cleanup of statistics, saving of high scores

This commit is contained in:
Chris Danford
2003-01-24 02:43:07 +00:00
parent c187098400
commit cf8c4f884f
25 changed files with 611 additions and 503 deletions
+82 -2
View File
@@ -50,7 +50,6 @@ Course::Course()
{
m_MemCardScores[i][j][k].iDancePoints = 0;
m_MemCardScores[i][j][k].fSurviveTime = 0;
m_MemCardScores[i][j][k].sName = "STEP";
}
}
@@ -302,10 +301,91 @@ int Course::GetNumStages() const
return entries.size();
}
bool Course::IsNewMachineRecord( PlayerNumber pn, int iDancePoints, float fSurviveTime ) const // return true if this would be a new machine record
{
for( int i=0; i<NUM_HIGH_SCORE_LINES; i++ )
{
const MachineScore& hs = m_MachineScores[GAMESTATE->m_CurStyle][GAMESTATE->m_PreferredDifficulty[pn]][i];
if( iDancePoints > hs.iDancePoints )
return true;
}
return false;
}
struct MachineScoreAndPlayerNumber : public Course::MachineScore
{
PlayerNumber pn;
static int CompareDescending( const MachineScoreAndPlayerNumber &hs1, const MachineScoreAndPlayerNumber &hs2 )
{
if( hs1.iDancePoints > hs2.iDancePoints ) return -1;
else if( hs1.iDancePoints == hs2.iDancePoints ) return 0;
else return +1;
}
static void SortDescending( vector<MachineScoreAndPlayerNumber>& vHSout )
{
sort( vHSout.begin(), vHSout.end(), CompareDescending );
}
};
void Course::AddMachineRecord( int iDancePoints[NUM_PLAYERS], float fSurviveTime[NUM_PLAYERS], int iNewRecordIndexOut[NUM_PLAYERS] ) // set iNewRecordIndex = -1 if not a new record
{
vector<MachineScoreAndPlayerNumber> vHS;
for( int p=0; p<NUM_PLAYERS; p++ )
{
iNewRecordIndexOut[p] = -1;
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
MachineScoreAndPlayerNumber hs;
hs.iDancePoints = iDancePoints[p];
hs.fSurviveTime = fSurviveTime[p];
hs.sName = ""; // this must be filled in later!
hs.pn = (PlayerNumber)p;
vHS.push_back( hs );
}
// Sort descending before inserting.
// This guarantees that a high score will not switch poitions on us when we later insert scores for the other player
MachineScoreAndPlayerNumber::SortDescending( vHS );
for( unsigned i=0; i<vHS.size(); i++ )
{
MachineScoreAndPlayerNumber& newHS = vHS[i];
MachineScore* machineScores = m_MachineScores[GAMESTATE->m_CurStyle][GAMESTATE->m_PreferredDifficulty[newHS.pn]];
for( int i=0; i<NUM_HIGH_SCORE_LINES; i++ )
{
if( newHS.iDancePoints > machineScores[i].iDancePoints )
{
// We found the insert point. Shift down.
for( int j=i+1; j<NUM_HIGH_SCORE_LINES; j++ )
machineScores[j] = machineScores[j-1];
// insert
machineScores[i] = newHS;
iNewRecordIndexOut[newHS.pn] = i;
}
}
}
}
bool Course::AddMemCardRecord( PlayerNumber pn, int iDancePoints, float fSurviveTime ) // return true if new record
{
MemCardScore& hs = m_MemCardScores[GAMESTATE->m_CurStyle][GAMESTATE->m_PreferredDifficulty[pn]][pn];
if( iDancePoints > hs.iDancePoints )
{
hs.iDancePoints = iDancePoints;
hs.fSurviveTime = fSurviveTime;
return true;
}
return false;
}
//
// Sorting stuff
//
static int CompareCoursePointersByDifficulty(const Course* pCourse1, const Course* pCourse2)
{
return pCourse1->GetNumStages() < pCourse2->GetNumStages();