#ifndef NOTE_TYPES_H #define NOTE_TYPES_H struct TapNote { enum Type { empty, tap, hold_head, // graded like a TAP_TAP hold_tail, /* In 2sand3s mode, holds are deleted and TAP_HOLD_END is added: */ hold, /* In 4s mode, holds and TAP_HOLD_HEAD are deleted and TAP_HOLD is added: */ mine, // don't step! attack, }; unsigned type : 3; // no unsigned enum support in VC++ enum Source { original, // part of the original NoteData addition, // additional note added by a transform removed, // Removed taps, e.g. in Little - play keysounds here as if // judged Perfect, but don't bother rendering or judging this // step. Also used for when we implement auto-scratch in BM, // and for if/when we do a "reduce" modifier that cancels out // all but N keys on a line [useful for BM->DDR autogen, too]. // Removed hold body (...why?) - acts as follows: // 1 - if we're using a sustained-sound gametype [Keyboardmania], and // we've already hit the start of the sound (?? we put Holds Off on?) // then this is triggered automatically to keep the sound going // 2 - if we're NOT [anything else], we ignore this. // Equivalent to all 4s aside from the first one. }; unsigned source : 2; // only valid if type!=empty bool bAttack : 1; // true if this note causes an attack when hit bool bKeysound : 1; // true if this note plays a keysound when hit // CAREFUL: small fields grouped together for alignment. uint8_t attackIndex; // index into NoteData's vector of attacks // Only valid if bAttack. uint16_t keysoundIndex; // index into Song's vector of keysound files. // Only valid if bKeysound. // Some songs have > 256 keysounds. void Set( Type type_, Source source_, bool bAttack_, uint8_t attackIndex_, bool bKeysound_, uint16_t keysoundIndex_ ) { type = type_; source = source_; bAttack = bAttack_; attackIndex = attackIndex_; bKeysound = bKeysound_; keysoundIndex = keysoundIndex_; } bool operator==( const TapNote &other ) { #define COMPARE(x) if(x!=other.x) return false; COMPARE(type); COMPARE(source); COMPARE(bAttack); COMPARE(bKeysound); COMPARE(attackIndex); COMPARE(keysoundIndex); #undef COMPARE return true; } }; const unsigned MAX_NUM_ATTACKS = 2*2*2; // 3 bits to hold the attack index currently extern TapNote TAP_EMPTY; // '0' extern TapNote TAP_ORIGINAL_TAP; // '1' extern TapNote TAP_ORIGINAL_HOLD_HEAD; // '2' extern TapNote TAP_ORIGINAL_HOLD_TAIL; // '3' extern TapNote TAP_ORIGINAL_HOLD; // '4' extern TapNote TAP_ORIGINAL_MINE; // 'M' extern TapNote TAP_ADDITION_TAP; extern TapNote TAP_ADDITION_MINE; // TODO: Don't have a hard-coded track limit. const int MAX_NOTE_TRACKS = 16; const int BEATS_PER_MEASURE = 4; const int ROWS_PER_BEAT = 48; // It is important that this number is evenly divisible by 2, 3, and 4. const int ROWS_PER_MEASURE = ROWS_PER_BEAT * BEATS_PER_MEASURE; enum NoteType { NOTE_TYPE_4TH, // quarter note NOTE_TYPE_8TH, // eighth note NOTE_TYPE_12TH, // triplet NOTE_TYPE_16TH, // sixteenth note NOTE_TYPE_24TH, // twenty-fourth note NOTE_TYPE_32ND, // thirty-second note // Why is this high of resolution needed? It's breaking NoteSkins // with note-coloring, and the extra resolution will take up more // memory. Does any game actually use this? -Chris // MD 11/02/03 - added finer divisions NOTE_TYPE_48TH, // forty-eighth note NOTE_TYPE_64TH, // sixty-fourth note // Not having this triggers asserts all over the place. Go figure. NOTE_TYPE_192ND, NUM_NOTE_TYPES, NOTE_TYPE_INVALID }; float NoteTypeToBeat( NoteType nt ); NoteType GetNoteType( int iNoteIndex ); NoteType BeatToNoteType( float fBeat ); bool IsNoteOfType( int iNoteIndex, NoteType t ); CString NoteTypeToString( NoteType nt ); inline int BeatToNoteRow( float fBeatNum ) { return int( fBeatNum * ROWS_PER_BEAT + 0.5f); }; // round inline int BeatToNoteRowNotRounded( float fBeatNum ) { return (int)( fBeatNum * ROWS_PER_BEAT ); }; inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ROWS_PER_BEAT; }; inline float NoteRowToBeat( int iNoteIndex ) { return NoteRowToBeat( (float)iNoteIndex ); }; struct HoldNote { HoldNote( int t, int s, int e ) { iTrack=t; iStartRow=s; iEndRow=e; } bool RowIsInRange( int row ) const { return iStartRow <= row && row <= iEndRow; } bool RangeOverlaps( int start, int end ) const { /* If the range doesn't overlap us, then start and end are either both before * us or both after us. */ return !( (start < iStartRow && end < iStartRow) || (start > iEndRow && end > iEndRow) ); } bool RangeOverlaps( const HoldNote &hn ) const { return RangeOverlaps(hn.iStartRow, hn.iEndRow); } bool RangeInside( int start, int end ) const { return iStartRow <= start && end <= iEndRow; } bool ContainedByRange( int start, int end ) const { return start <= iStartRow && iEndRow <= end; } float GetStartBeat() const { return NoteRowToBeat( iStartRow ); } float GetEndBeat() const { return NoteRowToBeat( iEndRow ); } /* Invariant: iStartRow <= iEndRow */ int iStartRow; int iEndRow; int iTrack; }; #endif /* * (c) 2001-2004 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */