only save life and combo for the range of time between the first and last step

This commit is contained in:
Chris Danford
2005-04-23 02:50:26 +00:00
parent 9fbfabea76
commit d5b7e5650c
10 changed files with 36 additions and 28 deletions
+1 -1
View File
@@ -17,7 +17,7 @@ void ComboGraph::Load( const CString& sScreen, const CString& sElement, const St
ASSERT( m_SubActors.size() == 0 );
const float fFirstSecond = 0;
const float fLastSecond = s.GetTotalPossibleMusicLengthSeconds();
const float fLastSecond = s.GetTotalPossibleStepsSeconds();
/* Find the largest combo. */
int MaxComboSize = 0;
+1 -1
View File
@@ -43,7 +43,7 @@ void GraphDisplay::LoadFromStageStats( const StageStats &ss, const PlayerStageSt
{
memcpy( m_LastValues, m_CurValues, sizeof(m_CurValues) );
m_Position = 0;
pss.GetLifeRecord( m_DestValues, VALUE_RESOLUTION, ss.GetTotalPossibleMusicLengthSeconds() );
pss.GetLifeRecord( m_DestValues, VALUE_RESOLUTION, ss.GetTotalPossibleStepsSeconds() );
for( unsigned i=0; i<ARRAYSIZE(m_DestValues); i++ )
CLAMP( m_DestValues[i], 0.f, 1.f );
UpdateVerts();
+1 -1
View File
@@ -180,7 +180,7 @@ void LifeMeterTime::ForceFail()
float LifeMeterTime::GetLifeSeconds() const
{
float fSecs = m_fLifeTotalGainedSeconds - (m_fLifeTotalLostSeconds + STATSMAN->m_CurStageStats.fGameplaySeconds);
float fSecs = m_fLifeTotalGainedSeconds - (m_fLifeTotalLostSeconds + STATSMAN->m_CurStageStats.fStepsSeconds);
return fSecs;
}
+2 -2
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@@ -1458,7 +1458,7 @@ void Player::HandleTapRowScore( unsigned row )
* GAMESTATE->m_fMusicSeconds. Use fGameplaySeconds instead.
*/
if( m_pPlayerStageStats )
m_pPlayerStageStats->UpdateComboList( STATSMAN->m_CurStageStats.fGameplaySeconds, false );
m_pPlayerStageStats->UpdateComboList( STATSMAN->m_CurStageStats.fStepsSeconds, false );
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
@@ -1476,7 +1476,7 @@ void Player::HandleTapRowScore( unsigned row )
}
if( life != -1 )
if( m_pPlayerStageStats )
m_pPlayerStageStats->SetLifeRecordAt( life, STATSMAN->m_CurStageStats.fGameplaySeconds );
m_pPlayerStageStats->SetLifeRecordAt( life, STATSMAN->m_CurStageStats.fStepsSeconds );
if( m_pScoreDisplay )
{
+12 -12
View File
@@ -229,21 +229,21 @@ float PlayerStageStats::GetCurMaxPercentDancePoints() const
return fCurMaxPercentDancePoints;
}
void PlayerStageStats::SetLifeRecordAt( float fLife, float fSecond )
void PlayerStageStats::SetLifeRecordAt( float fLife, float fStepsSecond )
{
// Don't save life stats in endless courses, or could run OOM in a few hours.
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->IsEndless() )
return;
if( fSecond < 0 )
if( fStepsSecond < 0 )
return;
fFirstSecond = min( fSecond, fFirstSecond );
fLastSecond = max( fSecond, fLastSecond );
fFirstSecond = min( fStepsSecond, fFirstSecond );
fLastSecond = max( fStepsSecond, fLastSecond );
//LOG->Trace( "fLastSecond = %f", fLastSecond );
// fSecond will always be greater than any value already in the map.
