+ std::vector<unsigned> colwidth;
+
+ draw_main_heading(td);
+ find_column_widths(group, colwidth);
+ draw_column_headings(td, group, colwidth);
+ draw_scores(td, group, colwidth);
+
+ unsigned num_scores = group.players[0].scores.size();
+
+ /*
+ * Approximate (but probably working quite well in practice) heuristic
+ * for finding the min and max rank of a player works as follows:
+ *
+ * First of all, find out, for each player in the group, what the
+ * maximum remaining score possibly can be (the minimum score is of
+ * course identical to the player's current total). For a random song,
+ * this is of course 1000 * (maximum feet rating) (but of course, that
+ * depends on whether we can play single or double! for now, assume
+ * double is okay, but this logic will be deferred to FetchMaxScore
+ * anyhow); for a random song, we simply pick the highest-ranking song
+ * we can find, EXCEPT those the player has chosen earlier AND the
+ * random songs this round, AND all random songs from elimination rounds
+ * (ie. rounds with only one group). (Phew!) This doesn't solve problems
+ * we'd face with more than one chosen song, but it should be good enough.
+ *
+ * After we've found the max and min scores for all players, it's a simple
+ * matter of sorting; the best attainable rank for player X is obtained if
+ * X gets max score and all others get min score, the worst attainable rank
+ * is obtained if X gets min score and all others get max score.
+ */
+ std::vector<unsigned> max_score, min_score;
+ for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
+ unsigned min_score_tp = 0, max_score_tp = 0;
+ for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
+ if (j->score != -1) {
+ // already given
+ min_score_tp += j->score;
+ max_score_tp += j->score;
+ } else {
+ unsigned max_score_this_song;
+ if (j->song.id != -1) {
+ // random song, or we know what song the player picked
+ max_score_this_song = song_scores[j->song.id];
+ } else {
+ max_score_this_song = player_scores[i->id];
+ }
+ max_score_tp += max_score_this_song;