More Direct Move syntax preparation. If the global variable is not recommended (it will be needed in KSFLoader::LoadFromKSFFile), please advise or make the recommende fixes.

This commit is contained in:
Jason Felds
2006-07-21 18:52:15 +00:00
parent b5c16eb9c1
commit 0014c5097e
+56 -22
View File
@@ -10,6 +10,11 @@
#include "song.h"
#include "Steps.h"
/* Global variables aren't the best way to go about this, but this
* will be required to start implementing the Direct Move syntax. */
bool KIUComplient;
#if 0
void KSFLoader::RemoveHoles( NoteData &out, const Song &song )
{
@@ -159,6 +164,8 @@ bool KSFLoader::LoadFromKSFFile( const RString &sPath, Steps &out, const Song &s
for( int t=0; t<13; t++ )
iHoldStartRow[t] = -1;
// LOG->Trace("Getting steps from %s now: 500", sPath.c_str());
for( unsigned r=0; r<asRows.size(); r++ )
{
RString& sRowString = asRows[r];
@@ -292,7 +299,10 @@ bool KSFLoader::LoadGlobalData( const RString &sPath, Song &out )
RageException::Throw( "Error opening file \"%s\": %s", sPath.c_str(), msd.GetError().c_str() );
float SMGap1 = 0, SMGap2 = 0, BPM1 = -1, BPMPos2 = -1, BPM2 = -1, BPMPos3 = -1, BPM3 = -1;
KIUComplient = false;
// LOG->Trace("Getting tags for %s now: 300", sPath.c_str());
for( unsigned i=0; i < msd.GetNumValues(); i++ )
{
const MsdFile::value_t &sParams = msd.GetValue(i);
@@ -307,13 +317,25 @@ bool KSFLoader::LoadGlobalData( const RString &sPath, Song &out )
out.AddBPMSegment( BPMSegment(0, BPM1) );
}
else if( 0==stricmp(sValueName,"BPM2") )
{
KIUComplient = true;
BPM2 = StringToFloat( sParams[1] );
}
else if( 0==stricmp(sValueName,"BPM3") )
{
KIUComplient = true;
BPM3 = StringToFloat( sParams[1] );
}
else if( 0==stricmp(sValueName,"BUNKI") )
{
KIUComplient = true;
BPMPos2 = StringToFloat( sParams[1] ) / 100.0f;
}
else if( 0==stricmp(sValueName,"BUNKI2") )
{
KIUComplient = true;
BPMPos3 = StringToFloat( sParams[1] ) / 100.0f;
}
else if( 0==stricmp(sValueName,"STARTTIME") )
{
SMGap1 = -StringToFloat( sParams[1] )/100;
@@ -321,42 +343,54 @@ bool KSFLoader::LoadGlobalData( const RString &sPath, Song &out )
}
// This is currently required for more accurate BPM changes.
else if( 0==stricmp(sValueName,"STARTTIME2") )
{
KIUComplient = true;
SMGap2 = -StringToFloat( sParams[1] )/100;
}
else if ( 0==stricmp(sValueName,"STARTTIME3") )
{
// STARTTIME3 only ensures this is a KIU complient simfile.
KIUComplient = true;
}
else if( 0==stricmp(sValueName,"TICKCOUNT") ||
0==stricmp(sValueName,"STEP") ||
0==stricmp(sValueName,"DIFFICULTY") ||
0==stricmp(sValueName,"STARTTIME3") )
0==stricmp(sValueName,"DIFFICULTY"))
{
/* TICKCOUNT, STEP, and DIFFICULTY are handled in LoadFromKSFFile.
* STARTTIME3 is expected but unnecessary. Do not warn. */
* Do not warn for them. */
continue;
}
else
LOG->Trace( "Unexpected value named '%s'", sValueName.c_str() );
}
/* At this time, only KSF files that use the traditional syntax can be
* converted, and even then, not all of them will work smoothly. The
* formulas are more accurate at this point, however. As soon as support
* for the other Pump simulators is supported (mostly Direct Move), this
* section will be expanded. */
if( BPM2 > 0 && BPMPos2 > 0 )
/* The KIU BPM syntax puts all of its changes at the top, making it easier
* and faster to get the right data. Otherwise, we've got one of two situations:
* a KSF file with no BPM changes whatsoever, or a KSF file with Direct Move
* syntax. Unfortunately, they will require a further scan in order to determine
* whether or not there are changes, or even stops, within the file. That will be
* implemented later. */
if (KIUComplient)
{
const float BeatsPerSecond = BPM1 / 60.0f;
const float beat = (BPMPos2 + SMGap1) * BeatsPerSecond;
LOG->Trace( "BPM %f, BPS %f, BPMPos2 %f, beat %f",
if( BPM2 > 0 && BPMPos2 > 0 )
{
const float BeatsPerSecond = BPM1 / 60.0f;
const float beat = (BPMPos2 + SMGap1) * BeatsPerSecond;
LOG->Trace( "BPM %f, BPS %f, BPMPos2 %f, beat %f",
BPM1, BeatsPerSecond, BPMPos2, beat );
out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM2) );
}
if( BPM3 > 0 && BPMPos3 > 0 )
{
const float BeatsPerSecond = BPM2 / 60.0f;
const float beat = (BPMPos3 + SMGap2) * BeatsPerSecond;
LOG->Trace( "BPM %f, BPS %f, BPMPos3 %f, beat %f",
out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM2) );
}
if( BPM3 > 0 && BPMPos3 > 0 )
{
const float BeatsPerSecond = BPM2 / 60.0f;
//The line below isn't perfect, but works better than previous versions.
const float beat = (BPMPos3 + SMGap2) * BeatsPerSecond;
LOG->Trace( "BPM %f, BPS %f, BPMPos3 %f, beat %f",
BPM2, BeatsPerSecond, BPMPos3, beat );
out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM3) );
}
out.AddBPMSegment( BPMSegment(BeatToNoteRow(beat), BPM3) );
}
}
/* Try to fill in missing bits of information from the pathname. */
{