fLifeRecord[fSecond] = fLife;
fLifeRecord[fStepsSecond] = fLife;
//
// Memory optimization:
@@ -269,13 +269,13 @@ void PlayerStageStats::SetLifeRecordAt( float fLife, float fSecond )
fLifeRecord.erase(B);
}
float PlayerStageStats::GetLifeRecordAt( float fSecond ) const
float PlayerStageStats::GetLifeRecordAt( float fStepsSecond ) const
{
if( fLifeRecord.empty() )
return 0;
/* Find the first element whose key is greater than k. */
map<float,float>::const_iterator it = fLifeRecord.upper_bound( fSecond );
map<float,float>::const_iterator it = fLifeRecord.upper_bound( fStepsSecond );
/* Find the last element whose key is less than or equal to k. */
if( it != fLifeRecord.begin() )
@@ -285,13 +285,13 @@ float PlayerStageStats::GetLifeRecordAt( float fSecond ) const
}
float PlayerStageStats::GetLifeRecordLerpAt( float fSecond ) const
float PlayerStageStats::GetLifeRecordLerpAt( float fStepsSecond ) const
{
if( fLifeRecord.empty() )
return 0;
/* Find the first element whose key is greater than k. */
map<float,float>::const_iterator later = fLifeRecord.upper_bound( fSecond );
map<float,float>::const_iterator later = fLifeRecord.upper_bound( fStepsSecond );
/* Find the last element whose key is less than or equal to k. */
map<float,float>::const_iterator earlier = later;
@@ -305,15 +305,15 @@ float PlayerStageStats::GetLifeRecordLerpAt( float fSecond ) const
return earlier->second;
/* earlier <= pos <= later */
return SCALE( fSecond, earlier->first, later->first, earlier->second, later->second );
return SCALE( fStepsSecond, earlier->first, later->first, earlier->second, later->second );
}
void PlayerStageStats::GetLifeRecord( float *fLifeOut, int iNumSamples, float fEndSecond ) const
void PlayerStageStats::GetLifeRecord( float *fLifeOut, int iNumSamples, float fStepsEndSecond ) const
{
for( int i = 0; i < iNumSamples; ++i )
{
float from = SCALE( i, 0, (float)iNumSamples, 0.0f, fEndSecond );
float from = SCALE( i, 0, (float)iNumSamples, 0.0f, fStepsEndSecond );
fLifeOut[i] = GetLifeRecordLerpAt( from );
}
}
+4 -4
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@@ -58,10 +58,10 @@ struct PlayerStageStats
float fCaloriesBurned;
map<float,float> fLifeRecord;
void SetLifeRecordAt( float fLife, float fSecond );
void GetLifeRecord( float *fLifeOut, int iNumSamples, float fEndSecond ) const;
float GetLifeRecordAt( float fSecond ) const;
float GetLifeRecordLerpAt( float fSecond ) const;
void SetLifeRecordAt( float fLife, float fStepsSecond );
void GetLifeRecord( float *fLifeOut, int iNumSamples, float fStepsEndSecond ) const;
float GetLifeRecordAt( float fStepsSecond ) const;
float GetLifeRecordLerpAt( float fStepsSecond ) const;
struct Combo_t
{
+2
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@@ -1447,6 +1447,8 @@ void ScreenGameplay::Update( float fDeltaTime )
// update fGameplaySeconds
STATSMAN->m_CurStageStats.fGameplaySeconds += fDeltaTime;
if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
STATSMAN->m_CurStageStats.fStepsSeconds += fDeltaTime;
//
// Check for end of song
+4 -3
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@@ -13,6 +13,7 @@ StageStats::StageStats()
vpPossibleSongs.clear();
StageType = STAGE_INVALID;
fGameplaySeconds = 0;
fStepsSeconds = 0;
}
void StageStats::Init()
@@ -62,6 +63,7 @@ void StageStats::AddStats( const StageStats& other )
StageType = STAGE_INVALID; // meaningless
fGameplaySeconds += other.fGameplaySeconds;
fStepsSeconds += other.fStepsSeconds;
FOREACH_PlayerNumber( p )
m_player[p].AddStats( other.m_player[p] );
@@ -91,12 +93,11 @@ bool StageStats::AllFailedEarlier() const
return true;
}
float StageStats::GetTotalPossibleMusicLengthSeconds() const
float StageStats::GetTotalPossibleStepsSeconds() const
{
float fSecs = 0;
FOREACH_CONST( Song*, vpPossibleSongs, s )
fSecs += (*s)->m_fMusicLengthSeconds;
fSecs += (*s)->GetElapsedTimeFromBeat( (*s)->m_fLastBeat ) - (*s)->GetElapsedTimeFromBeat( (*s)->m_fFirstBeat );
return fSecs;
}
+7 -2
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@@ -30,9 +30,14 @@ struct StageStats
vector<Song*> vpPlayedSongs;
vector<Song*> vpPossibleSongs;
enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
float fGameplaySeconds; // how many seconds before gameplay ended. Updated by Gameplay, not scaled by music rate.
float GetTotalPossibleMusicLengthSeconds() const; // TODO: Scale this by the music rate
// TODO: These are updated in ScreenGameplay::Update based on fDelta.
// They should be made more accurate.
float fGameplaySeconds; // how many seconds before gameplay ended. Updated by Gameplay, not scaled by music rate.
float fStepsSeconds; // this is <= fGameplaySeconds unless the song has steps past the end
// Total number of seconds between first beat and last beat for every song.
float GetTotalPossibleStepsSeconds() const; // TODO: Scale this by the music rate
PlayerStageStats m_player[NUM_PLAYERS];
+2 -2
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@@ -120,8 +120,8 @@ public:
CString m_sMusicFile;
float m_fMusicLengthSeconds;
float m_fFirstBeat;
float m_fLastBeat;
float m_fFirstBeat; // beat of first note
float m_fLastBeat; // beat of last note
float m_fMusicSampleStartSeconds;
float m_fMusicSampleLengthSeconds;
enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;