don't throw away Song scores for Songs/Steps that aren't currently loaded on the machine

This commit is contained in:
Chris Danford
2004-04-18 18:42:42 +00:00
parent 0a40998859
commit 3bc5943a9e
17 changed files with 344 additions and 232 deletions
+61 -1
View File
@@ -16,6 +16,8 @@
#include "Steps.h"
#include "ProfileManager.h"
#include "song.h"
#include "SongManager.h"
#include "GameManager.h"
//
// Sorting stuff
@@ -42,9 +44,34 @@ void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers,
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_sort_val[vStepsPointers[i]] = ssprintf("%9i", pProfile->GetStepsNumTimesPlayed(vStepsPointers[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();
}
@@ -133,4 +160,37 @@ Steps *StepsID::ToSteps( const Song *p, bool bAllowNull ) const
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;
}