+ num_scores = group.players[0].scores.size();
+
+ if (colwidth.size() < num_scores + 2) {
+ colwidth.push_back(0);
+ colwidth.push_back(0);
+ }
+
+ colwidth[num_scores + 1] = std::max(my_draw_text("Total", NULL, 12.0), max_num_width);
+ colwidth[num_scores + 2] = my_draw_text("Rank", NULL, 12.0);
+
+ // if we're at long titles and that works, don't try the short ones
+ sumcolwidth = 0;
+
+ for (unsigned i = 0; i <= num_scores + 2; ++i)
+ sumcolwidth += colwidth[i] + 20;
+
+ if (sumcolwidth < 780)
+ break;
+ }
+
+ /*
+ * If we have space to go, distribute as much as we can to the chosen song column, so we won't have
+ * total and rank jumping around.
+ */
+ if (sumcolwidth < 780) {
+ int first_chosen_col = -1;
+ unsigned col = 1;
+
+ for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i, ++col) {
+ if (i->chosen) {
+ first_chosen_col = col;
+ break;
+ }
+ }
+
+ if (first_chosen_col != -1) {
+ colwidth[first_chosen_col] += 780 - sumcolwidth;
+ }
+ }
+}
+
+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);
+
+ memset(buf, 0, width * height * 4);
+
+ 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;
+ }
+ }
+ max_score.push_back(max_score_tp);
+ min_score.push_back(min_score_tp);
+ }
+
+ // now finally find min and max rank, and draw it all
+ unsigned show_players = get_show_players(group);
+ unsigned y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5);
+ for (unsigned i = 0; i < group.players.size() && (i/num_machines) < show_players; ++i) {
+ unsigned best_rank = 1, worst_rank = 1;
+ for (unsigned j = 0; j < group.players.size(); ++j) {
+ if (i == j)
+ continue;
+
+ if (max_score[i] < min_score[j])
+ ++best_rank;
+ if (min_score[i] <= max_score[j])
+ ++worst_rank;
+ }
+
+ char text[16];
+ if (best_rank == worst_rank)
+ std::sprintf(text, "%u", best_rank);
+ else
+ std::sprintf(text, "%u-%u", best_rank, worst_rank);
+
+ if (i % num_machines != machine)
+ continue;
+
+ // find out where to place this
+ unsigned x = 40 + colwidth[0];
+ for (unsigned j = 1; j <= num_scores + 1; ++j)
+ x += colwidth[j] + 20;
+
+ unsigned this_width = my_draw_text(text, NULL, 22.0);
+ my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 2] / 2 - this_width / 2, y);
+
+ if (show_players > 7)
+ y += 40 - (show_players - 7) * 4;
+ else
+ y += 40;
+ }
+
+ /*
+ * Next up (at the bottom) is "who's playing, what will he/she be playing, and
+ * optionally, how much to lead/win and how much to secure qualification" (the
+ * last one only in the final round). We assume playing is done in a modified
+ * zigzag; all the random songs are played first in zigzag/wrapping order (player
+ * 1 song 1, player 2 song 2, player 3 song 3, player 1 song 2, player 2 song 3,
+ * player 3 song 1, etc... assuming three songs and three players) and then all
+ * the chosen songs are played (we assume only one chosen song).
+ *
+ * The lines are as follows:
+ *
+ * <player>
+ * <song>
+ * High score: <hs> by <hsplayer> at <hsevent>
+ * Needs to lead: <leadscore>
+ * Needs to secure qualification: <qualscore>
+ * Needs to win group: <winscore>
+ */
+
+ /* Find the first player with the fewest songs played and part of this machine. */
+ unsigned min_played_songs = 9999, num_random_songs = 0;
+ Player *next_player = NULL;
+ unsigned m = 0;
+ for (std::vector<Player>::iterator i = group.players.begin(); i != group.players.end(); ++i) {
+ unsigned this_played = 0, this_random_songs = 0;
+ for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
+ if (j->score != -1)
+ ++this_played;
+ if (!j->chosen)
+ ++this_random_songs;
+ }
+
+ if ((m++ % num_machines == machine) && this_played < min_played_songs) {
+ min_played_songs = this_played;
+ next_player = &(*i);
+ num_random_songs = this_random_songs; // should be equal for all
+ }
+ }
+
+ /* Find out what song this player is supposed to play next; try random songs first */
+ Score *next_song = NULL;
+
+ 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;
+ }
+ }
+
+ // 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;
+ }
+ }
+ }
+
+ 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 (min_played_songs == 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;
+ }
+ }
+ }