+ // Find out how many random songs there are (equal for all players).
+ unsigned num_random_songs = 0;
+ for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i) {
+ if (!i->chosen)
+ ++num_random_songs;
+ }
+
+ /*
+ * Find out which player is next, and what song he she is supposed to play. First
+ * try random songs.
+ */
+ const Player *next_player = get_next_player(group);
+ const Score *next_song = NULL;
+ unsigned num_played = 0; // will not always be completely accurate, but always as accurate as we need it :-)
+
+ for (unsigned i = 0; i < num_random_songs; ++i) {
+ unsigned j = (i + next_player->position - 1) % num_random_songs;
+ if (next_player->scores[j].score == -1) {
+ next_song = &(next_player->scores[j]);
+ break;
+ } else {
+ ++num_played;
+ }
+ }
+
+ // then all songs, if that didn't work out (slightly icky, but hey)
+ if (next_song == NULL) {
+ for (unsigned i = 0; i < num_scores; ++i) {
+ unsigned j = (i + next_player->position) % num_scores;
+ if (next_player->scores[j].score == -1) {
+ next_song = &(next_player->scores[j]);
+ break;
+ } else {
+ ++num_played;
+ }
+ }
+ }
+
+ if (next_song != NULL) {
+ widestring text = widestring("Next player: ") + next_player->nick;
+ unsigned this_width = my_draw_text(text, NULL, 24.0);
+ my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
+
+ if (next_song->song.id != -1) {
+ this_width = my_draw_text(next_song->song.title, NULL, 20.0);
+ my_draw_text(next_song->song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
+
+ Highscore hs;
+ conn.perform(FetchHighscore(next_song->song.id, &hs));
+
+ if (hs.score != -1) {
+ text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
+ widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
+ this_width = my_draw_text(text, NULL, 16.0);
+ my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
+ }
+ }
+
+ // only show lead/win/qualify for the last song
+ if (num_played == num_scores - 1) {
+ /*
+ * Find out how much we need to lead, how much we need to be guaranteed
+ * to win the group, and how much we need to secure qualification. (FIXME:
+ * do the last one :-) )
+ */
+
+ // find the best score we can get
+ unsigned max_score_this_song;
+ if (next_song->song.id != -1) {
+ // random song, or we know what song the player picked
+ max_score_this_song = song_scores[next_song->song.id];
+ } else {
+ max_score_this_song = player_scores[next_player->id];
+ }
+
+ unsigned y = 520;
+
+ // see what score this player must beat to lead
+ unsigned lead_beat = 0, win_beat = 0;
+ for (unsigned i = 0; i < group.players.size(); ++i) {
+ if (group.players[i].id == next_player->id)
+ continue;
+
+ lead_beat = std::max(lead_beat, group.players[i].total);
+ }
+
+ // find the best max score among the others
+ for (unsigned i = 0; i < group.players.size(); ++i) {
+ if (group.players[i].id == next_player->id)
+ continue;
+
+ win_beat = std::max(win_beat, max_score[i]);
+ }
+
+ /*
+ * There's a somewhat subtle point here. Normally, what a player would be interested in
+ * with regard to qualification would be a set of three values:
+ *
+ * 1. How much is the absolute minimum required to qualify, given that all others
+ * fail?
+ * 2. How much will give a reasonable chance of qualifying, given the expected performance
+ * of all the others?
+ * 3. How much will be enough to secure qualification, no matter what?
+ *
+ * Given perfect guessing, #2 would be "how much is needed to qualify"; however, it is
+ * completely impossible to give an exact value for that, and we're not into the guessing
+ * games. :-) #1 is often so low it's completely unrealistic (ie. far enough from #2 that
+ * it's not interesting), but #3, the most conservative estimate, is often a good measure.
+ * #3 is "how much is needed to _secure_ qualification", and that is usually what we
+ * print out when it's possible.
+ *
+ * However, in a few situations, #1 and #3 will be the exact same value, from which it
+ * follows (from the squeeze law, or just common sense :-) ) that #2 will be the same
+ * value as #1 and #3. (This usually happens near or at the end of a group.) In that
+ * case, we know the value we seek (ie. "how much is needed to qualify"), so we drop
+ * the word "secure" and just print it as-is.
+ *
+ * To find #1 and #3, we sort and pick out the values we need to beat in the best and
+ * the worst case.
+ */
+ int qualify_beat_worst_case = -1, qualify_beat_best_case = -1;
+
+ if (group.num_qualifying > 0) {
+ std::vector<unsigned> tmp;
+
+ for (unsigned i = 0; i < group.players.size(); ++i) {
+ if (group.players[i].id == next_player->id)
+ continue;
+ tmp.push_back(max_score[i]);
+ }
+ std::sort(tmp.begin(), tmp.end());
+ qualify_beat_worst_case = tmp[tmp.size() - group.num_qualifying];
+
+ std::vector<unsigned> tmp2;
+ for (unsigned i = 0; i < group.players.size(); ++i) {
+ if (group.players[i].id == next_player->id)
+ continue;
+ tmp2.push_back(min_score[i]);
+ }
+
+ std::sort(tmp2.begin(), tmp2.end());
+ qualify_beat_best_case = tmp2[tmp2.size() - group.num_qualifying];
+ }
+
+ // print out the lines we can attain
+ if (next_player->total + max_score_this_song > lead_beat && (lead_beat != win_beat)) {
+ int lead_need = std::max(lead_beat - next_player->total + 1, 0U);
+
+ if (lead_need > 0) {
+ text = widestring("Needs to lead: ") + widestring(pqxx::to_string(lead_need));
+ this_width = my_draw_text(text, NULL, 18.0);
+ my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+ y += 30;
+ }
+ }
+
+ if (next_player->total + max_score_this_song > win_beat) {
+ int win_need = std::max(win_beat - next_player->total + 1, 0U);
+
+ if (win_need > 0) {
+ text = widestring("Needs to win: ") + widestring(pqxx::to_string(win_need));
+
+ this_width = my_draw_text(text, NULL, 18.0);
+ my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+ y += 30;
+ }
+ }
+
+ if (group.num_qualifying > 0 &&
+ next_player->total + max_score_this_song > unsigned(qualify_beat_worst_case) &&
+ (unsigned(qualify_beat_worst_case) != win_beat)) {
+ int qual_need = std::max(qualify_beat_worst_case - next_player->total + 1, 0U);
+
+ if (qual_need > 0) {
+ if (qualify_beat_worst_case == qualify_beat_best_case) {
+ text = widestring("Needs to qualify: ") + widestring(pqxx::to_string(qual_need));
+ } else {
+ text = widestring("Needs to secure qualification: ") + widestring(pqxx::to_string(qual_need));
+ }
+
+ this_width = my_draw_text(text, NULL, 18.0);
+ my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+ y += 30;