sync up hg with the svn code in preparation for sm-ssc v1.0 beta 4; this adds at least one new Lua binding and the WIP warps code (partially-working in quirks mode).

This commit is contained in:
AJ Kelly
2010-05-30 17:03:30 -05:00
parent 317e37fe65
commit f79d6fb365
7 changed files with 98 additions and 59 deletions
+3 -2
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@@ -702,7 +702,8 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
float fBeat, fBPS; float fBeat, fBPS;
bool bFreeze; bool bFreeze;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze ); int iThrowAway1, iThrowAway2;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway1, iThrowAway2 );
/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */ /* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
@@ -850,7 +851,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
bool BackgroundImpl::IsDangerAllVisible() bool BackgroundImpl::IsDangerAllVisible()
{ {
/* The players are never in danger in FAIL_OFF. */ // The players are never in danger in FAIL_OFF.
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == PlayerOptions::FAIL_OFF ) if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == PlayerOptions::FAIL_OFF )
return false; return false;
+4 -3
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@@ -240,7 +240,6 @@ void GameState::ResetPlayer( PlayerNumber pn )
m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po ); m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
} }
//static Preference<bool> g_bMultiplayer( "Multiplayer", false );
void GameState::Reset() void GameState::Reset()
{ {
m_MasterPlayerNumber = PLAYER_INVALID; // must initialize for UnjoinPlayer m_MasterPlayerNumber = PLAYER_INVALID; // must initialize for UnjoinPlayer
@@ -895,8 +894,8 @@ void GameState::ResetMusicStatistics()
//m_bStop = false; //m_bStop = false;
m_bFreeze = false; m_bFreeze = false;
m_bDelay = false; m_bDelay = false;
//m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
//m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj m_iWarpEndRow = -1; // Set when a warp is encountered. also see above. -aj
m_fMusicSecondsVisible = 0; m_fMusicSecondsVisible = 0;
m_fSongBeatVisible = 0; m_fSongBeatVisible = 0;
Actor::SetBGMTime( 0, 0, 0, 0 ); Actor::SetBGMTime( 0, 0, 0, 0 );
@@ -951,8 +950,10 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
m_LastBeatUpdate.Touch(); m_LastBeatUpdate.Touch();
// xxx testing: only do this on monotune survivor // xxx testing: only do this on monotune survivor
/*
if( m_pCurSong && m_pCurSong->GetDisplayFullTitle() == "monotune survivor" ) if( m_pCurSong && m_pCurSong->GetDisplayFullTitle() == "monotune survivor" )
LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) ); LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) );
*/
//timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_iWarpEndRow ); //timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_iWarpEndRow );
timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay ); timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay );
+1 -1
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@@ -184,7 +184,7 @@ public:
//bool m_bStop; // in the middle of a stop (freeze or delay) //bool m_bStop; // in the middle of a stop (freeze or delay)
bool m_bFreeze; // in the middle of a freeze bool m_bFreeze; // in the middle of a freeze
bool m_bDelay; // in the middle of a delay bool m_bDelay; // in the middle of a delay
//int m_iWarpToRow, m_iWarpFromRow; // used for warping int m_iWarpBeginRow, m_iWarpEndRow; // used for warping
RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
BroadcastOnChange<bool> m_bGameplayLeadIn; BroadcastOnChange<bool> m_bGameplayLeadIn;
+27 -16
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@@ -135,7 +135,7 @@ ThemeMetric<bool> CHECKPOINTS_USE_TIME_SIGNATURES ( "Player", "CheckpointsUseTim
ThemeMetric<bool> CHECKPOINTS_FLASH_ON_HOLD ( "Player", "CheckpointsFlashOnHold" ); // sm-ssc addition ThemeMetric<bool> CHECKPOINTS_FLASH_ON_HOLD ( "Player", "CheckpointsFlashOnHold" ); // sm-ssc addition
ThemeMetric<bool> IMMEDIATE_HOLD_LET_GO ( "Player", "ImmediateHoldLetGo" ); ThemeMetric<bool> IMMEDIATE_HOLD_LET_GO ( "Player", "ImmediateHoldLetGo" );
ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads" ); ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads" );
//ThemeMetric<bool> REQUIRE_STEP_ON_TAP_NOTES ( "Player", "RequireStepOnTapNotes" ); // parastar stuff; leave in though //ThemeMetric<bool> HOLD_TRIGGERS_TAP_NOTES ( "Player", "HoldTriggersTapNotes" ); // parastar stuff; leave in though
ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" ); ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" ); ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" );
ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
@@ -355,6 +355,9 @@ void Player::Init(
m_pActorWithComboPosition = &*m_sprCombo; m_pActorWithComboPosition = &*m_sprCombo;
this->AddChild( m_sprCombo ); this->AddChild( m_sprCombo );
// todo: allow for judgments to be loaded per-column a la pop'n?
