c300c20fea
I'll understand when you can use new whatever in the initialization list some other time.
492 lines
14 KiB
C++
492 lines
14 KiB
C++
/* This stores a single note pattern for a song.
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*
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* We can have too much data to keep everything decompressed as NoteData, so most
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* songs are kept in memory compressed as SMData until requested. NoteData is normally
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* not requested casually during gameplay; we can move through screens, the music
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* wheel, etc. without touching any NoteData.
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*
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* To save more memory, if data is cached on disk, read it from disk on demand. Not
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* all Steps will have an associated file for this purpose. (Profile edits don't do
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* this yet.)
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*
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* Data can be on disk (always compressed), compressed in memory, and uncompressed in
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* memory. */
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#include "global.h"
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#include "Steps.h"
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#include "StepsUtil.h"
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#include "Song.h"
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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 "GameManager.h"
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#include "NoteDataUtil.h"
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#include "NotesLoaderSSC.h"
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#include "NotesLoaderSM.h"
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#include <algorithm>
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Steps::Steps(): m_StepsType(StepsType_Invalid),
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parent(NULL), m_pNoteData(new NoteData), m_bNoteDataIsFilled(false),
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m_sNoteDataCompressed(""), m_sFilename(""), m_bSavedToDisk(false),
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m_LoadedFromProfile(ProfileSlot_Invalid), m_iHash(0),
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m_sDescription(""), m_sChartStyle(""),
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m_Difficulty(Difficulty_Invalid), m_iMeter(0), m_sCredit("") {}
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Steps::~Steps()
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{
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}
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unsigned Steps::GetHash() const
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{
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if( parent )
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return parent->GetHash();
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if( m_iHash )
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return m_iHash;
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if( m_sNoteDataCompressed.empty() )
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{
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if( !m_bNoteDataIsFilled )
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return 0; // No data, no hash.
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NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed );
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}
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m_iHash = GetHashForString( m_sNoteDataCompressed );
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return m_iHash;
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}
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void Steps::SetNoteData( const NoteData& noteDataNew )
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{
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ASSERT( noteDataNew.GetNumTracks() == GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
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DeAutogen( false );
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*m_pNoteData = noteDataNew;
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m_bNoteDataIsFilled = true;
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m_sNoteDataCompressed = RString();
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m_iHash = 0;
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m_sFilename = RString(); // We can no longer read from the file because it has changed in memory.
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}
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void Steps::GetNoteData( NoteData& noteDataOut ) const
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{
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Decompress();
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if( m_bNoteDataIsFilled )
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{
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noteDataOut = *m_pNoteData;
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}
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else
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{
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noteDataOut.ClearAll();
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noteDataOut.SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
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}
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}
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NoteData Steps::GetNoteData() const
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{
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NoteData tmp;
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this->GetNoteData( tmp );
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return tmp;
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}
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void Steps::SetSMNoteData( const RString ¬es_comp_ )
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{
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m_pNoteData->Init();
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m_bNoteDataIsFilled = false;
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m_sNoteDataCompressed = notes_comp_;
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m_iHash = 0;
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m_sFilename = RString(); // We can no longer read from the file because it has changed in memory.
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}
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/* XXX: this function should pull data from m_sFilename, like Decompress() */
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void Steps::GetSMNoteData( RString ¬es_comp_out ) const
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{
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if( m_sNoteDataCompressed.empty() )
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{
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if( !m_bNoteDataIsFilled )
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{
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/* no data is no data */
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notes_comp_out = "";
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return;
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}
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NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed );
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}
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notes_comp_out = m_sNoteDataCompressed;
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}
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float Steps::PredictMeter() const
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{
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float pMeter = 0.775f;
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const float RadarCoeffs[NUM_RadarCategory] =
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{
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10.1f, 5.27f,-0.905f, -1.10f, 2.86f,
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0,0,0,0,0,0,0,0
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};
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const RadarValues &rv = GetRadarValues( PLAYER_1 );
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for( int r = 0; r < NUM_RadarCategory; ++r )
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pMeter += rv[r] * RadarCoeffs[r];
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const float DifficultyCoeffs[NUM_Difficulty] =
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{
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-0.877f, -0.877f, 0, 0.722f, 0.722f, 0
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};
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pMeter += DifficultyCoeffs[this->GetDifficulty()];
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// Init non-radar values
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const float SV = rv[RadarCategory_Stream] * rv[RadarCategory_Voltage];
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const float ChaosSquare = rv[RadarCategory_Chaos] * rv[RadarCategory_Chaos];
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pMeter += -6.35f * SV;
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pMeter += -2.58f * ChaosSquare;
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if (pMeter < 1) pMeter = 1;
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return pMeter;
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}
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void Steps::TidyUpData()
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{
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if( m_StepsType == StepsType_Invalid )
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m_StepsType = StepsType_dance_single;
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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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if( GetMeter() < 1) // meter is invalid
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SetMeter( int(PredictMeter()) );
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}
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void Steps::CalculateRadarValues( float fMusicLengthSeconds )
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{
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// If we're autogen, don't calculate values. GetRadarValues will take from our parent.
