Files
itgmania212121/stepmania/src/StageStats.cpp
T
Glenn Maynard 5ce2502b59 Merge StageResults into PlayerStageStats. Move results calc into StageStats.
This makes StageStats touch some stuff that I don't think it should, but it's
an improvement over having all this scoring logic inside a special screen.
2005-09-11 01:44:13 +00:00

321 lines
9.8 KiB
C++

#include "global.h"
#include "StageStats.h"
#include "GameState.h"
#include "Foreach.h"
#include "Steps.h"
#include "song.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "PlayerState.h"
#include "Style.h"
#include "Profile.h"
#include "ProfileManager.h"
/*
* Arcade: for the current stage (one song).
* Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
*/
StageStats::StageStats()
{
playMode = PLAY_MODE_INVALID;
pStyle = NULL;
vpPlayedSongs.clear();
vpPossibleSongs.clear();
StageType = STAGE_INVALID;
fGameplaySeconds = 0;
fStepsSeconds = 0;
}
void StageStats::Init()
{
*this = StageStats();
}
void StageStats::AssertValid( PlayerNumber pn ) const
{
ASSERT( vpPlayedSongs.size() != 0 );
ASSERT( vpPossibleSongs.size() != 0 );
if( vpPlayedSongs[0] )
CHECKPOINT_M( vpPlayedSongs[0]->GetTranslitFullTitle() );
ASSERT( m_player[pn].vpPlayedSteps.size() != 0 );
ASSERT( m_player[pn].vpPlayedSteps[0] );
ASSERT_M( playMode < NUM_PLAY_MODES, ssprintf("playmode %i", playMode) );
ASSERT( pStyle != NULL );
ASSERT_M( m_player[pn].vpPlayedSteps[0]->GetDifficulty() < NUM_DIFFICULTIES, ssprintf("difficulty %i", m_player[pn].vpPlayedSteps[0]->GetDifficulty()) );
ASSERT( vpPlayedSongs.size() == m_player[pn].vpPlayedSteps.size() );
ASSERT( vpPossibleSongs.size() == m_player[pn].vpPossibleSteps.size() );
}
void StageStats::AssertValid( MultiPlayer pn ) const
{
ASSERT( vpPlayedSongs.size() != 0 );
ASSERT( vpPossibleSongs.size() != 0 );
if( vpPlayedSongs[0] )
CHECKPOINT_M( vpPlayedSongs[0]->GetTranslitFullTitle() );
ASSERT( m_multiPlayer[pn].vpPlayedSteps.size() != 0 );
ASSERT( m_multiPlayer[pn].vpPlayedSteps[0] );
ASSERT_M( playMode < NUM_PLAY_MODES, ssprintf("playmode %i", playMode) );
ASSERT( pStyle != NULL );
ASSERT_M( m_player[pn].vpPlayedSteps[0]->GetDifficulty() < NUM_DIFFICULTIES, ssprintf("difficulty %i", m_player[pn].vpPlayedSteps[0]->GetDifficulty()) );
ASSERT( vpPlayedSongs.size() == m_player[pn].vpPlayedSteps.size() );
ASSERT( vpPossibleSongs.size() == m_player[pn].vpPossibleSteps.size() );
}
int StageStats::GetAverageMeter( PlayerNumber pn ) const
{
AssertValid( pn );
// TODO: This isn't correct for courses.
