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itgmania212121/stepmania/src/NoteData.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
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Class: NoteData
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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
-----------------------------------------------------------------------------
*/
#include "NoteData.h"
#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ArrowEffects.h"
#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageException.h"
#include "GameState.h"
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NoteData::NoteData()
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{
Init();
}
void NoteData::Init()
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{
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memset( m_TapNotes, '0', MAX_NOTE_TRACKS*MAX_TAP_NOTE_ROWS*sizeof(m_TapNotes[0][0]) );
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m_iNumTracks = 0;
m_iNumHoldNotes = 0;
}
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NoteData::~NoteData()
{
}
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void NoteData::LoadFromSMNoteDataString( CString sSMNoteData )
{
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int iNumTracks = m_iNumTracks;
NoteData::Init();
m_iNumTracks = iNumTracks;
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// strip comments out of sSMNoteData
while( sSMNoteData.Find("//") != -1 )
{
int iIndexCommentStart = sSMNoteData.Find("//");
int iIndexCommentEnd = sSMNoteData.Find("\n", iIndexCommentStart);
if( iIndexCommentEnd == -1 ) // comment doesn't have an end?
sSMNoteData.Delete( iIndexCommentStart, 2 );
else
sSMNoteData.Delete( iIndexCommentStart, iIndexCommentEnd-iIndexCommentStart );
}
CStringArray asMeasures;
split( sSMNoteData, ",", asMeasures, true ); // ignore empty is important
for( int m=0; m<asMeasures.GetSize(); m++ ) // foreach measure
{
CString &sMeasureString = asMeasures[m];
sMeasureString.TrimLeft();
sMeasureString.TrimRight();
CStringArray asMeasureLines;
split( sMeasureString, "\n", asMeasureLines, true ); // ignore empty is important
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//ASSERT( asMeasureLines.GetSize() == 4 ||
// asMeasureLines.GetSize() == 8 ||
// asMeasureLines.GetSize() == 12 ||
// asMeasureLines.GetSize() == 16 );
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for( int l=0; l<asMeasureLines.GetSize(); l++ )
{
CString &sMeasureLine = asMeasureLines[l];
sMeasureLine.TrimLeft();
sMeasureLine.TrimRight();
const float fPercentIntoMeasure = l/(float)asMeasureLines.GetSize();
const float fBeat = (m + fPercentIntoMeasure) * BEATS_PER_MEASURE;
const int iIndex = BeatToNoteRow( fBeat );
// if( m_iNumTracks != sMeasureLine.GetLength() )
// throw RageException( "Actual number of note columns (%d) is different from the NotesType (%d).", m_iNumTracks, sMeasureLine.GetLength() );
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for( int c=0; c<min(sMeasureLine.GetLength(),m_iNumTracks); c++ )
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m_TapNotes[c][iIndex] = sMeasureLine[c];
}
}
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this->Convert2sAnd3sToHoldNotes();
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}
CString NoteData::GetSMNoteDataString()
{
this->ConvertHoldNotesTo2sAnd3s();
float fLastBeat = GetLastBeat();
int iLastMeasure = int( fLastBeat/BEATS_PER_MEASURE );
CStringArray asMeasureStrings;
for( int m=0; m<=iLastMeasure; m++ ) // foreach measure
{
NoteType nt = GetSmallestNoteTypeForMeasure( m );
int iRowSpacing;
if( nt == NOTE_TYPE_INVALID )
iRowSpacing = 1;
else
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iRowSpacing = int(roundf( NoteTypeToBeat(nt) * ROWS_PER_BEAT ));
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CStringArray asMeasureLines;
asMeasureLines.Add( ssprintf(" // measure %d", m+1) );
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const int iMeasureStartRow = m * ROWS_PER_MEASURE;
const int iMeasureLastRow = (m+1) * ROWS_PER_MEASURE - 1;
for( int r=iMeasureStartRow; r<=iMeasureLastRow; r+=iRowSpacing )
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{
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char szLineString[MAX_NOTE_TRACKS];
