f345edb366
nonstop scoring fixes
334 lines
7.7 KiB
C++
334 lines
7.7 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: Notes
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "Notes.h"
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#include "song.h"
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#include "Notes.h"
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#include "IniFile.h"
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#include "math.h" // for fabs()
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "NoteData.h"
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#include "GameInput.h"
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#include "RageException.h"
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#include "MsdFile.h"
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#include "GameManager.h"
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Notes::Notes()
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{
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/* FIXME: should we init this to NOTES_TYPE_INVALID?
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* I have a feeling that it's the right thing to do but that
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* it'd trip obscure asserts all over the place, so I'll wait
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* until after b6 to do this. -glenn */
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m_NotesType = NOTES_TYPE_DANCE_SINGLE;
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m_Difficulty = DIFFICULTY_INVALID;
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m_iMeter = 0;
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for(int i = 0; i < NUM_RADAR_CATEGORIES; ++i)
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m_fRadarValues[i] = -1; /* unknown */
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notes = NULL;
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notes_comp = NULL;
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parent = NULL;
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for( int m=0; m<NUM_MEMORY_CARDS; m++ )
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{
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m_MemCardScores[m].iNumTimesPlayed = 0;
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m_MemCardScores[m].grade = GRADE_NO_DATA;
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m_MemCardScores[m].iScore = 0;
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}
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}
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Notes::~Notes()
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{
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delete notes;
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delete notes_comp;
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}
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void Notes::SetNoteData( NoteData* pNewNoteData )
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{
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ASSERT( pNewNoteData->GetNumTracks() == GameManager::NotesTypeToNumTracks(m_NotesType) );
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DeAutogen();
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delete notes_comp;
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notes_comp = NULL;
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delete notes;
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notes = new NoteData(*pNewNoteData);
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}
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void Notes::GetNoteData( NoteData* pNoteDataOut ) const
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{
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ASSERT(this);
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ASSERT(pNoteDataOut);
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Decompress();
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pNoteDataOut->SetNumTracks( notes->GetNumTracks() );
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*pNoteDataOut = *notes;
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}
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void Notes::SetSMNoteData( const CString &out )
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{
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delete notes;
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notes = NULL;
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if(!notes_comp)
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notes_comp = new CString;
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*notes_comp = out;
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}
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CString Notes::GetSMNoteData() const
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{
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if(!notes_comp)
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{
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if(!notes) return ""; /* no data is no data */
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notes_comp = new CString(NoteDataUtil::GetSMNoteDataString(*notes));
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}
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return *notes_comp;
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}
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void Notes::TidyUpData()
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{
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if( GetDifficulty() == DIFFICULTY_INVALID )
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SetDifficulty(StringToDifficulty(GetDescription()));
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if( GetDifficulty() == DIFFICULTY_INVALID )
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{
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if( GetMeter() == 1 ) SetDifficulty(DIFFICULTY_BEGINNER);
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else if( GetMeter() <= 3 ) SetDifficulty(DIFFICULTY_EASY);
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else if( GetMeter() <= 6 ) SetDifficulty(DIFFICULTY_MEDIUM);
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else SetDifficulty(DIFFICULTY_HARD);
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}
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// Meter is overflowing (invalid), but some files (especially maniac/smaniac steps) are purposefully set higher than 10.
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// See: BMR's Gravity; we probably should keep those as difficult as we can represent.
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/* Why? If the data file says a meter of 72, we should keep it as 72; if
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* individual bits of code (eg. scoring, feet) have maximums, they should
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* enforce it internally. Doing it here will make us lose the difficulty
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* completely if the song is edited and written. -glenn */
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/* if( GetMeter() >10 ) {
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if( GetDifficulty() == DIFFICULTY_HARD || GetDifficulty() == DIFFICULTY_CHALLENGE)
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SetMeter(10);
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else
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SetMeter(0);
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} */
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if( GetMeter() < 1) // meter is invalid
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{
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// guess meter from difficulty class
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switch( GetDifficulty() )
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{
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case DIFFICULTY_BEGINNER: SetMeter(1); break;
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case DIFFICULTY_EASY: SetMeter(3); break;
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case DIFFICULTY_MEDIUM: SetMeter(5); break;
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case DIFFICULTY_HARD: SetMeter(8); break;
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case DIFFICULTY_CHALLENGE: SetMeter(8); break;
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case DIFFICULTY_INVALID: SetMeter(5); break;
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default: ASSERT(0);
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}
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}
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}
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void Notes::Decompress() const
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{
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if(notes)
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{
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return; // already decompressed
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}
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else if(parent)
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{
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// get autogen notes
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NoteData pdata;
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parent->GetNoteData(&pdata);
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notes = new NoteData;
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notes->SetNumTracks( GameManager::NotesTypeToNumTracks(m_NotesType) );
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if(pdata.GetNumTracks() == notes->GetNumTracks())
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notes->CopyRange( &pdata, 0, pdata.GetLastRow(), 0 );
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else
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notes->LoadTransformedSlidingWindow( &pdata, notes->GetNumTracks() );
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return;
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}
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else if(!notes_comp)
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{
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return; /* there is no data */
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}
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else
