+ draw_next_up_player(buf, group, *next_player, *next_song, last_song, song_scores, player_scores, max_score, min_score);
+ }
+}
+
+/*
+ * Some tournaments allow versus play in the initial rounds to save time; this is
+ * of course for random songs only. In this case, the scheme from draw_next_up_single()
+ * is somewhat changed, as we zig-zag across pairs instead of players. (If there's a
+ * stray person left in the group, that player plays the song by him-/herself as in
+ * a usual single tournament.
+ */
+void GroupScreen::draw_next_up_versus(unsigned char *buf, const Group &group,
+ std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
+ const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
+{
+ // 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 the next player and what song he/she is supposed to play, if any.
+ const Player *next_player = get_next_player(group);
+ const Score *next_song = NULL;
+ unsigned song_num;
+
+ for (unsigned i = 0; i < num_random_songs; ++i) {
+ unsigned j = (i + (next_player->position - 1) / 2) % num_random_songs;
+ if (next_player->scores[j].score == -1) {
+ next_song = &(next_player->scores[j]);
+ song_num = j;
+ break;
+ }
+ }
+
+ /*
+ * If there's no match, we're on the chosen songs (or done),
+ * so just delegate to draw_up_single().
+ */
+ if (next_song == NULL) {
+ draw_next_up_single(buf, group, song_scores, player_scores, max_score, min_score);
+ return;
+ }
+
+ /*
+ * Look for a player with the same amount of random songs played _and_ missing
+ * the same song.
+ */
+ unsigned num_songs_played = 0;
+ for (unsigned i = 0; i < num_random_songs; ++i) {
+ if (next_player->scores[i].score != -1) {
+ ++num_songs_played;
+ }
+ }
+
+ unsigned m = 0;
+ const Player *other_player = NULL;
+ for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
+ if ((m++ % num_machines != machine))
+ continue;
+ if (i->id == next_player->id)
+ continue;
+
+ unsigned this_songs_played = 0;
+ for (unsigned j = 0; j < num_random_songs; ++j) {
+ if (i->scores[j].score != -1) {
+ ++this_songs_played;
+ }
+ }
+
+ if (this_songs_played != num_songs_played)
+ continue;
+
+ if (i->scores[song_num].score == -1) {
+ other_player = &(*i);
+ break;
+ }
+ }
+
+ // If we didn't find another player, just draw the one we have as usual.
+ if (other_player == NULL) {
+ draw_next_up_player(buf, group, *next_player, *next_song, false,
+ song_scores, player_scores, max_score, min_score);
+ return;
+ }
+
+ // OK, we have two players. Draw their nicks and the scores
+ widestring text = widestring("Next players: ") + next_player->nick + widestring(" and ") + other_player->nick;
+ unsigned this_width = my_draw_text(text, NULL, 24.0, "nextsonginfo");
+ my_draw_text(text, buf, 24.0, "nextsonginfo", (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, "nextsongtitle");
+ my_draw_text(next_song->song.title, buf, 20.0, "nextsonginfo", (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, "nextsonginfo");
+ my_draw_text(text, buf, 16.0, "nextsonginfo", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
+ }
+ }
+}
+
+void GroupScreen::draw_next_up_player(unsigned char *buf, const Group &group, const Player &player, const Score &song, bool last_song,
+ std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
+ const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
+{
+ widestring text = widestring("Next player: ") + player.nick;
+ unsigned this_width = my_draw_text(text, NULL, 24.0, "nextsonginfo");
+ my_draw_text(text, buf, 24.0, "nextsonginfo", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
+
+ if (song.song.id != -1) {
+ this_width = my_draw_text(song.song.title, NULL, 20.0, "nextsonginfo");
+ my_draw_text(song.song.title, buf, 20.0, "nextsonginfo", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
+
+ Highscore hs;
+ conn.perform(FetchHighscore(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, "nextsonginfo");
+ my_draw_text(text, buf, 16.0, "nextsonginfo", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
+ }
+ }
+
+ // only show lead/win/qualify for the last song
+ if (last_song) {
+ /*
+ * 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.
+ */
+
+ // find the best score we can get
+ unsigned max_score_this_song;
+ if (song.song.id != -1) {
+ // random song, or we know what song the player picked
+ max_score_this_song = song_scores[song.song.id];
+ } else {
+ max_score_this_song = player_scores[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 == 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 == 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 == 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 == 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 (player.total + max_score_this_song > lead_beat && (lead_beat != win_beat)) {
+ int lead_need = std::max(lead_beat - player.total + 1, 0U);
+
+ if (lead_need > 1) {
+ text = widestring("Needs to lead: ") + widestring(pqxx::to_string(lead_need));
+ this_width = my_draw_text(text, NULL, 18.0, "need");
+ my_draw_text(text, buf, 18.0, "need", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+ y += 30;
+ }
+ }
+
+ if (player.total + max_score_this_song > win_beat) {
+ int win_need = std::max(win_beat - 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, "need");
+ my_draw_text(text, buf, 18.0, "need", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+ y += 30;
+ }
+ }
+
+ if (group.num_qualifying > 0 &&
+ group.num_qualifying != group.players.size() &&
+ 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 - 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, "need");
+ my_draw_text(text, buf, 18.0, "need", (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+ y += 30;
+ }
+ }
+ }
+}
+
+// some refactoring done, more should be
+void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height)
+{
+ std::vector<TextDefer> td;
+
+ scores_changed.reset_flag();
+ set_screen_size(width, height);
+
+ /*
+ * We'll probably need some values from here later on (although not all), just fetch them
+ * all while we're at it.
+ */
+ std::map<unsigned, unsigned> song_scores, player_scores;
+ conn.perform(FetchMaxScoreForSongs(tournament, &song_scores));
+ conn.perform(FetchMaxScoreForPlayers(tournament, round, &player_scores));
+
+ Group group;
+ conn.perform(FetchGroup(tournament, round, parallel, &group));
+ gettimeofday(&last_updated, NULL);
+
+ fill_background(buf, width, height);
+
+ std::vector<unsigned> colwidth;
+
+ draw_main_heading(td);
+ find_column_widths(group, colwidth);
+ draw_column_headings(td, group, colwidth);
+
+ // Find out which player is next. we want to show SHOW_PLAYERS players, centered
+ // around this as much as possible. (Usually, this will mean all, but not always.)
+ unsigned show_players = get_show_players(group);
+ const Player *center_player = get_next_player(group);
+
+ // find the index (kind of backwards...)
+ int player_index = -1;
+ for (unsigned i = 0; i < group.players.size(); ++i) {
+ if (&(group.players[i]) == center_player) {
+ player_index = i;
+ break;
+ }
+ }
+
+ assert(player_index >= 0);
+
+ int min_player = player_index - signed(show_players) / 2;
+ if (min_player + show_players > group.players.size()) // FIXME: songs_per_machine
+ min_player = group.players.size() - show_players;
+ if (min_player < 0)
+ min_player = 0;
+
+ draw_scores(td, group, min_player, 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) {