/* * This stores a single note pattern for a song. * * We can have too much data to keep everything decompressed as NoteData, so most * songs are kept in memory compressed as SMData until requested. NoteData is normally * not requested casually during gameplay; we can move through screens, the music * wheel, etc. without touching any NoteData. * * To save more memory, if data is cached on disk, read it from disk on demand. Not * all Steps will have an associated file for this purpose. (Profile edits don't do * this yet.) * * Data can be on disk (always compressed), compressed in memory, and uncompressed in * memory. */ #include "global.h" #include "Steps.h" #include "StepsUtil.h" #include "song.h" #include "RageUtil.h" #include "RageLog.h" #include "NoteData.h" #include "RageException.h" #include "GameManager.h" #include "NoteDataUtil.h" #include "NotesLoaderSM.h" Steps::Steps() { m_bSavedToDisk = false; m_StepsType = STEPS_TYPE_INVALID; m_LoadedFromProfile = PROFILE_SLOT_INVALID; m_uHash = 0; m_Difficulty = DIFFICULTY_INVALID; m_iMeter = 0; m_pNoteData = new NoteData; m_bNoteDataIsFilled = false; m_sNoteDataCompressed = ""; parent = NULL; } Steps::~Steps() { } void Steps::SetNoteData( const NoteData& noteDataNew ) { ASSERT( noteDataNew.GetNumTracks() == GameManager::StepsTypeToNumTracks(m_StepsType) ); DeAutogen(); *m_pNoteData = noteDataNew; m_bNoteDataIsFilled = true; NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed ); m_uHash = GetHashForString( m_sNoteDataCompressed ); } void Steps::GetNoteData( NoteData& noteDataOut ) const { ASSERT(this); Decompress(); if( m_bNoteDataIsFilled ) { noteDataOut = *m_pNoteData; } else { noteDataOut.ClearAll(); noteDataOut.SetNumTracks( GameManager::StepsTypeToNumTracks(m_StepsType) ); } } void Steps::SetSMNoteData( const CString ¬es_comp_ ) { m_pNoteData->Init(); m_bNoteDataIsFilled = false; m_sNoteDataCompressed = notes_comp_; m_uHash = GetHashForString( m_sNoteDataCompressed ); } /* XXX: this function should pull data from m_sFilename, like Decompress() */ void Steps::GetSMNoteData( CString ¬es_comp_out ) const { if( m_sNoteDataCompressed.empty() ) { if( !m_bNoteDataIsFilled ) { /* no data is no data */ notes_comp_out = ""; return; } NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed ); } notes_comp_out = m_sNoteDataCompressed; } float Steps::PredictMeter() const { float pMeter = 0.775f; const float RadarCoeffs[NUM_RADAR_CATEGORIES] = { 10.1f, 5.27f,-0.905f, -1.10f, 2.86f, 0,0,0,0,0,0 }; for( int r = 0; r < NUM_RADAR_CATEGORIES; ++r ) pMeter += this->GetRadarValues()[r] * RadarCoeffs[r]; const float DifficultyCoeffs[NUM_DIFFICULTIES] = { -0.877f, -0.877f, 0, 0.722f, 0.722f, 0 }; pMeter += DifficultyCoeffs[this->GetDifficulty()]; // Init non-radar values const float SV = this->GetRadarValues()[RADAR_STREAM] * this->GetRadarValues()[RADAR_VOLTAGE]; const float ChaosSquare = this->GetRadarValues()[RADAR_CHAOS] * this->GetRadarValues()[RADAR_CHAOS]; pMeter += -6.35f * SV; pMeter += -2.58f * ChaosSquare; if (pMeter < 1) pMeter = 1; return pMeter; } 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 ); } if( GetMeter() < 1) // meter is invalid SetMeter( int(PredictMeter()) ); } void Steps::CalculateRadarValues( float fMusicLengthSeconds ) { m_CachedRadarValues = RadarValues(); // If we're autogen, don't calculate values. GetRadarValues will take from our parent. if( parent != NULL ) return; // If we're an edit, leave the RadarValues invalid. if( IsAnEdit() ) return; NoteData tempNoteData; this->GetNoteData( tempNoteData ); NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues ); } void Steps::Decompress() const { if( m_bNoteDataIsFilled ) return; // already decompressed if(parent) { // get autogen m_pNoteData NoteData notedata; parent->GetNoteData( notedata ); m_bNoteDataIsFilled = true; int iNewTracks = GameManager::StepsTypeToNumTracks(m_StepsType); if( this->m_StepsType == STEPS_TYPE_LIGHTS_CABINET ) { NoteDataUtil::LoadTransformedLights( notedata, *m_pNoteData, iNewTracks ); } else { NoteDataUtil::LoadTransformedSlidingWindow( notedata, *m_pNoteData, iNewTracks ); NoteDataUtil::RemoveStretch( *m_pNoteData, m_StepsType ); } return; } if( !m_sFilename.empty() && m_sNoteDataCompressed.empty() ) { /* We have data on disk and not in memory. Load it. */ Song s; SMLoader