int iTotalMeter = 0;
for( unsigned i=0; i<vpPlayedSongs.size(); i++ )
{
const Steps* pSteps = m_player[pn].vpPlayedSteps[i];
iTotalMeter += pSteps->GetMeter();
}
return iTotalMeter / vpPlayedSongs.size(); // round down
}
void StageStats::AddStats( const StageStats& other )
{
ASSERT( !other.vpPlayedSongs.empty() );
FOREACH_CONST( Song*, other.vpPlayedSongs, s )
vpPlayedSongs.push_back( *s );
FOREACH_CONST( Song*, other.vpPossibleSongs, s )
vpPossibleSongs.push_back( *s );
StageType = STAGE_INVALID; // meaningless
fGameplaySeconds += other.fGameplaySeconds;
fStepsSeconds += other.fStepsSeconds;
FOREACH_EnabledPlayer( p )
m_player[p].AddStats( other.m_player[p] );
}
bool StageStats::OnePassed() const
{
FOREACH_EnabledPlayer( p )
if( !m_player[p].bFailed )
return true;
return false;
}
bool StageStats::AllFailed() const
{
FOREACH_EnabledPlayer( pn )
if( !m_player[pn].bFailed )
return false;
return true;
}
bool StageStats::AllFailedEarlier() const
{
FOREACH_EnabledPlayer( p )
if( !m_player[p].bFailedEarlier )
return false;
return true;
}
float StageStats::GetTotalPossibleStepsSeconds() const
{
float fSecs = 0;
FOREACH_CONST( Song*, vpPossibleSongs, s )
fSecs += (*s)->GetStepsSeconds();
return fSecs;
}
void StageStats::CommitScores( bool bSummary )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
return; /* don't save scores in battle */
}
if( PREFSMAN->m_bScreenTestMode )
{
FOREACH_PlayerNumber( pn )
{
m_player[pn].m_iPersonalHighScoreIndex = 0;
m_player[pn].m_iMachineHighScoreIndex = 0;
}
}
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
return;
LOG->Trace( "saving stats and high scores" );
FOREACH_HumanPlayer( p )
{
// don't save scores if the player is disqualified
if( GAMESTATE->IsDisqualified(p) )
continue;
// whether or not to save scores when the stage was failed
// depends on if this is a course or not ... it's handled
// below in the switch
HighScore &hs = m_player[p].m_HighScore;
hs.SetName( RANKING_TO_FILL_IN_MARKER[p] );
hs.SetGrade( m_player[p].GetGrade() );
hs.SetScore( m_player[p].iScore );
hs.SetPercentDP( m_player[p].GetPercentDancePoints() );
hs.SetSurviveSeconds( m_player[p].fAliveSeconds );
hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
hs.SetDateTime( DateTime::GetNowDateTime() );
hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : CString("") );
hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
hs.SetProductID( PREFSMAN->m_iProductID );
FOREACH_TapNoteScore( tns )
hs.SetTapNoteScore( tns, m_player[p].iTapNoteScores[tns] );
FOREACH_HoldNoteScore( hns )
hs.SetHoldNoteScore( hns, m_player[p].iHoldNoteScores[hns] );
hs.SetRadarValues( m_player[p].radarActual );
hs.SetLifeRemainingSeconds( m_player[p].fLifeRemainingSeconds );
}
FOREACH_HumanPlayer( p )
{
const HighScore &hs = m_player[p].m_HighScore;
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const Song* pSong = GAMESTATE->m_pCurSong;
const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
if( bSummary )
{
// don't save scores if any stage was failed
if( m_player[p].bFailed )
continue;
int iAverageMeter = GetAverageMeter(p);
m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
}
else
{
// don't save scores for a failed song
if( m_player[p].bFailed )
continue;
ASSERT( pSteps );
PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
}
}
LOG->Trace( "done saving stats and high scores" );
// If both players get a machine high score in the same HighScoreList,
// then one player's score may have bumped the other player. Look in
// the HighScoreList and re-get the high score index.
FOREACH_HumanPlayer( p )
{
if( m_player[p].m_iMachineHighScoreIndex == -1 ) // no record
continue; // skip
HighScore &hs = m_player[p].m_HighScore;
Profile* pProfile = PROFILEMAN->GetMachineProfile();
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const HighScoreList *pHSL = NULL;
if( bSummary )
{
pHSL = &pProfile->GetCategoryHighScoreList( st, m_player[p].m_rc );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
ASSERT( pTrail );
pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
}
else
{
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
}
vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
if( iter == pHSL->vHighScores.end() )
m_player[p].m_iMachineHighScoreIndex = -1;
else
m_player[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin();
}
}
// lua start
#include "LuaBinding.h"
class LunaStageStats: public Luna<StageStats>
{
public:
LunaStageStats() { LUA->Register( Register ); }
static int GetPlayerStageStats( T* p, lua_State *L ) { p->m_player[IArg(1)].PushSelf(L); return 1; }
static int GetGameplaySeconds( T* p, lua_State *L ) { lua_pushnumber(L, p->fGameplaySeconds); return 1; }
static int OnePassed( T* p, lua_State *L ) { lua_pushboolean(L, p->OnePassed()); return 1; }
static int AllFailed( T* p, lua_State *L ) { lua_pushboolean(L, p->AllFailed()); return 1; }
static void Register(lua_State *L)
{
ADD_METHOD( GetPlayerStageStats );
ADD_METHOD( GetGameplaySeconds );
ADD_METHOD( OnePassed );
ADD_METHOD( AllFailed );
Luna<T>::Register( L );
}
};
LUA_REGISTER_CLASS( StageStats )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/