/* 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 "GameManager.h" #include "NoteDataUtil.h" #include "NotesLoaderSSC.h" #include Steps::Steps() { m_bSavedToDisk = false; m_StepsType = StepsType_Invalid; m_LoadedFromProfile = ProfileSlot_Invalid; m_iHash = 0; m_Difficulty = Difficulty_Invalid; m_iMeter = 0; m_pNoteData = new NoteData; m_bNoteDataIsFilled = false; m_sNoteDataCompressed = ""; parent = NULL; } Steps::~Steps() { } unsigned Steps::GetHash() const { if( parent ) return parent->GetHash(); if( m_iHash ) return m_iHash; if( m_sNoteDataCompressed.empty() ) { if( !m_bNoteDataIsFilled ) return 0; // No data, no hash. NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed ); } m_iHash = GetHashForString( m_sNoteDataCompressed ); return m_iHash; } void Steps::SetNoteData( const NoteData& noteDataNew ) { ASSERT( noteDataNew.GetNumTracks() == GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks ); DeAutogen( false ); *m_pNoteData = noteDataNew; m_bNoteDataIsFilled = true; m_sNoteDataCompressed = RString(); m_iHash = 0; m_sFilename = RString(); // We can no longer read from the file because it has changed in memory. } void Steps::GetNoteData( NoteData& noteDataOut ) const { Decompress(); if( m_bNoteDataIsFilled ) { noteDataOut = *m_pNoteData; } else { noteDataOut.ClearAll(); noteDataOut.SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks ); } } void Steps::SetSMNoteData( const RString ¬es_comp_ ) { m_pNoteData->Init(); m_bNoteDataIsFilled = false; m_sNoteDataCompressed = notes_comp_; m_iHash = 0; m_sFilename = RString(); // We can no longer read from the file because it has changed in memory. } /* XXX: this function should pull data from m_sFilename, like Decompress() */ void Steps::GetSMNoteData( RString ¬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_RadarCategory] = { 10.1f, 5.27f,-0.905f, -1.10f, 2.86f, 0,0,0,0,0,0 }; const RadarValues &rv = GetRadarValues( PLAYER_1 ); for( int r = 0; r < NUM_RadarCategory; ++r ) pMeter += rv[r] * RadarCoeffs[r]; const float DifficultyCoeffs[NUM_Difficulty] = { -0.877f, -0.877f, 0, 0.722f, 0.722f, 0 }; pMeter += DifficultyCoeffs[this->GetDifficulty()]; // Init non-radar values const float SV = rv[RadarCategory_Stream] * rv[RadarCategory_Voltage]; const float ChaosSquare = rv[RadarCategory_Chaos] * rv[RadarCategory_Chaos]; pMeter += -6.35f * SV; pMeter += -2.58f * ChaosSquare; if (pMeter < 1) pMeter = 1; return pMeter; } void Steps::TidyUpData() { if( m_StepsType == StepsType_Invalid ) m_StepsType = StepsType_dance_single; 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 ) { // If we're autogen, don't calculate values. GetRadarValues will take from our parent. if( parent != NULL ) return; // Do write radar values, and leave it up to the reading app whether they want to trust // the cached values without recalculating them. /* // If we're an edit, leave the RadarValues invalid. if( IsAnEdit() ) return; */ NoteData tempNoteData; this->GetNoteData( tempNoteData ); FOREACH_PlayerNumber( pn ) m_CachedRadarValues[pn].Zero(); if( tempNoteData.IsComposite() ) { vector vParts; NoteDataUtil::SplitCompositeNoteData( tempNoteData, vParts ); for( size_t pn = 0; pn < min(vParts.size(), size_t(NUM_PLAYERS)); ++pn ) NoteDataUtil::CalculateRadarValues( vParts[pn], fMusicLengthSeconds, m_CachedRadarValues[pn] ); } else { NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] ); fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] ); } } 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 = GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks; if( this->m_StepsType == StepsType_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; if( !SSCLoader::LoadFromSSCFile(m_sFilename, s, true) ) { LOG->Warn( "Couldn't load \"%s\"", m_sFilename.c_str() ); return; } /* Find the steps. */ StepsID ID; ID.FromSteps( this ); /* We're using a StepsID to search in a different copy of