ld; if( !ld.LoadFromSMFile( m_sFilename, s, true ) ) { LOG->Warn( "Couldn't load \"%s\"", m_sFilename.c_str() ); return; } /* Find the steps. */ StepsID ID; ID.FromSteps( this ); Steps *pSteps = ID.ToSteps( &s, true, false ); // don't use cache if( pSteps == NULL ) { LOG->Warn( "Couldn't find %s in \"%s\"", ID.ToString().c_str(), m_sFilename.c_str() ); return; } pSteps->GetSMNoteData( m_sNoteDataCompressed ); } if( m_sNoteDataCompressed.empty() ) { /* there is no data, do nothing */ } else { // load from compressed m_bNoteDataIsFilled = true; m_pNoteData->SetNumTracks( GameManager::StepsTypeToNumTracks(m_StepsType) ); NoteDataUtil::LoadFromSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed ); } } void Steps::Compress() const { /* Always leave lights data uncompressed. */ if( this->m_StepsType == STEPS_TYPE_LIGHTS_CABINET && m_bNoteDataIsFilled ) { m_sNoteDataCompressed = CString(""); return; } if( !m_sFilename.empty() ) { /* We have a file on disk; clear all data in memory. */ m_pNoteData->Init(); m_bNoteDataIsFilled = false; /* Be careful; 'x = ""', m_sNoteDataCompressed.clear() and m_sNoteDataCompressed.reserve(0) * don't always free the alocated memory. */ m_sNoteDataCompressed = CString(""); return; } /* We have no file on disk. Compress the data, if necessary. */ if( m_sNoteDataCompressed.empty() ) { if( !m_bNoteDataIsFilled ) return; /* no data is no data */ NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed ); } m_pNoteData->Init(); m_bNoteDataIsFilled = false; } /* 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 m_pNoteData with sliding window transform m_sDescription = Real()->m_sDescription; m_Difficulty = Real()->m_Difficulty; m_iMeter = Real()->m_iMeter; m_CachedRadarValues = Real()->m_CachedRadarValues; parent = NULL; Compress(); } void Steps::AutogenFrom( const Steps *parent_, StepsType ntTo ) { parent = parent_; m_StepsType = ntTo; } void Steps::CopyFrom( Steps* pSource, StepsType ntTo, float fMusicLengthSeconds ) // pSource does not have to be of the same StepsType { m_StepsType = ntTo; NoteData noteData; pSource->GetNoteData( noteData ); noteData.SetNumTracks( GameManager::StepsTypeToNumTracks(ntTo) ); this->SetNoteData( noteData ); this->SetDescription( pSource->GetDescription() ); this->SetDifficulty( pSource->GetDifficulty() ); this->SetMeter( pSource->GetMeter() ); this->CalculateRadarValues( fMusicLengthSeconds ); } void Steps::CreateBlank( StepsType ntTo ) { m_StepsType = ntTo; NoteData noteData; noteData.SetNumTracks( GameManager::StepsTypeToNumTracks(ntTo) ); this->SetNoteData( noteData ); } const Steps *Steps::Real() const { ASSERT( this ); if(parent) return parent; return this; } bool Steps::IsAutogen() const { return parent != NULL; } void Steps::SetFile( CString fn ) { m_sFilename = fn; } void Steps::SetDifficultyAndDescription( Difficulty dc, CString sDescription ) { DeAutogen(); m_Difficulty = dc; m_sDescription = sDescription; if( GetDifficulty() == DIFFICULTY_EDIT ) MakeValidEditDescription( m_sDescription ); } bool Steps::MakeValidEditDescription( CString &sPreferredDescription ) { if( int(sPreferredDescription.size()) > MAX_EDIT_STEPS_DESCRIPTION_LENGTH ) { sPreferredDescription = sPreferredDescription.Left( MAX_EDIT_STEPS_DESCRIPTION_LENGTH ); return true; } return false; } void Steps::SetMeter(int meter) { DeAutogen(); m_iMeter = meter; } void Steps::SetCachedRadarValues( const RadarValues& v ) { DeAutogen(); m_CachedRadarValues = v; } // lua start #include "LuaBinding.h" class LunaSteps: public Luna { public: LunaSteps() { LUA->Register( Register ); } static int GetStepsType( T* p, lua_State *L ) { lua_pushnumber(L, p->m_StepsType ); return 1; } static int GetDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->GetDifficulty() ); return 1; } static int GetDescription( T* p, lua_State *L ) { lua_pushstring(L, p->GetDescription() ); return 1; } static int GetMeter( T* p, lua_State *L ) { lua_pushnumber(L, p->GetMeter() ); return 1; } static void Register(lua_State *L) { ADD_METHOD( GetStepsType ); ADD_METHOD( GetDifficulty ); ADD_METHOD( GetDescription ); ADD_METHOD( GetMeter ); Luna::Register( L ); } }; LUA_REGISTER_CLASS( Steps ) // lua end /* * (c) 2001-2004 Chris Danford, Glenn Maynard, David Wilson * 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. */