// see how HoldJudgments are handled below for an example, though
// it would need more work. -aj
m_sprJudgment.Load( THEME->GetPathG(sType,"judgment") ); m_sprJudgment.Load( THEME->GetPathG(sType,"judgment") );
m_sprJudgment->SetName( "Judgment" ); m_sprJudgment->SetName( "Judgment" );
m_pActorWithJudgmentPosition = &*m_sprJudgment; m_pActorWithJudgmentPosition = &*m_sprJudgment;
@@ -481,6 +484,9 @@ void Player::Load()
{ {
// ugly, ugly, ugly. Works only w/ dance. // ugly, ugly, ugly. Works only w/ dance.
// Why does this work only with dance? - Steve // Why does this work only with dance? - Steve
// it has to do with there only being four cases. This is a lame
// workaround, but since only DDR has ever really implemented those
// modes, it's stayed like this. -aj
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), st ); NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), st );
@@ -675,7 +681,6 @@ void Player::Update( float fDeltaTime )
// Update Y positions // Update Y positions
{ {
// todo: unhardcode hold judgment cmds -aj
for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ ) for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ )
{ {
float fPercentReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(c); float fPercentReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(c);
@@ -767,7 +772,6 @@ void Player::Update( float fDeltaTime )
m_pNoteField->SetPressed( col ); m_pNoteField->SetPressed( col );
} }
// handle Autoplay for rolls // handle Autoplay for rolls
if( m_pPlayerState->m_PlayerController != PC_HUMAN ) if( m_pPlayerState->m_PlayerController != PC_HUMAN )
{ {
@@ -821,8 +825,8 @@ void Player::Update( float fDeltaTime )
TrackRowTapNote trtn = { iTrack, iRow, &tn }; TrackRowTapNote trtn = { iTrack, iRow, &tn };
/* All holds must be of the same subType because fLife is handled /* All holds must be of the same subType because fLife is handled
* in different ways depending on the SubType. Handle Rolls one at a time * in different ways depending on the SubType. Handle Rolls one at
* and don't mix with holds. */ * a time and don't mix with holds. */
switch( tn.subType ) switch( tn.subType )
{ {
DEFAULT_FAIL( tn.subType ); DEFAULT_FAIL( tn.subType );
@@ -901,7 +905,7 @@ void Player::Update( float fDeltaTime )
ApplyWaitingTransforms(); ApplyWaitingTransforms();
} }
/* Update a group of holds with shared scoring/life. All of these holds will have the same start row. */ // Update a group of holds with shared scoring/life. All of these holds will have the same start row.
void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTapNote> &vTN ) void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTapNote> &vTN )
{ {
ASSERT( !vTN.empty() ); ASSERT( !vTN.empty() );
@@ -2321,7 +2325,8 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
bool bFreeze, bDelay; bool bFreeze, bDelay;
float fMissIfOlderThanThisBeat; float fMissIfOlderThanThisBeat;
float fThrowAway; float fThrowAway;
GAMESTATE->m_pCurSong->m_Timing.GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze, bDelay ); int iWarpBeginRow, iWarpEndRow;
GAMESTATE->m_pCurSong->m_Timing.GetBeatAndBPSFromElapsedTime( fEarliestTime, fMissIfOlderThanThisBeat, fThrowAway, bFreeze, bDelay, iWarpBeginRow, iWarpEndRow );
iMissIfOlderThanThisRow = BeatToNoteRow( fMissIfOlderThanThisBeat ); iMissIfOlderThanThisRow = BeatToNoteRow( fMissIfOlderThanThisBeat );
if( bFreeze || bDelay ) if( bFreeze || bDelay )
@@ -2356,6 +2361,11 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
} }
else else
{ {
// warp hackery: don't score notes within the warp region.