a Song than * the one it was created with. Clear the cache before doing this, * or search results will come from cache and point to the original * copy. */ CachedObject::ClearCacheAll(); Steps *pSteps = ID.ToSteps( &s, true ); 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 bool bComposite = GAMEMAN->GetStepsTypeInfo(m_StepsType).m_StepsTypeCategory == StepsTypeCategory_Routine; m_bNoteDataIsFilled = true; m_pNoteData->SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks ); NoteDataUtil::LoadFromSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed, bComposite ); } } void Steps::Compress() const { // Always leave lights data uncompressed. if( this->m_StepsType == StepsType_lights_cabinet && m_bNoteDataIsFilled ) { m_sNoteDataCompressed = RString(); return; } if( !m_sFilename.empty() && m_LoadedFromProfile == ProfileSlot_Invalid ) { /* We have a file on disk; clear all data in memory. * Data on profiles can't be accessed normally (need to mount and time-out * the device), and when we start a game and load edits, we want to be * sure that it'll be available if the user picks it and pulls the device. * Also, Decompress() doesn't know how to load .edits. */ m_pNoteData->Init(); m_bNoteDataIsFilled = false; /* Be careful; 'x = ""', m_sNoteDataCompressed.clear() and m_sNoteDataCompressed.reserve(0) * don't always free the allocated memory. */ m_sNoteDataCompressed = RString(); 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( bool bCopyNoteData ) { if( !parent ) return; // OK if( bCopyNoteData ) Decompress(); // fills in m_pNoteData with sliding window transform m_sDescription = Real()->m_sDescription; m_Difficulty = Real()->m_Difficulty; m_iMeter = Real()->m_iMeter; copy( Real()->m_CachedRadarValues, Real()->m_CachedRadarValues + NUM_PLAYERS, m_CachedRadarValues ); m_sCredit = Real()->m_sCredit; parent = NULL; if( bCopyNoteData ) 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( GAMEMAN->GetStepsTypeInfo(ntTo).iNumTracks ); parent = NULL; 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( GAMEMAN->GetStepsTypeInfo(ntTo).iNumTracks ); this->SetNoteData( noteData ); } void Steps::SetDifficultyAndDescription( Difficulty dc, RString sDescription ) { DeAutogen(); m_Difficulty = dc; m_sDescription = sDescription; if( GetDifficulty() == Difficulty_Edit ) MakeValidEditDescription( m_sDescription ); } void Steps::SetCredit( RString sCredit ) { DeAutogen(); m_sCredit = sCredit; } bool Steps::MakeValidEditDescription( RString &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[NUM_PLAYERS] ) { DeAutogen(); copy( v, v + NUM_PLAYERS, m_CachedRadarValues ); } // lua start #include "LuaBinding.h" class LunaSteps: public Luna { public: DEFINE_METHOD( GetStepsType, m_StepsType ) DEFINE_METHOD( GetDifficulty, GetDifficulty() ) DEFINE_METHOD( GetDescription, GetDescription() ) DEFINE_METHOD( GetAuthorCredit, GetCredit() ) DEFINE_METHOD( GetMeter, GetMeter() ) DEFINE_METHOD( GetFilename, GetFilename() ) DEFINE_METHOD( IsAutogen, IsAutogen() ) DEFINE_METHOD( IsAnEdit, IsAnEdit() ) DEFINE_METHOD( IsAPlayerEdit, IsAPlayerEdit() ) static int GetRadarValues( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check(L, 1); RadarValues &rv = const_cast(p->GetRadarValues(pn)); rv.PushSelf(L); return 1; } static int GetHash( T* p, lua_State *L ) { lua_pushnumber( L, p->GetHash() ); return 1; } // untested static int GetSMNoteData( T* p, lua_State *L ) { RString out; p->GetSMNoteData( out ); lua_pushstring( L, out ); return 1; } LunaSteps() { ADD_METHOD( GetStepsType ); ADD_METHOD( GetDifficulty ); ADD_METHOD( GetDescription ); ADD_METHOD( GetAuthorCredit ); ADD_METHOD( GetMeter ); ADD_METHOD( GetFilename ); ADD_METHOD( GetRadarValues ); ADD_METHOD( IsAutogen ); ADD_METHOD( IsAnEdit ); ADD_METHOD( IsAPlayerEdit ); ADD_METHOD( GetHash ); //ADD_METHOD( GetSMNoteData ); } }; 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. */