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{
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// load from compressed
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notes = new NoteData;
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notes->SetNumTracks( GameManager::NotesTypeToNumTracks(m_NotesType) );
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NoteDataUtil::LoadFromSMNoteDataString(*notes, *notes_comp);
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}
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}
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void Notes::Compress() const
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{
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if(!notes_comp)
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{
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if(!notes) return; /* no data is no data */
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notes_comp = new CString(NoteDataUtil::GetSMNoteDataString(*notes));
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}
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delete notes;
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notes = NULL;
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}
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/* Copy our parent's data. This is done when we're being changed from autogen
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* to normal. (needed?) */
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void Notes::DeAutogen()
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{
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if(!parent)
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return; /* OK */
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Decompress(); // fills in notes with sliding window transform
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m_iMeter = Real()->m_iMeter;
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m_sDescription = Real()->m_sDescription;
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m_Difficulty = Real()->m_Difficulty;
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for(int i = 0; i < NUM_RADAR_CATEGORIES; ++i)
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m_fRadarValues[i] = Real()->m_fRadarValues[i];
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parent = NULL;
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Compress();
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}
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void Notes::AutogenFrom( Notes *parent_, NotesType ntTo )
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{
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parent = parent_;
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m_NotesType = ntTo;
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}
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void Notes::CopyFrom( Notes* pSource, NotesType ntTo ) // pSource does not have to be of the same NotesType!
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{
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m_NotesType = ntTo;
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NoteData noteData;
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pSource->GetNoteData( ¬eData );
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noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
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this->SetNoteData( ¬eData );
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this->SetDescription( "Copied from "+pSource->GetDescription() );
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this->SetDifficulty( pSource->GetDifficulty() );
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this->SetMeter( pSource->GetMeter() );
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const float* radarValues = pSource->GetRadarValues();
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
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this->SetRadarValue( (RadarCategory)r, radarValues[r] );
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}
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void Notes::CreateBlank( NotesType ntTo )
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{
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m_NotesType = ntTo;
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NoteData noteData;
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noteData.SetNumTracks( GameManager::NotesTypeToNumTracks(ntTo) );
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this->SetNoteData( ¬eData );
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}
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const Notes *Notes::Real() const
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{
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if(parent) return parent;
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return this;
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}
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bool Notes::IsAutogen() const
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{
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return parent != NULL;
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}
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void Notes::SetDescription(CString desc)
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{
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DeAutogen();
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m_sDescription = desc;
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}
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void Notes::SetDifficulty(Difficulty d)
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{
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DeAutogen();
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m_Difficulty = d;
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}
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void Notes::SetMeter(int meter)
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{
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DeAutogen();
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m_iMeter = meter;
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}
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void Notes::SetRadarValue(int r, float val)
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{
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DeAutogen();
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ASSERT(r < NUM_RADAR_CATEGORIES);
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m_fRadarValues[r] = val;
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}
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void Notes::AddScore( PlayerNumber pn, Grade grade, int iScore, bool& bNewRecordOut )
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{
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bNewRecordOut = false;
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m_MemCardScores[MEMORY_CARD_MACHINE].iNumTimesPlayed++;
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m_MemCardScores[pn].iNumTimesPlayed++;
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if( iScore > m_MemCardScores[pn].iScore )
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{
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m_MemCardScores[pn].iScore = iScore;
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m_MemCardScores[pn].grade = grade;
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bNewRecordOut = true;
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}
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if( iScore > m_MemCardScores[MEMORY_CARD_MACHINE].iScore )
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{
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m_MemCardScores[MEMORY_CARD_MACHINE].iScore = iScore;
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m_MemCardScores[MEMORY_CARD_MACHINE].grade = grade;
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}
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}
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//
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// Sorting stuff
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//
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bool CompareNotesPointersByRadarValues(const Notes* pNotes1, const Notes* pNotes2)
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{
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float fScore1 = 0;
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float fScore2 = 0;
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
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{
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fScore1 += pNotes1->GetRadarValues()[r];
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fScore2 += pNotes2->GetRadarValues()[r];
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}
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return fScore1 < fScore2;
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}
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bool CompareNotesPointersByMeter(const Notes *pNotes1, const Notes* pNotes2)
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{
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return pNotes1->GetMeter() < pNotes2->GetMeter();
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}
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bool CompareNotesPointersByDifficulty(const Notes *pNotes1, const Notes *pNotes2)
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{
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return pNotes1->GetDifficulty() < pNotes2->GetDifficulty();
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}
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void SortNotesArrayByDifficulty( vector<Notes*> &arraySteps )
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{
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/* Sort in reverse order of priority. */
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stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByRadarValues );
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stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByMeter );
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stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByDifficulty );
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}
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