for( int t=0; t<m_iNumTracks; t++ )
szLineString[t] = m_TapNotes[t][r];
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szLineString[t] = '\0';
asMeasureLines.Add( szLineString );
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}
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CString sMeasureString = join( "\n", asMeasureLines );
asMeasureStrings.Add( sMeasureString );
}
this->Convert2sAnd3sToHoldNotes();
return join( "\n,", asMeasureStrings );
}
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void NoteData::ClearRange( int iNoteIndexBegin, int iNoteIndexEnd )
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{
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this->ConvertHoldNotesTo4s();
for( int c=0; c<m_iNumTracks; c++ )
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{
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for( int i=iNoteIndexBegin; i<=iNoteIndexEnd; i++ )
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m_TapNotes[c][i] = '0';
}
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this->Convert4sToHoldNotes();
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}
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/* Copy a range from pFrom to this. (Note that this does *not* overlay;
* all data in the range is overwritten.) */
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void NoteData::CopyRange( NoteData* pFrom, int iFromIndexBegin, int iFromIndexEnd, int iToIndexBegin )
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{
ASSERT( pFrom->m_iNumTracks == m_iNumTracks );
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if( iToIndexBegin == -1 )
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iToIndexBegin = 0;
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pFrom->ConvertHoldNotesTo4s();
this->ConvertHoldNotesTo4s();
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// copy recorded TapNotes
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int f = iFromIndexBegin, t = iToIndexBegin;
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while( f<=iFromIndexEnd )
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{
for( int c=0; c<m_iNumTracks; c++ )
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m_TapNotes[c][t] = pFrom->m_TapNotes[c][f];
f++;
t++;
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}
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pFrom->Convert4sToHoldNotes();
this->Convert4sToHoldNotes();
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}
void NoteData::AddHoldNote( HoldNote add )
{
ASSERT( add.m_fStartBeat>=0 && add.m_fEndBeat>=0 );
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int i;
// look for other hold notes that overlap and merge them
for( i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
{
HoldNote &other = m_HoldNotes[i];
if( add.m_iTrack == other.m_iTrack && // the tracks correspond
// they overlap
(
( other.m_fStartBeat <= add.m_fStartBeat && other.m_fEndBeat >= add.m_fEndBeat ) || // other consumes add
( other.m_fStartBeat >= add.m_fStartBeat && other.m_fEndBeat <= add.m_fEndBeat ) || // other inside add
( add.m_fStartBeat <= other.m_fStartBeat && other.m_fStartBeat <= add.m_fEndBeat ) || // other overlaps add
( add.m_fStartBeat <= other.m_fEndBeat && other.m_fEndBeat <= add.m_fEndBeat ) // other overlaps add
)
)
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{
add.m_fStartBeat = min(add.m_fStartBeat, other.m_fStartBeat);
add.m_fEndBeat = max(add.m_fEndBeat, other.m_fEndBeat);
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// delete this HoldNote
for( int j=i; j<m_iNumHoldNotes-1; j++ )
m_HoldNotes[j] = m_HoldNotes[j+1];
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m_iNumHoldNotes--;
}
}
int iAddStartIndex = BeatToNoteRow(add.m_fStartBeat);
int iAddEndIndex = BeatToNoteRow(add.m_fEndBeat);
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// delete TapNotes under this HoldNote
for( i=iAddStartIndex+1; i<=iAddEndIndex; i++ )
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m_TapNotes[add.m_iTrack][i] = '0';
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// add a tap note at the start of this hold
m_TapNotes[add.m_iTrack][iAddStartIndex] = '2'; // '2' means a Hold begin marker. Don't draw this, but do grade it.
