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itgmania212121/stepmania/src/StepsUtil.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: StepsUtil
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
David Wilson
-----------------------------------------------------------------------------
*/
#include "StepsUtil.h"
#include "Steps.h"
#include "ProfileManager.h"
#include "song.h"
#include "SongManager.h"
#include "GameManager.h"
//
// Sorting stuff
//
map<const Steps*, CString> steps_sort_val;
bool CompareStepsPointersBySortValueAscending(const Steps *pSteps1, const Steps *pSteps2)
{
return steps_sort_val[pSteps1] < steps_sort_val[pSteps2];
}
bool CompareStepsPointersBySortValueDescending(const Steps *pSteps1, const Steps *pSteps2)
{
return steps_sort_val[pSteps1] > steps_sort_val[pSteps2];
}
void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers, ProfileSlot slot, bool bDescending )
{
Profile* pProfile = PROFILEMAN->GetProfile(slot);
if( pProfile == NULL )
return; // nothing to do since we don't have data
SortStepsPointerArrayByNumPlays( vStepsPointers, pProfile, bDescending );
}
void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers, const Profile* pProfile, bool bDecending )
{
// ugly...
vector<Song*> vpSongs = SONGMAN->GetAllSongs();
vector<Steps*> vpAllSteps;
map<Steps*,Song*> mapStepsToSong;
{
for( unsigned i=0; i<vpSongs.size(); i++ )
{
Song* pSong = vpSongs[i];
vector<Steps*> vpSteps = pSong->GetAllSteps();
for( unsigned j=0; j<vpSteps.size(); j++ )
{
Steps* pSteps = vpSteps[j];
if( pSteps->IsAutogen() )
continue; // skip
vpAllSteps.push_back( pSteps );
mapStepsToSong[pSteps] = pSong;
}
}
}
ASSERT( pProfile );
for(unsigned i = 0; i < vStepsPointers.size(); ++i)
{
Steps* pSteps = vStepsPointers[i];
Song* pSong = mapStepsToSong[pSteps];
steps_sort_val[vStepsPointers[i]] = ssprintf("%9i", pProfile->GetStepsNumTimesPlayed(pSong,pSteps));
}
stable_sort( vStepsPointers.begin(), vStepsPointers.end(), bDecending ? CompareStepsPointersBySortValueDescending : CompareStepsPointersBySortValueAscending );
steps_sort_val.clear();
}
bool StepsUtil::CompareNotesPointersByRadarValues(const Steps* pNotes1, const Steps* pNotes2)
{
float fScore1 = 0;
float fScore2 = 0;
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{
fScore1 += pNotes1->GetRadarValues()[r];
fScore2 += pNotes2->GetRadarValues()[r];
}
return fScore1 < fScore2;
}
bool StepsUtil::CompareNotesPointersByMeter(const Steps *pNotes1, const Steps* pNotes2)
{
return pNotes1->GetMeter() < pNotes2->GetMeter();
}
bool StepsUtil::CompareNotesPointersByDifficulty(const Steps *pNotes1, const Steps *pNotes2)
{
return pNotes1->GetDifficulty() < pNotes2->GetDifficulty();
}
void StepsUtil::SortNotesArrayByDifficulty( vector<Steps*> &arraySteps )
{
/* Sort in reverse order of priority. */
stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByRadarValues );
stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByMeter );
stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByDifficulty );
}
bool StepsUtil::CompareStepsPointersByTypeAndDifficulty(const Steps *pStep1, const Steps *pStep2)
{
if( pStep1->m_StepsType < pStep2->m_StepsType )
return true;
if( pStep1->m_StepsType > pStep2->m_StepsType )
return false;
return pStep1->GetDifficulty() < pStep2->GetDifficulty();
}
void StepsUtil::SortStepsByTypeAndDifficulty( vector<Steps*> &arraySongPointers )
{
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareStepsPointersByTypeAndDifficulty );
}
void StepsID::FromSteps( const Steps *p )
{
if( p == NULL )
{
st = STEPS_TYPE_INVALID;
dc = DIFFICULTY_INVALID;
sDescription = "";
}
else
{
st = p->m_StepsType;
dc = p->GetDifficulty();
sDescription = p->GetDescription();
}
}
/* XXX: Don't allow duplicate edit descriptions, and don't allow edit descriptions
* to be difficulty names (eg. "Hard"). If we do that, this will be completely unambiguous.
*
* XXX: Unless two memcards are inserted and there's overlap in the names. In that
* case, maybe both edits should be renamed to "Pn: foo"; as long as we don't write
* them back out (which we don't do except in the editor), it won't be permanent.
* We could do this during the actual Steps::GetID() call, instead, but then it'd have
* to have access to Song::m_LoadedFromProfile. */
Steps *StepsID::ToSteps( const Song *p, bool bAllowNull ) const
{
if( st == STEPS_TYPE_INVALID || dc == DIFFICULTY_INVALID || sDescription.empty() )
return NULL;
vector<Steps*> vNotes;
p->GetSteps( vNotes, st, dc, -1, -1, sDescription, true );
if( !vNotes.empty() )
return vNotes[0];
if( bAllowNull )
return NULL;
RageException::Throw( "%i, %i, \"%s\"", st, dc, sDescription.c_str() );
}
XNode* StepsID::CreateNode() const
{
XNode* pNode = new XNode;
pNode->name = "Steps";
pNode->AppendAttr( "StepsType", GameManager::NotesTypeToString(st) );
pNode->AppendAttr( "Difficulty", DifficultyToString(dc) );
if( dc == DIFFICULTY_EDIT )
pNode->AppendAttr( "Description", sDescription );
return pNode;
}
void StepsID::LoadFromNode( const XNode* pNode )
{
ASSERT( pNode->name == "Steps" );
CString sTemp;
pNode->GetAttrValue("StepsType", sTemp);
st = GameManager::StringToNotesType( sTemp );
pNode->GetAttrValue("Difficulty", sTemp);
dc = StringToDifficulty( sTemp );
if( dc == DIFFICULTY_EDIT )
pNode->GetChildValue("Description", sDescription);
}
bool StepsID::IsValid() const
{
return st != STEPS_TYPE_INVALID && dc != DIFFICULTY_INVALID;
}