#ifndef NOTEDATAUTIL_H #define NOTEDATAUTIL_H /* ----------------------------------------------------------------------------- File: NoteDataUtil.h Desc: Holds data about the notes that the player is supposed to hit. NoteData is organized by: track - corresponds to different columns of notes on the screen index - corresponds to subdivisions of beats Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "GameConstantsAndTypes.h" // for RadarCategory #include "NoteTypes.h" #include "NoteData.h" struct PlayerOptions; /* Utils for NoteData. Things should go in here if they can be (cleanly and * efficiently) implemented using only NoteData's primitives; this improves * abstraction and makes it much easier to change NoteData internally in * the future. */ namespace NoteDataUtil { NoteType GetSmallestNoteTypeForMeasure( const NoteData &n, int iMeasureIndex ); void LoadFromSMNoteDataString( NoteData &out, CString sSMNoteData ); void GetSMNoteDataString( const NoteData &in, CString &out ); float GetStreamRadarValue( const NoteData &in, float fSongSeconds ); float GetVoltageRadarValue( const NoteData &in, float fSongSeconds ); float GetAirRadarValue( const NoteData &in, float fSongSeconds ); float GetFreezeRadarValue( const NoteData &in, float fSongSeconds ); float GetChaosRadarValue( const NoteData &in, float fSongSeconds ); // radar values - return between 0.0 and 1.2 float GetRadarValue( const NoteData &in, RadarCategory rv, float fSongSeconds ); void RemoveHoldNotes( NoteData &in ); enum TurnType { left, right, mirror, shuffle, super_shuffle, NUM_TURN_TYPES }; void Turn( NoteData &in, StepsType st, TurnType tt ); void Little( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 ); void Wide( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 ); void Big( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 ); void Quick( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 ); void Skippy( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 ); void Mines( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 ); void InsertIntelligentTaps( NoteData &in, float fBeatInterval, float fInsertBeatOffset, bool bSkippy, float fStartBeat = -1, float fEndBeat = -1 ); void SuperShuffleTaps( NoteData &in ); // change all TAP_ADDITIONs to TAP_TAPs void ConvertAdditionsToRegular( NoteData &in ); void Backwards( NoteData &in ); void SwapSides( NoteData &in ); void CopyLeftToRight( NoteData &in ); void CopyRightToLeft( NoteData &in ); void ClearLeft( NoteData &in ); void ClearRight( NoteData &in ); void CollapseToOne( NoteData &in ); void ShiftLeft( NoteData &in ); void ShiftRight( NoteData &in ); void SnapToNearestNoteType( NoteData &in, NoteType nt1, NoteType nt2, float fBeginBeat, float fEndBeat ); inline void SnapToNearestNoteType( NoteData &in, NoteType nt, float fBeginBeat, float fEndBeat ) { SnapToNearestNoteType( in, nt, (NoteType)-1, fBeginBeat, fEndBeat ); } void FixImpossibleRows( NoteData &in, StepsType st ); // True if no notes in row that aren't true in the mask bool RowPassesValidMask( NoteData &in, int row, const bool bValidMask[] ); void TransformNoteData( NoteData &nd, PlayerOptions &po, StepsType st ); void Scale( NoteData &nd, float fScale ); // If fBeatsToShift>0, add blank rows. If fBeatsToShift<0, delete rows void ShiftRows( NoteData &nd, float fStartBeat, float fBeatsToShift ); }; #endif