Files
itgmania212121/stepmania/src/Steps.cpp
T
2003-11-10 01:13:10 +00:00

367 lines
8.6 KiB
C++

#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( &noteData );
noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
this->SetNoteData( &noteData );
this->SetDescription( "Copied from "+pSource->GetDescription() );
this->SetDifficulty( pSource->GetDifficulty() );
this->SetMeter( pSource->GetMeter() );
const float* radarValues = pSource->GetRadarValues();
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
this->SetRadarValue( (RadarCategory)r, radarValues[r] );
}
void Steps::CreateBlank( StepsType ntTo )
{
m_StepsType = ntTo;
NoteData noteData;
noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
this->SetNoteData( &noteData );
}
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; r<NUM_RADAR_CATEGORIES; r++ )
{
fScore1 += pNotes1->GetRadarValues()[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<Steps*> &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 );
}