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ASSERT( m_iNumHoldNotes < MAX_HOLD_NOTES );
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m_HoldNotes[m_iNumHoldNotes++] = add;
}
void NoteData::RemoveHoldNote( int iHoldIndex )
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{
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ASSERT( iHoldIndex >= 0 && iHoldIndex < m_iNumHoldNotes );
HoldNote& hn = m_HoldNotes[iHoldIndex];
int iHoldStartIndex = BeatToNoteRow(hn.m_fStartBeat);
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// delete a tap note at the start of this hold
m_TapNotes[hn.m_iTrack][iHoldStartIndex] = '0';
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// remove from list
for( int j=iHoldIndex; j<m_iNumHoldNotes-1; j++ )
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m_HoldNotes[j] = m_HoldNotes[j+1];
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m_iNumHoldNotes--;
}
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bool NoteData::IsThereANoteAtRow( int iRow )
{
for( int t=0; t<m_iNumTracks; t++ )
if( m_TapNotes[t][iRow] != '0' )
return true;
// There is a tap note at the beginning of every HoldNote start
//
// for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
// if( m_HoldNotes[i].m_iStartIndex == NoteRowToBeatRow(iRow) )
// return true;
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return false;
}
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int NoteData::GetFirstRow()
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{
return BeatToNoteRow( GetFirstBeat() );
}
float NoteData::GetFirstBeat()
{
float fEarliestBeatFoundSoFar = MAX_BEATS;
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int i;
for( i=0; i<MAX_TAP_NOTE_ROWS; i++ )
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{
if( !IsRowEmpty(i) )
{
fEarliestBeatFoundSoFar = NoteRowToBeat(i);
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break;
}
}
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for( i=0; i<m_iNumHoldNotes; i++ )
if( m_HoldNotes[i].m_fStartBeat < fEarliestBeatFoundSoFar )
fEarliestBeatFoundSoFar = m_HoldNotes[i].m_fStartBeat;
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if( fEarliestBeatFoundSoFar == MAX_BEATS ) // there are no notes
return 0;
else
return fEarliestBeatFoundSoFar;
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}
int NoteData::GetLastRow()
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{
return BeatToNoteRow( GetLastBeat() );
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}
float NoteData::GetLastBeat()
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{
float fOldestBeatFoundSoFar = 0;
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int i;
for( i=MAX_TAP_NOTE_ROWS-1; i>=0; i-- ) // iterate back to front
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{
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if( !IsRowEmpty(i) )
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{
fOldestBeatFoundSoFar = NoteRowToBeat(i);
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break;
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}
}
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for( i=0; i<m_iNumHoldNotes; i++ )
{
if( m_HoldNotes[i].m_fEndBeat > fOldestBeatFoundSoFar )
fOldestBeatFoundSoFar = m_HoldNotes[i].m_fEndBeat;
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}
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return fOldestBeatFoundSoFar;
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}
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int NoteData::GetNumTapNotes( const float fStartBeat, const float fEndBeat )
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{
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int iNumNotes = 0;
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int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=iStartIndex; i<min(iEndIndex, MAX_TAP_NOTE_ROWS); i++ )
{
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for( int t=0; t<m_iNumTracks; t++ )
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if( m_TapNotes[t][i] != '0' )
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iNumNotes++;
}
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return iNumNotes;
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}
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int NoteData::GetNumDoubles( const float fStartBeat, const float fEndBeat )
{
int iNumDoubles = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=iStartIndex; i<min(iEndIndex, MAX_TAP_NOTE_ROWS); i++ )
{
int iNumNotesThisIndex = 0;
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][i] != '0' )
iNumNotesThisIndex++;
}
if( iNumNotesThisIndex >= 2 )
iNumDoubles++;
}
return iNumDoubles;
}
int NoteData::GetNumHoldNotes( const float fStartBeat, const float fEndBeat )
{
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int iNumHolds = 0;
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for( int i=0; i<m_iNumHoldNotes; i++ )
{
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HoldNote &hn = m_HoldNotes[i];
if( fStartBeat <= hn.m_fStartBeat && hn.m_fEndBeat <= fEndBeat )
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iNumHolds++;
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}
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return iNumHolds;
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}
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int NoteData::GetPossibleDancePoints()
{
//Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
//
//Your "Dance Points" are calculated as follows:
//
//A "Perfect" is worth 2 points
//A "Great" is worth 1 points
//A "Good" is worth 0 points
//A "Boo" will subtract 4 points
//A "Miss" will subtract 8 points
//An "OK" (Successful Freeze step) will add 6 points
//A "NG" (Unsuccessful Freeze step) is worth 0 points
return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_PERFECT) +
GetNumHoldNotes()*HoldNoteScoreToDancePoints(HNS_OK);
}
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void NoteData::CropToLeftSide()
{
int iFirstRightSideColumn = 4;
int iLastRightSideColumn = 7;
// clear out the right half
for( int c=iFirstRightSideColumn; c<=iLastRightSideColumn; c++ )
{
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for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ ) // foreach TapNote
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m_TapNotes[c][i] = '0';
}
for( int i=m_iNumHoldNotes-1; i>=0; i-- ) // foreach HoldNote
{
if( c >= iFirstRightSideColumn )
{
// delete this HoldNote by shifting everything down
for( int j=i; j<m_iNumHoldNotes-1; j++ )
m_HoldNotes[j] = m_HoldNotes[j+1];
m_iNumHoldNotes--;
}
}
}
void NoteData::CropToRightSide()
{
int iFirstRightSideColumn = 4;
int iLastRightSideColumn = 7;
int c;
// clear out the left half
for( c=0; c<iFirstRightSideColumn; c++ )
{
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for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ ) // foreach TapNote
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m_TapNotes[c][i] = '0';
}
// copy the right side into the left
for( c=iFirstRightSideColumn; c<=iLastRightSideColumn; c++ )
{
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for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ ) // foreach TapNote
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{
m_TapNotes[c-4][i] = m_TapNotes[c][i];
m_TapNotes[c][i] = '0';
}
}
for( int i=m_iNumHoldNotes-1; i>=0; i-- ) // foreach HoldNote
{
HoldNote &hn = m_HoldNotes[i];
if( hn.m_iTrack < iFirstRightSideColumn )
{
// delete this HoldNote by shifting everything down
RemoveHoldNote( i );
}
else
{
m_HoldNotes[i].m_iTrack -= 4;
}
}
}
void NoteData::RemoveHoldNotes()
{
// turn all the HoldNotes into TapNotes
for( int i=0; i<m_iNumHoldNotes; i++ )
{
HoldNote &hn = m_HoldNotes[i];
int iIndex = BeatToNoteRow(hn.m_fStartBeat);
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int iCol = hn.m_iTrack;
m_TapNotes[iCol][iIndex] = '1';
}
// Remove all HoldNotes
m_iNumHoldNotes = 0;
}
void NoteData::Turn( PlayerOptions::TurnType tt )
{
int iTakeFromTrack[MAX_NOTE_TRACKS]; // New track "t" will take from old track iTakeFromTrack[t]
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int t;
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switch( tt )
{
case PlayerOptions::TURN_NONE:
return; // nothing to do
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case PlayerOptions::TURN_MIRROR:
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for( t=0; t<m_iNumTracks; t++ )
iTakeFromTrack[t] = m_iNumTracks-t-1;
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break;
case PlayerOptions::TURN_LEFT:
case PlayerOptions::TURN_RIGHT: // HACK: TurnRight does the same thing as TurnLeft. I'll fix this later...
// Chris: Handling each NotesType case is a terrible way to do this, but oh well...
/* XXX: This assumes each NotesType in a style turns the same. */
switch( GAMESTATE->GetCurrentStyleDef()->m_NotesTypes[0] )
{
case NOTES_TYPE_DANCE_SINGLE:
case NOTES_TYPE_DANCE_DOUBLE:
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case NOTES_TYPE_DANCE_COUPLE:
iTakeFromTrack[0] = 2;
iTakeFromTrack[1] = 0;
iTakeFromTrack[2] = 3;
iTakeFromTrack[3] = 1;
iTakeFromTrack[4] = 6;
iTakeFromTrack[5] = 4;
iTakeFromTrack[6] = 7;
iTakeFromTrack[7] = 5;
break;
case NOTES_TYPE_DANCE_SOLO:
iTakeFromTrack[0] = 5;
iTakeFromTrack[1] = 4;
iTakeFromTrack[2] = 0;
iTakeFromTrack[3] = 3;
iTakeFromTrack[4] = 1;
iTakeFromTrack[5] = 2;
break;
case NOTES_TYPE_PUMP_SINGLE:
case NOTES_TYPE_PUMP_DOUBLE:
case NOTES_TYPE_PUMP_COUPLE:
iTakeFromTrack[0] = 1;
iTakeFromTrack[1] = 3;
iTakeFromTrack[2] = 2;
iTakeFromTrack[3] = 4;
iTakeFromTrack[4] = 0;
iTakeFromTrack[5] = 6;
iTakeFromTrack[6] = 8;
iTakeFromTrack[7] = 7;
iTakeFromTrack[8] = 9;
iTakeFromTrack[9] = 5;
break;
case NOTES_TYPE_EZ2_SINGLE:
case NOTES_TYPE_EZ2_DOUBLE:
case NOTES_TYPE_EZ2_REAL:
// identity transform. What should we do here?
