261,7 +262,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
if ( m_iTapNotesHit == m_iNumTapsAndHolds && score >= TNS_PERFECT ) if ( m_iTapNotesHit == m_iNumTapsAndHolds && score >= TNS_PERFECT )
{ {
if (!GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber]) if (!g_CurStageStats.bFailedEarlier[m_PlayerNumber])
iScore += m_iPointBonus; iScore += m_iPointBonus;
if ( m_bIsLastSongInCourse ) if ( m_bIsLastSongInCourse )
{ {
@@ -294,11 +295,11 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
// (yes they do) // (yes they do)
if( iNumTapsToScore > 0 ) if( iNumTapsToScore > 0 )
{ {
GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( scoreOfLastTap ); g_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( scoreOfLastTap );
} }
// Do count additions in judge totals. // Do count additions in judge totals.
GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1; g_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
// //
// Regular combo // Regular combo
@@ -329,7 +330,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT; TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
if( scoreOfLastTap >= MinScoreToContinueCombo ) if( scoreOfLastTap >= MinScoreToContinueCombo )
GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit; g_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
/* /*
http://www.aaroninjapan.com/ddr2.html http://www.aaroninjapan.com/ddr2.html
@@ -407,8 +408,8 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
void ScoreKeeperMAX2::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore ) void ScoreKeeperMAX2::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
{ {
// update dance points totals // update dance points totals
GAMESTATE->m_CurStageStats.iHoldNoteScores[m_PlayerNumber][holdScore] ++; g_CurStageStats.iHoldNoteScores[m_PlayerNumber][holdScore] ++;
GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( holdScore ); g_CurStageStats.iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( holdScore );
if( holdScore == HNS_OK ) if( holdScore == HNS_OK )
AddScore( TNS_MARVELOUS ); AddScore( TNS_MARVELOUS );
+21 -20
View File
@@ -31,6 +31,7 @@
#include "LightsManager.h" #include "LightsManager.h"
#include "ProfileManager.h" #include "ProfileManager.h"
#include "song.h" #include "song.h"
#include "StageStats.h"
const int NUM_SCORE_DIGITS = 9; const int NUM_SCORE_DIGITS = 9;
@@ -109,18 +110,18 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
for( float f = 0; f < 100.0f; f += 1.0f ) for( float f = 0; f < 100.0f; f += 1.0f )
{ {
float fP1 = fmodf(f/100*4+.3f,1); float fP1 = fmodf(f/100*4+.3f,1);
GAMESTATE->m_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f ); g_CurStageStats.SetLifeRecord( PLAYER_1, fP1, f );
GAMESTATE->m_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f ); g_CurStageStats.SetLifeRecord( PLAYER_2, 1-fP1, f );
} }
GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 0; g_CurStageStats.iCurCombo[PLAYER_1] = 0;
GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 0 ); g_CurStageStats.UpdateComboList( PLAYER_1, 0 );
GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 1; g_CurStageStats.iCurCombo[PLAYER_1] = 1;
GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 1 ); g_CurStageStats.UpdateComboList( PLAYER_1, 1 );
GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 50; g_CurStageStats.iCurCombo[PLAYER_1] = 50;
GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 25 ); g_CurStageStats.UpdateComboList( PLAYER_1, 25 );
GAMESTATE->m_CurStageStats.iCurCombo[PLAYER_1] = 250; g_CurStageStats.iCurCombo[PLAYER_1] = 250;
GAMESTATE->m_CurStageStats.UpdateComboList( PLAYER_1, 100 ); g_CurStageStats.UpdateComboList( PLAYER_1, 100 );
} }
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" ); LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
@@ -158,7 +159,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
break; break;
case stage: case stage:
case course: case course:
stageStats = GAMESTATE->m_CurStageStats; stageStats = g_CurStageStats;
break; break;
default: default:
ASSERT(0); ASSERT(0);
@@ -194,7 +195,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