// (Only useful when QuirksMode is enabled.) -aj
if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() <= GAMESTATE->m_iWarpEndRow )
continue;
tn.result.tns = TNS_Miss; tn.result.tns = TNS_Miss;
} }
} }
@@ -2367,7 +2377,6 @@ void Player::UpdateJudgedRows()
bool bAllJudged = true; bool bAllJudged = true;
const bool bSeparately = GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately; const bool bSeparately = GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately;
// todo: modify function for warps? -aj
{ {
NoteData::all_tracks_iterator iter = *m_pIterUnjudgedRows; NoteData::all_tracks_iterator iter = *m_pIterUnjudgedRows;
int iLastSeenRow = -1; int iLastSeenRow = -1;
@@ -2375,16 +2384,14 @@ void Player::UpdateJudgedRows()
{ {
int iRow = iter.Row(); int iRow = iter.Row();
// if row is in a skip section, ignore it? -aj
//if(iRow)
//{
// // stuff!!
//}
if( iLastSeenRow != iRow ) if( iLastSeenRow != iRow )
{ {
iLastSeenRow = iRow; iLastSeenRow = iRow;
// if row is within a warp section, ignore it. -aj
if(iRow >= GAMESTATE->m_iWarpBeginRow && iRow <= GAMESTATE->m_iWarpEndRow)
continue;
// crossed a nonempty row // crossed a nonempty row
if( !NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRow) ) if( !NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRow) )
{ {
@@ -2526,7 +2533,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
int iLastSeenRow = -1; int iLastSeenRow = -1;
for( ; !iter.IsAtEnd() && iter.Row() <= iLastRowCrossed; ++iter ) for( ; !iter.IsAtEnd() && iter.Row() <= iLastRowCrossed; ++iter )
{ {
/* Apply InitialHoldLife. */ // Apply InitialHoldLife.
TapNote &tn = *iter; TapNote &tn = *iter;
int iRow = iter.Row(); int iRow = iter.Row();
int iTrack = iter.Track(); int iTrack = iter.Track();
@@ -2630,7 +2637,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
{ {
TimeSignatureSegment tSignature = GAMESTATE->m_pCurSong->m_Timing.GetTimeSignatureSegmentAtBeat( NoteRowToBeat( iLastRowCrossed ) ); TimeSignatureSegment tSignature = GAMESTATE->m_pCurSong->m_Timing.GetTimeSignatureSegmentAtBeat( NoteRowToBeat( iLastRowCrossed ) );
// Most songs are in 4/4 time. The frequency for checking tick counts should reflect that. // Most songs are in 4/4 time. The frequency for checking tick counts should reflect that.
iCheckpointFrequencyRows = ROWS_PER_BEAT * tSignature.m_iDenominator / (tSignature.m_iNumerator * 4); iCheckpointFrequencyRows = ROWS_PER_BEAT * tSignature.m_iDenominator / (tSignature.m_iNumerator * 4);
} }
@@ -2744,6 +2751,10 @@ void Player::HandleTapRowScore( unsigned row )
bNoCheating = false; bNoCheating = false;
#endif #endif
// more warp hackery. -aj
if(row >= (unsigned)GAMESTATE->m_iWarpBeginRow && row <= (unsigned)GAMESTATE->m_iWarpEndRow)
return;
if( GAMESTATE->m_bDemonstrationOrJukebox ) if( GAMESTATE->m_bDemonstrationOrJukebox )
bNoCheating = false; bNoCheating = false;
// don't accumulate points if AutoPlay is on. // don't accumulate points if AutoPlay is on.
+1 -1
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@@ -34,7 +34,7 @@
#include <set> #include <set>
#include <float.h> #include <float.h>
const int FILE_CACHE_VERSION = 159; // increment this to invalidate cache const int FILE_CACHE_VERSION = 160; // increment this to invalidate cache
const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f; const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
+45 -20
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@@ -11,6 +11,7 @@
TimingData::TimingData() TimingData::TimingData()
{ {
m_fBeat0OffsetInSeconds = 0; m_fBeat0OffsetInSeconds = 0;
m_bHasNegativeBpms = false;
} }
void TimingData::GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const void TimingData::GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const
@@ -41,12 +42,10 @@ void TimingData::AddTimeSignatureSegment( const TimeSignatureSegment &seg )
m_vTimeSignatureSegments.insert( upper_bound(m_vTimeSignatureSegments.begin(), m_vTimeSignatureSegments.end(), seg), seg ); m_vTimeSignatureSegments.insert( upper_bound(m_vTimeSignatureSegments.begin(), m_vTimeSignatureSegments.end(), seg), seg );
} }
/*
void TimingData::AddWarpSegment( const WarpSegment &seg ) void TimingData::AddWarpSegment( const WarpSegment &seg )
{ {
m_WarpSegments.insert( upper_bound(m_WarpSegments.begin(), m_WarpSegments.end(), seg), seg ); m_WarpSegments.insert( upper_bound(m_WarpSegments.begin(), m_WarpSegments.end(), seg), seg );
} }
*/
/* Change an existing BPM segment, merge identical segments together or insert a new one. */ /* Change an existing BPM segment, merge identical segments together or insert a new one. */
void TimingData::SetBPMAtRow( int iNoteRow, float fBPM ) void TimingData::SetBPMAtRow( int iNoteRow, float fBPM )
@@ -110,6 +109,13 @@ void TimingData::SetDelayAtRow( int iRow, float fSeconds )
SetStopAtRow(iRow,fSeconds,true); SetStopAtRow(iRow,fSeconds,true);
} }
/*
void TimingData::SetWarpAtRow( int iRowAt, int iRowTo )
{
// todo: code this -aj
}
*/
float TimingData::GetStopAtRow( int iNoteRow, bool &bDelayOut ) const float TimingData::GetStopAtRow( int iNoteRow, bool &bDelayOut ) const
{ {
bDelayOut = false; // not a delay by default bDelayOut = false; // not a delay by default
@@ -125,6 +131,18 @@ float TimingData::GetStopAtRow( int iNoteRow, bool &bDelayOut ) const
return 0; return 0;
} }
int TimingData::GetWarpToRow( int iWarpBeginRow ) const
{
for( unsigned i=0; i<m_WarpSegments.size(); i++ )
{
if( m_WarpSegments[i].m_iStartRow == iWarpBeginRow )
{
return m_WarpSegments[i].m_iEndRow;
}
}
return 0;
}
// Multiply the BPM in the range [fStartBeat,fEndBeat) by fFactor. // Multiply the BPM in the range [fStartBeat,fEndBeat) by fFactor.
void TimingData::MultiplyBPMInBeatRange( int iStartIndex, int iEndIndex, float fFactor ) void TimingData::MultiplyBPMInBeatRange( int iStartIndex, int iEndIndex, float fFactor )
{ {
@@ -205,15 +223,14 @@ BPMSegment& TimingData::GetBPMSegmentAtBeat( float fBeat )
return m_BPMSegments[i]; return m_BPMSegments[i];
} }
void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut ) const void TimingData::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut, int &iWarpBeginOut, int &iWarpEndOut ) const
{ {
fElapsedTime += PREFSMAN->m_fGlobalOffsetSeconds; fElapsedTime += PREFSMAN->m_fGlobalOffsetSeconds;
GetBeatAndBPSFromElapsedTimeNoOffset( fElapsedTime, fBeatOut, fBPSOut, bFreezeOut, bDelayOut ); GetBeatAndBPSFromElapsedTimeNoOffset( fElapsedTime, fBeatOut, fBPSOut, bFreezeOut, bDelayOut, iWarpBeginOut, iWarpEndOut );
} }
//, int &iWarpOut void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut, int &iWarpBeginOut, int &iWarpEndOut ) const
void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut ) const
{ {
// LOG->Trace( "GetBeatAndBPSFromElapsedTime( fElapsedTime = %f )", fElapsedTime ); // LOG->Trace( "GetBeatAndBPSFromElapsedTime( fElapsedTime = %f )", fElapsedTime );
const float fTime = fElapsedTime; const float fTime = fElapsedTime;
@@ -254,18 +271,18 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
if( (fFreezeStartSecond >= fElapsedTime && !bIsDelay) || if( (fFreezeStartSecond >= fElapsedTime && !bIsDelay) ||
(fFreezeStartSecond > fElapsedTime && bIsDelay) ) (fFreezeStartSecond > fElapsedTime && bIsDelay) )
{ {
/* The time lies within the stop. */ // The time lies within the stop.
