void SMLoader::LoadFromTokens( RString sStepsType, RString sDescription, RString sDifficulty, RString sMeter, RString sRadarValues, RString sNoteData, Steps &out ) { // we're loading from disk, so this is by definition already saved: out.SetSavedToDisk( true ); Trim( sStepsType ); Trim( sDescription ); Trim( sDifficulty ); Trim( sNoteData ); // LOG->Trace( "Steps::LoadFromTokens()" ); // backwards compatibility hacks: // HACK: We eliminated "ez2-single-hard", but we should still handle it. if( sStepsType == "ez2-single-hard" ) sStepsType = "ez2-single"; // HACK: "para-single" used to be called just "para" if( sStepsType == "para" ) sStepsType = "para-single"; out.m_StepsType = GAMEMAN->StringToStepsType( sStepsType ); out.SetDescription( sDescription ); out.SetCredit( sDescription ); // this is often used for both. out.SetChartName(sDescription); // yeah, one more for good measure. out.SetDifficulty( OldStyleStringToDifficulty(sDifficulty) ); // Handle hacks that originated back when StepMania didn't have // Difficulty_Challenge. (At least v1.64, possibly v3.0 final...) if( out.GetDifficulty() == Difficulty_Hard ) { // HACK: SMANIAC used to be Difficulty_Hard with a special description. if( sDescription.CompareNoCase("smaniac") == 0 ) out.SetDifficulty( Difficulty_Challenge ); // HACK: CHALLENGE used to be Difficulty_Hard with a special description. if( sDescription.CompareNoCase("challenge") == 0 ) out.SetDifficulty( Difficulty_Challenge ); } if( sMeter.empty() ) { // some simfiles (e.g. X-SPECIALs from Zenius-I-Vanisher) don't // have a meter on certain steps. Make the meter 1 in these instances. sMeter = "1"; } out.SetMeter( StringToInt(sMeter) ); out.SetSMNoteData( sNoteData ); out.TidyUpData(); }
void SMLoader::LoadFromSMTokens( CString sStepsType, CString sDescription, CString sDifficulty, CString sMeter, CString sRadarValues, CString sNoteData, CString sAttackData, Steps &out ) { TrimLeft(sStepsType); TrimRight(sStepsType); TrimLeft(sDescription); TrimRight(sDescription); TrimLeft(sDifficulty); TrimRight(sDifficulty); // LOG->Trace( "Steps::LoadFromSMTokens()" ); out.m_StepsType = GameManager::StringToStepsType(sStepsType); out.SetDescription(sDescription); out.SetDifficulty(StringToDifficulty( sDifficulty )); // HACK: We used to store SMANIAC as DIFFICULTY_HARD with special description. // Now, it has its own DIFFICULTY_CHALLENGE if( sDescription.CompareNoCase("smaniac") == 0 ) out.SetDifficulty( DIFFICULTY_CHALLENGE ); // HACK: We used to store CHALLENGE as DIFFICULTY_HARD with special description. // Now, it has its own DIFFICULTY_CHALLENGE if( sDescription.CompareNoCase("challenge") == 0 ) out.SetDifficulty( DIFFICULTY_CHALLENGE ); out.SetMeter(atoi(sMeter)); CStringArray saValues; split( sRadarValues, ",", saValues, true ); if( saValues.size() == NUM_RADAR_CATEGORIES ) { RadarValues v; FOREACH_RadarCategory(rc) v[rc] = strtof( saValues[rc], NULL ); out.SetRadarValues( v ); } out.SetSMNoteData(sNoteData, sAttackData); out.TidyUpData(); }