if (PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH) if (PREFSMAN->m_iScoringType == PrefsManager::SCORING_5TH)
{ {
int ScoreBonuses[9] = {0, 0, 100, 1000, 10000, 100000, 1000000, 10000000, 10000000}; int ScoreBonuses[9] = {0, 0, 100, 1000, 10000, 100000, 1000000, 10000000, 10000000};
GAMESTATE->m_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ]; g_CurStageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
stageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ]; stageStats.iBonus[p] += ScoreBonuses[(int)grade[p] ];
} }
} }
@@ -685,8 +686,8 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
continue; // skip continue; // skip
int iTotalScore=0; int iTotalScore=0;
for( unsigned i=0; i<GAMESTATE->m_vPlayedStageStats.size(); i++ ) for( unsigned i=0; i<g_vPlayedStageStats.size(); i++ )
iTotalScore += GAMESTATE->m_vPlayedStageStats[i].iScore[p]; iTotalScore += g_vPlayedStageStats[i].iScore[p];
iTotalScore += stageStats.iScore[p]; iTotalScore += stageStats.iScore[p];
@@ -1193,7 +1194,7 @@ void ScreenEvaluation::Update( float fDeltaTime )
for( int p=0; p<NUM_PLAYERS; p++) for( int p=0; p<NUM_PLAYERS; p++)
{ {
if (GAMESTATE->m_CurStageStats.iBonus[p] == 0) if (g_CurStageStats.iBonus[p] == 0)
continue; continue;
if (GAMESTATE->IsCourseMode()) if (GAMESTATE->IsCourseMode())
@@ -1203,15 +1204,15 @@ void ScreenEvaluation::Update( float fDeltaTime )
if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f) if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f)
continue; continue;
int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10; int increment = g_CurStageStats.iBonus[p]/10;
if (increment < 1) if (increment < 1)
increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]); increment = min(1024, g_CurStageStats.iBonus[p]);
GAMESTATE->m_CurStageStats.iBonus[p] -= increment; g_CurStageStats.iBonus[p] -= increment;
GAMESTATE->m_CurStageStats.iScore[p] += increment; g_CurStageStats.iScore[p] += increment;
if( SHOW_SCORE_AREA ) if( SHOW_SCORE_AREA )
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) ); m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, g_CurStageStats.iScore[p]) );
} }
} }
+35 -34
View File
@@ -47,6 +47,7 @@
#include "UnlockSystem.h" #include "UnlockSystem.h"
#include "LightsManager.h" #include "LightsManager.h"
#include "ProfileManager.h" #include "ProfileManager.h"
#include "StageStats.h"
// //
// Defines // Defines
@@ -201,9 +202,9 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
} }
GAMESTATE->m_CurStageStats.pSong = NULL; // set in LoadNextSong g_CurStageStats.pSong = NULL; // set in LoadNextSong
GAMESTATE->m_CurStageStats.playMode = GAMESTATE->m_PlayMode; g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
GAMESTATE->m_CurStageStats.style = GAMESTATE->m_CurStyle; g_CurStageStats.style = GAMESTATE->m_CurStyle;
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
{ {
@@ -211,16 +212,16 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
continue; // skip continue; // skip
ASSERT( !m_apNotesQueue[p].empty() ); ASSERT( !m_apNotesQueue[p].empty() );
GAMESTATE->m_CurStageStats.pSteps[p] = m_apNotesQueue[p][0]; g_CurStageStats.pSteps[p] = m_apNotesQueue[p][0];
GAMESTATE->m_CurStageStats.iMeter[p] = m_apNotesQueue[p][0]->GetMeter(); g_CurStageStats.iMeter[p] = m_apNotesQueue[p][0]->GetMeter();
} }
if( GAMESTATE->IsExtraStage() ) if( GAMESTATE->IsExtraStage() )
GAMESTATE->m_CurStageStats.StageType = StageStats::STAGE_EXTRA; g_CurStageStats.StageType = StageStats::STAGE_EXTRA;
else if( GAMESTATE->IsExtraStage2() ) else if( GAMESTATE->IsExtraStage2() )
GAMESTATE->m_CurStageStats.StageType = StageStats::STAGE_EXTRA2; g_CurStageStats.StageType = StageStats::STAGE_EXTRA2;
else else
GAMESTATE->m_CurStageStats.StageType = StageStats::STAGE_NORMAL; g_CurStageStats.StageType = StageStats::STAGE_NORMAL;
// //
// Init ScoreKeepers // Init ScoreKeepers
@@ -410,7 +411,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") ); m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") );
m_MaxCombo.SetName( "MaxCombo" ); m_MaxCombo.SetName( "MaxCombo" );
SET_XY( m_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 ); this->AddChild( &m_MaxCombo );
