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itgmania212121/stepmania/src/GameConstantsAndTypes.h
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#pragma once
/*
-----------------------------------------------------------------------------
File: GameConstantsAndTypes.h
Desc: These things don't change very often.
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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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/////////////////////////////
// Screen Dimensions
/////////////////////////////
#define SCREEN_WIDTH (640)
#define SCREEN_HEIGHT (480)
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#define SCREEN_LEFT (0)
#define SCREEN_RIGHT (SCREEN_WIDTH)
#define SCREEN_TOP (0)
#define SCREEN_BOTTOM (SCREEN_HEIGHT)
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#define CENTER_X (SCREEN_LEFT + (SCREEN_RIGHT - SCREEN_LEFT)/2.0f)
#define CENTER_Y (SCREEN_TOP + (SCREEN_BOTTOM - SCREEN_TOP)/2.0f)
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/////////////////////////
// Note definitions
/////////////////////////
typedef unsigned char TapNote;
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enum
{
TRACK_1 = 0,
TRACK_2,
TRACK_3,
TRACK_4,
TRACK_5,
TRACK_6,
TRACK_7,
TRACK_8,
TRACK_9,
TRACK_10,
TRACK_11,
TRACK_12,
TRACK_13,
MAX_NOTE_TRACKS // leave this at the end
};
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const int MAX_BEATS = 300 * 2; // 300 bpm * 2 mins
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const int BEATS_PER_MEASURE = 4;
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const int MAX_MEASURES = MAX_BEATS / BEATS_PER_MEASURE;
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const int ELEMENTS_PER_BEAT = 12; // It is important that this number is evenly divisible by 2, 3, and 4.
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const int ELEMENTS_PER_MEASURE = ELEMENTS_PER_BEAT * BEATS_PER_MEASURE;
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const int MAX_TAP_NOTE_ROWS = MAX_BEATS*ELEMENTS_PER_BEAT;
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const int MAX_HOLD_NOTE_ELEMENTS = 200;
enum NoteType
{
NOTE_4TH, // quarter notes
NOTE_8TH, // eighth notes
NOTE_12TH, // triplets
NOTE_16TH, // sixteenth notes
NUM_NOTE_TYPES
};
inline D3DXCOLOR NoteTypeToColor( NoteType nt )
{
switch( nt )
{
case NOTE_4TH: return D3DXCOLOR(1,0,0,1); // red
case NOTE_8TH: return D3DXCOLOR(0,0,1,1); // blue
case NOTE_12TH: return D3DXCOLOR(1,0,1,1); // purple
case NOTE_16TH: return D3DXCOLOR(1,1,0,1); // yellow
default: ASSERT( false ); return D3DXCOLOR(1,1,1,1);
}
};
inline float NoteTypeToBeat( NoteType nt )
{
switch( nt )
{
case NOTE_4TH: return 1.0f; // quarter notes
case NOTE_8TH: return 1.0f/2; // eighth notes
case NOTE_12TH: return 1.0f/3; // triplets
case NOTE_16TH: return 1.0f/4; // sixteenth notes
default: ASSERT( false ); return 0;
}
};
inline bool IsNoteOfType( int iNoteIndex, NoteType t )
{
switch( t )
{
case NOTE_4TH: return iNoteIndex % (ELEMENTS_PER_MEASURE/4) == 0;
case NOTE_8TH: return iNoteIndex % (ELEMENTS_PER_MEASURE/8) == 0;
case NOTE_12TH: return iNoteIndex % (ELEMENTS_PER_MEASURE/12) == 0;
case NOTE_16TH: return iNoteIndex % (ELEMENTS_PER_MEASURE/16) == 0;
default: ASSERT( false ); return false;
}
};
inline D3DXCOLOR GetNoteColorFromIndex( int iStepIndex )
{
for( int t=0; t<NUM_NOTE_TYPES; t++ )
{
if( IsNoteOfType( iStepIndex, (NoteType)t ) )
return NoteTypeToColor( (NoteType)t );
}
return D3DXCOLOR(0.5f,0.5f,0.5f,1);
};
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enum RadarCatrgory // starting from 12-o'clock rotating clockwise
{
RADAR_STREAM = 0,
RADAR_VOLTAGE,
RADAR_AIR,
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RADAR_FREEZE,
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RADAR_CHAOS,
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NUM_RADAR_VALUES // leave this at the end
};
enum DifficultyClass
{
CLASS_EASY, // corresponds to Basic
CLASS_MEDIUM, // corresponds to Trick, Another, Standard
CLASS_HARD, // corresponds to Maniac, SSR, Heavy
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NUM_DIFFICULTY_CLASSES,
CLASS_INVALID
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};
inline D3DXCOLOR DifficultyClassToColor( DifficultyClass dc )
{
switch( dc )
{
case CLASS_EASY: return D3DXCOLOR(1,1,0,1); // yellow
case CLASS_MEDIUM: return D3DXCOLOR(1,0,0,1); // red
case CLASS_HARD: return D3DXCOLOR(0,1,0,1); // green
default: ASSERT(0); return D3DXCOLOR(); // invalid DifficultyClass
}
}
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inline CString DifficultyClassToString( DifficultyClass dc )
{
switch( dc )
{
case CLASS_EASY: return "easy";
case CLASS_MEDIUM: return "medium";
case CLASS_HARD: return "hard";
default: ASSERT(0); return ""; // invalid DifficultyClass
}
}
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inline DifficultyClass StringToDifficultyClass( CString sDC )
{
for( int i=0; i<NUM_DIFFICULTY_CLASSES; i++ )
{
DifficultyClass dc = (DifficultyClass)i;
if( sDC == DifficultyClassToString(dc) )
return dc;
}
return CLASS_INVALID;
}
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enum NotesType
{
NOTES_TYPE_DANCE_SINGLE = 0,
NOTES_TYPE_DANCE_DOUBLE,
NOTES_TYPE_DANCE_COUPLE,
NOTES_TYPE_DANCE_SOLO,
NOTES_TYPE_PUMP_SINGLE,
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NOTES_TYPE_PUMP_DOUBLE,
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NOTES_TYPE_EZ2_SINGLE,
NOTES_TYPE_EZ2_DOUBLE,
NOTES_TYPE_EZ2_REAL,
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NUM_NOTES_TYPES, // leave this at the end
NOTES_TYPE_INVALID,
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};
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inline int NotesTypeToNumTracks( NotesType nt )
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{
switch( nt )
{
case NOTES_TYPE_DANCE_SINGLE: return 4;
case NOTES_TYPE_DANCE_DOUBLE: return 8;
case NOTES_TYPE_DANCE_COUPLE: return 8;
case NOTES_TYPE_DANCE_SOLO: return 6;
case NOTES_TYPE_PUMP_SINGLE: return 5;
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case NOTES_TYPE_PUMP_DOUBLE: return 10;
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case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
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default: ASSERT(0); return -1; // invalid NotesType
}
}
inline NotesType StringToNotesType( CString sNotesType )
{
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sNotesType.MakeLower();
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if ( sNotesType == "dance-single" ) return NOTES_TYPE_DANCE_SINGLE;
else if( sNotesType == "dance-double" ) return NOTES_TYPE_DANCE_DOUBLE;
else if( sNotesType == "dance-couple" ) return NOTES_TYPE_DANCE_COUPLE;
else if( sNotesType == "dance-solo" ) return NOTES_TYPE_DANCE_SOLO;
else if( sNotesType == "pump-single" ) return NOTES_TYPE_PUMP_SINGLE;
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else if( sNotesType == "pump-double" ) return NOTES_TYPE_PUMP_DOUBLE;
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else if( sNotesType == "ez2-single" ) return NOTES_TYPE_EZ2_SINGLE;
else if( sNotesType == "ez2-double" ) return NOTES_TYPE_EZ2_DOUBLE;
else if( sNotesType == "ez2-real" ) return NOTES_TYPE_EZ2_REAL;
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else ASSERT(0); return NOTES_TYPE_DANCE_SINGLE; // invalid NotesType
}
inline CString NotesTypeToString( NotesType nt )
{
switch( nt )
{
case NOTES_TYPE_DANCE_SINGLE: return "dance-single";
case NOTES_TYPE_DANCE_DOUBLE: return "dance-double";
case NOTES_TYPE_DANCE_COUPLE: return "dance-couple";
case NOTES_TYPE_DANCE_SOLO: return "dance-solo";
case NOTES_TYPE_PUMP_SINGLE: return "pump-single";
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case NOTES_TYPE_PUMP_DOUBLE: return "pump-double";
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case NOTES_TYPE_EZ2_SINGLE: return "ez2-single";
case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
case NOTES_TYPE_EZ2_REAL: return "ez2-real";
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default: ASSERT(0); return ""; // invalid NotesType
}
}
//////////////////////////
// Play mode stuff
//////////////////////////
enum PlayMode
{
PLAY_MODE_ARCADE,
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PLAY_MODE_ONI,
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NUM_PLAY_MODES,
PLAY_MODE_INVALID
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};
enum PlayerNumber {
PLAYER_1 = 0,
PLAYER_2,
NUM_PLAYERS, // leave this at the end
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PLAYER_INVALID
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};
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inline D3DXCOLOR PlayerToColor( const PlayerNumber p )
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{
switch( p )
{
case PLAYER_1: return D3DXCOLOR(0.4f,1.0f,0.8f,1); // sea green
case PLAYER_2: return D3DXCOLOR(1.0f,0.5f,0.2f,1); // orange
default: ASSERT( false ); return D3DXCOLOR(1,1,1,1);
}
};
inline D3DXCOLOR PlayerToColor( int p ) { return PlayerToColor( (PlayerNumber)p ); }
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enum SongSortOrder {
SORT_GROUP,
SORT_TITLE,
SORT_BPM,
SORT_MOST_PLAYED,
NUM_SORT_ORDERS
};
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///////////////////////////////
// Game/Style definition stuff
///////////////////////////////
enum Game
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{
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GAME_DANCE, // Dance Dance Revolution
GAME_PUMP, // Pump It Up
GAME_EZ2, // Ez2dancer
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NUM_GAMES, // leave this at the end
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GAME_INVALID,
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};
enum Style
{
STYLE_DANCE_SINGLE,
STYLE_DANCE_VERSUS,
STYLE_DANCE_DOUBLE,
STYLE_DANCE_COUPLE,
STYLE_DANCE_SOLO,
STYLE_PUMP_SINGLE,
STYLE_PUMP_VERSUS,
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STYLE_PUMP_DOUBLE,
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STYLE_EZ2_SINGLE,
STYLE_EZ2_DOUBLE,
STYLE_EZ2_REAL,
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NUM_STYLES, // leave this at the end
STYLE_NONE,
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};
inline Game StyleToGame( Style s )
{
switch( s )
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{
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case STYLE_DANCE_SINGLE:
case STYLE_DANCE_VERSUS:
case STYLE_DANCE_DOUBLE:
case STYLE_DANCE_COUPLE:
case STYLE_DANCE_SOLO:
return GAME_DANCE;
case STYLE_PUMP_SINGLE:
case STYLE_PUMP_VERSUS:
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case STYLE_PUMP_DOUBLE:
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return GAME_PUMP;
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case STYLE_EZ2_SINGLE:
case STYLE_EZ2_DOUBLE:
case STYLE_EZ2_REAL:
return GAME_EZ2;
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default:
ASSERT(0); // invalid Style
return GAME_DANCE;
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}
}
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///////////////////////////