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if( parent != NULL )
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return;
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// Do write radar values, and leave it up to the reading app whether they want to trust
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// the cached values without recalculating them.
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/*
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// If we're an edit, leave the RadarValues invalid.
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if( IsAnEdit() )
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return;
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*/
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NoteData tempNoteData;
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this->GetNoteData( tempNoteData );
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FOREACH_PlayerNumber( pn )
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m_CachedRadarValues[pn].Zero();
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if( tempNoteData.IsComposite() )
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{
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vector<NoteData> vParts;
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NoteDataUtil::SplitCompositeNoteData( tempNoteData, vParts );
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for( size_t pn = 0; pn < min(vParts.size(), size_t(NUM_PLAYERS)); ++pn )
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NoteDataUtil::CalculateRadarValues( vParts[pn], fMusicLengthSeconds, m_CachedRadarValues[pn] );
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}
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else
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{
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NoteDataUtil::CalculateRadarValues( tempNoteData, fMusicLengthSeconds, m_CachedRadarValues[0] );
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fill_n( m_CachedRadarValues + 1, NUM_PLAYERS-1, m_CachedRadarValues[0] );
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}
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}
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void Steps::Decompress() const
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{
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if( m_bNoteDataIsFilled )
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return; // already decompressed
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if( parent )
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{
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// get autogen m_pNoteData
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NoteData notedata;
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parent->GetNoteData( notedata );
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m_bNoteDataIsFilled = true;
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int iNewTracks = GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks;
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if( this->m_StepsType == StepsType_lights_cabinet )
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{
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NoteDataUtil::LoadTransformedLights( notedata, *m_pNoteData, iNewTracks );
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}
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else
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{
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NoteDataUtil::LoadTransformedSlidingWindow( notedata, *m_pNoteData, iNewTracks );
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NoteDataUtil::RemoveStretch( *m_pNoteData, m_StepsType );
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}
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return;
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}
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if( !m_sFilename.empty() && m_sNoteDataCompressed.empty() )
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{
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// We have data on disk and not in memory. Load it.
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Song s;
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bool bLoadedFromSSC = SSCLoader::LoadFromSSCFile(m_sFilename, s, true);
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if( !bLoadedFromSSC )
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{
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// try reading from .sm instead
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if( !SMLoader::LoadFromSMFile(m_sFilename, s, true) )
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{
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LOG->Warn( "Couldn't load \"%s\"", m_sFilename.c_str() );
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return;
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}
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}
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/* Find the steps. */
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StepsID ID;
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ID.FromSteps( this );
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/* We're using a StepsID to search in a different copy of a Song than
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* the one it was created with. Clear the cache before doing this,
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* or search results will come from cache and point to the original
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* copy. */
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CachedObject<Steps>::ClearCacheAll();
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Steps *pSteps = ID.ToSteps( &s, true );
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if( pSteps == NULL )
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{
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LOG->Warn( "Couldn't find %s in \"%s\"", ID.ToString().c_str(), m_sFilename.c_str() );
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return;
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}
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pSteps->GetSMNoteData( m_sNoteDataCompressed );
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}
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if( m_sNoteDataCompressed.empty() )
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{
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/* there is no data, do nothing */
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}
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else
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{
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// load from compressed
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bool bComposite = GAMEMAN->GetStepsTypeInfo(m_StepsType).m_StepsTypeCategory == StepsTypeCategory_Routine;
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m_bNoteDataIsFilled = true;
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m_pNoteData->SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
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NoteDataUtil::LoadFromSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed, bComposite );
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}
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}
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void Steps::Compress() const
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{
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// Always leave lights data uncompressed.
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if( this->m_StepsType == StepsType_lights_cabinet && m_bNoteDataIsFilled )
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{
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m_sNoteDataCompressed = RString();
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return;
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}
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if( !m_sFilename.empty() && m_LoadedFromProfile == ProfileSlot_Invalid )
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{
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/* We have a file on disk; clear all data in memory.
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* Data on profiles can't be accessed normally (need to mount and time-out
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* the device), and when we start a game and load edits, we want to be
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* sure that it'll be available if the user picks it and pulls the device.
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* Also, Decompress() doesn't know how to load .edits. */
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m_pNoteData->Init();
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m_bNoteDataIsFilled = false;
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/* Be careful; 'x = ""', m_sNoteDataCompressed.clear() and m_sNoteDataCompressed.reserve(0)
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* don't always free the allocated memory. */
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m_sNoteDataCompressed = RString();
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return;
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}
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// We have no file on disk. Compress the data, if necessary.
