show life and combo graphs over the whole song/course - not just over the time the player was alive

This commit is contained in:
Chris Danford
2005-04-20 06:13:06 +00:00
parent a09bf4042e
commit f57e898966
17 changed files with 118 additions and 82 deletions
+9 -4
View File
@@ -704,7 +704,7 @@ void ScreenGameplay::InitSongQueues()
m_apSongsQueue.push_back( e->pSong );
}
FOREACH_EnabledPlayer(p)
FOREACH_EnabledPlayer(p)
{
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
ASSERT( pTrail );
@@ -724,12 +724,17 @@ void ScreenGameplay::InitSongQueues()
else
{
m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
FOREACH_PlayerNumber(p)
FOREACH_PlayerNumber(p)
{
m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurSteps[p] );
m_asModifiersQueue[p].push_back( AttackArray() );
}
}
// Fill StageStats
STATSMAN->m_CurStageStats.vpPossibleSongs = m_apSongsQueue;
FOREACH_PlayerNumber(p)
STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps = m_vpStepsQueue[p];
}
ScreenGameplay::~ScreenGameplay()
@@ -864,7 +869,7 @@ void ScreenGameplay::LoadNextSong()
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
iPlaySongIndex %= m_apSongsQueue.size();
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
STATSMAN->m_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
// No need to do this here. We do it in SongFinished().
//GAMESTATE->RemoveAllActiveAttacks();
@@ -885,7 +890,7 @@ void ScreenGameplay::LoadNextSong()
{
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
STATSMAN->m_CurStageStats.m_player[p].vpSteps.push_back( pSteps );
STATSMAN->m_CurStageStats.m_player[p].vpPlayedSteps.push_back( pSteps );
ASSERT( GAMESTATE->m_pCurSteps[p] );
m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );