Files
itgmania212121/src/Steps.h
T
Jason Felds 640f8fe9fc [splittiming] PlayerOptions -> HasTimingChanges.
Steps gained most of the functionality and lua doc.
Leaving song version in: may still have a use
thanks to #DISPLAYBPM.
2011-05-15 14:05:02 -04:00

207 lines
7.7 KiB
C++

#ifndef STEPS_H
#define STEPS_H
#include "GameConstantsAndTypes.h"
#include "PlayerNumber.h"
#include "Grade.h"
#include "RadarValues.h"
#include "Difficulty.h"
#include "RageUtil_AutoPtr.h"
#include "RageUtil_CachedObject.h"
#include "TimingData.h"
class Profile;
class NoteData;
struct lua_State;
/**
* @brief Allow only 12 characters for the length of edits.
*
* This is a holdover from In The Groove: this may perhaps be not needed in the future.
*/
const int MAX_EDIT_STEPS_DESCRIPTION_LENGTH = 12;
/**
* @brief Holds note information for a Song.
*
* A Song may have one or more Notes. */
class Steps
{
public:
/** @brief Set up the Steps with initial values. */
Steps();
/** @brief Destroy the Steps that are no longer needed. */
~Steps();
// initializers
void AutogenFrom( const Steps *parent, StepsType ntTo );
void CopyFrom( Steps* pSource, StepsType ntTo, float fMusicLengthSeconds );
void CreateBlank( StepsType ntTo );
void Compress() const;
void Decompress() const;
/**
* @brief Determine if these steps were created by the autogenerator.
* @return true if they were, false otherwise.
*/
bool IsAutogen() const { return parent != NULL; }
/**
* @brief Determine if this set of Steps is an edit.
*
* Edits have a special value of difficulty to make it easy to determine.
* @return true if this is an edit, false otherwise.
*/
bool IsAnEdit() const { return m_Difficulty == Difficulty_Edit; }
/**
* @brief Determine if this set of Steps is a player edit.
*
* Player edits also have to be loaded from a player's profile slot, not the machine.
* @return true if this is a player edit, false otherwise. */
bool IsAPlayerEdit() const { return IsAnEdit() && GetLoadedFromProfileSlot() < ProfileSlot_Machine; }
/**
* @brief Determine if these steps were loaded from a player's profile.
* @return true if they were from a player profile, false otherwise.
*/
bool WasLoadedFromProfile() const { return m_LoadedFromProfile != ProfileSlot_Invalid; }
ProfileSlot GetLoadedFromProfileSlot() const { return m_LoadedFromProfile; }
/**
* @brief Retrieve the description used for this edit.
* @return the description used for this edit.
*/
RString GetDescription() const { return Real()->m_sDescription; }
/**
* @brief Retrieve the ChartStyle used for this chart.
* @return the description used for this chart.
*/
RString GetChartStyle() const { return Real()->m_sChartStyle; }
/**
* @brief Retrieve the difficulty used for this edit.
* @return the difficulty used for this edit.
*/
Difficulty GetDifficulty() const { return Real()->m_Difficulty; }
/**
* @brief Retrieve the meter used for this edit.
* @return the meter used for this edit.
*/
int GetMeter() const { return Real()->m_iMeter; }
const RadarValues& GetRadarValues( PlayerNumber pn ) const { return Real()->m_CachedRadarValues[pn]; }
/**
* @brief Retrieve the author credit used for this edit.
* @return the author credit used for this edit.
*/
RString GetCredit() const { return Real()->m_sCredit; }
void SetFilename( RString fn ) { m_sFilename = fn; }
RString GetFilename() const { return m_sFilename; }
void SetSavedToDisk( bool b ) { DeAutogen(); m_bSavedToDisk = b; }
bool GetSavedToDisk() const { return Real()->m_bSavedToDisk; }
void SetDifficulty( Difficulty dc ) { SetDifficultyAndDescription( dc, GetDescription() ); }
void SetDescription( RString sDescription ) { SetDifficultyAndDescription( this->GetDifficulty(), sDescription ); }
void SetDifficultyAndDescription( Difficulty dc, RString sDescription );
void SetCredit( RString sCredit );
void SetChartStyle( RString sChartStyle );
static bool MakeValidEditDescription( RString &sPreferredDescription ); // return true if was modified
void SetLoadedFromProfile( ProfileSlot slot ) { m_LoadedFromProfile = slot; }
void SetMeter( int meter );
void SetCachedRadarValues( const RadarValues v[NUM_PLAYERS] );
float PredictMeter() const;
unsigned GetHash() const;
void GetNoteData( NoteData& noteDataOut ) const;
NoteData GetNoteData() const;
void SetNoteData( const NoteData& noteDataNew );
void SetSMNoteData( const RString &notes_comp );
void GetSMNoteData( RString &notes_comp_out ) const;
void TidyUpData();
void CalculateRadarValues( float fMusicLengthSeconds );
/** @brief Timing data */
TimingData m_Timing;
/**
* @brief Determine if the Steps have any major timing changes during gameplay.
* @return true if it does, or false otherwise. */
bool HasSignificantTimingChanges() const;
// Lua
void PushSelf( lua_State *L );
StepsType m_StepsType;
CachedObject<Steps> m_CachedObject;
private:
inline const Steps *Real() const { return parent ? parent : this; }
void DeAutogen( bool bCopyNoteData = true ); /* If this Steps is autogenerated, make it a real Steps. */
/**
* @brief Identify this Steps' parent.
*
* If this Steps is autogenerated, this will point to the autogen
* source. If this is true, m_sNoteDataCompressed will always be empty. */
const Steps *parent;
/* We can have one or both of these; if we have both, they're always identical.
* Call Compress() to force us to only have m_sNoteDataCompressed; otherwise, creation of
* these is transparent. */
mutable HiddenPtr<NoteData> m_pNoteData;
mutable bool m_bNoteDataIsFilled;
mutable RString m_sNoteDataCompressed;
/** @brief The name of the file where these steps are stored. */
RString m_sFilename;
/** @brief true if these Steps were loaded from or saved to disk. */
bool m_bSavedToDisk;
/** @brief What profile was used? This is ProfileSlot_Invalid if not from a profile. */
ProfileSlot m_LoadedFromProfile;
/* These values are pulled from the autogen source first, if there is one. */
/** @brief The hash of the steps. This is used only for Edit Steps. */
mutable unsigned m_iHash;
/** @brief The name of the edit, or some other useful description.
This used to also contain the step author's name. */
RString m_sDescription;
/** @brief The style of the chart. (e.g. "Pad", "Keyboard") */
RString m_sChartStyle;
/** @brief The difficulty that these steps are assigned to. */
Difficulty m_Difficulty;
/** @brief The numeric difficulty of the Steps, ranging from MIN_METER to MAX_METER. */
int m_iMeter;
/** @brief The radar values used for each player. */
RadarValues m_CachedRadarValues[NUM_PLAYERS];
/** @brief The name of the person who created the Steps. */
RString m_sCredit;
};
#endif
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* 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.
*/