fBeatOut = NoteRowToBeat(m_StopSegments[j].m_iStartRow); fBeatOut = NoteRowToBeat(m_StopSegments[j].m_iStartRow);
fBPSOut = fBPS; fBPSOut = fBPS;
bFreezeOut = !bIsDelay; bFreezeOut = !bIsDelay;
bDelayOut = bIsDelay; bDelayOut = bIsDelay;
//bWarpOut = false; //iWarpBeginOut = -1;
//iWarpEndOut = -1;
return; return;
} }
} }
// by this point we should have the warps in their own place. // by this point we should have the warps in their own place.
/*
for( unsigned j=0; j<m_WarpSegments.size(); j++ ) // foreach warp for( unsigned j=0; j<m_WarpSegments.size(); j++ ) // foreach warp
{ {
if( !bIsFirstBPMSegment && iStartRowThisSegment >= m_WarpSegments[j].m_iStartRow ) if( !bIsFirstBPMSegment && iStartRowThisSegment >= m_WarpSegments[j].m_iStartRow )
@@ -273,12 +290,18 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
if( !bIsLastBPMSegment && m_WarpSegments[j].m_iStartRow > iStartRowNextSegment ) if( !bIsLastBPMSegment && m_WarpSegments[j].m_iStartRow > iStartRowNextSegment )
continue; continue;
// this warp lies within this BPMSegment.
iWarpBeginOut = m_WarpSegments[j].m_iStartRow;
iWarpEndOut = m_WarpSegments[j].m_iEndRow;
// this warp lies within this BPMSegment, and these are wrong // this warp lies within this BPMSegment, and these are wrong
// huh? -aj
/*
const int iRowsBeatsSinceStartOfSegment = m_WarpSegments[j].m_iStartRow - iStartRowThisSegment; const int iRowsBeatsSinceStartOfSegment = m_WarpSegments[j].m_iStartRow - iStartRowThisSegment;
const float fBeatsSinceStartOfSegment = NoteRowToBeat(iRowsBeatsSinceStartOfSegment); const float fBeatsSinceStartOfSegment = NoteRowToBeat(iRowsBeatsSinceStartOfSegment);
const float fWarpStartSecond = fBeatsSinceStartOfSegment / fBPS; const float fWarpStartSecond = fBeatsSinceStartOfSegment / fBPS;
*/
} }
*/
const float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment; const float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
const float fSecondsInThisSegment = fBeatsInThisSegment / fBPS; const float fSecondsInThisSegment = fBeatsInThisSegment / fBPS;
@@ -291,17 +314,17 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
*/ */
if( bIsLastBPMSegment || fElapsedTime <= fSecondsInThisSegment ) if( bIsLastBPMSegment || fElapsedTime <= fSecondsInThisSegment )
{ {
// this BPMSegment IS the current segment // this BPMSegment IS the current segment.
fBeatOut = fStartBeatThisSegment + fElapsedTime*fBPS; fBeatOut = fStartBeatThisSegment + fElapsedTime*fBPS;
fBPSOut = fBPS; fBPSOut = fBPS;
bFreezeOut = false; bFreezeOut = false;
bDelayOut = false; bDelayOut = false;
//bWarpOut = false; //iWarpBeginOut;
//iWarpEndOut;
return; return;
} }
// this BPMSegment is NOT the current segment // this BPMSegment is NOT the current segment.
fElapsedTime -= fSecondsInThisSegment; fElapsedTime -= fSecondsInThisSegment;
// xxx: negative testing // xxx: negative testing
/* /*
@@ -317,13 +340,13 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
// If we get here, something has gone wrong. Is everything sorted? // If we get here, something has gone wrong. Is everything sorted?