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
@@ -743,8 +744,8 @@ void ScreenGameplay::LoadNextSong()
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) ) if( GAMESTATE->IsPlayerEnabled(p) )
{ {
GAMESTATE->m_CurStageStats.iSongsPlayed[p]++; g_CurStageStats.iSongsPlayed[p]++;
m_textCourseSongNumber[p].SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iSongsPlayed[p]) ); m_textCourseSongNumber[p].SetText( ssprintf("%d", g_CurStageStats.iSongsPlayed[p]) );
} }
if( GAMESTATE->IsCourseMode() ) if( GAMESTATE->IsCourseMode() )
@@ -752,7 +753,7 @@ void ScreenGameplay::LoadNextSong()
int SongNumber = 0; int SongNumber = 0;
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(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 ); CString path = THEME->GetPathToG( ssprintf("ScreenGameplay course song %i", SongNumber), true );
if( path != "" ) if( path != "" )
m_sprCourseSongNumber.Load( path ); m_sprCourseSongNumber.Load( path );
@@ -764,7 +765,7 @@ void ScreenGameplay::LoadNextSong()
iPlaySongIndex %= m_apSongsQueue.size(); iPlaySongIndex %= m_apSongsQueue.size();
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex]; 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. // Restore the player's originally selected options.
GAMESTATE->RemoveAllActiveAttacks(); GAMESTATE->RemoveAllActiveAttacks();
@@ -813,7 +814,7 @@ void ScreenGameplay::LoadNextSong()
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 ); 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 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); ShowOniGameOver((PlayerNumber)p);
if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !PREFSMAN->m_bEventMode && !m_bDemonstration) 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 bool ScreenGameplay::AllFailedEarlier() const
{ {
for( int p=0; p<NUM_PLAYERS; p++ ) 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 false;
return true; return true;
} }
@@ -1102,7 +1103,7 @@ void ScreenGameplay::Update( float fDeltaTime )
return; return;
if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID ) 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() ); //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 // Update living players' alive time
// //
for( pn=0; pn<NUM_PLAYERS; pn++ ) for( pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsPlayerEnabled(pn) && !GAMESTATE->m_CurStageStats.bFailed[pn]) if( GAMESTATE->IsPlayerEnabled(pn) && !g_CurStageStats.bFailed[pn])
GAMESTATE->m_CurStageStats.fAliveSeconds [pn] += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate; g_CurStageStats.fAliveSeconds [pn] += fDeltaTime * GAMESTATE->m_SongOptions.m_fMusicRate;
// update fGameplaySeconds // update fGameplaySeconds
GAMESTATE->m_CurStageStats.fGameplaySeconds += fDeltaTime; g_CurStageStats.fGameplaySeconds += fDeltaTime;
// //
// Check for end of song // Check for end of song
@@ -1276,7 +1277,7 @@ void ScreenGameplay::Update( float fDeltaTime )
case SongOptions::FAIL_ARCADE: case SongOptions::FAIL_ARCADE:
case SongOptions::FAIL_END_OF_SONG: case SongOptions::FAIL_END_OF_SONG:
for ( pn=0; pn<NUM_PLAYERS; pn++ ) 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 ); this->PostScreenMessage( SM_NotesEnded, 0 );
@@ -1308,7 +1309,7 @@ void ScreenGameplay::Update( float fDeltaTime )
LIGHTSMAN->SetAllUpperLights( false ); 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. */ * SM_BeginFailed if all players failed, and kill dead Oni players. */
void ScreenGameplay::UpdateCheckFail() void ScreenGameplay::UpdateCheckFail()
{ {
@@ -1323,7 +1324,7 @@ void ScreenGameplay::UpdateCheckFail()
if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) || if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) ) (m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
continue; /* isn't failing */ continue; /* isn't failing */
if( GAMESTATE->m_CurStageStats.bFailed[pn] ) if( g_CurStageStats.bFailed[pn] )
continue; /* failed and is already dead */ continue; /* failed and is already dead */
/* If recovery is enabled, only set fail if both are failing. /* If recovery is enabled, only set fail if both are failing.
@@ -1333,7 +1334,7 @@ void ScreenGameplay::UpdateCheckFail()
continue; continue;
LOG->Trace("Player %d failed", (int)pn); 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 && if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE ) GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE )
@@ -1681,14 +1682,14 @@ void ScreenGameplay::SongFinished()
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{ {
RadarCategory rc = (RadarCategory)r; RadarCategory rc = (RadarCategory)r;
GAMESTATE->m_CurStageStats.fRadarPossible[p][r] = NoteDataUtil::GetRadarValue( m_Player[p], rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds ); g_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.fRadarActual[p][r] = m_Player[p].GetActualRadarValue( rc, (PlayerNumber)p, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
} }
} }
// save current stage stats // save current stage stats
GAMESTATE->m_vPlayedStageStats.push_back( GAMESTATE->m_CurStageStats ); g_vPlayedStageStats.push_back( g_CurStageStats );
} }
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) 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", LOG->Trace("Player %i failed: life %f is under %f",
p+1, m_pLifeMeter[p]->GetLife(), GAMESTATE->m_PlayerOptions[p].m_fPassmark ); 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. */ /* Mark failure. This hasn't been done yet if m_bTwoPlayerRecovery is set. */
if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_OFF && if( GAMESTATE->m_SongOptions.m_FailType != SongOptions::FAIL_OFF &&
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) || (m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)p)) ) (m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)p)) )
GAMESTATE->m_CurStageStats.bFailed[p] = true; g_CurStageStats.bFailed[p] = true;
if( !GAMESTATE->m_CurStageStats.bFailed[p] ) if( !g_CurStageStats.bFailed[p] )
GAMESTATE->m_CurStageStats.iSongsPassed[p]++; g_CurStageStats.iSongsPassed[p]++;
} }
/* If all players have *really* failed (bFailed, not the life meter or /* If all players have *really* failed (bFailed, not the life meter or
* bFailedEarlier): */ * bFailedEarlier): */
const bool bAllReallyFailed = GAMESTATE->m_CurStageStats.AllFailed(); const bool bAllReallyFailed = g_CurStageStats.AllFailed();
if( !bAllReallyFailed && !IsLastSong() ) if( !bAllReallyFailed && !IsLastSong() )
{ {
/* Next song. */ /* Next song. */
for( p=0; p<NUM_PLAYERS; p++ ) 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 // give a little life back between stages
if( m_pLifeMeter[p] ) if( m_pLifeMeter[p] )
@@ -1783,7 +1784,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
continue; continue;
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */ /* 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 Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
@@ -2045,7 +2046,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
float fMaxSurviveSeconds = 0; float fMaxSurviveSeconds = 0;
for( int p=0; p<NUM_PLAYERS; p++ ) for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) ) if( GAMESTATE->IsPlayerEnabled(p) )
