#include "global.h" #include "Course.h" #include "PrefsManager.h" #include "song.h" #include "GameManager.h" #include "SongManager.h" #include "GameState.h" #include "RageException.h" #include "RageLog.h" #include "MsdFile.h" #include "PlayerOptions.h" #include "SongOptions.h" #include "RageUtil.h" #include "TitleSubstitution.h" #include "Steps.h" #include "BannerCache.h" #include "RageFile.h" #include "arch/arch.h" #include "ThemeManager.h" #include "ProfileManager.h" #include "Foreach.h" /* Amount to increase meter ranges to make them difficult: */ const int COURSE_DIFFICULTY_CLASS_CHANGE[NUM_DIFFICULTIES] = { -1, -1, 0, 1, 1 }; /* Maximum lower value of ranges when difficult: */ const int MAX_BOTTOM_RANGE = 10; Course::Course() { Init(); } PlayMode Course::GetPlayMode() const { if( m_bRepeat ) return PLAY_MODE_ENDLESS; return m_iLives > 0? PLAY_MODE_ONI:PLAY_MODE_NONSTOP; } void Course::LoadFromCRSFile( CString sPath ) { LOG->Trace( "Course::LoadFromCRSFile( '%s' )", sPath.c_str() ); Init(); m_sPath = sPath; // save path MsdFile msd; if( !msd.ReadFile(sPath) ) RageException::Throw( "Error opening CRS file '%s'.", sPath.c_str() ); const CString sFName = SetExtension( sPath, "" ); CStringArray arrayPossibleBanners; GetDirListing( sFName + ".png", arrayPossibleBanners, false, true ); GetDirListing( sFName + ".jpg", arrayPossibleBanners, false, true ); GetDirListing( sFName + ".bmp", arrayPossibleBanners, false, true ); GetDirListing( sFName + ".gif", arrayPossibleBanners, false, true ); if( !arrayPossibleBanners.empty() ) { m_sBannerPath = arrayPossibleBanners[0]; /* Cache and load the course banner. */ BANNERCACHE->CacheBanner( m_sBannerPath ); } AttackArray attacks; for( unsigned i=0; iWarn( "Course file '%s' contains an invalid #METER string: \"%s\"", m_sPath.c_str(), sParams[1].c_str() ); continue; } m_iCustomMeter[cd] = atoi( sParams[2] ); } } else if( 0 == stricmp(sValueName, "MODS") ) { Attack attack; float end = -9999; for( unsigned j = 1; j < sParams.params.size(); ++j ) { CStringArray sBits; split( sParams[j], "=", sBits, false ); if( sBits.size() < 2 ) continue; TrimLeft( sBits[0] ); TrimRight( sBits[0] ); if( !sBits[0].CompareNoCase("TIME") ) attack.fStartSecond = strtof( sBits[1], NULL ); else if( !sBits[0].CompareNoCase("LEN") ) attack.fSecsRemaining = strtof( sBits[1], NULL ); else if( !sBits[0].CompareNoCase("END") ) end = strtof( sBits[1], NULL ); else if( !sBits[0].CompareNoCase("MODS") ) { if( end != -9999 ) { attack.fSecsRemaining = end - attack.fStartSecond; end = -9999; } attack.sModifier = sBits[1]; attacks.push_back( attack ); } } } else if( 0 == stricmp(sValueName, "SONG") ) { CourseEntry new_entry; // infer entry::Type from the first param if( sParams[1].Left(strlen("BEST")) == "BEST" ) { new_entry.type = COURSE_ENTRY_BEST; new_entry.players_index = atoi( sParams[1].Right(sParams[1].size()-strlen("BEST")) ) - 1; CLAMP( new_entry.players_index, 0, 500 ); } else if( sParams[1].Left(strlen("WORST")) == "WORST" ) { new_entry.type = COURSE_ENTRY_WORST; new_entry.players_index = atoi( sParams[1].Right(sParams[1].size()-strlen("WORST")) ) - 1; CLAMP( new_entry.players_index, 0, 500 ); } else if( sParams[1] == "*" ) { new_entry.mystery = true; new_entry.type = COURSE_ENTRY_RANDOM; } else if( sParams[1].Right(1) == "*" ) { new_entry.mystery = true; new_entry.type = COURSE_ENTRY_RANDOM_WITHIN_GROUP; CString sSong = sParams[1]; sSong.Replace( "\\", "/" ); CStringArray bits; split( sSong, "/", bits ); if( bits.size() == 2 ) new_entry.group_name = bits[0]; else LOG->Warn( "Course file '%s' contains a random_within_group entry '%s' that is invalid. " "Song should be in the format '/*'.", m_sPath.c_str(), sSong.c_str()); if( !SONGMAN->DoesGroupExist(new_entry.group_name) ) { /* XXX: We need a place to put "user warnings". This is too loud for info.txt-- * it obscures important warnings--and regular users never look there, anyway. */ LOG->Trace( "Course file '%s' random_within_group entry '%s' specifies a group that doesn't exist. " "This entry will be ignored.", m_sPath.c_str(), sSong.c_str()); continue; // skip this #SONG } } else { new_entry.type = COURSE_ENTRY_FIXED; CString sSong = sParams[1]; new_entry.pSong = SONGMAN->FindSong( sSong ); if( new_entry.pSong == NULL ) { /* XXX: We need a place to put "user warnings". This is too loud for info.txt-- * it obscures important warnings--and regular users never look there, anyway. */ LOG->Trace( "Course file '%s' contains a fixed song entry '%s' that does not exist. " "This entry will be ignored.", m_sPath.c_str(), sSong.c_str()); continue; // skip this #SONG } } new_entry.difficulty = StringToDifficulty( sParams[2] ); if( new_entry.difficulty == DIFFICULTY_INVALID ) { int retval = sscanf( sParams[2], "%d..%d", &new_entry.low_meter, &new_entry.high_meter ); if( retval == 1 ) new_entry.high_meter = new_entry.low_meter; else if( retval != 2 ) { LOG->Warn("Course file '%s' contains an invalid difficulty setting: \"%s\", 3..6 used instead", m_sPath.c_str(), sParams[2].c_str()); new_entry.low_meter = 3; new_entry.high_meter = 6; } } { /* If "showcourse" or "noshowcourse" is in the list, force new_entry.mystery * on or off. */ CStringArray mods; split( sParams[3], ",", mods, true ); for( int j = (int) mods.size()-1; j >= 0 ; --j ) { if( !mods[j].CompareNoCase("showcourse") ) new_entry.mystery = false; else if( !mods[j].CompareNoCase("noshowcourse") ) new_entry.mystery = true; else if( !mods[j].CompareNoCase("nodifficult") ) new_entry.no_difficult = true; else continue; mods.erase(mods.begin() + j); } new_entry.modifiers = join( ",", mods ); } new_entry.attacks = attacks; attacks.clear(); m_entries.push_back( new_entry ); } else LOG->Trace( "Unexpected value named '%s'", sValueName.c_str() ); } static TitleSubst tsub("courses"); TitleFields title; title.Title = m_sMainTitle; title.TitleTranslit = m_sMainTitleTranslit; tsub.Subst( title ); m_sMainTitle = title.Title; m_sMainTitleTranslit = title.TitleTranslit; } void Course::RevertFromDisk() { // trying to catch invalid an Course ASSERT( !m_sPath.empty() ); LoadFromCRSFile( m_sPath ); } void Course::Init() { m_bIsAutogen = false; m_bRepeat = false; m_bRandomize = false; m_iLives = -1; m_bSortByMeter = false; m_entries.clear(); FOREACH_Difficulty(dc) m_iCustomMeter[dc] = -1; m_entries.clear(); m_sPath = ""; m_sMainTitle = ""; m_sMainTitleTranslit = ""; m_sSubTitle = ""; m_sSubTitleTranslit = ""; m_sBannerPath = ""; m_sCDTitlePath = ""; ZERO( m_TrailCacheValid ); m_iTrailCacheSeed = 0; } void Course::Save() { ASSERT( !m_bIsAutogen ); RageFile f; if( !f.Open( m_sPath, RageFile::WRITE ) ) { LOG->Warn( "Could not write course file '%s': %s", m_sPath.c_str(), f.GetError().c_str() ); return; } f.PutLine( ssprintf("#COURSE:%s;", m_sMainTitle.c_str()) ); if( m_sMainTitleTranslit != "" ) f.PutLine( ssprintf("#COURSETRANSLIT:%s;", m_sMainTitleTranslit.c_str()) ); if( m_bRepeat ) f.PutLine( "#REPEAT:YES;" ); if( m_iLives != -1 ) f.PutLine( ssprintf("#LIVES:%i;", m_iLives) ); FOREACH_CourseDifficulty( cd ) { if( m_iCustomMeter[cd] == -1 ) continue; f.PutLine( ssprintf("#METER:%s:%i;", CourseDifficultyToString(cd).c_str(), m_iCustomMeter[cd]) ); } for( unsigned i=0; iGetSongDir(), "/", as ); ASSERT( as.size() >= 2 ); CString sGroup = as[ as.size()-2 ]; CString sSong = as[ as.size()-1 ]; line += "#SONG:" + sGroup + '/' + sSong; } break; case COURSE_ENTRY_RANDOM: line += "#SONG:*"; break; case COURSE_ENTRY_RANDOM_WITHIN_GROUP: line += ssprintf( "#SONG:%s/*", entry.group_name.c_str() ); break; case COURSE_ENTRY_BEST: line += ssprintf( "#SONG:BEST%d", entry.players_index+1 ); break; case COURSE_ENTRY_WORST: line += ssprintf( "#SONG:WORST%d", entry.players_index+1 ); break; default: ASSERT(0); } line += ":"; if( entry.difficulty != DIFFICULTY_INVALID ) line += DifficultyToString(entry.difficulty); else if( entry.low_meter != -1 && entry.high_meter != -1 ) line += ssprintf( "%d..%d", entry.low_meter, entry.high_meter ); line += ":"; CString modifiers = entry.modifiers; bool default_mystery = (entry.type == COURSE_ENTRY_RANDOM || entry.type == COURSE_ENTRY_RANDOM_WITHIN_GROUP); if( default_mystery != entry.mystery ) { if( modifiers != "" ) modifiers += ","; modifiers += entry.mystery? "noshowcourse":"showcourse"; } if( entry.no_difficult ) { if( modifiers != "" ) modifiers += ","; modifiers += "nodifficult"; } line += modifiers; line += ";"; f.PutLine( line ); } } void Course::AutogenEndlessFromGroup( CString sGroupName, Difficulty diff ) { m_bIsAutogen = true; m_bRepeat = true; m_bRandomize = true; m_iLives = -1; FOREACH_Difficulty(dc) m_iCustomMeter[dc] = -1; if( sGroupName == "" ) { m_sMainTitle = "All Songs"; // m_sBannerPath = ""; // XXX } else { m_sMainTitle = SONGMAN->ShortenGroupName( sGroupName ); m_sBannerPath = SONGMAN->GetGroupBannerPath( sGroupName ); } // We want multiple songs, so we can try to prevent repeats during // gameplay. (We might still get a repeat at the repeat boundary, // but that'd be rare.) -glenn CourseEntry e; if( sGroupName != "" ) e.type = COURSE_ENTRY_RANDOM_WITHIN_GROUP; else e.type = COURSE_ENTRY_RANDOM; e.group_name = sGroupName; e.difficulty = diff; e.mystery = true; vector vSongs; SONGMAN->GetSongs( vSongs, e.group_name ); for( unsigned i = 0; i < vSongs.size(); ++i) m_entries.push_back( e ); } void Course::AutogenNonstopFromGroup( CString sGroupName, Difficulty diff ) { AutogenEndlessFromGroup( sGroupName, diff ); m_bRepeat = false; m_sMainTitle += " Random"; // resize to 4 while( m_entries.size() < 4 ) m_entries.push_back( m_entries[0] ); while( m_entries.size() > 4 ) m_entries.pop_back(); } void Course::AutogenOniFromArtist( CString sArtistName, CString sArtistNameTranslit, vector aSongs, Difficulty dc ) { m_bIsAutogen = true; m_bRepeat = false; m_bRandomize = true; m_bSortByMeter = true; m_iLives = 4; FOREACH_Difficulty(cd) m_iCustomMeter[cd] = -1; ASSERT( sArtistName != "" ); ASSERT( aSongs.size() > 0 ); /* "Artist Oni" is a little repetitive; "by Artist" stands out less, and lowercasing * "by" puts more emphasis on the artist's name. It also sorts them together. */ m_sMainTitle = "by " + sArtistName; if( sArtistNameTranslit != sArtistName ) m_sMainTitleTranslit = "by " + sArtistNameTranslit; // m_sBannerPath = ""; // XXX /* Shuffle the list to determine which songs we'll use. Shuffle it deterministically, * so we always get the same set of songs unless the song set changes. */ { RandomGen rng( GetHashForString( sArtistName ) + aSongs.size() ); random_shuffle( aSongs.begin(), aSongs.end(), rng ); } /* Only use up to four songs. */ if( aSongs.size() > 4 ) aSongs.erase( aSongs.begin()+4, aSongs.end() ); CourseEntry e; e.type = COURSE_ENTRY_FIXED; e.difficulty = dc; for( unsigned i = 0; i < aSongs.size(); ++i ) { e.pSong = aSongs[i]; m_entries.push_back( e ); } } bool Course::IsPlayableIn( StepsType st ) const { return GetTrail( st ) != NULL; } static vector GetFilteredBestSongs( StepsType st ) { const vector &vSongsByMostPlayed = SONGMAN->GetBestSongs(); vector ret; ret.reserve( vSongsByMostPlayed.size() ); for( unsigned i=0; i < vSongsByMostPlayed.size(); ++i ) { // filter out long songs and songs that don't have both medium and hard steps Song* pSong = vSongsByMostPlayed[i]; if( SONGMAN->GetNumStagesForSong(pSong) > 1 ) continue; const vector& vpSteps = pSong->GetAllSteps(); bool FoundMedium = false, FoundHard = false; FOREACH_CONST( Steps*, vpSteps, pSteps ) { if( (*pSteps)->m_StepsType != st ) continue; if( !PREFSMAN->m_bAutogenSteps && (*pSteps)->IsAutogen() ) continue; if( (*pSteps)->GetDifficulty() == DIFFICULTY_MEDIUM ) FoundMedium = true; else if( (*pSteps)->GetDifficulty() == DIFFICULTY_HARD ) FoundHard = true; if( FoundMedium && FoundHard ) break; } if( !FoundMedium || !FoundHard ) continue; ret.push_back( pSong ); } return ret; } struct SortTrailEntry { TrailEntry entry; int SortMeter; bool operator< ( const SortTrailEntry &rhs ) const { return SortMeter < rhs.SortMeter; } }; CString Course::GetDisplayMainTitle() const { if( !PREFSMAN->m_bShowNative ) return GetTranslitMainTitle(); return m_sMainTitle; } CString Course::GetDisplaySubTitle() const { if( !PREFSMAN->m_bShowNative ) return GetTranslitSubTitle(); return m_sSubTitle; } CString Course::GetFullDisplayTitle() const { CString Title = GetDisplayMainTitle(); CString SubTitle = GetDisplaySubTitle(); if(!SubTitle.empty()) Title += " " + SubTitle; return Title; } CString Course::GetFullTranslitTitle() const { CString Title = GetTranslitMainTitle(); CString SubTitle = GetTranslitSubTitle(); if(!SubTitle.empty()) Title += " " + SubTitle; return Title; } /* This is called by many simple functions, like Course::GetTotalSeconds, and may * be called on all songs to sort. It can take time to execute, so we cache the * results. Returned pointers