121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
#ifndef StageStats_H
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#define StageStats_H
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/*
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-----------------------------------------------------------------------------
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Class: StageStats
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Desc: Contains statistics for one stage of play - either one song, or a whole course.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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#include "Grade.h"
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#include "Style.h"
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#include <map>
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class Song;
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class Steps;
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struct StageStats
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{
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StageStats();
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void AddStats( const StageStats& other ); // accumulate
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Grade GetGrade( PlayerNumber pn ) const;
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bool OnePassed() const;
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bool AllFailed() const;
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bool AllFailedEarlier() const;
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float GetPercentDancePoints( PlayerNumber pn ) const;
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PlayMode playMode;
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Style style;
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Song* pSong;
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enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
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Steps* pSteps[NUM_PLAYERS];
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int iMeter[NUM_PLAYERS];
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float fAliveSeconds[NUM_PLAYERS]; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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float fGameplaySeconds; // how many seconds before gameplay ended. Updated by Gameplay, not scaled by music rate.
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/* Set if the player actually failed at any point during the song. This is always
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* false in FAIL_OFF. If recovery is enabled and two players are playing,
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* this is only set if both players were failing at the same time. */
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bool bFailed[NUM_PLAYERS];
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier[NUM_PLAYERS];
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int iPossibleDancePoints[NUM_PLAYERS];
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int iActualDancePoints[NUM_PLAYERS];
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int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES];
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int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES];
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int iCurCombo[NUM_PLAYERS];
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int iMaxCombo[NUM_PLAYERS];
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int iCurMissCombo[NUM_PLAYERS];
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int iScore[NUM_PLAYERS];
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int iBonus[NUM_PLAYERS]; // bonus to be added on screeneval
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float fRadarPossible[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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float fRadarActual[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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float fSecondsBeforeFail[NUM_PLAYERS]; // -1 means didn't/hasn't failed
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/* The number of songs played and passed, respectively. */
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int iSongsPassed[NUM_PLAYERS];
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int iSongsPlayed[NUM_PLAYERS];
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int iTotalError[NUM_PLAYERS];
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map<float,float> fLifeRecord[NUM_PLAYERS];
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void SetLifeRecord( PlayerNumber pn, float life, float pos );
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void GetLifeRecord( PlayerNumber pn, float *life, int nout ) const;
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float GetLifeRecordAt( PlayerNumber pn, float pos ) const;
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float GetLifeRecordLerpAt( PlayerNumber pn, float pos ) const;
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/* pos,combo */
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struct Combo_t
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{
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/* Start and size of this combo, in the same scale as the combo list mapping and
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* the life record. */
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float start, size;
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/* Combo size, in steps. */
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int cnt;
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/* Size of the combo that didn't come from this stage (rollover from the last song).
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* (This is a subset of cnt.) */
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int rollover;
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/* Get the size of the combo that came from this song. */
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int GetStageCnt() const { return cnt - rollover; }
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Combo_t(): start(0), size(0), cnt(0), rollover(0) { }
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bool IsZero() const { return start < 0; }
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};
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vector<Combo_t> ComboList[NUM_PLAYERS];
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float fFirstPos[NUM_PLAYERS], fLastPos[NUM_PLAYERS];
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int GetComboAtStartOfStage( PlayerNumber pn ) const;
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bool FullComboOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const;
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bool FullCombo( PlayerNumber pn ) const { return FullComboOfScore(pn,TNS_GREAT); }
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bool SingleDigitsOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const;
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bool OneOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const;
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int GetTotalTaps( PlayerNumber pn ) const;
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float GetPercentageOfTaps( PlayerNumber pn, TapNoteScore tns ) const;
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void UpdateComboList( PlayerNumber pn, float pos, bool rollover );
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Combo_t GetMaxCombo( PlayerNumber pn ) const;
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};
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/*
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* This was in GameState, but GameState.h is used by tons of files, and this object
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* is only used by 20 or so.
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*
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* Stage Statistics:
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* Arcade: for the current stage (one song).
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* Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
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*/
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extern StageStats g_CurStageStats; // current stage (not necessarily passed if Extra Stage)
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extern vector<StageStats> g_vPlayedStageStats;
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#endif
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