ScreenEvaluation::CommitScores -> StageResults::CommitScores
This commit is contained in:
@@ -269,7 +269,7 @@ void ScreenEvaluation::Init()
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//
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// update persistent statistics
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//
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CommitScores( m_StageStats, m_StageResults, m_Type );
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StageResults::CommitScores( m_StageStats, m_StageResults, m_Type == summary );
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m_bTryExtraStage =
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GAMESTATE->HasEarnedExtraStage() &&
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@@ -780,10 +780,10 @@ void ScreenEvaluation::Init()
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}
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void ScreenEvaluation::CommitScores(
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void StageResults::CommitScores(
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const StageStats &m_StageStats,
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StageResults out[NUM_PLAYERS],
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ScreenEvaluation::Type type )
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bool bSummary )
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{
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FOREACH_PlayerNumber( pn )
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{
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@@ -849,47 +849,37 @@ void ScreenEvaluation::CommitScores(
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const Song* pSong = GAMESTATE->m_pCurSong;
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const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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switch( type )
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if( bSummary )
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{
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case stage:
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{
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// don't save scores for a failed song
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if( m_StageStats.m_player[p].bFailed )
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continue;
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// don't save scores if any stage was failed
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if( m_StageStats.m_player[p].bFailed )
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continue;
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ASSERT( pSteps );
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int iAverageMeter = m_StageStats.GetAverageMeter(p);
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out[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
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}
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break;
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PROFILEMAN->AddCategoryScore( st, out[p].m_rc, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
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// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
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PROFILEMAN->IncrementCategoryPlayCount( st, out[p].m_rc, p );
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}
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else if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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case summary:
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{
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// don't save scores if any stage was failed
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if( m_StageStats.m_player[p].bFailed )
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continue;
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
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}
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else
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{
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// don't save scores for a failed song
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if( m_StageStats.m_player[p].bFailed )
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continue;
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int iAverageMeter = m_StageStats.GetAverageMeter(p);
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out[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
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ASSERT( pSteps );
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PROFILEMAN->AddCategoryScore( st, out[p].m_rc, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
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// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
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PROFILEMAN->IncrementCategoryPlayCount( st, out[p].m_rc, p );
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}
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break;
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case course:
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
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}
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break;
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default:
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ASSERT(0);
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
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}
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}
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@@ -908,31 +898,23 @@ void ScreenEvaluation::CommitScores(
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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const HighScoreList *pHSL = NULL;
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switch( type )
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if( bSummary )
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{
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case stage:
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
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}
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break;
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case summary:
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{
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pHSL = &pProfile->GetCategoryHighScoreList( st, out[p].m_rc );
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}
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break;
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case course:
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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ASSERT( pTrail );
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pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
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}
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break;
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default:
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ASSERT(0);
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pHSL = &pProfile->GetCategoryHighScoreList( st, out[p].m_rc );
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}
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else if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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ASSERT( pTrail );
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pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
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}
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else
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
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}
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vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
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@@ -29,6 +29,7 @@ public:
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HighScore m_HighScore;
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void CalcAwards( const PlayerStageStats &m_PlayerStageStats, PlayerNumber p );
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static void CommitScores( const StageStats &stageStats, StageResults out[NUM_PLAYERS], bool bSummary );
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};
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const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
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@@ -57,7 +58,6 @@ public:
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StageResults m_StageResults[NUM_PLAYERS];
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protected:
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static void CommitScores( const StageStats &stageStats, StageResults out[NUM_PLAYERS], ScreenEvaluation::Type type );
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void EndScreen();
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Type m_Type;
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