Files
itgmania212121/src/Steps.cpp
T
Jason Felds fd40fea9cb Remove PMSLoader.
The BPMSLoader now handles PMS files considering their
similarities.
2011-11-30 00:32:17 -05:00

682 lines
18 KiB
C++

/* 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 "GameState.h"
#include "Song.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "NoteData.h"
#include "GameManager.h"
#include "SongManager.h"
#include "NoteDataUtil.h"
#include "NotesLoaderSSC.h"
#include "NotesLoaderSM.h"
#include "NotesLoaderSMA.h"
#include "NotesLoaderDWI.h"
#include "NotesLoaderKSF.h"
#include "NotesLoaderBMS.h"
#include <algorithm>
/* register DisplayBPM with StringConversion */
#include "EnumHelper.h"
static const char *DisplayBPMNames[] =
{
"Actual",
"Specified",
"Random",
};
XToString( DisplayBPM );
LuaXType( DisplayBPM );
Steps::Steps(): m_StepsType(StepsType_Invalid),
parent(NULL), m_pNoteData(new NoteData), m_bNoteDataIsFilled(false),
m_sNoteDataCompressed(""), m_sFilename(""), m_bSavedToDisk(false),
m_LoadedFromProfile(ProfileSlot_Invalid), m_iHash(0),
m_sDescription(""), m_sChartStyle(""),
m_Difficulty(Difficulty_Invalid), m_iMeter(0),
m_bAreCachedRadarValuesJustLoaded(false),
m_sCredit(""), displayBPMType(DISPLAY_BPM_ACTUAL),
specifiedBPMMin(0), specifiedBPMMax(0) {}
Steps::~Steps()
{
}
void Steps::GetDisplayBpms( DisplayBpms &AddTo ) const
{
if( this->GetDisplayBPM() == DISPLAY_BPM_SPECIFIED )
{
AddTo.Add( this->GetMinBPM() );
AddTo.Add( this->GetMaxBPM() );
}
else
{
float fMinBPM, fMaxBPM;
this->m_Timing.GetActualBPM( fMinBPM, fMaxBPM );
AddTo.Add( fMinBPM );
AddTo.Add( fMaxBPM );
}
}
bool Steps::HasAttacks() const
{
return !this->m_Attacks.empty();
}
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;
}
bool Steps::IsNoteDataEmpty() const
{
return this->m_sNoteDataCompressed.empty();
}
bool Steps::GetNoteDataFromSimfile()
{
// Replace the line below with the Steps' cache file.
RString stepFile = this->GetFilename();
RString extension = GetExtension(stepFile);
extension.MakeLower(); // must do this because the code is expecting lowercase
if (extension.empty() || extension == "ssc") // remember cache files.
{
SSCLoader loader;
return loader.LoadNoteDataFromSimfile(stepFile, *this);
}
else if (extension == "sm")
{
SMLoader loader;
return loader.LoadNoteDataFromSimfile(stepFile, *this);
}
else if (extension == "sma")
{
SMALoader loader;
return loader.LoadNoteDataFromSimfile(stepFile, *this);
}
else if (extension == "dwi")
{
return DWILoader::LoadNoteDataFromSimfile(stepFile, *this);
}
else if (extension == "ksf")
{
return KSFLoader::LoadNoteDataFromSimfile(stepFile, *this);
}
else if (extension == "bms" || extension == "bml" || extension == "bme" || extension == "pms")
{
return BMSLoader::LoadNoteDataFromSimfile(stepFile, *this);
}
return false;
}
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;
}
void Steps::GetNoteData( NoteData& noteDataOut ) const
{
Decompress();
if( m_bNoteDataIsFilled )
{
noteDataOut = *m_pNoteData;
}
else
{
noteDataOut.ClearAll();
noteDataOut.SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
}
}
NoteData Steps::GetNoteData() const
{
NoteData tmp;
this->GetNoteData( tmp );
return tmp;
}
void Steps::SetSMNoteData( const RString &notes_comp_ )
{
m_pNoteData->Init();
m_bNoteDataIsFilled = false;
m_sNoteDataCompressed = notes_comp_;
m_iHash = 0;
}
/* XXX: this function should pull data from m_sFilename, like Decompress() */
void Steps::GetSMNoteData( RString &notes_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,
0,0,0,0,0,0,0,0
};
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;
if( m_bAreCachedRadarValuesJustLoaded )
{
m_bAreCachedRadarValuesJustLoaded = false;
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();
GAMESTATE->SetProcessedTimingData(&this->m_Timing);
if( tempNoteData.IsComposite() )
{
vector<NoteData> 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 if (GAMEMAN->GetStepsTypeInfo(this->m_StepsType).m_StepsTypeCategory == StepsTypeCategory_Couple)
{
NoteData p1 = tempNoteData;
// XXX: Assumption that couple will always have an even number of notes.
