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itgmania212121/stepmania/src/Steps.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
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Class: Steps
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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David Wilson
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-----------------------------------------------------------------------------
*/
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#include "Steps.h"
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#include "song.h"
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#include "Steps.h"
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#include "IniFile.h"
#include "RageUtil.h"
#include "RageLog.h"
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#include "NoteData.h"
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#include "GameInput.h"
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#include "RageException.h"
#include "MsdFile.h"
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#include "GameManager.h"
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#include "NoteDataUtil.h"
#include "ProfileManager.h"
#include "PrefsManager.h"
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Steps::Steps()
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{
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m_StepsType = STEPS_TYPE_INVALID;
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m_LoadedFromProfile = PROFILE_SLOT_INVALID;
m_uHash = 0;
m_Difficulty = DIFFICULTY_INVALID;
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m_iMeter = 0;
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notes = NULL;
notes_comp = NULL;
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parent = NULL;
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}
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Steps::~Steps()
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{
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delete notes;
delete notes_comp;
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}
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void Steps::SetNoteData( const NoteData* pNewNoteData )
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{
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ASSERT( pNewNoteData->GetNumTracks() == GameManager::NotesTypeToNumTracks(m_StepsType) );
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DeAutogen();
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delete notes;
notes = new NoteData(*pNewNoteData);
delete notes_comp;
notes_comp = new CompressedNoteData;
NoteDataUtil::GetSMNoteDataString( *notes, notes_comp->notes, notes_comp->attacks );
m_uHash = GetHashForString( notes_comp->notes );
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}
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void Steps::GetNoteData( NoteData* pNoteDataOut ) const
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{
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ASSERT(this);
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ASSERT(pNoteDataOut);
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Decompress();
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if( notes != NULL )
*pNoteDataOut = *notes;
else
{
pNoteDataOut->ClearAll();
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pNoteDataOut->SetNumTracks( GameManager::NotesTypeToNumTracks(m_StepsType) );
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}
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}
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void Steps::SetSMNoteData( const CString &notes_comp_, const CString &attacks_comp_ )
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{
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delete notes;
notes = NULL;
if(!notes_comp)
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notes_comp = new CompressedNoteData;
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notes_comp->notes = notes_comp_;
notes_comp->attacks = attacks_comp_;
m_uHash = GetHashForString( notes_comp->notes );
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}
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void Steps::GetSMNoteData( CString &notes_comp_out, CString &attacks_comp_out ) const
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{
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if(!notes_comp)
{
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if(!notes)
{
/* no data is no data */
notes_comp_out = attacks_comp_out = "";
return;
}
notes_comp = new CompressedNoteData;
NoteDataUtil::GetSMNoteDataString( *notes, notes_comp->notes, notes_comp->attacks );
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}
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notes_comp_out = notes_comp->notes;
attacks_comp_out = notes_comp->attacks;
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}
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float Steps::PredictMeter() const
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{
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float pMeter = 0.775f;
const float RadarCoeffs[NUM_RADAR_CATEGORIES] =
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{
10.1f, 5.27f,-0.905f, -1.10f, 2.86f,
0,0,0,0,0
};
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for( int r = 0; r < NUM_RADAR_CATEGORIES; ++r )
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pMeter += this->GetRadarValues()[r] * RadarCoeffs[r];
const float DifficultyCoeffs[NUM_DIFFICULTIES] =
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{
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-0.877f, -0.877f, 0, 0.722f, 0.722f, 0
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};
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pMeter += DifficultyCoeffs[this->GetDifficulty()];
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// Init non-radar values
const float SV = this->GetRadarValues()[RADAR_STREAM] * this->GetRadarValues()[RADAR_VOLTAGE];
const float ChaosSquare = this->GetRadarValues()[RADAR_CHAOS] * this->GetRadarValues()[RADAR_CHAOS];
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pMeter += -6.35f * SV;
pMeter += -2.58f * ChaosSquare;
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if (pMeter < 1) pMeter = 1;
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return pMeter;
}
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void Steps::TidyUpData()
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{
if( GetDifficulty() == DIFFICULTY_INVALID )
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SetDifficulty( StringToDifficulty(GetDescription()) );
if( GetDifficulty() == DIFFICULTY_INVALID )
{
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if( GetMeter() == 1 ) SetDifficulty( DIFFICULTY_BEGINNER );
else if( GetMeter() <= 3 ) SetDifficulty( DIFFICULTY_EASY );
else if( GetMeter() <= 6 ) SetDifficulty( DIFFICULTY_MEDIUM );
else SetDifficulty( DIFFICULTY_HARD );
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}
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if( GetMeter() < 1) // meter is invalid
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{
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// Why not just use PredictMeter()
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SetMeter( int(PredictMeter()) );
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/*
// guess meter from difficulty class
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switch( GetDifficulty() )
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{
case DIFFICULTY_BEGINNER: SetMeter(1); break;
case DIFFICULTY_EASY: SetMeter(3); break;
case DIFFICULTY_MEDIUM: SetMeter(5); break;
case DIFFICULTY_HARD: SetMeter(8); break;
case DIFFICULTY_CHALLENGE: SetMeter(8); break;
case DIFFICULTY_INVALID: SetMeter(5); break;
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default: ASSERT(0);
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}*/
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}
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// Don't put garbage in the desciption.