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if( m_sNoteDataCompressed.empty() )
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{
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if( !m_bNoteDataIsFilled )
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return; /* no data is no data */
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NoteDataUtil::GetSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed );
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}
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m_pNoteData->Init();
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m_bNoteDataIsFilled = false;
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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 Steps::DeAutogen( bool bCopyNoteData )
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{
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if( !parent )
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return; // OK
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if( bCopyNoteData )
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Decompress(); // fills in m_pNoteData with sliding window transform
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m_sDescription = Real()->m_sDescription;
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m_sChartStyle = Real()->m_sChartStyle;
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m_Difficulty = Real()->m_Difficulty;
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m_iMeter = Real()->m_iMeter;
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copy( Real()->m_CachedRadarValues, Real()->m_CachedRadarValues + NUM_PLAYERS, m_CachedRadarValues );
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m_sCredit = Real()->m_sCredit;
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parent = NULL;
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if( bCopyNoteData )
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Compress();
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}
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void Steps::AutogenFrom( const Steps *parent_, StepsType ntTo )
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{
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parent = parent_;
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m_StepsType = ntTo;
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}
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void Steps::CopyFrom( Steps* pSource, StepsType ntTo, float fMusicLengthSeconds ) // pSource does not have to be of the same StepsType
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{
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m_StepsType = ntTo;
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NoteData noteData;
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pSource->GetNoteData( noteData );
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noteData.SetNumTracks( GAMEMAN->GetStepsTypeInfo(ntTo).iNumTracks );
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parent = NULL;
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this->SetNoteData( noteData );
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this->SetDescription( pSource->GetDescription() );
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this->SetDifficulty( pSource->GetDifficulty() );
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this->SetMeter( pSource->GetMeter() );
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this->CalculateRadarValues( fMusicLengthSeconds );
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}
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void Steps::CreateBlank( StepsType ntTo )
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{
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m_StepsType = ntTo;
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NoteData noteData;
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noteData.SetNumTracks( GAMEMAN->GetStepsTypeInfo(ntTo).iNumTracks );
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this->SetNoteData( noteData );
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}
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void Steps::SetDifficultyAndDescription( Difficulty dc, RString sDescription )
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{
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DeAutogen();
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m_Difficulty = dc;
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m_sDescription = sDescription;
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if( GetDifficulty() == Difficulty_Edit )
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MakeValidEditDescription( m_sDescription );
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}
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void Steps::SetCredit( RString sCredit )
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{
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DeAutogen();
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m_sCredit = sCredit;
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}
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void Steps::SetChartStyle( RString sChartStyle )
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{
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DeAutogen();
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m_sChartStyle = sChartStyle;
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}
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bool Steps::MakeValidEditDescription( RString &sPreferredDescription )
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{
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if( int(sPreferredDescription.size()) > MAX_EDIT_STEPS_DESCRIPTION_LENGTH )
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{
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sPreferredDescription = sPreferredDescription.Left( MAX_EDIT_STEPS_DESCRIPTION_LENGTH );
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return true;
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}
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return false;
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}
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void Steps::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 Steps::SetCachedRadarValues( const RadarValues v[NUM_PLAYERS] )
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{
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DeAutogen();
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copy( v, v + NUM_PLAYERS, m_CachedRadarValues );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the Steps. */
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class LunaSteps: public Luna<Steps>
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{
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public:
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DEFINE_METHOD( GetStepsType, m_StepsType )
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DEFINE_METHOD( GetDifficulty, GetDifficulty() )
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DEFINE_METHOD( GetDescription, GetDescription() )
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DEFINE_METHOD( GetChartStyle, GetChartStyle() )
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DEFINE_METHOD( GetAuthorCredit, GetCredit() )
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DEFINE_METHOD( GetMeter, GetMeter() )
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DEFINE_METHOD( GetFilename, GetFilename() )
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DEFINE_METHOD( IsAutogen, IsAutogen() )
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DEFINE_METHOD( IsAnEdit, IsAnEdit() )
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DEFINE_METHOD( IsAPlayerEdit, IsAPlayerEdit() )
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static int GetRadarValues( T* p, lua_State *L )
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{
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PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
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RadarValues &rv = const_cast<RadarValues &>(p->GetRadarValues(pn));
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rv.PushSelf(L);
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return 1;
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}
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static int GetHash( T* p, lua_State *L ) { lua_pushnumber( L, p->GetHash() ); return 1; }
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// untested
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static int GetSMNoteData( T* p, lua_State *L )
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{
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RString out;
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p->GetSMNoteData( out );
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lua_pushstring( L, out );
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return 1;
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}
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LunaSteps()
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{
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ADD_METHOD( GetAuthorCredit );
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ADD_METHOD( GetChartStyle );
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ADD_METHOD( GetDescription );
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ADD_METHOD( GetDifficulty );
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ADD_METHOD( GetFilename );
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ADD_METHOD( GetHash );
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ADD_METHOD( GetMeter );
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ADD_METHOD( GetRadarValues );
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//ADD_METHOD( GetSMNoteData );
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ADD_METHOD( GetStepsType );
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ADD_METHOD( IsAnEdit );
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ADD_METHOD( IsAutogen );
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ADD_METHOD( IsAPlayerEdit );
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}
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};
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LUA_REGISTER_CLASS( Steps )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard, David Wilson
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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