forgot to check in Steps.h/cpp
This commit is contained in:
@@ -0,0 +1,355 @@
|
||||
#include "global.h"
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Class: Steps
|
||||
|
||||
Desc: See header.
|
||||
|
||||
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
||||
Chris Danford
|
||||
Glenn Maynard
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "Steps.h"
|
||||
#include "song.h"
|
||||
#include "Steps.h"
|
||||
#include "IniFile.h"
|
||||
#include "math.h" // for fabs()
|
||||
#include "RageUtil.h"
|
||||
#include "RageLog.h"
|
||||
#include "NoteData.h"
|
||||
#include "GameInput.h"
|
||||
#include "RageException.h"
|
||||
#include "MsdFile.h"
|
||||
#include "GameManager.h"
|
||||
|
||||
|
||||
|
||||
Steps::Steps()
|
||||
{
|
||||
/* FIXME: should we init this to NOTES_TYPE_INVALID?
|
||||
* I have a feeling that it's the right thing to do but that
|
||||
* it'd trip obscure asserts all over the place, so I'll wait
|
||||
* until after b6 to do this. -glenn */
|
||||
m_NotesType = NOTES_TYPE_DANCE_SINGLE;
|
||||
m_Difficulty = DIFFICULTY_INVALID;
|
||||
m_iMeter = 0;
|
||||
for(int i = 0; i < NUM_RADAR_CATEGORIES; ++i)
|
||||
m_fRadarValues[i] = -1; /* unknown */
|
||||
|
||||
notes = NULL;
|
||||
notes_comp = NULL;
|
||||
parent = NULL;
|
||||
|
||||
for( int m=0; m<NUM_MEMORY_CARDS; m++ )
|
||||
{
|
||||
m_MemCardScores[m].iNumTimesPlayed = 0;
|
||||
m_MemCardScores[m].grade = GRADE_NO_DATA;
|
||||
m_MemCardScores[m].iScore = 0;
|
||||
}
|
||||
}
|
||||
|
||||
Steps::~Steps()
|
||||
{
|
||||
delete notes;
|
||||
delete notes_comp;
|
||||
}
|
||||
|
||||
void Steps::SetNoteData( NoteData* pNewNoteData )
|
||||
{
|
||||
ASSERT( pNewNoteData->GetNumTracks() == GameManager::NotesTypeToNumTracks(m_NotesType) );
|
||||
|
||||
DeAutogen();
|
||||
|
||||
delete notes_comp;
|
||||
notes_comp = NULL;
|
||||
|
||||
delete notes;
|
||||
notes = new NoteData(*pNewNoteData);
|
||||
}
|
||||
|
||||
void Steps::GetNoteData( NoteData* pNoteDataOut ) const
|
||||
{
|
||||
ASSERT(this);
|
||||
ASSERT(pNoteDataOut);
|
||||
|
||||
Decompress();
|
||||
|
||||
if( notes != NULL )
|
||||
*pNoteDataOut = *notes;
|
||||
else
|
||||
{
|
||||
pNoteDataOut->ClearAll();
|
||||
pNoteDataOut->SetNumTracks( GameManager::NotesTypeToNumTracks(m_NotesType) );
|
||||
}
|
||||
}
|
||||
|
||||
void Steps::SetSMNoteData( const CString &out )
|
||||
{
|
||||
delete notes;
|
||||
notes = NULL;
|
||||
|
||||
if(!notes_comp)
|
||||
notes_comp = new CString;
|
||||
|
||||
*notes_comp = out;
|
||||
}
|
||||
|
||||
CString Steps::GetSMNoteData() const
|
||||
{
|
||||
if(!notes_comp)
|
||||
{
|
||||
if(!notes) return ""; /* no data is no data */
|
||||
notes_comp = new CString(NoteDataUtil::GetSMNoteDataString(*notes));
|
||||
}
|
||||
|
||||
return *notes_comp;
|
||||
}
|
||||
|
||||
void Steps::TidyUpData()
|
||||
{
|
||||
if( GetDifficulty() == DIFFICULTY_INVALID )
|
||||
SetDifficulty(StringToDifficulty(GetDescription()));
|
||||
|
||||
if( GetDifficulty() == DIFFICULTY_INVALID )
|
||||
{
|
||||
if( GetMeter() == 1 ) SetDifficulty(DIFFICULTY_BEGINNER);
|
||||
else if( GetMeter() <= 3 ) SetDifficulty(DIFFICULTY_EASY);
|
||||
else if( GetMeter() <= 6 ) SetDifficulty(DIFFICULTY_MEDIUM);
|
||||
else SetDifficulty(DIFFICULTY_HARD);
|
||||
}
|
||||
// Meter is overflowing (invalid), but some files (especially maniac/smaniac steps) are purposefully set higher than 10.
