#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" #include "NoteDataUtil.h" #include "ProfileManager.h" Steps::Steps() { /* FIXME: should we init this to STEPS_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_StepsType = STEPS_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; } Steps::~Steps() { delete notes; delete notes_comp; } void Steps::SetNoteData( const NoteData* pNewNoteData ) { ASSERT( pNewNoteData->GetNumTracks() == GameManager::NotesTypeToNumTracks(m_StepsType) ); 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_StepsType) ); } } 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, *notes_comp ); } 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); } } if( m_sDescription.empty() ) { m_sDescription = Capitalize( DifficultyToString(m_Difficulty) ); } } void Steps::Decompress() const { if(notes) { return; // already decompressed } else if(parent) { // get autogen notes NoteData pdata; parent->GetNoteData(&pdata); notes = new NoteData; int iNewTracks = GameManager::NotesTypeToNumTracks(m_StepsType); notes->LoadTransformedSlidingWindow( &pdata, iNewTracks ); NoteDataUtil::FixImpossibleRows( *notes, m_StepsType ); } else if(!notes_comp) { /* there is no data, do nothing */ } else { // load from compressed notes = new NoteData; notes->SetNumTracks( GameManager::NotesTypeToNumTracks(m_StepsType) ); 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, *notes_comp ); } 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_, StepsType ntTo ) { parent = parent_; m_StepsType = ntTo; } void Steps::CopyFrom( Steps* pSource, StepsType ntTo ) // pSource does not have to be of the same StepsType! { m_StepsType = 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; rSetRadarValue( (RadarCategory)r, radarValues[r] ); } void Steps::CreateBlank( StepsType ntTo ) { m_StepsType = 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; } // // Sorting stuff // bool CompareNotesPointersByRadarValues(const Steps* pNotes1, const Steps* pNotes2) { float fScore1 = 0; float fScore2 = 0; for( int r=0; rGetRadarValues()[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 &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 ); } bool Steps::MemCardData::HighScore::operator>=( const Steps::MemCardData::HighScore& other ) const { return iScore >= other.iScore; /* 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? */ // if( vsScore > this->fScore ) // return true; // if( vsScore < this->fScore ) // return false; // return vsGrade > this->grade; } void Steps::MemCardData::AddHighScore( Steps::MemCardData::HighScore hs, int &iIndexOut ) { int i; for( i=0; i<(int)vHighScores.size(); i++ ) { if( hs >= vHighScores[i] ) // tie goes to new score break; } if( i < NUM_RANKING_LINES ) { vHighScores.insert( vHighScores.begin()+i, hs ); iIndexOut = i; if( vHighScores.size() > NUM_RANKING_LINES ) vHighScores.erase( vHighScores.begin()+NUM_RANKING_LINES, vHighScores.end() ); } } void Steps::AddHighScore( PlayerNumber pn, MemCardData::HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut ) { hs.sName = RANKING_TO_FILL_IN_MARKER[pn]; if( PROFILEMAN->IsUsingProfile(pn) ) m_MemCardDatas[pn].AddHighScore( hs, iPersonalIndexOut ); else iPersonalIndexOut = -1; m_MemCardDatas[MEMORY_CARD_MACHINE].AddHighScore( hs, iMachineIndexOut ); }