const int tracks = tempNoteData.GetNumTracks() / 2;
p1.SetNumTracks(tracks);
NoteDataUtil::CalculateRadarValues(p1,
fMusicLengthSeconds,
m_CachedRadarValues[PLAYER_1]);
// at this point, p2 is tempNoteData.
NoteDataUtil::ShiftTracks(tempNoteData, tracks);
tempNoteData.SetNumTracks(tracks);
NoteDataUtil::CalculateRadarValues(tempNoteData,
fMusicLengthSeconds,
m_CachedRadarValues[PLAYER_2]);
}
else
{
NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] );
fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] );
}
GAMESTATE->SetProcessedTimingData(NULL);
}
void Steps::Decompress() const
{
const_cast<Steps *>(this)->Decompress();
}
void Steps::Decompress()
{
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 NoteData on disk and not in memory. Load it.
if (!this->GetNoteDataFromSimfile())
{
LOG->Warn("Couldn't load the %s chart's NoteData from \"%s\"",
DifficultyToString(m_Difficulty).c_str(), m_sFilename.c_str());
return;
}
this->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;
}
// Don't compress data in the editor: it's still in use.
if (GAMESTATE->m_bInStepEditor)
{
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_sChartStyle = Real()->m_sChartStyle;
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;
m_Timing = parent->m_Timing;
}
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;
m_Timing = pSource->m_Timing;
this->m_Attacks = pSource->m_Attacks;
this->m_sAttackString = pSource->m_sAttackString;
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;
}
void Steps::SetChartStyle( RString sChartStyle )
{
DeAutogen();
m_sChartStyle = sChartStyle;
}
bool Steps::MakeValidEditDescription( RString &sPreferredDescription )
{
if( int(sPreferredDescription.size()) > MAX_STEPS_DESCRIPTION_LENGTH )
{
sPreferredDescription = sPreferredDescription.Left( MAX_STEPS_DESCRIPTION_LENGTH );
return true;
}
return false;
}
void Steps::SetMeter( int meter )
{
DeAutogen();
m_iMeter = meter;
}
bool Steps::HasSignificantTimingChanges() const
{
if( m_Timing.HasStops() || m_Timing.HasDelays() )
return true;
/* TODO: Deal with DisplayBPM here...if possible?