iTakeFromTrack[0] = 0;
iTakeFromTrack[1] = 1;
iTakeFromTrack[2] = 2;
iTakeFromTrack[3] = 3;
iTakeFromTrack[4] = 4;
iTakeFromTrack[5] = 5;
iTakeFromTrack[6] = 6;
iTakeFromTrack[7] = 7;
iTakeFromTrack[8] = 8;
iTakeFromTrack[9] = 9;
iTakeFromTrack[10]= 10;
iTakeFromTrack[11]= 11;
break;
}
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break;
case PlayerOptions::TURN_SHUFFLE:
{
CArray<int,int> aiTracksLeftToMap;
for( t=0; t<m_iNumTracks; t++ )
aiTracksLeftToMap.Add( t );
for( t=0; t<m_iNumTracks; t++ )
{
int iRandTrackIndex = rand()%aiTracksLeftToMap.GetSize();
int iRandTrack = aiTracksLeftToMap[iRandTrackIndex];
aiTracksLeftToMap.RemoveAt( iRandTrackIndex );
iTakeFromTrack[t] = iRandTrack;
}
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}
break;
case PlayerOptions::TURN_SUPER_SHUFFLE:
// handle this below
break;
default:
ASSERT(0);
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}
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NoteData tempNoteData; // write into here as we tranform
tempNoteData.m_iNumTracks = m_iNumTracks;
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this->ConvertHoldNotesTo2sAnd3s();
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// transform notes
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for( t=0; t<m_iNumTracks; t++ )
for( int r=0; r<MAX_TAP_NOTE_ROWS; r++ )
tempNoteData.m_TapNotes[t][r] = m_TapNotes[iTakeFromTrack[t]][r];
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if( tt == PlayerOptions::TURN_SUPER_SHUFFLE )
{
this->Convert2sAnd3sToHoldNotes(); // so we don't super-shuffle HoldNotes
for( int r=0; r<this->GetLastRow(); r++ ) // foreach row
{
if( !this->IsRowEmpty(r) )
{
// shuffle this row
CArray<int,int> aiTracksLeftToMap;
for( t=0; t<m_iNumTracks; t++ )
aiTracksLeftToMap.Add( t );
for( t=0; t<m_iNumTracks; t++ )
{
int iRandTrackIndex = rand()%aiTracksLeftToMap.GetSize();
int iRandTrack = aiTracksLeftToMap[iRandTrackIndex];
aiTracksLeftToMap.RemoveAt( iRandTrackIndex );
iTakeFromTrack[t] = iRandTrack;
}
for( t=0; t<m_iNumTracks; t++ )
tempNoteData.m_TapNotes[t][r] = m_TapNotes[iTakeFromTrack[t]][r];
}
}
for( int i=0; i<this->m_iNumHoldNotes; i++ )
{
HoldNote& hn = this->m_HoldNotes[i];
HoldNote newHN = hn;
hn.m_iTrack = rand() % m_iNumTracks;
tempNoteData.AddHoldNote( newHN );
}
}
this->CopyAll( &tempNoteData ); // copy note data from newData back into this
this->Convert2sAnd3sToHoldNotes();
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}
void NoteData::MakeLittle()
{
// filter out all non-quarter notes
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for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
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{
if( i%ROWS_PER_BEAT != 0 )
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{
// filter out all non-quarter notes
for( int c=0; c<m_iNumTracks; c++ )
{
m_TapNotes[c][i] = '0';
}
}
}
// leave HoldNotes unchanged (what should be do with them?)
