rename SongID to StepsID; add Song::GetStepsByID (with caveats); use it in StepsID

This commit is contained in:
Glenn Maynard
2004-04-16 23:40:48 +00:00
parent bae39968ed
commit 688f76c5ac
2 changed files with 43 additions and 15 deletions
+42 -15
View File
@@ -278,33 +278,35 @@ bool Song::LoadFromSongDir( CString sDir )
return true; // do load this song
}
// Should this be called StepsID? -Chris
struct SongID
class StepsID
{
StepsType st;
Difficulty dc;
SongID() { SetFrom(NULL); }
CString id;
public:
StepsID() { SetFrom(NULL); }
void SetFrom( const Steps *p )
{
if( p == NULL )
{
st = STEPS_TYPE_INVALID;
dc = DIFFICULTY_INVALID;
id = "";
}
else
{
st = p->m_StepsType;
dc = p->GetDifficulty();
id = p->GetID();
}
}
Steps *GetSteps( const Song *p, bool bAllowNotesLoss ) const
Steps *GetSteps( const Song *p, bool bAllowNull ) const
{
if( st == STEPS_TYPE_INVALID || dc == DIFFICULTY_INVALID )
if( st == STEPS_TYPE_INVALID || id == "" )
return NULL;
Steps *ret = p->GetStepsByDifficulty( st, dc, true );
if( !bAllowNotesLoss )
Steps *ret = p->GetStepsByID( st, id, true );
if( !bAllowNull )
{
RAGE_ASSERT_M( ret, ssprintf("%i, %i", st, dc) ); // we had something selected before reloading, so it better still be there after!
RAGE_ASSERT_M( ret, ssprintf("%i, \"%s\"", st, id.c_str()) ); // we had something selected before reloading, so it better still be there after!
}
return ret;
}
@@ -321,16 +323,16 @@ void Song::RevertFromDisk( bool bAllowNotesLoss )
// Fix GAMESTATE->m_CurNotes, g_CurStageStats, g_vPlayedStageStats[] after reloading.
/* XXX: This is very brittle. However, we must know about all globals uses of Steps*,
* so we can check to make sure we didn't lose any steps which are referenced ... */
SongID OldCurNotes[NUM_PLAYERS];
SongID OldCurStageStats[NUM_PLAYERS];
vector<SongID> OldPlayedStageStats[NUM_PLAYERS];
StepsID OldCurNotes[NUM_PLAYERS];
StepsID OldCurStageStats[NUM_PLAYERS];
vector<StepsID> OldPlayedStageStats[NUM_PLAYERS];
for( int p = 0; p < NUM_PLAYERS; ++p )
{
OldCurNotes[p].SetFrom( GAMESTATE->m_pCurNotes[p] );
OldCurStageStats[p].SetFrom( g_CurStageStats.pSteps[p] );
for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
{
OldPlayedStageStats[p].push_back( SongID() );
OldPlayedStageStats[p].push_back( StepsID() );
OldPlayedStageStats[p][i].SetFrom( g_vPlayedStageStats[i].pSteps[p] );
}
}
@@ -924,6 +926,31 @@ Steps* Song::GetStepsByMeter( StepsType nt, int iMeterLow, int iMeterHigh ) cons
return vNotes[0];
}
/* sID is a difficulty name (for non-edits) or a description (for edits). This allows
* specifying a specific notes by a single string.
*
* 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* Song::GetStepsByID( StepsType nt, CString sID, bool bIncludeAutoGen ) const
{
vector<Steps*> vNotes;
Difficulty dc = StringToDifficulty(sID);
if( dc != DIFFICULTY_INVALID && DIFFICULTY_EDIT )
GetSteps( vNotes, nt, dc, -1, -1, "", bIncludeAutoGen );
else
GetSteps( vNotes, nt, DIFFICULTY_EDIT, -1, -1, sID, bIncludeAutoGen );
if( vNotes.size() == 0 )
return NULL;
else
return vNotes[0];
}
Steps* Song::GetStepsByDescription( StepsType nt, CString sDescription ) const
{
vector<Steps*> vNotes;
+1
View File
@@ -187,6 +187,7 @@ public:
Steps* GetStepsByDifficulty( StepsType nt, Difficulty dc, bool bIncludeAutoGen = true ) const;
Steps* GetStepsByMeter( StepsType nt, int iMeterLow, int iMeterHigh ) const;
Steps* GetStepsByDescription( StepsType nt, CString sDescription ) const;
Steps* GetStepsByID( StepsType nt, CString sID, bool bIncludeAutoGen = true ) const;
Steps* GetClosestNotes( StepsType nt, Difficulty dc ) const;
void GetEdits( vector<Steps*>& arrayAddTo, StepsType nt ) const;
bool IsEasy( StepsType nt ) const;