vector<BPMSegment> vBPMS = m_BPMSegments; vector<BPMSegment> vBPMS = m_BPMSegments;
vector<StopSegment> vSS = m_StopSegments; vector<StopSegment> vSS = m_StopSegments;
//vector<WarpSegment> vWS = m_WarpSegments; vector<WarpSegment> vWS = m_WarpSegments;
sort( vBPMS.begin(), vBPMS.end() ); sort( vBPMS.begin(), vBPMS.end() );
sort( vSS.begin(), vSS.end() ); sort( vSS.begin(), vSS.end() );
//sort( vWS.begin(), vWS.end() ); sort( vWS.begin(), vWS.end() );
ASSERT_M( vBPMS == m_BPMSegments, "The BPM segments were not sorted!" ); ASSERT_M( vBPMS == m_BPMSegments, "The BPM segments were not sorted!" );
ASSERT_M( vSS == m_StopSegments, "The Stop segments were not sorted!" ); ASSERT_M( vSS == m_StopSegments, "The Stop segments were not sorted!" );
//ASSERT_M( vWS == m_WarpSegments, "The Warp segments were not sorted!" ); ASSERT_M( vWS == m_WarpSegments, "The Warp segments were not sorted!" );
FAIL_M( ssprintf("Failed to find the appropriate segment for elapsed time %f.", fTime) ); FAIL_M( ssprintf("Failed to find the appropriate segment for elapsed time %f.", fTime) );
} }
@@ -375,7 +398,9 @@ float TimingData::GetElapsedTimeFromBeatNoOffset( float fBeat ) const
/* /*
for( unsigned i=0; i<m_WarpSegments.size(); i++ ) // foreach WarpSegment for( unsigned i=0; i<m_WarpSegments.size(); i++ ) // foreach WarpSegment
{ {
// do some crap with warps here // todo: is this correct? -aj
const int iWarpToRow = m_WarpSegments[i].m_iEndRow;
fElapsedTime += NoteRowToBeat( iWarpToRow );
} }
*/ */
@@ -499,12 +524,10 @@ bool TimingData::HasStops() const
return m_StopSegments.size()>0; return m_StopSegments.size()>0;
} }
/*
bool TimingData::HasWarps() const bool TimingData::HasWarps() const
{ {
return m_WarpSegments.size()>0; return m_WarpSegments.size()>0;
} }
*/
void TimingData::NoteRowToMeasureAndBeat( int iNoteRow, int &iMeasureIndexOut, int &iBeatIndexOut, int &iRowsRemainder ) const void TimingData::NoteRowToMeasureAndBeat( int iNoteRow, int &iMeasureIndexOut, int &iBeatIndexOut, int &iRowsRemainder ) const
{ {
@@ -614,6 +637,7 @@ public:
LuaHelpers::CreateTableFromArray(fBPMs, L); LuaHelpers::CreateTableFromArray(fBPMs, L);
return 1; return 1;
} }
static int HasNegativeBPMs( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bHasNegativeBpms); return 1; }
// formerly in Song.cpp in sm-ssc private beta 1.x: // formerly in Song.cpp in sm-ssc private beta 1.x:
static int GetBPMAtBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->GetBPMAtBeat(FArg(1))); return 1; } static int GetBPMAtBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->GetBPMAtBeat(FArg(1))); return 1; }
static int GetBeatFromElapsedTime( T* p, lua_State *L ) { lua_pushnumber(L, p->GetBeatFromElapsedTime(FArg(1))); return 1; } static int GetBeatFromElapsedTime( T* p, lua_State *L ) { lua_pushnumber(L, p->GetBeatFromElapsedTime(FArg(1))); return 1; }
@@ -628,6 +652,7 @@ public:
ADD_METHOD( GetBPMs ); ADD_METHOD( GetBPMs );
ADD_METHOD( GetBPMsAndTimes ); ADD_METHOD( GetBPMsAndTimes );
ADD_METHOD( GetActualBPM ); ADD_METHOD( GetActualBPM );
ADD_METHOD( HasNegativeBPMs );
// formerly in Song.cpp in sm-ssc private beta 1.x: // formerly in Song.cpp in sm-ssc private beta 1.x:
ADD_METHOD( GetBPMAtBeat ); ADD_METHOD( GetBPMAtBeat );
ADD_METHOD( GetBeatFromElapsedTime ); ADD_METHOD( GetBeatFromElapsedTime );
+15 -14
View File
@@ -86,9 +86,9 @@ struct TimeSignatureSegment
}; };
/* A warp segment is used to replicate the effects of Negative BPMs without /* A warp segment is used to replicate the effects of Negative BPMs without
* ausing negative BPMs. Negative BPMs should be converted to warp segments. * abusing negative BPMs. Negative BPMs should be converted to warp segments.