}
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/* ConvertHoldNotesTo2sAnd3s also clears m_iNumHoldNotes;
* shouldn't this do likewise and set all 2/3's to 0?
* -glenn
*
* Other code assumes != '0' means there's a tap note, so I changed
* this to do this. -glenn
*
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*/
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void NoteData::Convert2sAnd3sToHoldNotes()
{
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// Any note will end a hold (not just a '3'). This makes parsing DWIs much easier,
// plus we don't want tap notes in the middle of a hold!
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for( int col=0; col<m_iNumTracks; col++ ) // foreach column
{
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for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ ) // foreach TapNote element
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{
if( m_TapNotes[col][i] != '2' ) // this is a HoldNote begin marker
continue;
m_TapNotes[col][i] = '0';
for( int j=i+1; j<MAX_TAP_NOTE_ROWS; j++ ) // search for end of HoldNote
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{
// end hold on the next note we see
if( m_TapNotes[col][j] == '0' )
continue;
m_TapNotes[col][j] = '0';
HoldNote hn = { col, NoteRowToBeat(i), NoteRowToBeat(j) };
AddHoldNote( hn );
break;
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}
}
}
}
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/* "102000301" ==
* "104444001" */
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void NoteData::ConvertHoldNotesTo2sAnd3s()
{
// copy HoldNotes into the new structure, but expand them into 2s and 3s
for( int i=0; i<m_iNumHoldNotes; i++ )
{
HoldNote &hn = m_HoldNotes[i];
int iHoldStartIndex = BeatToNoteRow(hn.m_fStartBeat);
int iHoldEndIndex = BeatToNoteRow(hn.m_fEndBeat);
m_TapNotes[hn.m_iTrack][iHoldStartIndex] = '2';
m_TapNotes[hn.m_iTrack][iHoldEndIndex] = '3';
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}
m_iNumHoldNotes = 0;
}
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/* "104444001" ==
* "102000301"
*
* "4441" basically means "hold for three rows then hold for another tap";
* since taps don't really have a length, it's equivalent to "4440".
* So, make sure the character after a 4 is always a 0. */
void NoteData::Convert4sToHoldNotes()
{
for( int col=0; col<m_iNumTracks; col++ ) // foreach column
{
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ ) // foreach TapNote element
{
if( m_TapNotes[col][i] != '4' ) // this is a HoldNote begin marker
continue;
HoldNote hn = { col, NoteRowToBeat(i), 0 };
// search for end of HoldNote
do {
m_TapNotes[col][i] = '0';
i++;
} while( i<MAX_TAP_NOTE_ROWS && m_TapNotes[col][i] == '4');
m_TapNotes[col][i] = '0';
hn.m_fEndBeat = NoteRowToBeat(i);
AddHoldNote( hn );
}
}
}
void NoteData::ConvertHoldNotesTo4s()
{
// copy HoldNotes into the new structure, but expand them into 4s
for( int i=0; i<m_iNumHoldNotes; i++ )
{
HoldNote &hn = m_HoldNotes[i];
int iHoldStartIndex = BeatToNoteRow(hn.m_fStartBeat);
int iHoldEndIndex = BeatToNoteRow(hn.m_fEndBeat);
for( int j = iHoldStartIndex; j < iHoldEndIndex; ++j)
m_TapNotes[hn.m_iTrack][j] = '4';
}
m_iNumHoldNotes = 0;
}
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void NoteData::SnapToNearestNoteType( NoteType nt1, NoteType nt2, float fBeginBeat, float fEndBeat )
{
// nt2 is optional and should be -1 if it is not used
float fSnapInterval1, fSnapInterval2;
switch( nt1 )
{
case NOTE_TYPE_4TH: fSnapInterval1 = 1/1.0f; break;
case NOTE_TYPE_8TH: fSnapInterval1 = 1/2.0f; break;
case NOTE_TYPE_12TH: fSnapInterval1 = 1/3.0f; break;
case NOTE_TYPE_16TH: fSnapInterval1 = 1/4.0f; break;
default: ASSERT( false ); return;
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}
switch( nt2 )
{
case NOTE_TYPE_4TH: fSnapInterval2 = 1/1.0f; break;
case NOTE_TYPE_8TH: fSnapInterval2 = 1/2.0f; break;
case NOTE_TYPE_12TH: fSnapInterval2 = 1/3.0f; break;
case NOTE_TYPE_16TH: fSnapInterval2 = 1/4.0f; break;
case -1: fSnapInterval2 = 10000; break; // nothing will ever snap to this. That's what we want!
