9170e91bcc
GameState.h depend on StageStats.h is too inconvenient.
366 lines
10 KiB
C++
366 lines
10 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: StageStats
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Desc: See header.
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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 "StageStats.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "RageUtil.h"
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StageStats g_CurStageStats;
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vector<StageStats> g_vPlayedStageStats;
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StageStats::StageStats()
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{
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playMode = PLAY_MODE_INVALID;
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style = STYLE_INVALID;
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pSong = NULL;
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StageType = STAGE_INVALID;
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fGameplaySeconds = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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pSteps[p] = NULL;
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iMeter[p] = 0;
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fAliveSeconds[p] = 0;
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bFailed[p] = bFailedEarlier[p] = false;
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iPossibleDancePoints[p] = iActualDancePoints[p] = 0;
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iCurCombo[p] = iMaxCombo[p] = iCurMissCombo[p] = iScore[p] = iBonus[p] = 0;
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fSecondsBeforeFail[p] = 0;
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iSongsPassed[p] = iSongsPlayed[p] = 0;
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iTotalError[p] = 0;
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fFirstPos[p] = fLastPos[p] = 0;
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memset( iTapNoteScores[p], 0, sizeof(iTapNoteScores[p]) );
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memset( iHoldNoteScores[p], 0, sizeof(iHoldNoteScores[p]) );
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memset( fRadarPossible[p], 0, sizeof(fRadarPossible[p]) );
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memset( fRadarActual[p], 0, sizeof(fRadarActual[p]) );
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fFirstPos[p] = 999999;
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fLastPos[p] = 0;
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}
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}
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void StageStats::AddStats( const StageStats& other )
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{
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pSong = NULL; // meaningless
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StageType = STAGE_INVALID; // meaningless
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memset( fAliveSeconds, 0, sizeof(fAliveSeconds) ); // why? -Chris
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// weight long and marathon songs
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ASSERT( other.pSong );
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const int iLengthMultiplier = SongManager::GetNumStagesForSong( other.pSong );
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fGameplaySeconds += other.fGameplaySeconds;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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pSteps[p] = NULL;
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iMeter[p] += other.iMeter[p] * iLengthMultiplier;
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fAliveSeconds[p] += other.fAliveSeconds[p];
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bFailed[p] |= other.bFailed[p];
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bFailedEarlier[p] |= other.bFailedEarlier[p];
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iPossibleDancePoints[p] += other.iPossibleDancePoints[p];
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iActualDancePoints[p] += other.iActualDancePoints[p];
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for( int t=0; t<NUM_TAP_NOTE_SCORES; t++ )
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iTapNoteScores[p][t] += other.iTapNoteScores[p][t];
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for( int h=0; h<NUM_HOLD_NOTE_SCORES; h++ )
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iHoldNoteScores[p][h] += other.iHoldNoteScores[p][h];
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iCurCombo[p] += other.iCurCombo[p];
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iMaxCombo[p] += other.iMaxCombo[p];
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iCurMissCombo[p] += other.iCurMissCombo[p];
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iScore[p] += other.iScore[p];
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
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{
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fRadarPossible[p][r] += other.fRadarPossible[p][r];
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fRadarActual[p][r] += other.fRadarActual[p][r];
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}
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fSecondsBeforeFail[p] += other.fSecondsBeforeFail[p];
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iSongsPassed[p] += other.iSongsPassed[p];
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iSongsPlayed[p] += other.iSongsPlayed[p];
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iTotalError[p] += other.iTotalError[p];
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const float fOtherFirst = other.fFirstPos[p] + fLastPos[p];
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const float fOtherLast = other.fLastPos[p] + fLastPos[p];
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map<float,float>::const_iterator it;
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for( it = other.fLifeRecord[p].begin(); it != other.fLifeRecord[p].end(); ++it )
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{
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const float pos = it->first;
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const float life = it->second;
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fLifeRecord[p][fOtherFirst+pos] = life;
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}
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unsigned i;
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for( i=0; i<other.ComboList[p].size(); ++i )
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{
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const Combo_t &combo = other.ComboList[p][i];
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Combo_t newcombo(combo);
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newcombo.start += fOtherFirst;
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ComboList[p].push_back( newcombo );
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}
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/* Merge identical combos. This normally only happens in course mode, when a combo
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* continues between songs. */
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for( i=1; i<ComboList[p].size(); ++i )
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{
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Combo_t &prevcombo = ComboList[p][i-1];
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Combo_t &combo = ComboList[p][i];
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const float PrevComboEnd = prevcombo.start + prevcombo.size;
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const float ThisComboStart = combo.start;
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if( fabsf(PrevComboEnd - ThisComboStart) > 0.001 )
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continue;
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/* These are really the same combo. */
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prevcombo.size += combo.size;
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prevcombo.cnt += combo.cnt;
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ComboList[p].erase( ComboList[p].begin()+i );
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--i;
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}
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fLastPos[p] = fOtherLast;
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}
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}
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Grade StageStats::GetGrade( PlayerNumber pn ) const
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{
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ASSERT( GAMESTATE->IsPlayerEnabled(pn) ); // shouldn't be calling this is player isn't joined!