remain valid for the lifetime of the Course. If the * course difficulty doesn't exist, NULL is returned. */ Trail* Course::GetTrail( StepsType st, CourseDifficulty cd ) const { ASSERT( cd != DIFFICULTY_INVALID ); // // Check to see if the Trail cache is out of date // if( m_iTrailCacheSeed != GAMESTATE->m_iRoundSeed ) { /* If we have any random entries (so that the seed matters), invalidate the cache. */ bool bHaveRandom = false; for( unsigned i=0; !bHaveRandom && im_iRoundSeed; } // // Look in the Trail cache // if( m_TrailCacheValid[st][cd] ) { if( m_TrailCacheNull[st][cd] ) return NULL; return &m_TrailCache[st][cd]; } // // Construct a new Trail, add it to the cache, then return it. // Trail &trail = m_TrailCache[st][cd]; trail = Trail(); if( !GetTrailSorted( st, cd, trail ) || trail.m_vEntries.empty() ) { /* This course difficulty doesn't exist. */ m_TrailCacheNull[st][cd] = true; m_TrailCacheValid[st][cd] = true; return NULL; } m_TrailCacheValid[st][cd] = true; m_TrailCacheNull[st][cd] = false; return &m_TrailCache[st][cd]; } bool Course::GetTrailSorted( StepsType st, CourseDifficulty cd, Trail &trail ) const { if( !GetTrailUnsorted( st, cd, trail ) ) return false; if( this->m_bSortByMeter ) { /* Sort according to DIFFICULTY_MEDIUM, since the order of songs * must not change across difficulties. */ Trail SortTrail; if( cd == DIFFICULTY_MEDIUM ) SortTrail = trail; else { bool bOK = GetTrailUnsorted( st, DIFFICULTY_MEDIUM, SortTrail ); /* If we have any other difficulty, we must have DIFFICULTY_MEDIUM. */ ASSERT( bOK ); } ASSERT_M( trail.m_vEntries.size() == SortTrail.m_vEntries.size(), ssprintf("%i %i", int(trail.m_vEntries.size()), int(SortTrail.m_vEntries.size())) ); vector entries; for( unsigned i = 0; i < trail.m_vEntries.size(); ++i ) { SortTrailEntry ste; ste.entry = trail.m_vEntries[i]; ste.SortMeter = SortTrail.m_vEntries[i].pSteps->GetMeter(); entries.push_back( ste ); } stable_sort( entries.begin(), entries.end() ); for( unsigned i = 0; i < trail.m_vEntries.size(); ++i ) trail.m_vEntries[i] = entries[i].entry; } return true; } bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail ) const { trail.Init(); switch( cd ) { case DIFFICULTY_BEGINNER: case DIFFICULTY_CHALLENGE: return false; } // // Construct a new Trail, add it to the cache, then return it. // /* Different seed for each course, but the same for the whole round: */ RandomGen rnd( GAMESTATE->m_iRoundSeed + GetHashForString(m_sMainTitle) ); vector tmp_entries; if( m_bRandomize ) { /* Always randomize the same way per round. Otherwise, the displayed course * will change every time it's viewed, and the displayed order will have no * bearing on what you'll actually play. */ tmp_entries = m_entries; random_shuffle( tmp_entries.begin(), tmp_entries.end(), rnd ); } const vector &entries = m_bRandomize? tmp_entries:m_entries; /* This can take some time, so don't fill it out unless we need it. */ bool bMostPlayedSet = false; vector vSongsByMostPlayed; bool bShuffledSet = false; vector AllSongsShuffled; int CurSong = 0; /* Current offset into AllSongsShuffled */ trail.m_StepsType = st; trail.m_CourseDifficulty = cd; /* Set to true if CourseDifficulty is able to change