default: ASSERT( false ); return;
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}
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int iNoteIndexBegin = BeatToNoteRow( fBeginBeat );
int iNoteIndexEnd = BeatToNoteRow( fEndBeat );
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//ConvertHoldNotesTo2sAnd3s();
// iterate over all TapNotes in the interval and snap them
for( int i=iNoteIndexBegin; i<=iNoteIndexEnd; i++ )
{
int iOldIndex = i;
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float fOldBeat = NoteRowToBeat( iOldIndex );
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float fNewBeat1 = froundf( fOldBeat, fSnapInterval1 );
float fNewBeat2 = froundf( fOldBeat, fSnapInterval2 );
bool bNewBeat1IsCloser = fabsf(fNewBeat1-fOldBeat) < fabsf(fNewBeat2-fOldBeat);
float fNewBeat = bNewBeat1IsCloser ? fNewBeat1 : fNewBeat2;
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int iNewIndex = BeatToNoteRow( fNewBeat );
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for( int c=0; c<m_iNumTracks; c++ )
{
TapNote note = m_TapNotes[c][iOldIndex];
m_TapNotes[c][iOldIndex] = '0';
m_TapNotes[c][iNewIndex] = max( m_TapNotes[c][iNewIndex], note ); // this causes HoldNotes to override TapNotes
}
}
//Convert2sAnd3sToHoldNotes();
}
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float NoteData::GetStreamRadarValue( float fSongSeconds )
{
// density of steps
int iNumNotes = GetNumTapNotes() + GetNumHoldNotes();
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float fNotesPerSecond = iNumNotes/fSongSeconds;
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float fReturn = fNotesPerSecond / 7;
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return min( fReturn, 1.0f );
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}
float NoteData::GetVoltageRadarValue( float fSongSeconds )
{
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float fAvgBPS = GetLastBeat() / fSongSeconds;
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// peak density of steps
float fMaxDensitySoFar = 0;
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const int BEAT_WINDOW = 8;
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for( int i=0; i<MAX_BEATS; i+=BEAT_WINDOW )
{
int iNumNotesThisWindow = GetNumTapNotes((float)i,(float)i+BEAT_WINDOW) + GetNumHoldNotes((float)i,(float)i+BEAT_WINDOW);
float fDensityThisWindow = iNumNotesThisWindow/(float)BEAT_WINDOW;
fMaxDensitySoFar = max( fMaxDensitySoFar, fDensityThisWindow );
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}
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float fReturn = fMaxDensitySoFar*fAvgBPS/10;
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return min( fReturn, 1.0f );
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}
float NoteData::GetAirRadarValue( float fSongSeconds )
{
// number of doubles
int iNumDoubles = GetNumDoubles();
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float fReturn = iNumDoubles / fSongSeconds;
return min( fReturn, 1.0f );
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}
float NoteData::GetChaosRadarValue( float fSongSeconds )
{
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// count number of triplets or 16ths
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int iNumChaosNotes = 0;
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for( int r=0; r<MAX_TAP_NOTE_ROWS; r++ )
{
if( !IsRowEmpty(r) && GetNoteType(r) >= NOTE_TYPE_12TH )
iNumChaosNotes++;
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}
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float fReturn = iNumChaosNotes / fSongSeconds * 0.5f;
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return min( fReturn, 1.0f );
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}
float NoteData::GetFreezeRadarValue( float fSongSeconds )
{
// number of hold steps
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float fReturn = GetNumHoldNotes() / fSongSeconds;
