192 lines
6.2 KiB
C++
192 lines
6.2 KiB
C++
#ifndef PlayerStageStats_H
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#define PlayerStageStats_H
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#include "Grade.h"
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#include "RadarValues.h"
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#include "HighScore.h"
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#include "PlayerNumber.h"
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#include <map>
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class Steps;
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struct lua_State;
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/** @brief Contains statistics for one stage of play - either one song, or a whole course. */
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class PlayerStageStats
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{
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public:
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/** @brief Set up the PlayerStageStats with default values. */
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PlayerStageStats() { Init(); }
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void Init();
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/**
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* @brief Add stats from one PlayerStageStats to another.
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* @param other the other stats to add to this one. */
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void AddStats( const PlayerStageStats& other ); // accumulate
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Grade GetGrade() const;
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static float MakePercentScore( int iActual, int iPossible );
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static RString FormatPercentScore( float fPercentScore );
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float GetPercentDancePoints() const;
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float GetCurMaxPercentDancePoints() const;
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int GetLessonScoreActual() const;
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int GetLessonScoreNeeded() const;
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void ResetScoreForLesson();
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bool m_bJoined;
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vector<Steps*> m_vpPossibleSteps;
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int m_iStepsPlayed; // how many of m_vpPossibleStepshow many of m_vpPossibleSteps were played
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/**
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* @brief How far into the music did the Player last before failing?
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*
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* This is updated by Gameplay, and scaled by the music rate. */
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float m_fAliveSeconds;
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/**
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* @brief Have the Players failed at any point during the song?
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*
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* If FAIL_OFF is in use, this is always false.
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*
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* If health recovery is possible after failing (requires two players),
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* this is only set if both players were failing at the same time. */
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bool m_bFailed;
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int m_iPossibleDancePoints;
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int m_iCurPossibleDancePoints;
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int m_iActualDancePoints;
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int m_iPossibleGradePoints;
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int m_iTapNoteScores[NUM_TapNoteScore];
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int m_iHoldNoteScores[NUM_HoldNoteScore];
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/** @brief The Player's current combo. */
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int m_iCurCombo;
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/** @brief The Player's max combo. */
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int m_iMaxCombo;
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/** @brief The Player's current miss combo. */
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int m_iCurMissCombo;
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int m_iCurScoreMultiplier;
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/** @brief The player's current score. */
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int m_iScore;
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/** @brief The theoretically highest score the Player could have at this point. */
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int m_iCurMaxScore;
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/** @brief The maximum score the Player can get this goaround. */
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int m_iMaxScore;
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/**
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* @brief The possible RadarValues for a song.
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*
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* This is filled in by ScreenGameplay on the start of the notes. */
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RadarValues m_radarPossible;
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RadarValues m_radarActual;
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/** @brief How many songs were passed by the Player? */
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int m_iSongsPassed;
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/** @brief How many songs were played by the Player? */
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int m_iSongsPlayed;
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/**
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* @brief How many seconds were left for the Player?
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*
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* This is used in the Survival mode. */
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float m_fLifeRemainingSeconds;
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// workout
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float m_iNumControllerSteps;
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float m_fCaloriesBurned;
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map<float,float> m_fLifeRecord;
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void SetLifeRecordAt( float fLife, float fStepsSecond );
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void GetLifeRecord( float *fLifeOut, int iNumSamples, float fStepsEndSecond ) const;
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float GetLifeRecordAt( float fStepsSecond ) const;
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float GetLifeRecordLerpAt( float fStepsSecond ) const;
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float GetCurrentLife() const;
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struct Combo_t
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{
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/**
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* @brief The start time of the combo.
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*
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* This uses the same scale as the combo list mapping. */
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float m_fStartSecond;
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/**
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* @brief The size time of the combo.
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*
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* This uses the same scale as the life record. */
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float m_fSizeSeconds;
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/** @brief The size of the Combo, in steps. */
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int m_cnt;
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/**
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* @brief The size of the combo that didn't come from this stage.
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*
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* This is generally rolled over from the last song.
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* It is also a subset of m_cnt. */
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int m_rollover;
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/**
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* @brief Retrieve the size of the combo that came from this song.
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* @return this song's combo size. */
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int GetStageCnt() const { return m_cnt - m_rollover; }
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Combo_t(): m_fStartSecond(0), m_fSizeSeconds(0), m_cnt(0), m_rollover(0) { }
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bool IsZero() const { return m_fStartSecond < 0; }
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};
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vector<Combo_t> m_ComboList;
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float m_fFirstSecond;
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float m_fLastSecond;
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int GetComboAtStartOfStage() const;
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bool FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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bool FullCombo() const { return FullComboOfScore(TNS_W3); }
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TapNoteScore GetBestFullComboTapNoteScore() const;
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bool SingleDigitsOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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bool OneOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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int GetTotalTaps() const;
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float GetPercentageOfTaps( TapNoteScore tns ) const;
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void UpdateComboList( float fSecond, bool rollover );
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Combo_t GetMaxCombo() const;
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float GetSurvivalSeconds() const { return m_fAliveSeconds + m_fLifeRemainingSeconds; }
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// Final results:
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void CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutoplay );
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StageAward m_StageAward;
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PeakComboAward m_PeakComboAward;
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int m_iPersonalHighScoreIndex;
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int m_iMachineHighScoreIndex;
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bool m_bDisqualified;
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bool IsDisqualified() const;
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RankingCategory m_rc;
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HighScore m_HighScore;
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// Lua
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void PushSelf( lua_State *L );
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};
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#endif
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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