// Options stuff
///////////////////////////
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struct PlayerOptions
{
PlayerOptions() {
m_fArrowScrollSpeed = 1.0f;
m_EffectType = EFFECT_NONE;
m_AppearanceType = APPEARANCE_VISIBLE;
m_TurnType = TURN_NONE;
m_bLittle = false;
m_bReverseScroll = false;
m_ColorType = COLOR_ARCADE;
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m_bHoldNotes = true;
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m_DrainType = DRAIN_NORMAL;
};
float m_fArrowScrollSpeed;
enum EffectType { EFFECT_NONE=0, EFFECT_BOOST, EFFECT_WAVE, EFFECT_DRUNK, EFFECT_DIZZY, EFFECT_SPACE };
EffectType m_EffectType;
enum AppearanceType { APPEARANCE_VISIBLE=0, APPEARANCE_HIDDEN, APPEARANCE_SUDDEN, APPEARANCE_STEALTH };
AppearanceType m_AppearanceType;
enum TurnType { TURN_NONE=0, TURN_MIRROR, TURN_LEFT, TURN_RIGHT, TURN_SHUFFLE };
TurnType m_TurnType;
bool m_bLittle;
bool m_bReverseScroll;
enum ColorType { COLOR_ARCADE=0, COLOR_NOTE, COLOR_FLAT, COLOR_PLAIN };
ColorType m_ColorType;
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bool m_bHoldNotes;
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enum DrainType { DRAIN_NORMAL=0, DRAIN_NO_RECOVER, DRAIN_SUDDEN_DEATH };
DrainType m_DrainType;
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CString GetString()
{
CString sReturn;
if( m_fArrowScrollSpeed != 1 )
sReturn += ssprintf( "%2.1fX, ", m_fArrowScrollSpeed );
switch( m_EffectType )
{
case EFFECT_NONE: break;
case EFFECT_BOOST: sReturn += "Boost, "; break;
case EFFECT_WAVE: sReturn += "Wave, "; break;
case EFFECT_DRUNK: sReturn += "Drunk, "; break;
case EFFECT_DIZZY: sReturn += "Dizzy, "; break;
case EFFECT_SPACE: sReturn += "Space, "; break;
default: ASSERT(0); // invalid EFFECT
}
switch( m_AppearanceType )
{
case APPEARANCE_VISIBLE: break;
case APPEARANCE_HIDDEN: sReturn += "Hidden, "; break;
case APPEARANCE_SUDDEN: sReturn += "Sudden, "; break;
case APPEARANCE_STEALTH: sReturn += "Stealth, "; break;
default: ASSERT(0); // invalid EFFECT
}
switch( m_TurnType )
{
case TURN_NONE: break;
case TURN_MIRROR: sReturn += "Mirror, "; break;
case TURN_LEFT: sReturn += "Left, "; break;
case TURN_RIGHT: sReturn += "Right, "; break;
case TURN_SHUFFLE: sReturn += "Shuffle, "; break;
default: ASSERT(0); // invalid EFFECT
}
if( m_bLittle )
sReturn += "Little, ";
if( m_bReverseScroll )
sReturn += "Reverse, ";
if( sReturn.GetLength() > 2 )
sReturn.Delete( sReturn.GetLength()-2, 2 ); // delete the trailing ", "
return sReturn;
}
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};
struct SongOptions
{
SongOptions() {
m_FailType = FAIL_ARCADE;
m_AssistType = ASSIST_NONE;
m_fMusicRate = 1.0f;
};
enum FailType { FAIL_ARCADE=0, FAIL_END_OF_SONG, FAIL_OFF };
FailType m_FailType;
enum AssistType { ASSIST_NONE=0, ASSIST_TICK };
AssistType m_AssistType;
float m_fMusicRate;
};
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///////////////////////////
// Scoring stuff
///////////////////////////
enum TapNoteScore {
TNS_NONE,
TNS_MISS,
TNS_BOO,
TNS_GOOD,
TNS_GREAT,
TNS_PERFECT,
};
inline int TapNoteScoreToDancePoints( TapNoteScore tns )
{
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return -8;
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case TNS_NONE: return 0;
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default: ASSERT(0); return 0;
}
}
//enum TapNoteTiming {
// TNT_NONE,
// TNT_EARLY,
// TNT_LATE
//};
enum HoldNoteScore
{
HNS_NONE, // this HoldNote has not been scored yet
HNS_OK, // the HoldNote has passed and was successfully held all the way through
HNS_NG // the HoldNote has passed and they missed it
};
inline int HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
default: ASSERT(0); return 0;
}
}