return min( fReturn, 1.0f );
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}
// -1 for iOriginalTracksToTakeFrom means no track
void NoteData::LoadTransformed( NoteData* pOriginal, int iNewNumTracks, const int iOriginalTrackToTakeFrom[] )
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{
pOriginal->ConvertHoldNotesTo4s();
// reset all notes
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Init();
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m_iNumTracks = iNewNumTracks;
// copy tracks
for( int t=0; t<m_iNumTracks; t++ )
{
const int iOriginalTrack = iOriginalTrackToTakeFrom[t];
ASSERT( iOriginalTrack < pOriginal->m_iNumTracks );
if( iOriginalTrack == -1 )
continue;
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memcpy( m_TapNotes[t], pOriginal->m_TapNotes[iOriginalTrack], MAX_TAP_NOTE_ROWS*sizeof(m_TapNotes[0][0]) );
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}
pOriginal->Convert4sToHoldNotes();
Convert4sToHoldNotes();
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}
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void NoteData::LoadTransformedSlidingWindow( NoteData* pOriginal, int iNewNumTracks )
{
pOriginal->ConvertHoldNotesTo4s();
m_iNumTracks = iNewNumTracks;
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int iCurTrackOffset = 0;
int iTrackOffsetMin = 0;
int iTrackOffsetMax = abs( iNewNumTracks - pOriginal->m_iNumTracks );
int bOffsetIncreasing = true;
int iLastRow = pOriginal->GetLastRow();
for( int r=0; r<=iLastRow; r++ )
{
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// copy notes in this measure
for( int t=0; t<=pOriginal->m_iNumTracks; t++ )
{
int iOldTrack = t;
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int iNewTrack = (iOldTrack + iCurTrackOffset) % iNewNumTracks;
if( pOriginal->m_TapNotes[iOldTrack][r] != '0' )
this->m_TapNotes[iNewTrack][r] = pOriginal->m_TapNotes[iOldTrack][r];
}
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if( r % (ROWS_PER_MEASURE*2) == 0 ) // adjust sliding window every two measures
{
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// See if there is a hold crossing the beginning of this measure
pOriginal->Convert4sToHoldNotes();
bool bHoldCrossesThisMeasure = false;
for( int i=0; i<pOriginal->m_iNumHoldNotes; i++ )
{
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const HoldNote& hn = pOriginal->m_HoldNotes[i];
if( hn.m_fStartBeat < NoteRowToBeat(r) && hn.m_fEndBeat > NoteRowToBeat(r) )
{
bHoldCrossesThisMeasure = true;
break;
}
}
pOriginal->ConvertHoldNotesTo4s();
// adjust offset
if( !bHoldCrossesThisMeasure )
{
iCurTrackOffset += bOffsetIncreasing ? 1 : -1;
if( iCurTrackOffset == iTrackOffsetMin || iCurTrackOffset == iTrackOffsetMax )
bOffsetIncreasing ^= true;
CLAMP( iCurTrackOffset, iTrackOffsetMin, iTrackOffsetMax );
}
}
}
pOriginal->Convert4sToHoldNotes();
Convert4sToHoldNotes();
}
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NoteType NoteData::GetSmallestNoteTypeForMeasure( int iMeasureIndex )
{
const int iMeasureStartIndex = iMeasureIndex * ROWS_PER_MEASURE;
const int iMeasureLastIndex = (iMeasureIndex+1) * ROWS_PER_MEASURE - 1;
// probe to find the smallest note type
NoteType nt;
for( nt=(NoteType)0; nt<NUM_NOTE_TYPES; nt=NoteType(nt+1) ) // for each NoteType, largest to largest
{
float fBeatSpacing = NoteTypeToBeat( nt );
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int iRowSpacing = int(roundf( fBeatSpacing * ROWS_PER_BEAT ));
bool bFoundSmallerNote = false;
for( int i=iMeasureStartIndex; i<=iMeasureLastIndex; i++ ) // for each index in this measure
{
if( i % iRowSpacing == 0 )
continue; // skip
if( !IsRowEmpty(i) )
{
bFoundSmallerNote = true;
break;
}
}
if( bFoundSmallerNote )
continue; // searching the next NoteType
else
break; // stop searching. We found the smallest NoteType
}
if( nt == NUM_NOTE_TYPES ) // we didn't find one
return NOTE_TYPE_INVALID; // well-formed notes created in the editor should never get here
else
return nt;
}