Files
itgmania212121/src/StageStats.h
T
Jason Felds 7fa50ff351 More effective fixes.
We may have to actually do full blown replacements.
2011-03-19 13:27:48 -04:00

115 lines
3.6 KiB
C++

#ifndef StageStats_H
#define StageStats_H
#include "PlayerNumber.h"
#include "PlayerStageStats.h"
class Song;
class Style;
struct lua_State;
/**
* @brief Contains statistics for one stage of play.
*
* This is either one song, or a whole course. */
class StageStats
{
public:
StageStats();
void Init();
/**
* @brief Ensure that the Player is valid.
* @param pn the PlayerNumber to check. */
void AssertValid( PlayerNumber pn ) const;
/**
* @brief Ensure that the Player is valid.
* @param mp the Multiplayer to check. */
void AssertValid( MultiPlayer mp ) const;
void AddStats( const StageStats& other ); // accumulate
bool OnePassed() const;
bool AllFailed() const;
int GetAverageMeter( PlayerNumber pn ) const;
Stage m_Stage;
int m_iStageIndex;
PlayMode m_playMode;
const Style* m_pStyle;
vector<Song*> m_vpPlayedSongs;
vector<Song*> m_vpPossibleSongs;
/** @brief Was an extra stage earned this goaround? */
EarnedExtraStage m_EarnedExtraStage;
/** @brief Was the gameplay exited by the Player giving up? */
bool m_bGaveUp;
/** @brief Did the PLayer use Autoplay at any point during gameplay? */
bool m_bUsedAutoplay;
// TODO: These are updated in ScreenGameplay::Update based on fDelta.
// They should be made more accurate.
/**
* @brief How many seconds were there before gameplay ended?
*
* This is updated by Gameplay, and not scaled by the music rate. */
float m_fGameplaySeconds;
/**
* @brief How many seconds are we in a song?
*
* This is equivalent to m_fGameplaySeconds unless the song has steps past the end. */
float m_fStepsSeconds;
/** @brief How fast was the music going compared to normal? */
float m_fMusicRate;
// Total number of seconds between first beat and last beat for every song.
float GetTotalPossibleStepsSeconds() const;
PlayerStageStats m_player[NUM_PLAYERS];
PlayerStageStats m_multiPlayer[NUM_MultiPlayer];
void FinalizeScores( bool bSummary );
/**
* @brief Determine if the PlayerNumber has a high score.
* @param pn the PlayerNumber in question.
* @return true if the PlayerNumber has a high score, false otherwise. */
bool PlayerHasHighScore( PlayerNumber pn ) const;
int GetMinimumMissCombo() const;
// Lua
void PushSelf( lua_State *L );
private:
// TODO: Implement the copy and assignment operators on our own.
};
#endif
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/