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if( bFailedEarlier[pn] )
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return GRADE_E;
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/* XXX: This entire calculation should be in ScoreKeeper, but final evaluation
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* is tricky since at that point the ScoreKeepers no longer exist.
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*
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* See http://www.aaroninjapan.com/ddr2.html ("Regular play scoring") */
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const float TapScoreValues[NUM_TAP_NOTE_SCORES] = { 0, -8, -4, 0, +1, +2, +2 };
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const float HoldScoreValues[NUM_HOLD_NOTE_SCORES] = { 0, 0, +6 };
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float Possible = 0, Actual = 0;
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int i;
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for( i = 0; i < NUM_TAP_NOTE_SCORES; ++i )
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{
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Actual += iTapNoteScores[pn][i] * TapScoreValues[i];
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Possible += iTapNoteScores[pn][i] * TapScoreValues[TNS_MARVELOUS];
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}
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for( i = HNS_OK; i < NUM_HOLD_NOTE_SCORES; ++i )
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{
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Actual += iHoldNoteScores[pn][i] * HoldScoreValues[i];
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Possible += iHoldNoteScores[pn][i] * HoldScoreValues[HNS_OK];
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}
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float fPercentDancePoints = Actual / Possible;
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fPercentDancePoints = max( 0.f, fPercentDancePoints );
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LOG->Trace( "GetGrade: Actual: %f, Possible: %f, Percent: %f", Actual, Possible, fPercentDancePoints );
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/* check for "AAAA". Check DP == 100%: if we're using eg. "LITTLE", we might have all
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* marvelouses but still not qualify for a AAAA. */
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if( fPercentDancePoints > .9999 &&
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iTapNoteScores[pn][TNS_MARVELOUS] > 0 &&
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iTapNoteScores[pn][TNS_PERFECT] == 0 &&
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iTapNoteScores[pn][TNS_GREAT] == 0 &&
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iTapNoteScores[pn][TNS_GOOD] == 0 &&
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iTapNoteScores[pn][TNS_BOO] == 0 &&
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iTapNoteScores[pn][TNS_MISS] == 0 &&
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iHoldNoteScores[pn][HNS_NG] == 0 )
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return GRADE_AAAA;
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if( fPercentDancePoints > .9999 &&
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iTapNoteScores[pn][TNS_PERFECT] > 0 &&
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iTapNoteScores[pn][TNS_GREAT] == 0 &&
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iTapNoteScores[pn][TNS_GOOD] == 0 &&
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iTapNoteScores[pn][TNS_BOO] == 0 &&
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iTapNoteScores[pn][TNS_MISS] == 0 &&
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iHoldNoteScores[pn][HNS_NG] == 0 )
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return GRADE_AAA;
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/* Based on the percentage of your total "Dance Points" to the maximum
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* possible number, the following rank is assigned:
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*
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* 100% - AAA
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* 93% - AA
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* 80% - A
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* 65% - B
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* 45% - C
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* Less - D
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* Fail - E
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*/
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if( fPercentDancePoints >= 0.93 ) return GRADE_AA;
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else if( fPercentDancePoints >= 0.80 ) return GRADE_A;
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else if( fPercentDancePoints >= 0.65 ) return GRADE_B;
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else if( fPercentDancePoints >= 0.45 ) return GRADE_C;
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else if( fPercentDancePoints >= 0 ) return GRADE_D;
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else return GRADE_E;
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}
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bool StageStats::OnePassed() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && !bFailed[p] )
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return true;
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return false;
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}
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bool StageStats::AllFailed() const
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{
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for( int pn=0; pn<NUM_PLAYERS; pn++ )
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if( GAMESTATE->IsPlayerEnabled(PlayerNumber(pn)) )
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if( !bFailed[pn] )
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return false;
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return true;
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}
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float StageStats::GetPercentDancePoints( PlayerNumber pn ) const
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{
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if( iPossibleDancePoints[pn] == 0 )
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return 0; // div/0
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if( iActualDancePoints[pn] == iPossibleDancePoints[pn] )
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return 1; // correct for rounding error
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float fPercentDancePoints = iActualDancePoints[pn] / (float)iPossibleDancePoints[pn];
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return clamp( fPercentDancePoints, 0, 1 );
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}
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void StageStats::SetLifeRecord( PlayerNumber pn, float life, float pos )
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{
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if( pos < 0 )
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return;
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fFirstPos[pn] = min( pos, fFirstPos[pn] );
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fLastPos[pn] = max( pos, fLastPos[pn] );
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if( !fLifeRecord[pn].empty() )
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{
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const float old = GetLifeRecordAt( pn, pos );