|
||||
// See: BMR's Gravity; we probably should keep those as difficult as we can represent.
|
||||
/* Why? If the data file says a meter of 72, we should keep it as 72; if
|
||||
* individual bits of code (eg. scoring, feet) have maximums, they should
|
||||
* enforce it internally. Doing it here will make us lose the difficulty
|
||||
* completely if the song is edited and written. -glenn */
|
||||
/* if( GetMeter() >10 ) {
|
||||
if( GetDifficulty() == DIFFICULTY_HARD || GetDifficulty() == DIFFICULTY_CHALLENGE)
|
||||
SetMeter(10);
|
||||
else
|
||||
SetMeter(0);
|
||||
} */
|
||||
if( GetMeter() < 1) // meter is invalid
|
||||
{
|
||||
// guess meter from difficulty class
|
||||
switch( GetDifficulty() )
|
||||
{
|
||||
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;
|
||||
default: ASSERT(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Steps::Decompress() const
|
||||
{
|
||||
if(notes)
|
||||
{
|
||||
return; // already decompressed
|
||||
}
|
||||
else if(parent)
|
||||
{
|
||||
// get autogen notes
|
||||
NoteData pdata;
|
||||
parent->GetNoteData(&pdata);
|
||||
|
||||
notes = new NoteData;
|
||||
notes->SetNumTracks( GameManager::NotesTypeToNumTracks(m_NotesType) );
|
||||
if(pdata.GetNumTracks() == notes->GetNumTracks())
|
||||
notes->CopyRange( &pdata, 0, pdata.GetLastRow(), 0 );
|
||||
else
|
||||
notes->LoadTransformedSlidingWindow( &pdata, notes->GetNumTracks() );
|
||||
|
||||
return;
|
||||
}
|
||||
else if(!notes_comp)
|
||||
{
|
||||
return; /* there is no data */
|
||||
}
|
||||
else
|
||||
{
|
||||
// load from compressed
|
||||
notes = new NoteData;
|
||||
notes->SetNumTracks( GameManager::NotesTypeToNumTracks(m_NotesType) );
|
||||
|
||||
NoteDataUtil::LoadFromSMNoteDataString(*notes, *notes_comp);
|
||||
}
|
||||
}
|
||||
|
||||
void Steps::Compress() const
|
||||
{
|
||||
if(!notes_comp)
|
||||
{
|
||||
if(!notes) return; /* no data is no data */
|
||||
notes_comp = new CString(NoteDataUtil::GetSMNoteDataString(*notes));
|
||||
}
|
||||
|
||||
delete notes;
|
||||
notes = NULL;
|
||||
}
|
||||
|
||||
/* Copy our parent's data. This is done when we're being changed from autogen
|
||||
* to normal. (needed?) */
|
||||
void Steps::DeAutogen()
|
||||
{
|
||||
if(!parent)
|
||||
return; /* OK */
|
||||
|
||||
Decompress(); // fills in notes with sliding window transform
|
||||
|
||||
m_iMeter = Real()->m_iMeter;
|
||||
m_sDescription = Real()->m_sDescription;
|
||||
m_Difficulty = Real()->m_Difficulty;
|
||||
for(int i = 0; i < NUM_RADAR_CATEGORIES; ++i)
|
||||
m_fRadarValues[i] = Real()->m_fRadarValues[i];
|
||||
|
||||
parent = NULL;
|
||||
|
||||
Compress();
|
||||
}
|
||||
|
||||
void Steps::AutogenFrom( Steps *parent_, NotesType ntTo )
|
||||
{
|
||||
parent = parent_;
|
||||
m_NotesType = ntTo;
|
||||
}
|
||||
|
||||
void Steps::CopyFrom( Steps* pSource, NotesType ntTo ) // pSource does not have to be of the same NotesType!
