- 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>
- */