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if( fabsf(old-pos) < 0.001f )
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return; /* no change */
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}
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fLifeRecord[pn][pos] = life;
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}
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float StageStats::GetLifeRecordAt( PlayerNumber pn, float pos ) const
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{
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/* Find the first element whose key is not less than k. */
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map<float,float>::const_iterator it = fLifeRecord[pn].lower_bound( pos );
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/* Find the first element whose key is less than k. */
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if( it != fLifeRecord[pn].begin() )
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--it;
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return it->second;
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}
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float StageStats::GetLifeRecordLerpAt( PlayerNumber pn, float pos ) const
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{
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/* Find the first element whose key is not less than k. */
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map<float,float>::const_iterator later = fLifeRecord[pn].lower_bound( pos );
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/* Find the first element whose key is less than k. */
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map<float,float>::const_iterator earlier = later;
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if( earlier != fLifeRecord[pn].begin() )
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--earlier;
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if( earlier->first == later->first )
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return earlier->second;
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/* earlier <= pos <= later */
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const float f = SCALE( pos, earlier->first, later->first, 1, 0 );
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return earlier->second * f + later->second * (1-f);
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}
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void StageStats::GetLifeRecord( PlayerNumber pn, float *life, int nout ) const
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{
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for( int i = 0; i < nout; ++i )
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{
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float from = SCALE( i, 0, (float)nout, fFirstPos[pn], fLastPos[pn] );
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LOG->Trace("get %i from %f", i, from);
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life[i] = GetLifeRecordLerpAt( (PlayerNumber)pn, from );
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}
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}
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void StageStats::UpdateComboList( PlayerNumber pn, float pos )
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{
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if( pos < 0 )
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return;
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fFirstPos[pn] = min( pos, fFirstPos[pn] );
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fLastPos[pn] = max( pos, fLastPos[pn] );
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int cnt = iCurCombo[pn];
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if( !cnt )
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return; /* no combo */
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if( ComboList[pn].size() == 0 || ComboList[pn].back().cnt >= cnt )
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{
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/* This is a new combo. */
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Combo_t NewCombo;
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NewCombo.start = pos;
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ComboList[pn].push_back( NewCombo );
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/* If this is the first combo, and the current combo is greater than 1,
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* then that extra part of the combo must have come from a previous song.
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* Remember it separately. */
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if( ComboList[pn].size() == 1 )
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ComboList[pn][0].rollover = cnt-1;
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}
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Combo_t &combo = ComboList[pn].back();
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combo.size = pos - combo.start;
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combo.cnt = cnt;
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}
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/* This returns the largest combo contained within the song, as if
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* m_bComboContinuesBetweenSongs is turned off. */
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StageStats::Combo_t StageStats::GetMaxCombo( PlayerNumber pn ) const
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{
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if( ComboList[pn].size() == 0 )
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return Combo_t();
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int m = 0;
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for( unsigned i = 1; i < ComboList[pn].size(); ++i )
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{
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if( ComboList[pn][i].cnt > ComboList[pn][m].cnt )
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m = i;
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}
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return ComboList[pn][m];
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}
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bool StageStats::FullCombo( PlayerNumber pn ) const
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{
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if( ComboList[pn].size() != 1 )
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{
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LOG->Trace("FullCombo(%i): %i != 1", pn, (int)ComboList[pn].size());
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return false;
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}
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const float ComboStart = ComboList[pn][0].start;
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const float ComboEnd = ComboList[pn][0].start + ComboList[pn][0].size;
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const bool ComboStartsAtBeginning = fabs( ComboStart - fFirstPos[pn] ) < 0.001f;
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const bool ComboEndsAtEnd = fabs( ComboEnd - fLastPos[pn] ) < 0.001f;
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LOG->Trace("FullCombo(%i): %f .. %f, %f .. %f, %i, %i",
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pn, ComboStart, ComboEnd, fFirstPos[pn], fLastPos[pn], ComboStartsAtBeginning, ComboEndsAtEnd );
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return ComboStartsAtBeginning && ComboEndsAtEnd;
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}
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