|
||||
{
|
||||
m_NotesType = ntTo;
|
||||
NoteData noteData;
|
||||
pSource->GetNoteData( ¬eData );
|
||||
noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
|
||||
this->SetNoteData( ¬eData );
|
||||
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] );
|
||||
}
|
||||
|
||||
void Steps::CreateBlank( NotesType ntTo )
|
||||
{
|
||||
m_NotesType = ntTo;
|
||||
NoteData noteData;
|
||||
noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
|
||||
this->SetNoteData( ¬eData );
|
||||
}
|
||||
|
||||
|
||||
const Steps *Steps::Real() const
|
||||
{
|
||||
if(parent) return parent;
|
||||
return this;
|
||||
}
|
||||
|
||||
bool Steps::IsAutogen() const
|
||||
{
|
||||
return parent != NULL;
|
||||
}
|
||||
|
||||
void Steps::SetDescription(CString desc)
|
||||
{
|
||||
DeAutogen();
|
||||
m_sDescription = desc;
|
||||
}
|
||||
|
||||
void Steps::SetDifficulty(Difficulty d)
|
||||
{
|
||||
DeAutogen();
|
||||
m_Difficulty = d;
|
||||
}
|
||||
|
||||
void Steps::SetMeter(int meter)
|
||||
{
|
||||
DeAutogen();
|
||||
m_iMeter = meter;
|
||||
}
|
||||
|
||||
void Steps::SetRadarValue(int r, float val)
|
||||
{
|
||||
DeAutogen();
|
||||
ASSERT(r < NUM_RADAR_CATEGORIES);
|
||||
m_fRadarValues[r] = val;
|
||||
}
|
||||
|
||||
/* Make sure we treat AAAA as higher than AAA, even though the score
|
||||
* is the same.
|
||||
*
|
||||
* XXX: Isn't it possible to beat the grade but not beat the score, since
|
||||
* grading and scores are on completely different systems? Should we be
|
||||
* checking for these completely separately? */
|
||||
bool Steps::MemCardScore::HigherScore( int vsScore, Grade vsGrade ) const
|
||||
{
|
||||
if( vsScore > this->iScore )
|
||||
return true;
|
||||
if( vsScore < this->iScore )
|
||||
return false;
|
||||
return vsGrade > this->grade;
|
||||
}
|
||||
|
||||
void Steps::AddScore( PlayerNumber pn, Grade grade, int iScore, bool& bNewRecordOut )
|
||||
{
|
||||
bNewRecordOut = false;
|
||||
|
||||
m_MemCardScores[MEMORY_CARD_MACHINE].iNumTimesPlayed++;
|
||||
m_MemCardScores[pn].iNumTimesPlayed++;
|
||||
|
||||
if( m_MemCardScores[pn].HigherScore(iScore, grade) )
|
||||
{
|
||||
m_MemCardScores[pn].iScore = iScore;
|
||||
m_MemCardScores[pn].grade = grade;
|
||||
bNewRecordOut = true;
|
||||
}
|
||||
|
||||
if( m_MemCardScores[MEMORY_CARD_MACHINE].HigherScore(iScore, grade) )
|
||||
{
|
||||
m_MemCardScores[MEMORY_CARD_MACHINE].iScore = iScore;
|
||||
m_MemCardScores[MEMORY_CARD_MACHINE].grade = grade;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Sorting stuff
|
||||
//
|
||||
|
||||
bool 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 CompareNotesPointersByMeter(const Steps *pNotes1, const Steps* pNotes2)
|
||||
{
|
||||
return pNotes1->GetMeter() < pNotes2->GetMeter();
|
||||
}
|
||||
|
||||
bool CompareNotesPointersByDifficulty(const Steps *pNotes1, const Steps *pNotes2)
|
||||
{
|
||||
return pNotes1->GetDifficulty() < pNotes2->GetDifficulty();
|
||||
}
|
||||
|
||||
void 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 );
|
||||
}
|
||||
Reference in New Issue
Block a user