* WarpAt=WarpTo is the format, where both are in beats. */ * WarpAt=WarpTo is the format, where both are in beats. (Technically they're
/* * both rows though.) */
struct WarpSegment struct WarpSegment
{ {
WarpSegment() : m_iStartRow(-1), m_iEndRow(-1) { } WarpSegment() : m_iStartRow(-1), m_iEndRow(-1) { }
@@ -105,7 +105,6 @@ struct WarpSegment
bool operator!=( const WarpSegment &other ) const { return !operator==(other); } bool operator!=( const WarpSegment &other ) const { return !operator==(other); }
bool operator<( const WarpSegment &other ) const { return m_iStartRow < other.m_iStartRow; } bool operator<( const WarpSegment &other ) const { return m_iStartRow < other.m_iStartRow; }
}; };
*/
class TimingData class TimingData
{ {
@@ -121,40 +120,43 @@ public:
void SetStopAtBeat( float fBeat, float fSeconds ) { SetStopAtRow( BeatToNoteRow(fBeat), fSeconds ); } void SetStopAtBeat( float fBeat, float fSeconds ) { SetStopAtRow( BeatToNoteRow(fBeat), fSeconds ); }
void SetStopAtBeat( float fBeat, float fSeconds, bool bDelay ) { SetStopAtRow( BeatToNoteRow(fBeat), fSeconds, bDelay ); } // (sm-ssc) void SetStopAtBeat( float fBeat, float fSeconds, bool bDelay ) { SetStopAtRow( BeatToNoteRow(fBeat), fSeconds, bDelay ); } // (sm-ssc)
float GetStopAtRow( int iNoteRow, bool &bDelayOut ) const; float GetStopAtRow( int iNoteRow, bool &bDelayOut ) const;
int GetWarpToRow( int iWarpBeginRow ) const;
void SetDelayAtRow( int iNoteRow, float fSeconds ); // sm-ssc void SetDelayAtRow( int iNoteRow, float fSeconds ); // sm-ssc
void MultiplyBPMInBeatRange( int iStartIndex, int iEndIndex, float fFactor ); void MultiplyBPMInBeatRange( int iStartIndex, int iEndIndex, float fFactor );
void AddBPMSegment( const BPMSegment &seg ); void AddBPMSegment( const BPMSegment &seg );
void AddStopSegment( const StopSegment &seg ); void AddStopSegment( const StopSegment &seg );
void AddTimeSignatureSegment( const TimeSignatureSegment &seg ); void AddTimeSignatureSegment( const TimeSignatureSegment &seg );
//void AddWarpSegment( const WarpSegment &seg ); void AddWarpSegment( const WarpSegment &seg );
int GetBPMSegmentIndexAtBeat( float fBeat ); int GetBPMSegmentIndexAtBeat( float fBeat );
const TimeSignatureSegment& GetTimeSignatureSegmentAtBeat( float fBeat ) const; const TimeSignatureSegment& GetTimeSignatureSegmentAtBeat( float fBeat ) const;
BPMSegment& GetBPMSegmentAtBeat( float fBeat ); BPMSegment& GetBPMSegmentAtBeat( float fBeat );
void NoteRowToMeasureAndBeat( int iNoteRow, int &iMeasureIndexOut, int &iBeatIndexOut, int &iRowsRemainder ) const; void NoteRowToMeasureAndBeat( int iNoteRow, int &iMeasureIndexOut, int &iBeatIndexOut, int &iRowsRemainder ) const;
void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut ) const; void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut, int &iWarpBeginOut, int &iWarpEndOut ) const;
float GetBeatFromElapsedTime( float fElapsedTime ) const // shortcut for places that care only about the beat float GetBeatFromElapsedTime( float fElapsedTime ) const // shortcut for places that care only about the beat
{ {
float fBeat, fThrowAway; float fBeat, fThrowAway;