fMaxSurviveSeconds = max( fMaxSurviveSeconds, GAMESTATE->m_CurStageStats.fAliveSeconds[p] ); fMaxSurviveSeconds = max( fMaxSurviveSeconds, g_CurStageStats.fAliveSeconds[p] );
ASSERT( fMaxSurviveSeconds > 0 ); ASSERT( fMaxSurviveSeconds > 0 );
m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) ); m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
SET_XY_AND_ON_COMMAND( m_textSurviveTime ); SET_XY_AND_ON_COMMAND( m_textSurviveTime );
+1
View File
@@ -27,6 +27,7 @@
#include <math.h> #include <math.h>
#include "ProfileManager.h" #include "ProfileManager.h"
#include "NoteFieldPositioning.h" #include "NoteFieldPositioning.h"
#include "StageStats.h"
// //
+2 -1
View File
@@ -31,6 +31,7 @@
#include "Steps.h" #include "Steps.h"
#include <math.h> #include <math.h>
#include "ProfileManager.h" #include "ProfileManager.h"
#include "StageStats.h"
// //
@@ -95,7 +96,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
} }
} }
GAMESTATE->m_vPlayedStageStats.push_back( st ); g_vPlayedStageStats.push_back( st );
} }
} }
+4 -3
View File
@@ -36,6 +36,7 @@
#include "ProfileManager.h" #include "ProfileManager.h"
#include "MenuTimer.h" #include "MenuTimer.h"
#include "LightsManager.h" #include "LightsManager.h"
#include "StageStats.h"
const int NUM_SCORE_DIGITS = 9; const int NUM_SCORE_DIGITS = 9;
@@ -896,9 +897,9 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
bool bIsRepeat = false; bool bIsRepeat = false;
int i = 0; int i = 0;
if( PREFSMAN->m_bEventMode ) if( PREFSMAN->m_bEventMode )
i = max( 0, int(GAMESTATE->m_vPlayedStageStats.size())-5 ); i = max( 0, int(g_vPlayedStageStats.size())-5 );
for( ; i < (int)GAMESTATE->m_vPlayedStageStats.size(); ++i ) for( ; i < (int)g_vPlayedStageStats.size(); ++i )
if( GAMESTATE->m_vPlayedStageStats[i].pSong == m_MusicWheel.GetSelectedSong() ) if( g_vPlayedStageStats[i].pSong == m_MusicWheel.GetSelectedSong() )
bIsRepeat = true; bIsRepeat = true;
/* Don't complain about repeats if the user didn't get to pick. */ /* Don't complain about repeats if the user didn't get to pick. */
+4 -1
View File
@@ -17,6 +17,9 @@
#include "SongManager.h" #include "SongManager.h"
#include "RageUtil.h" #include "RageUtil.h"
StageStats g_CurStageStats;
vector<StageStats> g_vPlayedStageStats;
StageStats::StageStats() StageStats::StageStats()
{ {
playMode = PLAY_MODE_INVALID; playMode = PLAY_MODE_INVALID;
@@ -216,7 +219,7 @@ bool StageStats::AllFailed() const
{ {
for( int pn=0; pn<NUM_PLAYERS; pn++ ) for( int pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(pn)) ) if( GAMESTATE->IsPlayerEnabled(PlayerNumber(pn)) )
if( !GAMESTATE->m_CurStageStats.bFailed[pn] ) if( !bFailed[pn] )
return false; return false;
return true; return true;
} }
+11
View File
@@ -98,5 +98,16 @@ struct StageStats
Combo_t GetMaxCombo( PlayerNumber pn ) const; Combo_t GetMaxCombo( PlayerNumber pn ) const;
}; };
/*
* This was in GameState, but GameState.h is used by tons of files, and this object
* is only used by 20 or so.
*
* Stage Statistics:
* Arcade: for the current stage (one song).
* Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
*/
extern StageStats g_CurStageStats; // current stage (not necessarily passed if Extra Stage)
extern vector<StageStats> g_vPlayedStageStats;
#endif #endif