* Song's version may still be useful. */
else if( m_Timing.HasBpmChanges() || m_Timing.HasWarps() || m_Timing.HasSpeedChanges() )
{
return true;
}
return false;
}
void Steps::SetCachedRadarValues( const RadarValues v[NUM_PLAYERS] )
{
DeAutogen();
copy( v, v + NUM_PLAYERS, m_CachedRadarValues );
m_bAreCachedRadarValuesJustLoaded = true;
}
bool Steps::UsesSplitTiming() const
{
Song *song = SONGMAN->GetSongFromSteps(const_cast<Steps *>(this));
return song->m_SongTiming != this->m_Timing;
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the Steps. */
class LunaSteps: public Luna<Steps>
{
public:
DEFINE_METHOD( GetStepsType, m_StepsType )
DEFINE_METHOD( GetDifficulty, GetDifficulty() )
DEFINE_METHOD( GetDescription, GetDescription() )
DEFINE_METHOD( GetChartStyle, GetChartStyle() )
DEFINE_METHOD( GetAuthorCredit, GetCredit() )
DEFINE_METHOD( GetMeter, GetMeter() )
DEFINE_METHOD( GetFilename, GetFilename() )
DEFINE_METHOD( IsAutogen, IsAutogen() )
DEFINE_METHOD( IsAnEdit, IsAnEdit() )
DEFINE_METHOD( IsAPlayerEdit, IsAPlayerEdit() )
DEFINE_METHOD( UsesSplitTiming, UsesSplitTiming() )
static int HasSignificantTimingChanges( T* p, lua_State *L )
{
lua_pushboolean(L, p->HasSignificantTimingChanges());
return 1;
}
static int HasAttacks( T* p, lua_State *L )
{
lua_pushboolean(L, p->HasAttacks());
return 1;
}
static int GetRadarValues( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
RadarValues &rv = const_cast<RadarValues &>(p->GetRadarValues(pn));
rv.PushSelf(L);
return 1;
}
static int GetTimingData( T* p, lua_State *L )
{
p->m_Timing.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;
}
*/
static int GetChartName(T *p, lua_State *L)
{
lua_pushstring(L, p->GetChartName());
return 1;
}
static int GetDisplayBpms( T* p, lua_State *L )
{
DisplayBpms temp;
p->GetDisplayBpms(temp);
float fMin = temp.GetMin();
float fMax = temp.GetMax();
vector<float> fBPMs;
fBPMs.push_back( fMin );
fBPMs.push_back( fMax );
LuaHelpers::CreateTableFromArray(fBPMs, L);
return 1;
}
static int IsDisplayBpmSecret( T* p, lua_State *L )
{
DisplayBpms temp;
p->GetDisplayBpms(temp);
lua_pushboolean( L, temp.IsSecret() );
return 1;
}
static int IsDisplayBpmConstant( T* p, lua_State *L )
{
DisplayBpms temp;
p->GetDisplayBpms(temp);
lua_pushboolean( L, temp.BpmIsConstant() );
return 1;
}
static int IsDisplayBpmRandom( T* p, lua_State *L )
{
lua_pushboolean( L, p->GetDisplayBPM() == DISPLAY_BPM_RANDOM );
return 1;
}
DEFINE_METHOD( PredictMeter, PredictMeter() )
static int GetDisplayBPMType( T* p, lua_State *L )
{
LuaHelpers::Push( L, p->GetDisplayBPM() );
return 1;
}
LunaSteps()
{
ADD_METHOD( GetAuthorCredit );
ADD_METHOD( GetChartStyle );
ADD_METHOD( GetDescription );
ADD_METHOD( GetDifficulty );
ADD_METHOD( GetFilename );
ADD_METHOD( GetHash );
ADD_METHOD( GetMeter );
ADD_METHOD( HasSignificantTimingChanges );
ADD_METHOD( HasAttacks );
ADD_METHOD( GetRadarValues );
ADD_METHOD( GetTimingData );
ADD_METHOD( GetChartName );
//ADD_METHOD( GetSMNoteData );
ADD_METHOD( GetStepsType );
ADD_METHOD( IsAnEdit );
ADD_METHOD( IsAutogen );
ADD_METHOD( IsAPlayerEdit );
ADD_METHOD( UsesSplitTiming );
ADD_METHOD( GetDisplayBpms );
ADD_METHOD( IsDisplayBpmSecret );
ADD_METHOD( IsDisplayBpmConstant );
ADD_METHOD( IsDisplayBpmRandom );
ADD_METHOD( PredictMeter );
ADD_METHOD( GetDisplayBPMType );
}
};
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.
*/