// if( m_sDescription.empty() )
// m_sDescription = Capitalize( DifficultyToString(m_Difficulty) );
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}
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void Steps::Decompress() const
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{
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if(notes)
{
return; // already decompressed
}
else if(parent)
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{
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// get autogen notes
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NoteData pdata;
parent->GetNoteData(&pdata);
notes = new NoteData;
int iNewTracks = GameManager::NotesTypeToNumTracks(m_StepsType);
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if( this->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
{
NoteDataUtil::LoadTransformedLights( pdata, *notes, iNewTracks );
} else {
notes->LoadTransformedSlidingWindow( &pdata, iNewTracks );
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NoteDataUtil::FixImpossibleRows( *notes, m_StepsType );
}
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}
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else if(!notes_comp)
{
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/* there is no data, do nothing */
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}
else
{
// load from compressed
notes = new NoteData;
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notes->SetNumTracks( GameManager::NotesTypeToNumTracks(m_StepsType) );
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NoteDataUtil::LoadFromSMNoteDataString(*notes, notes_comp->notes, notes_comp->attacks );
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}
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}
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void Steps::Compress() const
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{
if(!notes_comp)
{
if(!notes) return; /* no data is no data */
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notes_comp = new CompressedNoteData;
NoteDataUtil::GetSMNoteDataString( *notes, notes_comp->notes, notes_comp->attacks );
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}
delete notes;
notes = NULL;
}
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/* Copy our parent's data. This is done when we're being changed from autogen
* to normal. (needed?) */
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void Steps::DeAutogen()
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{
if(!parent)
return; /* OK */
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Decompress(); // fills in notes with sliding window transform
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m_sDescription = Real()->m_sDescription;
m_Difficulty = Real()->m_Difficulty;
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m_iMeter = Real()->m_iMeter;
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m_RadarValues = Real()->m_RadarValues;
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parent = NULL;
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Compress();
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}
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void Steps::AutogenFrom( const Steps *parent_, StepsType ntTo )
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{
parent = parent_;
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m_StepsType = ntTo;
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}
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void Steps::CopyFrom( Steps* pSource, StepsType ntTo ) // pSource does not have to be of the same StepsType!
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{
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m_StepsType = ntTo;
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NoteData noteData;
pSource->GetNoteData( &noteData );
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noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
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this->SetNoteData( &noteData );
this->SetDescription( "Copied from "+pSource->GetDescription() );
this->SetDifficulty( pSource->GetDifficulty() );
this->SetMeter( pSource->GetMeter() );
const float* radarValues = pSource->GetRadarValues();
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
this->SetRadarValue( (RadarCategory)r, radarValues[r] );
}
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void Steps::CreateBlank( StepsType ntTo )
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{
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m_StepsType = ntTo;
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NoteData noteData;
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noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
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this->SetNoteData( &noteData );
}
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const Steps *Steps::Real() const
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{
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ASSERT( this );
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if(parent) return parent;
return this;
}
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bool Steps::IsAutogen() const
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{
return parent != NULL;
}
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void Steps::SetDescription(CString desc)
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{
DeAutogen();
m_sDescription = desc;
}
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void Steps::SetDifficulty(Difficulty d)
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{
DeAutogen();
m_Difficulty = d;
}
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void Steps::SetMeter(int meter)
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{
DeAutogen();
m_iMeter = meter;
}
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void Steps::SetRadarValue(int r, float val)
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{
DeAutogen();
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ASSERT(r < NUM_RADAR_CATEGORIES);
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m_RadarValues[r] = val;
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}
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