bool bThrowAway, bThrowAway2; bool bThrowAway, bThrowAway2;
GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeat, fThrowAway, bThrowAway, bThrowAway2 ); int iThrowAway, iThrowAway2;
GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeat, fThrowAway, bThrowAway, bThrowAway2, iThrowAway, iThrowAway2 );
return fBeat; return fBeat;
} }
float GetElapsedTimeFromBeat( float fBeat ) const; float GetElapsedTimeFromBeat( float fBeat ) const;
void GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut ) const; void GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut, bool &bDelayOut, int &iWarpBeginOut, int &iWarpEndOut ) const;
float GetBeatFromElapsedTimeNoOffset( float fElapsedTime ) const // shortcut for places that care only about the beat float GetBeatFromElapsedTimeNoOffset( float fElapsedTime ) const // shortcut for places that care only about the beat
{ {
float fBeat, fThrowAway; float fBeat, fThrowAway;
bool bThrowAway, bThrowAway2; bool bThrowAway, bThrowAway2;
GetBeatAndBPSFromElapsedTimeNoOffset( fElapsedTime, fBeat, fThrowAway, bThrowAway, bThrowAway2 ); int iThrowAway, iThrowAway2;
GetBeatAndBPSFromElapsedTimeNoOffset( fElapsedTime, fBeat, fThrowAway, bThrowAway, bThrowAway2, iThrowAway, iThrowAway2 );
return fBeat; return fBeat;
} }
float GetElapsedTimeFromBeatNoOffset( float fBeat ) const; float GetElapsedTimeFromBeatNoOffset( float fBeat ) const;
bool HasBpmChanges() const; bool HasBpmChanges() const;
bool HasStops() const; bool HasStops() const;
// bool HasWarps() const; bool HasWarps() const;
bool operator==( const TimingData &other ) bool operator==( const TimingData &other )
{ {
@@ -164,11 +166,9 @@ public:
COMPARE( m_StopSegments.size() ); COMPARE( m_StopSegments.size() );
for( unsigned i=0; i<m_StopSegments.size(); i++ ) for( unsigned i=0; i<m_StopSegments.size(); i++ )
COMPARE( m_StopSegments[i] ); COMPARE( m_StopSegments[i] );
/*
COMPARE( m_WarpSegments.size() ); COMPARE( m_WarpSegments.size() );
for( unsigned i=0; i<m_WarpSegments.size(); i++ ) for( unsigned i=0; i<m_WarpSegments.size(); i++ )
COMPARE( m_WarpSegments[i] ); COMPARE( m_WarpSegments[i] );
*/
COMPARE( m_fBeat0OffsetInSeconds ); COMPARE( m_fBeat0OffsetInSeconds );
return true; return true;
} }
@@ -181,12 +181,13 @@ public:
// Lua // Lua
void PushSelf( lua_State *L ); void PushSelf( lua_State *L );
RString m_sFile; // informational only RString m_sFile; // informational only
vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay
vector<StopSegment> m_StopSegments; // this must be sorted before gameplay vector<StopSegment> m_StopSegments; // this must be sorted before gameplay
vector<TimeSignatureSegment> m_vTimeSignatureSegments; // this must be sorted before gameplay vector<TimeSignatureSegment> m_vTimeSignatureSegments; // this must be sorted before gameplay
// vector<WarpSegment> m_vWarpSegments; // this must be sorted before gameplay vector<WarpSegment> m_WarpSegments; // this must be sorted before gameplay
float m_fBeat0OffsetInSeconds; float m_fBeat0OffsetInSeconds;
bool m_bHasNegativeBpms; // only used for Lua bindings in Song (to be moved to TimingData later)
}; };
#undef COMPARE #undef COMPARE