something. */ bool bCourseDifficultyIsSignificant = (cd == DIFFICULTY_MEDIUM); for( unsigned i=0; iGetStepsByDifficulty( st, e.difficulty ); else if( e.low_meter != -1 && e.high_meter != -1 ) pSteps = pSong->GetStepsByMeter( st, low_meter, high_meter ); else pSteps = pSong->GetStepsByDifficulty( st, DIFFICULTY_MEDIUM ); } break; case COURSE_ENTRY_RANDOM: case COURSE_ENTRY_RANDOM_WITHIN_GROUP: { if( !bShuffledSet ) { AllSongsShuffled = SONGMAN->GetAllSongs(); random_shuffle( AllSongsShuffled.begin(), AllSongsShuffled.end(), rnd ); bShuffledSet = true; } // find a song with the notes we want for( unsigned j=0; jm_sGroupName.CompareNoCase(e.group_name)) continue; /* wrong group */ if( e.difficulty == DIFFICULTY_INVALID ) pSteps = pSong->GetStepsByMeter( st, low_meter, high_meter ); else pSteps = pSong->GetStepsByDifficulty( st, e.difficulty ); if( pSteps ) // found a match break; // stop searching pSong = NULL; pSteps = NULL; } } break; case COURSE_ENTRY_BEST: case COURSE_ENTRY_WORST: { if( !bMostPlayedSet ) { bMostPlayedSet = true; vSongsByMostPlayed = GetFilteredBestSongs( st ); } if( e.players_index >= (int)vSongsByMostPlayed.size() ) break; switch( e.type ) { case COURSE_ENTRY_BEST: pSong = vSongsByMostPlayed[e.players_index]; break; case COURSE_ENTRY_WORST: pSong = vSongsByMostPlayed[vSongsByMostPlayed.size()-1-e.players_index]; break; default: ASSERT(0); } if( e.difficulty == DIFFICULTY_INVALID ) pSteps = pSong->GetStepsByMeter( st, low_meter, high_meter ); else pSteps = pSong->GetStepsByDifficulty( st, e.difficulty ); if( pSteps == NULL ) pSteps = pSong->GetClosestNotes( st, DIFFICULTY_MEDIUM ); } break; default: ASSERT(0); } if( !pSong || !pSteps ) continue; // this song entry isn't playable. Skip. Difficulty dc = pSteps->GetDifficulty(); if( entry_difficulty != DIFFICULTY_MEDIUM ) { /* See if we can find a NoteData after adjusting the difficulty by COURSE_DIFFICULTY_CLASS_CHANGE. * If we can't, just use the one we already have. */ Difficulty new_dc = Difficulty( dc + COURSE_DIFFICULTY_CLASS_CHANGE[entry_difficulty] ); new_dc = clamp( new_dc, DIFFICULTY_BEGINNER, DIFFICULTY_CHALLENGE ); bool bChangedDifficulty = false; if( new_dc != dc ) { Steps* pNewSteps = pSong->GetStepsByDifficulty( st, new_dc ); if( pNewSteps ) { dc = new_dc; pSteps = pNewSteps; bChangedDifficulty = true; bCourseDifficultyIsSignificant = true; } } /* Hack: We used to adjust low_meter/high_meter above while searching for * songs. However, that results in a different song being chosen for * difficult courses, which is bad when LockCourseDifficulties is disabled; * each player can end up with a different song. Instead, choose based * on the original range, bump the steps based on course difficulty, and * then retroactively tweak the low_meter/high_meter so course displays * line up. */ if( e.difficulty == DIFFICULTY_INVALID && bChangedDifficulty ) { /* Minimum and maximum to add to make the meter range contain the actual * meter: */ int iMinDist = pSteps->GetMeter() - high_meter; int iMaxDist = pSteps->GetMeter() - low_meter; /* Clamp the possible adjustments to try to avoid going under 1 or over * MAX_BOTTOM_RANGE. */ iMinDist = min( max( iMinDist, -low_meter+1 ), iMaxDist ); iMaxDist = max( min( iMaxDist, MAX_BOTTOM_RANGE-high_meter ), iMinDist ); int iAdd; if( iMaxDist == iMinDist ) iAdd = iMaxDist; else iAdd = rnd(iMaxDist-iMinDist) + iMinDist; low_meter += iAdd; high_meter += iAdd; } } TrailEntry te; te.pSong = pSong; te.pSteps = pSteps; te.Modifiers = e.modifiers; te.Attacks = e.attacks; te.bMystery = e.mystery; te.iLowMeter = low_meter; te.iHighMeter = high_meter; /* If we chose based on meter (not difficulty), then store DIFFICULTY_INVALID, so * other classes can tell that we used meter. */ if( e.difficulty == DIFFICULTY_INVALID ) te.dc = DIFFICULTY_INVALID; else { /* Otherwise, store the actual difficulty we got (post-course-difficulty). * This may or may not be the same as e.difficulty. */ te.dc = dc; } trail.m_vEntries.push_back( te ); } /* Hack: If any entry was non-FIXED, or m_bRandomize is set, then radar values * for this trail will be meaningless as they'll change every time. Pre-cache * empty data. XXX: How can we do this cleanly, without propagating lots of * otherwise unnecessary data (course entry types, m_bRandomize) to Trail, or * storing a Course pointer in Trail (yuck)? */ if( !AllSongsAreFixed() || m_bRandomize ) { trail.m_bRadarValuesCached = true; trail.m_CachedRadarValues = RadarValues(); } /* If we have a manually-entered meter for this difficulty, use it. */ if( m_iCustomMeter[cd] != -1 ) trail.m_iSpecifiedMeter = m_iCustomMeter[cd]; /* If the course difficulty never actually changed anything, then this difficulty * is equivalent to DIFFICULTY_MEDIUM; it doesn't exist. */ return bCourseDifficultyIsSignificant; } void Course::GetTrails( vector &AddTo, StepsType st ) const { FOREACH_ShownCourseDifficulty( cd ) { Trail *pTrail = GetTrail( st, cd ); if( pTrail == NULL ) continue; AddTo.push_back( pTrail ); } } bool Course::HasMods() const { FOREACH_CONST( CourseEntry, m_entries, e ) { if( !e->modifiers.empty() || !e->attacks.empty() ) return true; } return false; } bool Course::AllSongsAreFixed() const { FOREACH_CONST( CourseEntry, m_entries, e ) { if( e->type != COURSE_ENTRY_FIXED ) return false; } return true; } void Course::Invalidate( Song *pStaleSong ) { FOREACH_CONST( CourseEntry, m_entries, e ) { if( e->pSong == pStaleSong ) // a fixed entry that references the stale Song { RevertFromDisk(); return; } } // Invalidate any Trails that contain this song. // If we find a Trail that contains this song, then it's part of a // non-fixed entry. So, regenerating the Trail will force different // songs to be chosen. FOREACH_StepsType( st ) FOREACH_ShownCourseDifficulty( cd ) if( m_TrailCacheValid[st][cd] && !m_TrailCacheNull[st][cd] ) if( GetTrail( st, cd )->ContainsSong( pStaleSong ) ) m_TrailCacheValid[st][cd] = false; } void Course::RegenerateNonFixedTrails() { // Only need to regen Trails if the Course has a random entry. // We can create these Trails on demand because we don't // calculate RadarValues for Trails with one or more non-fixed // entry. if( !IsFixed() ) ZERO( m_TrailCacheValid ); } RageColor Course::GetColor() const { // FIXME: These colors shouldn't be hard-coded int iMeter = 5; switch (PREFSMAN->m_iCourseSortOrder) { case PrefsManager::COURSE_SORT_SONGS: if( m_entries.size() >= 7 ) return RageColor(1,0,0,1); // red else if( m_entries.size() >= 4 ) return RageColor(1,1,0,1); // yellow else return RageColor(0,1,0,1); // green // never should get here break; case PrefsManager::COURSE_SORT_METER: if ( !IsFixed() ) return RageColor(0,0,1,1); // blue if (iMeter > 8.5) return RageColor(1,0,0,1); // red if (iMeter >= 7) return RageColor(1,0.5f,0,1); // orange if (iMeter >= 5) return RageColor(1,1,0,1); // yellow return RageColor(0,1,0,1); // green case PrefsManager::COURSE_SORT_METER_SUM: if ( !IsFixed() ) return RageColor(0,0,1,1); // blue if (m_SortOrder_TotalDifficulty >= 40) return RageColor(1,0,0,1); // red if (m_SortOrder_TotalDifficulty >= 30) return RageColor(1,0.5f,0,1); // orange if (m_SortOrder_TotalDifficulty >= 20) return RageColor(1,1,0,1); // yellow return RageColor(0,1,0,1); // green case PrefsManager::COURSE_SORT_RANK: if (m_SortOrder_Ranking == 3) return RageColor(0,0,1,1); // blue if (m_SortOrder_Ranking == 2) return RageColor(1,0.5f,0,1); // orange if (m_SortOrder_Ranking == 1) return RageColor(0,1,0,1); // green return RageColor(1,1,0,1); // yellow, never should get here default: ASSERT(0); return RageColor(1,1,1,1); // white, never should reach here } } bool Course::IsFixed() const { for(unsigned i = 0; i < m_entries.size(); i++) { if ( m_entries[i].type == COURSE_ENTRY_FIXED ) continue; return false; } return true; } bool Course::GetTotalSeconds( StepsType st, float& fSecondsOut ) const { if( !IsFixed() ) return false; Trail* pTrail = GetTrail( st, DIFFICULTY_MEDIUM ); fSecondsOut = pTrail->GetLengthSeconds(); return true; } bool Course::CourseHasBestOrWorst() const { for(unsigned i = 0; i < m_entries.size(); i++) { switch( m_entries[i].type ) { case COURSE_ENTRY_BEST: case COURSE_ENTRY_WORST: return true; } } return false; } bool Course::HasBanner() const { return m_sBannerPath != "" && IsAFile(m_sBannerPath); } void Course::UpdateCourseStats( StepsType st ) { m_SortOrder_TotalDifficulty = 0; unsigned i; // courses with random/players best-worst songs should go at the end for(i = 0; i < m_entries.size(); i++) { if ( m_entries[i].type == COURSE_ENTRY_FIXED ) continue; if ( m_SortOrder_Ranking == 2 ) m_SortOrder_Ranking = 3; m_SortOrder_TotalDifficulty = 999999; // large number return; } const Trail* pTrail = GetTrail( st, DIFFICULTY_MEDIUM ); m_SortOrder_TotalDifficulty += pTrail != NULL? pTrail->GetTotalMeter():0; // OPTIMIZATION: Ranking info isn't dependant on style, so // call it sparingly. Its handled on startup and when // themes change.. LOG->Trace("%s: Total feet: %d", this->m_sMainTitle.c_str(), m_SortOrder_TotalDifficulty ); } bool Course::IsRanking() const { CStringArray rankingsongs; split(THEME->GetMetric("ScreenRanking", "CoursesToShow"), ",", rankingsongs); for(unsigned i=0; i < rankingsongs.size(); i++) if (rankingsongs[i].CompareNoCase(m_sPath)) return true; return false; } void Course::GetAllCachedTrails( vector &out ) { FOREACH_StepsType( st ) FOREACH_ShownCourseDifficulty( cd ) if( m_TrailCacheValid[st][cd] && !m_TrailCacheNull[st][cd] ) out.push_back( &m_TrailCache[st][cd] ); } /* * (c) 2001-2004 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */