Files
itgmania212121/stepmania/src/NoteDataUtil.cpp
T
Chris Danford 69f5527450 improve skippy
improve order of transforms when multiple are in effect
2004-03-01 08:59:22 +00:00

1538 lines
44 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: NoteDataUtil
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "NoteDataUtil.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "PlayerOptions.h"
#include "song.h"
#include "GameState.h"
NoteType NoteDataUtil::GetSmallestNoteTypeForMeasure( const NoteData &n, int iMeasureIndex )
{
const int iMeasureStartIndex = iMeasureIndex * ROWS_PER_MEASURE;
const int iMeasureLastIndex = (iMeasureIndex+1) * ROWS_PER_MEASURE - 1;
// probe to find the smallest note type
NoteType nt;
for( nt=(NoteType)0; nt<NUM_NOTE_TYPES; nt=NoteType(nt+1) ) // for each NoteType, largest to largest
{
float fBeatSpacing = NoteTypeToBeat( nt );
int iRowSpacing = int(roundf( fBeatSpacing * ROWS_PER_BEAT ));
bool bFoundSmallerNote = false;
for( int i=iMeasureStartIndex; i<=iMeasureLastIndex; i++ ) // for each index in this measure
{
if( i % iRowSpacing == 0 )
continue; // skip
if( !n.IsRowEmpty(i) )
{
bFoundSmallerNote = true;
break;
}
}
if( bFoundSmallerNote )
continue; // searching the next NoteType
else
break; // stop searching. We found the smallest NoteType
}
if( nt == NUM_NOTE_TYPES ) // we didn't find one
return NOTE_TYPE_INVALID; // well-formed notes created in the editor should never get here
else
return nt;
}
void NoteDataUtil::LoadFromSMNoteDataString( NoteData &out, CString sSMNoteData, CString sSMAttackData )
{
{
//
// Load note data
//
/* Clear notes, but keep the same number of tracks. */
int iNumTracks = out.GetNumTracks();
out.Init();
out.SetNumTracks( iNumTracks );
// strip comments out of sSMNoteData
while( sSMNoteData.Find("//") != -1 )
{
int iIndexCommentStart = sSMNoteData.Find("//");
int iIndexCommentEnd = sSMNoteData.Find("\n", iIndexCommentStart);
if( iIndexCommentEnd == -1 ) // comment doesn't have an end?
sSMNoteData.erase( iIndexCommentStart, 2 );
else
sSMNoteData.erase( iIndexCommentStart, iIndexCommentEnd-iIndexCommentStart );
}
CStringArray asMeasures;
split( sSMNoteData, ",", asMeasures, true ); // ignore empty is important
for( unsigned m=0; m<asMeasures.size(); m++ ) // foreach measure
{
CString &sMeasureString = asMeasures[m];
TrimLeft(sMeasureString);
TrimRight(sMeasureString);
CStringArray asMeasureLines;
split( sMeasureString, "\n", asMeasureLines, true ); // ignore empty is important
for( unsigned l=0; l<asMeasureLines.size(); l++ )
{
CString &sMeasureLine = asMeasureLines[l];
TrimLeft(sMeasureLine);
TrimRight(sMeasureLine);
const float fPercentIntoMeasure = l/(float)asMeasureLines.size();
const float fBeat = (m + fPercentIntoMeasure) * BEATS_PER_MEASURE;
const int iIndex = BeatToNoteRow( fBeat );
// if( m_iNumTracks != sMeasureLine.GetLength() )
// RageException::Throw( "Actual number of note columns (%d) is different from the StepsType (%d).", m_iNumTracks, sMeasureLine.GetLength() );
for( int c=0; c<min(sMeasureLine.GetLength(),out.GetNumTracks()); c++ )
{
TapNote t;
switch(sMeasureLine[c])
{
case '0': t = TAP_EMPTY; break;
case '1': t = TAP_TAP; break;
case '2': t = TAP_HOLD_HEAD; break;
case '3': t = TAP_HOLD_TAIL; break;
// case 'm':
// Don't be loose with the definition. Use only 'M' since
// that's what we've been writing to disk. -Chris
case 'M': t = TAP_MINE; break;
default:
if( sMeasureLine[c] >= 'a' && sMeasureLine[c] <= 'z' )
{
t = sMeasureLine[c];
}
else
{
/* Invalid data. We don't want to assert, since there might
* simply be invalid data in an .SM, and we don't want to die
* due to invalid data. We should probably check for this when
* we load SM data for the first time ... */
// ASSERT(0);
t = TAP_EMPTY;
}
break;
}
out.SetTapNote(c, iIndex, t);
}
}
}
out.Convert2sAnd3sToHoldNotes();
}
{
//
// Load attack data
//
CStringArray asLines;
split( sSMAttackData, ",", asLines, true );
for( unsigned i=0; i<asLines.size(); i++ )
{
CString& sLine = asLines[i];
TrimLeft( sLine );
TrimRight( sLine );
if( sLine.empty() )
continue; // skip
CStringArray asBits;
split( sLine, "=", asBits, true );
if( asBits.size() < 3 )
continue;
if( asBits[0].empty() )
continue;
TapNote tn = asBits[0][0];
Attack attack;
attack.level = ATTACK_LEVEL_1;
attack.sModifier = asBits[1];
attack.sModifier.Replace( '.', ',' ); // we couldn't use comma here because the map item separator is a comma
attack.fSecsRemaining = (float) atof( asBits[2] );
out.GetAttackMap()[tn] = attack;
}
}
}
void NoteDataUtil::GetSMNoteDataString( const NoteData &in_, CString &notes_out, CString &attacks_out )
{
{
//
// Get note data
//
NoteData in;
in.To2sAnd3s( in_ );
float fLastBeat = in.GetLastBeat();
int iLastMeasure = int( fLastBeat/BEATS_PER_MEASURE );
CString &sRet = notes_out;
sRet = "";
for( int m=0; m<=iLastMeasure; m++ ) // foreach measure
{
if( m )
sRet.append( 1, ',' );
NoteType nt = GetSmallestNoteTypeForMeasure( in, m );
int iRowSpacing;
if( nt == NOTE_TYPE_INVALID )
iRowSpacing = 1;
else
iRowSpacing = int(roundf( NoteTypeToBeat(nt) * ROWS_PER_BEAT ));
sRet += ssprintf(" // measure %d\n", m+1);
const int iMeasureStartRow = m * ROWS_PER_MEASURE;
const int iMeasureLastRow = (m+1) * ROWS_PER_MEASURE - 1;
for( int r=iMeasureStartRow; r<=iMeasureLastRow; r+=iRowSpacing )
{
for( int t=0; t<in.GetNumTracks(); t++ )
{
TapNote tn = in.GetTapNote(t, r);
char c;
switch( tn )
{
case TAP_EMPTY: c = '0'; break;
case TAP_TAP: c = '1'; break;
case TAP_HOLD_HEAD: c = '2'; break;
case TAP_HOLD_TAIL: c = '3'; break;
case TAP_MINE: c = 'M'; break;
default:
if( IsTapAttack(tn) )
{
c = tn;
}
else
{
ASSERT(0);
c = '0';
}
break;
}
sRet.append(1, c);
}
sRet.append(1, '\n');
}
}
}
{
//
// Get attack data
//
CStringArray asLines;
for( map<TapNote,Attack>::const_iterator iter = in_.GetAttackMap().begin();
iter != in_.GetAttackMap().end();
iter++ )
{
TapNote tn = iter->first;
Attack attack = iter->second;
attack.sModifier.Replace( ',', '.' ); // comma is the map item separator
asLines.push_back( ssprintf("%c=%s=%f,\n", tn, attack.sModifier.c_str(), attack.fSecsRemaining) );
}
attacks_out = join( ",", asLines );
}
}
float NoteDataUtil::GetRadarValue( const NoteData &in, RadarCategory rv, float fSongSeconds )
{
switch( rv )
{
case RADAR_STREAM: return GetStreamRadarValue( in, fSongSeconds );
case RADAR_VOLTAGE: return GetVoltageRadarValue( in, fSongSeconds );
case RADAR_AIR: return GetAirRadarValue( in, fSongSeconds );
case RADAR_FREEZE: return GetFreezeRadarValue( in, fSongSeconds );
case RADAR_CHAOS: return GetChaosRadarValue( in, fSongSeconds );
case RADAR_NUM_TAPS_AND_HOLDS: return (float) in.GetNumRowsWithTapOrHoldHead();
case RADAR_NUM_JUMPS: return (float) in.GetNumDoubles(); // should hands also count as a jump?
case RADAR_NUM_HOLDS: return (float) in.GetNumHoldNotes();
case RADAR_NUM_MINES: return (float) in.GetNumMines();
case RADAR_NUM_HANDS: return (float) in.GetNumHands();
default: ASSERT(0); return 0;
}
}
float NoteDataUtil::GetStreamRadarValue( const NoteData &in, float fSongSeconds )
{
if( !fSongSeconds )
return 0.0f;
// density of steps
int iNumNotes = in.GetNumTapNotes() + in.GetNumHoldNotes();
float fNotesPerSecond = iNumNotes/fSongSeconds;
float fReturn = fNotesPerSecond / 7;
return min( fReturn, 1.0f );
}
float NoteDataUtil::GetVoltageRadarValue( const NoteData &in, float fSongSeconds )
{
if( !fSongSeconds )
return 0.0f;
const float fLastBeat = in.GetLastBeat();
const float fAvgBPS = fLastBeat / fSongSeconds;
// peak density of steps
float fMaxDensitySoFar = 0;
const int BEAT_WINDOW = 8;
for( int i=0; i<=int(fLastBeat); i+=BEAT_WINDOW )
{
int iNumNotesThisWindow = in.GetNumTapNotes((float)i,(float)i+BEAT_WINDOW) + in.GetNumHoldNotes((float)i,(float)i+BEAT_WINDOW);
float fDensityThisWindow = iNumNotesThisWindow/(float)BEAT_WINDOW;
fMaxDensitySoFar = max( fMaxDensitySoFar, fDensityThisWindow );
}
float fReturn = fMaxDensitySoFar*fAvgBPS/10;
return min( fReturn, 1.0f );
}
float NoteDataUtil::GetAirRadarValue( const NoteData &in, float fSongSeconds )
{
if( !fSongSeconds )
return 0.0f;
// number of doubles
int iNumDoubles = in.GetNumDoubles();
float fReturn = iNumDoubles / fSongSeconds;
return min( fReturn, 1.0f );
}
float NoteDataUtil::GetFreezeRadarValue( const NoteData &in, float fSongSeconds )
{
if( !fSongSeconds )
return 0.0f;
// number of hold steps
float fReturn = in.GetNumHoldNotes() / fSongSeconds;
return min( fReturn, 1.0f );
}
float NoteDataUtil::GetChaosRadarValue( const NoteData &in, float fSongSeconds )
{
if( !fSongSeconds )
return 0.0f;
// count number of triplets or 16ths
int iNumChaosNotes = 0;
int rows = in.GetLastRow();
for( int r=0; r<=rows; r++ )
{
if( !in.IsRowEmpty(r) && GetNoteType(r) >= NOTE_TYPE_12TH )
iNumChaosNotes++;
}
float fReturn = iNumChaosNotes / fSongSeconds * 0.5f;
return min( fReturn, 1.0f );
}
void NoteDataUtil::RemoveHoldNotes(NoteData &in, float fStartBeat, float fEndBeat)
{
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
// turn all the HoldNotes into TapNotes
for( int i=in.GetNumHoldNotes()-1; i>=0; i-- ) // iterate backwards so we can delete
{
const HoldNote hn = in.GetHoldNote( i );
if( !hn.RangeOverlaps(iStartIndex,iEndIndex) )
continue; // skip
in.RemoveHoldNote( i );
in.SetTapNote( hn.iTrack, hn.iStartRow, TAP_TAP );
}
}
void NoteDataUtil::RemoveSimultaneousNotes(NoteData &in, int iMaxSimultaneous, float fStartBeat, float fEndBeat)
{
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
// turn all the HoldNotes into TapNotes
for( int r=iStartIndex; r<=iEndIndex; r++ ) // iterate backwards so we can delete
{
if( in.IsRowEmpty(r) )
continue; // skip
vector<int> viTracksHeld;
in.GetTracksHeldAtRow( r, viTracksHeld );
// remove the first tap note or the first hold note that starts on this row
int iTotalTracksPressed = in.GetNumTracksWithTap(r) + viTracksHeld.size();
int iTracksToRemove = max( 0, iTotalTracksPressed - iMaxSimultaneous );
for( int t=0; iTracksToRemove>0 && t<in.GetNumTracks(); t++ )
{
if( in.GetTapNote(t,r) == TAP_TAP )
{
in.SetTapNote( t, r, TAP_EMPTY );
iTracksToRemove--;
}
else if( in.GetTapNote(t,r) == TAP_HOLD_HEAD )
{
int i;
for( i=0; i<in.GetNumHoldNotes(); i++ )
{
const HoldNote& hn = in.GetHoldNote(i);
if( hn.iStartRow == r )
break;
}
ASSERT( i<in.GetNumHoldNotes() ); // if we hit this, there was a hold head with no hold
in.RemoveHoldNote( i );
iTracksToRemove--;
}
}
}
}
void NoteDataUtil::RemoveJumps( NoteData &in, float fStartBeat, float fEndBeat )
{
RemoveSimultaneousNotes(in,1);
}
void NoteDataUtil::RemoveHands( NoteData &in, float fStartBeat, float fEndBeat )
{
RemoveSimultaneousNotes(in,2);
}
void NoteDataUtil::RemoveQuads( NoteData &in, float fStartBeat, float fEndBeat )
{
RemoveSimultaneousNotes(in,3);
}
void NoteDataUtil::RemoveMines(NoteData &in, float fStartBeat, float fEndBeat )
{
int iRowStart = BeatToNoteRow(fStartBeat);
int iRowEnd = BeatToNoteRow(fEndBeat);
for( int t=0; t<in.GetNumTracks(); t++ )
for( int r=iRowStart; r<=iRowEnd; r++ )
if( in.GetTapNote(t,r)==TAP_MINE )
in.SetTapNote(t,r,TAP_EMPTY);
}
static void GetTrackMapping( StepsType st, NoteDataUtil::TrackMapping tt, int NumTracks, int *iTakeFromTrack )
{
int t;
// Identity transform for cases not handled below.
for( t = 0; t < MAX_NOTE_TRACKS; ++t )
iTakeFromTrack[t] = t;
switch( tt )
{
case NoteDataUtil::left:
case NoteDataUtil::right:
// Is there a way to do this withoutn handling each StepsType? -Chris
switch( st )
{
case STEPS_TYPE_DANCE_SINGLE:
case STEPS_TYPE_DANCE_DOUBLE:
case STEPS_TYPE_DANCE_COUPLE:
iTakeFromTrack[0] = 2;
iTakeFromTrack[1] = 0;
iTakeFromTrack[2] = 3;
iTakeFromTrack[3] = 1;
iTakeFromTrack[4] = 6;
iTakeFromTrack[5] = 4;
iTakeFromTrack[6] = 7;
iTakeFromTrack[7] = 5;
break;
case STEPS_TYPE_DANCE_SOLO:
iTakeFromTrack[0] = 5;
iTakeFromTrack[1] = 4;
iTakeFromTrack[2] = 0;
iTakeFromTrack[3] = 3;
iTakeFromTrack[4] = 1;
iTakeFromTrack[5] = 2;
break;
case STEPS_TYPE_PUMP_SINGLE:
case STEPS_TYPE_PUMP_COUPLE:
iTakeFromTrack[0] = 3;
iTakeFromTrack[1] = 4;
iTakeFromTrack[2] = 2;
iTakeFromTrack[3] = 0;
iTakeFromTrack[4] = 1;
iTakeFromTrack[5] = 8;
iTakeFromTrack[6] = 9;
iTakeFromTrack[7] = 7;
iTakeFromTrack[8] = 5;
iTakeFromTrack[9] = 6;
break;
case STEPS_TYPE_PUMP_HALFDOUBLE:
iTakeFromTrack[0] = 2;
iTakeFromTrack[1] = 0;
iTakeFromTrack[2] = 1;
iTakeFromTrack[3] = 3;
iTakeFromTrack[4] = 4;
iTakeFromTrack[5] = 5;
break;
case STEPS_TYPE_PUMP_DOUBLE:
iTakeFromTrack[0] = 8;
iTakeFromTrack[1] = 9;
iTakeFromTrack[2] = 7;
iTakeFromTrack[3] = 5;
iTakeFromTrack[4] = 6;
iTakeFromTrack[5] = 3;
iTakeFromTrack[6] = 4;
iTakeFromTrack[7] = 2;
iTakeFromTrack[8] = 0;
iTakeFromTrack[9] = 1;
break;
default: break;
}
if( tt == NoteDataUtil::right )
{
/* Invert. */
int iTrack[MAX_NOTE_TRACKS];
memcpy( iTrack, iTakeFromTrack, sizeof(iTrack) );
for( t = 0; t < MAX_NOTE_TRACKS; ++t )
{
const int to = iTrack[t];
iTakeFromTrack[to] = t;
}
}
break;
case NoteDataUtil::mirror:
for( t=0; t<NumTracks; t++ )
iTakeFromTrack[t] = NumTracks-t-1;
break;
case NoteDataUtil::shuffle:
case NoteDataUtil::super_shuffle: // use shuffle code to mix up HoldNotes without creating impossible patterns
{
// TRICKY: Shuffle so that both player get the same shuffle mapping
// in the same round.
int iShuffleSeed = GAMESTATE->m_iRoundSeed;
reshuffle:
RandomGen rnd( iShuffleSeed );
vector<int> aiTracksLeftToMap;
for( t=0; t<NumTracks; t++ )
aiTracksLeftToMap.push_back( t );
bool bIsIdentity = true;
for( t=0; t<NumTracks; t++ )
{
int iRandTrackIndex = rnd( aiTracksLeftToMap.size() );
int iRandTrack = aiTracksLeftToMap[iRandTrackIndex];
aiTracksLeftToMap.erase( aiTracksLeftToMap.begin()+iRandTrackIndex,
aiTracksLeftToMap.begin()+iRandTrackIndex+1 );
iTakeFromTrack[t] = iRandTrack;
if( iTakeFromTrack[t] != t )
bIsIdentity = false;
}
if( bIsIdentity )
{
iShuffleSeed++;
goto reshuffle;
}
}
break;
case NoteDataUtil::stomp:
switch( st )
{
case STEPS_TYPE_DANCE_SINGLE:
case STEPS_TYPE_DANCE_DOUBLE:
case STEPS_TYPE_DANCE_COUPLE:
iTakeFromTrack[0] = 3;
iTakeFromTrack[1] = 2;
iTakeFromTrack[2] = 1;
iTakeFromTrack[3] = 0;
iTakeFromTrack[4] = 7;
iTakeFromTrack[5] = 6;
iTakeFromTrack[6] = 5;
iTakeFromTrack[7] = 4;
break;
default:
break;
}
break;
default:
ASSERT(0);
}
}
static void SuperShuffleTaps( NoteData &in, int iStartIndex, int iEndIndex )
{
/* We already did the normal shuffling code above, which did a good job
* of shuffling HoldNotes without creating impossible patterns.
* Now, go in and shuffle the TapNotes per-row.
*
* This is only called by NoteDataUtil::Turn. "in" is in 4s, and iStartIndex
* and iEndIndex are in range. */
for( int r=iStartIndex; r<=iEndIndex; r++ )
{
for( int t1=0; t1<in.GetNumTracks(); t1++ )
{
TapNote tn1 = in.GetTapNote(t1, r);
if( tn1==TAP_HOLD )
continue;
// a tap that is not part of a hold
// probe for a spot to swap with
while( 1 )
{
const int t2 = rand() % in.GetNumTracks();
TapNote tn2 = in.GetTapNote(t2, r);
if( tn2==TAP_HOLD ) // a tap that is not part of a hold
continue;
// swap
in.SetTapNote(t1, r, tn2);
in.SetTapNote(t2, r, tn1);
break;
}
}
}
}
void NoteDataUtil::Turn( NoteData &in, StepsType st, TrackMapping tt, float fStartBeat, float fEndBeat )
{
int iTakeFromTrack[MAX_NOTE_TRACKS]; // New track "t" will take from old track iTakeFromTrack[t]
GetTrackMapping( st, tt, in.GetNumTracks(), iTakeFromTrack );
if( fEndBeat == -1 )
fEndBeat = in.GetMaxBeat();
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
/* Clamp to known-good ranges. */
iStartIndex = max( iStartIndex, 0 );
iEndIndex = min( iEndIndex, in.GetMaxRow()-1 );
/* XXX: We could do this without an extra temporary NoteData: calculate
* a list of "swaps". For example, the 4-track mapping 1 0 2 3 is swaps
* 1, -1, -1, -1: track 0 swaps with track 1, track 1 doesn't swap (it's
* already in place--due to the first swap), and track 2 and 3 don't swap
* (they were already in place to begin with). */
NoteData tempNoteData;
tempNoteData.To4s( in );
NoteData tempNoteDataOut; // write into here as we tranform
tempNoteDataOut.Config( in );
// transform notes
for( int t=0; t<in.GetNumTracks(); t++ )
for( int r=iStartIndex; r<=iEndIndex; r++ )
tempNoteDataOut.SetTapNote(t, r, tempNoteData.GetTapNote(iTakeFromTrack[t], r));
if( tt == super_shuffle )
SuperShuffleTaps( tempNoteDataOut, iStartIndex, iEndIndex ); /* expects 4s */
in.From4s( tempNoteDataOut );
}
void NoteDataUtil::Backwards( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row/2; r++ )
{
int iRowEarlier = r;
int iRowLater = max_row-r;
for( int t=0; t<in.GetNumTracks(); t++ )
{
TapNote tnEarlier = in.GetTapNote(t, iRowEarlier);
TapNote tnLater = in.GetTapNote(t, iRowLater);
in.SetTapNote(t, iRowEarlier, tnLater);
in.SetTapNote(t, iRowLater, tnEarlier);
}
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::SwapSides( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
{
for( int t=0; t<in.GetNumTracks()/2; t++ )
{
int iTrackEarlier = t;
int iTrackLater = t + in.GetNumTracks()/2 + in.GetNumTracks()%2;
// swap
TapNote tnEarlier = in.GetTapNote(iTrackEarlier, r);
TapNote tnLater = in.GetTapNote(iTrackLater, r);
in.SetTapNote(iTrackEarlier, r, tnLater);
in.SetTapNote(iTrackLater, r, tnEarlier);
}
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::Little(NoteData &in, float fStartBeat, float fEndBeat)
{
int i;
// filter out all non-quarter notes
int max_row = in.GetLastRow();
for( i=0; i<=max_row; i+=1 )
if( i % ROWS_PER_BEAT != 0 )
for( int c=0; c<in.GetNumTracks(); c++ )
in.SetTapNote(c, i, TAP_EMPTY);
for( i=in.GetNumHoldNotes()-1; i>=0; i-- )
if( fmodf(in.GetHoldNote(i).GetStartBeat(),1) != 0 ) // doesn't start on a beat
in.RemoveHoldNote( i );
}
void NoteDataUtil::Wide( NoteData &in, float fStartBeat, float fEndBeat )
{
// Make all all quarter notes into jumps.
in.ConvertHoldNotesTo4s();
/* Start on an even beat. */
fStartBeat = froundf( fStartBeat, 2 );
const int first_row = BeatToNoteRow( fStartBeat );
const int last_row = min( BeatToNoteRow(fEndBeat), in.GetLastRow() );
for( int i=first_row; i<last_row; i+=ROWS_PER_BEAT*2 ) // every even beat
{
if( in.GetNumTapNonEmptyTracks(i) != 1 )
continue; // skip. Don't place during holds
if( in.GetNumTracksWithTap(i) != 1 )
continue; // skip
bool bSpaceAroundIsEmpty = true; // no other notes with a 1/8th of this row
for( int j=i-ROWS_PER_BEAT/2+1; j<i+ROWS_PER_BEAT/2-1; j++ )
if( j!=i && in.GetNumTapNonEmptyTracks(j) > 0 )
{
bSpaceAroundIsEmpty = false;
break;
}
if( !bSpaceAroundIsEmpty )
continue; // skip
// add a note determinitsitcally
int iBeat = (int)roundf( NoteRowToBeat(i) );
int iTrackOfNote = in.GetFirstTrackWithTap(i);
int iTrackToAdd = iTrackOfNote + (iBeat%5)-2; // won't be more than 2 tracks away from the existing note
CLAMP( iTrackToAdd, 0, in.GetNumTracks()-1 );
if( iTrackToAdd == iTrackOfNote )
iTrackToAdd++;
CLAMP( iTrackToAdd, 0, in.GetNumTracks()-1 );
if( iTrackToAdd == iTrackOfNote )
iTrackToAdd--;
CLAMP( iTrackToAdd, 0, in.GetNumTracks()-1 );
if( in.GetTapNote(iTrackToAdd, i) != TAP_EMPTY )
{
iTrackToAdd = (iTrackToAdd+1) % in.GetNumTracks();
}
in.SetTapNote(iTrackToAdd, i, TAP_ADDITION);
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::Big( NoteData &in, float fStartBeat, float fEndBeat )
{
InsertIntelligentTaps(in,1.0f,0.5f,1.0f,false,fStartBeat,fEndBeat); // add 8ths between 4ths
}
void NoteDataUtil::Quick( NoteData &in, float fStartBeat, float fEndBeat )
{
InsertIntelligentTaps(in,0.5f,0.25f,1.0f,false,fStartBeat,fEndBeat); // add 16ths between 8ths
}
// Due to popular request by people annoyed with the "new" implementation of Quick, we now have
// this BMR-izer for your steps. Use with caution.
void NoteDataUtil::BMRize( NoteData &in, float fStartBeat, float fEndBeat )
{
Big( in, fStartBeat, fEndBeat );
Quick( in, fStartBeat, fEndBeat );
}
void NoteDataUtil::Skippy( NoteData &in, float fStartBeat, float fEndBeat )
{
InsertIntelligentTaps(in,1.0f,0.75f,1.0f,true,fStartBeat,fEndBeat); // add 16ths between 4ths
}
void NoteDataUtil::InsertIntelligentTaps(
NoteData &in,
float fWindowSizeBeats,
float fInsertOffsetBeats,
float fWindowStrideBeats,
bool bSkippy,
float fStartBeat,
float fEndBeat )
{
ASSERT( fInsertOffsetBeats <= fWindowSizeBeats );
ASSERT( fWindowSizeBeats <= fWindowStrideBeats );
in.ConvertHoldNotesTo4s();
bool bRequireNoteAtBeginningOfWindow = !bSkippy;
bool bRequireNoteAtEndOfWindow = true;
/* Start on a multiple of fBeatInterval. */
fStartBeat = froundf( fStartBeat, fWindowStrideBeats );
// Insert a beat in the middle of every fBeatInterval.
const int first_row = BeatToNoteRow( fStartBeat );
const int last_row = min( BeatToNoteRow(fEndBeat), in.GetLastRow() );
const int rows_per_window = BeatToNoteRow( fWindowSizeBeats );
const int rows_per_stride = BeatToNoteRow( fWindowStrideBeats );
const int insert_row_offset = BeatToNoteRow( fInsertOffsetBeats );
for( int i=first_row; i<last_row; i+=rows_per_stride )
{
int iRowEarlier = i;
int iRowLater = i + rows_per_window;
int iRowToAdd = i + insert_row_offset;
// following two lines have been changed because the behavior of treating hold-heads
// as different from taps doesn't feel right, and because we need to check
// against TAP_ADDITION with the BMRize mod.
if( bRequireNoteAtBeginningOfWindow )
if( in.GetNumTapNonEmptyTracks(iRowEarlier)!=1 || in.GetNumTracksWithTapOrHoldHead(iRowEarlier)!=1 )
continue;
if( bRequireNoteAtEndOfWindow )
if( in.GetNumTapNonEmptyTracks(iRowLater)!=1 || in.GetNumTracksWithTapOrHoldHead(iRowLater)!=1 )
continue;
// there is a 4th and 8th note surrounding iRowBetween
// don't insert a new note if there's already one within this interval
bool bNoteInMiddle = false;
for( int j=iRowEarlier+1; j<=iRowLater-1; j++ )
if( !in.IsRowEmpty(j) )
{
bNoteInMiddle = true;
break;
}
if( bNoteInMiddle )
continue;
// add a note determinitsitcally somewhere on a track different from the two surrounding notes
int iTrackOfNoteEarlier = in.GetFirstNonEmptyTrack(iRowEarlier);
int iTrackOfNoteLater = in.GetFirstNonEmptyTrack(iRowLater);
int iTrackOfNoteToAdd = 0;
if( bSkippy &&
iTrackOfNoteEarlier != iTrackOfNoteLater ) // Don't make skips on the same note
{
if( iTrackOfNoteEarlier != -1 )
{
iTrackOfNoteToAdd = iTrackOfNoteEarlier;
goto done_looking_for_track_to_add;
}
}
// try to choose a track between the earlier and later notes
if( abs(iTrackOfNoteEarlier-iTrackOfNoteLater) >= 2 )
{
iTrackOfNoteToAdd = min(iTrackOfNoteEarlier,iTrackOfNoteLater)+1;
goto done_looking_for_track_to_add;
}
// try to choose a track just to the left
if( min(iTrackOfNoteEarlier,iTrackOfNoteLater)-1 >= 0 )
{
iTrackOfNoteToAdd = min(iTrackOfNoteEarlier,iTrackOfNoteLater)-1;
goto done_looking_for_track_to_add;
}
// try to choose a track just to the right
if( max(iTrackOfNoteEarlier,iTrackOfNoteLater)+1 < in.GetNumTracks() )
{
iTrackOfNoteToAdd = max(iTrackOfNoteEarlier,iTrackOfNoteLater)+1;
goto done_looking_for_track_to_add;
}
done_looking_for_track_to_add:
in.SetTapNote(iTrackOfNoteToAdd, iRowToAdd, TAP_ADDITION);
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::AddMines( NoteData &in, float fStartBeat, float fEndBeat )
{
const int first_row = BeatToNoteRow( fStartBeat );
const int last_row = min( BeatToNoteRow(fEndBeat), in.GetLastRow() );
//
// Change whole rows at a time to be tap notes. Otherwise, it causes
// major problems for our scoring system. -Chris
//
int iRowCount = 0;
int iPlaceEveryRows = 6;
for( int r=first_row; r<=last_row; r++ )
{
if( !in.IsRowEmpty(r) )
{
iRowCount++;
// place every 6 or 7 rows
if( iRowCount>=iPlaceEveryRows )
{
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,r) == TAP_TAP )
in.SetTapNote(t,r,TAP_MINE);
iRowCount = 0;
if( iPlaceEveryRows == 6 )
iPlaceEveryRows = 7;
else
iPlaceEveryRows = 6;
}
}
}
// Place mines right after hold so player must lift their foot.
for( int i=0; i<in.GetNumHoldNotes(); i++ )
{
HoldNote &hn = in.GetHoldNote(i);
float fHoldEndBeat = hn.GetEndBeat();
float fMineBeat = fHoldEndBeat+0.5f;
int iMineRow = BeatToNoteRow( fMineBeat );
if( iMineRow < first_row || iMineRow > last_row )
continue;
// Only place a mines if there's not another step nearby
int iMineRangeBegin = BeatToNoteRow( fMineBeat-0.5f ) + 1;
int iMineRangeEnd = BeatToNoteRow( fMineBeat+0.5f ) - 1;
if( !in.IsRangeEmpty(hn.iTrack, iMineRangeBegin, iMineRangeEnd) )
continue;
// Add a mine right after the hold end.
in.SetTapNote(hn.iTrack,iMineRow,TAP_MINE);
// Convert all notes in this row to mines.
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,iMineRow) == TAP_TAP )
in.SetTapNote(t,iMineRow,TAP_MINE);
iRowCount = 0;
}
}
void NoteDataUtil::Echo( NoteData &in, float fStartBeat, float fEndBeat )
{
// add 8th note tap "echos" after all taps
int iEchoTrack = -1;
fStartBeat = froundf( fStartBeat, 0.5 );
const int first_row = BeatToNoteRow( fStartBeat );
const int last_row = min( BeatToNoteRow(fEndBeat), in.GetLastRow() );
const int rows_per_interval = BeatToNoteRow( 0.5 );
// window is one beat wide and slides 1/2 a beat at a time
for( int r=first_row; r<last_row; r+=rows_per_interval )
{
const int iRowWindowBegin = r;
const int iRowWindowEnd = r + rows_per_interval*2;
const int iFirstTapInRow = in.GetFirstTrackWithTap(iRowWindowBegin);
if( iFirstTapInRow != -1 )
iEchoTrack = iFirstTapInRow;
if( iEchoTrack==-1 )
continue; // don't lay
// don't insert a new note if there's already a tap within this interval
bool bTapInMiddle = false;
for( int r2=iRowWindowBegin+1; r2<=iRowWindowEnd-1; r2++ )
if( !in.IsRowEmpty(r2) )
{
bTapInMiddle = true;
break;
}
if( bTapInMiddle )
continue; // don't lay
const int iRowEcho = r + rows_per_interval;
{
vector<int> viTracks;
in.GetTracksHeldAtRow( iRowEcho, viTracks );
// don't lay if holding 2 already
if( viTracks.size() >= 2 )
continue; // don't lay
// don't lay echos on top of a HoldNote
if( find(viTracks.begin(),viTracks.end(),iEchoTrack) != viTracks.end() )
continue; // don't lay
}
in.SetTapNote( iEchoTrack, iRowEcho, TAP_ADDITION );
}
}
void NoteDataUtil::Planted( NoteData &in, float fStartBeat, float fEndBeat )
{
ConvertTapsToHolds( in, 1, fStartBeat, fEndBeat );
}
void NoteDataUtil::Twister( NoteData &in, float fStartBeat, float fEndBeat )
{
ConvertTapsToHolds( in, 2, fStartBeat, fEndBeat );
}
void NoteDataUtil::ConvertTapsToHolds( NoteData &in, int iSimultaneousHolds, float fStartBeat, float fEndBeat )
{
// Convert all taps to freezes.
const int first_row = BeatToNoteRow( fStartBeat );
const int last_row = min( BeatToNoteRow(fEndBeat), in.GetLastRow() );
for( int r=first_row; r<=last_row; r++ )
{
for( int t=0; t<in.GetNumTracks(); t++ )
{
if( in.GetTapNote(t,r) == TAP_TAP )
{
// search for row of next TAP_TAP
int iTapsLeft = iSimultaneousHolds;
int r2;
for( r2=r+1; r2<=last_row; r2++ )
{
if( !in.IsRowEmpty(r2) )
{
// If there are two taps in a row on the same track,
// don't convert the earlier one to a hold.
if( in.GetFirstTrackWithTapOrHoldHead(r2) == t )
goto dont_add_hold;
iTapsLeft--;
if( iTapsLeft == 0 )
break; // stop searching
}
}
float fStartBeat = NoteRowToBeat(r);
float fEndBeat = NoteRowToBeat(r2);
// If the steps end in a tap, convert that tap
// to a hold that lasts for at least one beat.
if( r2==r+1 )
fEndBeat = fStartBeat+1;
in.AddHoldNote( HoldNote(t,BeatToNoteRow(fStartBeat),BeatToNoteRow(fEndBeat)) );
}
dont_add_hold:
;
}
}
}
void NoteDataUtil::Stomp( NoteData &in, StepsType st, float fStartBeat, float fEndBeat )
{
// Make all non jumps with ample space around them into jumps.
const int first_row = BeatToNoteRow( fStartBeat );
const int last_row = min( BeatToNoteRow(fEndBeat), in.GetLastRow() );
int iTrackMapping[MAX_NOTE_TRACKS];
GetTrackMapping( st, stomp, in.GetNumTracks(), iTrackMapping );
for( int r=first_row; r<last_row; r++ )
{
if( in.GetNumTracksWithTap(r) != 1 )
continue; // skip
for( int t=0; t<in.GetNumTracks(); t++ )
{
if( in.GetTapNote(t, r) == TAP_TAP ) // there is a tap here
{
// Look to see if there is enough empty space on either side of the note
// to turn this into a jump.
int iRowWindowBegin = r - BeatToNoteRow(0.5);
int iRowWindowEnd = r + BeatToNoteRow(0.5);
bool bTapInMiddle = false;
for( int r2=iRowWindowBegin+1; r2<=iRowWindowEnd-1; r2++ )
if( in.IsThereATapAtRow(r2) && r2 != r ) // don't count the note we're looking around
{
bTapInMiddle = true;
break;
}
if( bTapInMiddle )
continue;
// don't convert to jump if there's a hold here
int iNumTracksHeld = in.GetNumTracksHeldAtRow(r);
if( iNumTracksHeld >= 1 )
continue;
int iOppositeTrack = iTrackMapping[t];
in.SetTapNote( iOppositeTrack, r, TAP_ADDITION );
}
}
}
}
void NoteDataUtil::SnapToNearestNoteType( NoteData &in, NoteType nt1, NoteType nt2, float fBeginBeat, float fEndBeat )
{
// nt2 is optional and should be -1 if it is not used
float fSnapInterval1, fSnapInterval2;
switch( nt1 )
{
case NOTE_TYPE_4TH: fSnapInterval1 = 1/1.0f; break;
case NOTE_TYPE_8TH: fSnapInterval1 = 1/2.0f; break;
case NOTE_TYPE_12TH: fSnapInterval1 = 1/3.0f; break;
case NOTE_TYPE_16TH: fSnapInterval1 = 1/4.0f; break;
case NOTE_TYPE_24TH: fSnapInterval1 = 1/6.0f; break;
case NOTE_TYPE_32ND: fSnapInterval1 = 1/8.0f; break;
case NOTE_TYPE_48TH: fSnapInterval1 = 1/12.0f; break;
case NOTE_TYPE_64TH: fSnapInterval1 = 1/16.0f; break;
default: ASSERT( false ); return;
}
switch( nt2 )
{
case NOTE_TYPE_4TH: fSnapInterval2 = 1/1.0f; break;
case NOTE_TYPE_8TH: fSnapInterval2 = 1/2.0f; break;
case NOTE_TYPE_12TH: fSnapInterval2 = 1/3.0f; break;
case NOTE_TYPE_16TH: fSnapInterval2 = 1/4.0f; break;
case NOTE_TYPE_24TH: fSnapInterval2 = 1/6.0f; break;
case NOTE_TYPE_32ND: fSnapInterval2 = 1/8.0f; break;
case NOTE_TYPE_48TH: fSnapInterval2 = 1/12.0f; break;
case NOTE_TYPE_64TH: fSnapInterval2 = 1/16.0f; break;
case -1: fSnapInterval2 = 10000; break; // nothing will ever snap to this. That's what we want!
default: ASSERT( false ); return;
}
int iNoteIndexBegin = BeatToNoteRow( fBeginBeat );
int iNoteIndexEnd = BeatToNoteRow( fEndBeat );
in.ConvertHoldNotesTo2sAnd3s();
// iterate over all TapNotes in the interval and snap them
for( int i=iNoteIndexBegin; i<=iNoteIndexEnd; i++ )
{
int iOldIndex = i;
float fOldBeat = NoteRowToBeat( iOldIndex );
float fNewBeat1 = froundf( fOldBeat, fSnapInterval1 );
float fNewBeat2 = froundf( fOldBeat, fSnapInterval2 );
bool bNewBeat1IsCloser = fabsf(fNewBeat1-fOldBeat) < fabsf(fNewBeat2-fOldBeat);
float fNewBeat = bNewBeat1IsCloser ? fNewBeat1 : fNewBeat2;
int iNewIndex = BeatToNoteRow( fNewBeat );
for( int c=0; c<in.GetNumTracks(); c++ )
{
if( iOldIndex == iNewIndex )
continue;
TapNote note = in.GetTapNote(c, iOldIndex);
if( note == TAP_EMPTY )
continue;
in.SetTapNote(c, iOldIndex, TAP_EMPTY);
const TapNote oldnote = in.GetTapNote(c, iNewIndex);
if( note == TAP_TAP &&
(oldnote == TAP_HOLD_HEAD || oldnote == TAP_HOLD_TAIL) )
continue; // HoldNotes override TapNotes
/* If two hold note boundaries are getting snapped together,
* merge them. */
if( (note == TAP_HOLD_HEAD && oldnote == TAP_HOLD_TAIL) ||
(note == TAP_HOLD_TAIL && oldnote == TAP_HOLD_HEAD))
note = TAP_EMPTY;
in.SetTapNote(c, iNewIndex, note );
}
}
in.Convert2sAnd3sToHoldNotes();
}
void NoteDataUtil::CopyLeftToRight( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
{
for( int t=0; t<in.GetNumTracks()/2; t++ )
{
int iTrackEarlier = t;
int iTrackLater = in.GetNumTracks()-1-t;
// swap
TapNote tnEarlier = in.GetTapNote(iTrackEarlier, r);
// TapNote tnLater = in.GetTapNote(iTrackLater, r);
// in.SetTapNote(iTrackEarlier, r, tnLater);
in.SetTapNote(iTrackLater, r, tnEarlier);
}
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::CopyRightToLeft( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
{
for( int t=0; t<in.GetNumTracks()/2; t++ )
{
int iTrackEarlier = t;
int iTrackLater = in.GetNumTracks()-1-t;
// swap
// TapNote tnEarlier = in.GetTapNote(iTrackEarlier, r);
TapNote tnLater = in.GetTapNote(iTrackLater, r);
in.SetTapNote(iTrackEarlier, r, tnLater);
// in.SetTapNote(iTrackLater, r, tnEarlier);
}
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::ClearLeft( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
for( int t=0; t<in.GetNumTracks()/2; t++ )
in.SetTapNote(t, r, TAP_EMPTY);
in.Convert4sToHoldNotes();
}
void NoteDataUtil::ClearRight( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
for( int t=(in.GetNumTracks()+1)/2; t<in.GetNumTracks(); t++ )
in.SetTapNote(t, r, TAP_EMPTY);
in.Convert4sToHoldNotes();
}
void NoteDataUtil::CollapseToOne( NoteData &in )
{
in.ConvertHoldNotesTo2sAnd3s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,r) != TAP_EMPTY )
{
TapNote tn = in.GetTapNote(t,r);
in.SetTapNote(t, r, TAP_EMPTY);
in.SetTapNote(0, r, tn);
}
in.Convert2sAnd3sToHoldNotes();
}
void NoteDataUtil::CollapseLeft( NoteData &in )
{
in.ConvertHoldNotesTo2sAnd3s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
{
int iNumTracksFilled = 0;
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,r) != TAP_EMPTY )
{
TapNote tn = in.GetTapNote(t,r);
in.SetTapNote(t, r, TAP_EMPTY);
in.SetTapNote(iNumTracksFilled, r, tn);
iNumTracksFilled++;
}
}
in.Convert2sAnd3sToHoldNotes();
}
void NoteDataUtil::ShiftLeft( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
{
for( int t=0; t<in.GetNumTracks()-1; t++ ) // in.GetNumTracks()-1 times
{
int iTrackEarlier = t;
int iTrackLater = (t+1) % in.GetNumTracks();
// swap
TapNote tnEarlier = in.GetTapNote(iTrackEarlier, r);
TapNote tnLater = in.GetTapNote(iTrackLater, r);
in.SetTapNote(iTrackEarlier, r, tnLater);
in.SetTapNote(iTrackLater, r, tnEarlier);
}
}
in.Convert4sToHoldNotes();
}
void NoteDataUtil::ShiftRight( NoteData &in )
{
in.ConvertHoldNotesTo4s();
int max_row = in.GetLastRow();
for( int r=0; r<=max_row; r++ )
{
for( int t=in.GetNumTracks()-1; t>0; t-- ) // in.GetNumTracks()-1 times
{
int iTrackEarlier = t;
int iTrackLater = (t+1) % in.GetNumTracks();
// swap
TapNote tnEarlier = in.GetTapNote(iTrackEarlier, r);
TapNote tnLater = in.GetTapNote(iTrackLater, r);
in.SetTapNote(iTrackEarlier, r, tnLater);
in.SetTapNote(iTrackLater, r, tnEarlier);
}
}
in.Convert4sToHoldNotes();
}
struct ValidRow
{
StepsType st;
bool bValidMask[MAX_NOTE_TRACKS];
};
#define T true
#define f false
const ValidRow g_ValidRows[] =
{
{ STEPS_TYPE_DANCE_DOUBLE, { T,T,T,T,f,f,f,f } },
{ STEPS_TYPE_DANCE_DOUBLE, { f,T,T,T,T,f,f,f } },
{ STEPS_TYPE_DANCE_DOUBLE, { f,f,f,T,T,T,T,f } },
{ STEPS_TYPE_DANCE_DOUBLE, { f,f,f,f,T,T,T,T } },
};
void NoteDataUtil::FixImpossibleRows( NoteData &in, StepsType st )
{
vector<const ValidRow*> vpValidRowsToCheck;
for( unsigned i=0; i<ARRAYSIZE(g_ValidRows); i++ )
{
if( g_ValidRows[i].st == st )
vpValidRowsToCheck.push_back( &g_ValidRows[i] );
}
// bail early if there's nothing to validate against
if( vpValidRowsToCheck.empty() )
return;
// each row must pass at least one valid mask
for( int r=0; r<=in.GetMaxRow(); r++ )
{
// only check rows with jumps
if( in.GetNumTapNonEmptyTracks(r) < 2 )
continue;
bool bPassedOneMask = false;
for( unsigned i=0; i<vpValidRowsToCheck.size(); i++ )
{
const ValidRow &vr = *vpValidRowsToCheck[i];
if( NoteDataUtil::RowPassesValidMask(in,r,vr.bValidMask) )
{
bPassedOneMask = true;
break;
}
}
if( !bPassedOneMask )
in.EliminateAllButOneTap(r);
}
}
bool NoteDataUtil::RowPassesValidMask( NoteData &in, int row, const bool bValidMask[] )
{
for( int t=0; t<in.GetNumTracks(); t++ )
{
if( !bValidMask[t] && in.GetTapNote(t,row) != TAP_EMPTY )
return false;
}
return true;
}
void NoteDataUtil::ConvertAdditionsToRegular( NoteData &in )
{
for( int r=0; r<=in.GetLastRow(); r++ )
for( int t=0; t<in.GetNumTracks(); t++ )
if( in.GetTapNote(t,r) == TAP_ADDITION )
in.SetTapNote(t,r,TAP_TAP);
}
void NoteDataUtil::TransformNoteData( NoteData &nd, const PlayerOptions &po, StepsType st, float fStartBeat, float fEndBeat )
{
if( po.m_bTurns[PlayerOptions::TURN_MIRROR] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::mirror, fStartBeat, fEndBeat );
if( po.m_bTurns[PlayerOptions::TURN_LEFT] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::left, fStartBeat, fEndBeat );
if( po.m_bTurns[PlayerOptions::TURN_RIGHT] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::right, fStartBeat, fEndBeat );
if( po.m_bTurns[PlayerOptions::TURN_SHUFFLE] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::shuffle, fStartBeat, fEndBeat );
if( po.m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::super_shuffle, fStartBeat, fEndBeat );
// apply removing transforms before others
if( po.m_bTransforms[PlayerOptions::TRANSFORM_LITTLE] ) NoteDataUtil::Little(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS] ) NoteDataUtil::RemoveHoldNotes(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_NOMINES] ) NoteDataUtil::RemoveMines(nd, fStartBeat, fEndBeat);
// AddIntelligentTap transforms need small gaps space between
// notes to have an effect. Run them first.
if( po.m_bTransforms[PlayerOptions::TRANSFORM_BIG] ) NoteDataUtil::Big(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_QUICK] ) NoteDataUtil::Quick(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_BMRIZE] ) NoteDataUtil::BMRize(nd, fStartBeat, fEndBeat);
// Skippy will still add taps to places that the other
// AddIntelligentTaps above won't.
if( po.m_bTransforms[PlayerOptions::TRANSFORM_SKIPPY] ) NoteDataUtil::Skippy(nd, fStartBeat, fEndBeat);
// These don't need any particular sized gaps between notes
if( po.m_bTransforms[PlayerOptions::TRANSFORM_MINES] ) NoteDataUtil::AddMines(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_ECHO] ) NoteDataUtil::Echo(nd, fStartBeat, fEndBeat);
// Jump-adding transforms aren't much affected by additional taps
if( po.m_bTransforms[PlayerOptions::TRANSFORM_WIDE] ) NoteDataUtil::Wide(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_STOMP] ) NoteDataUtil::Stomp(nd, st, fStartBeat, fEndBeat);
// Transforms that add holds go last. If they went first, most tap-adding
// transforms wouldn't do anything because tap-adding transforms skip areas where
// there's a hold.
if( po.m_bTransforms[PlayerOptions::TRANSFORM_PLANTED] ) NoteDataUtil::Planted(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_TWISTER] ) NoteDataUtil::Twister(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_NOJUMPS] ) NoteDataUtil::RemoveJumps(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHANDS] ) NoteDataUtil::RemoveHands(nd, fStartBeat, fEndBeat);
if( po.m_bTransforms[PlayerOptions::TRANSFORM_NOQUADS] ) NoteDataUtil::RemoveQuads(nd, fStartBeat, fEndBeat);
}
void NoteDataUtil::AddTapAttacks( NoteData &nd, Song* pSong )
{
// throw an attack in every 30 seconds
const char* szAttacks[3] =
{
"2x",
"drunk",
"dizzy",
};
for( float sec=15; sec<pSong->m_fMusicLengthSeconds; sec+=30 )
{
float fBeat = pSong->GetBeatFromElapsedTime( sec );
int iBeat = (int)fBeat;
int iTrack = iBeat % nd.GetNumTracks(); // deterministically calculates track
Attack attack;
attack.fStartSecond = -1;
attack.fSecsRemaining = 15;
attack.sModifier = szAttacks[rand()%ARRAYSIZE(szAttacks)];
attack.level = ATTACK_LEVEL_1;
nd.SetTapAttackNote( iTrack, BeatToNoteRow(fBeat), attack );
}
}
#if 0 // undo this if ScaleRegion breaks more things than it fixes
void NoteDataUtil::Scale( NoteData &nd, float fScale )
{
ASSERT( fScale > 0 );
NoteData temp;
temp.CopyAll( &nd );
nd.ClearAll();
for( int r=0; r<=temp.GetLastRow(); r++ )
{
for( int t=0; t<temp.GetNumTracks(); t++ )
{
TapNote tn = temp.GetTapNote( t, r );
if( tn != TAP_EMPTY )
{
temp.SetTapNote( t, r, TAP_EMPTY );
int new_row = int(r*fScale);
nd.SetTapNote( t, new_row, tn );
}
}
}
}
#endif
// added to fix things in the editor - make sure that you're working off data that is
// either in 4s or in 2s and 3s.
void NoteDataUtil::ScaleRegion( NoteData &nd, float fScale, float fStartBeat, float fEndBeat)
{
ASSERT( fScale > 0 );
ASSERT( fStartBeat < fEndBeat );
ASSERT( fStartBeat >= 0 );
NoteData temp1, temp2;
temp1.Config( nd );
temp2.Config( nd );
const int iFirstRowAtEndOfRegion = min( nd.GetLastRow(), BeatToNoteRowNotRounded(fEndBeat) );
const int iScaledFirstRowAfterRegion = (int)((fStartBeat + (fEndBeat - fStartBeat) * fScale) * ROWS_PER_BEAT);
if( fStartBeat != 0 )
temp1.CopyRange( &nd, 0, BeatToNoteRowNotRounded(fStartBeat) );
if( nd.GetLastRow() > iFirstRowAtEndOfRegion )
temp1.CopyRange( &nd, iFirstRowAtEndOfRegion, nd.GetLastRow(), iScaledFirstRowAfterRegion);
temp2.CopyRange( &nd, BeatToNoteRowNotRounded(fStartBeat), iFirstRowAtEndOfRegion );
nd.ClearAll();
for( int r=0; r<=temp2.GetLastRow(); r++ )
{
for( int t=0; t<temp2.GetNumTracks(); t++ )
{
TapNote tn = temp2.GetTapNote( t, r );
if( tn != TAP_EMPTY )
{
temp2.SetTapNote( t, r, TAP_EMPTY );
int new_row = int(r*fScale + fStartBeat*ROWS_PER_BEAT);
temp1.SetTapNote( t, new_row, tn );
}
}
}
nd.CopyAll( &temp1 );
}
void NoteDataUtil::ShiftRows( NoteData &nd, float fStartBeat, float fBeatsToShift )
{
NoteData temp;
temp.SetNumTracks( nd.GetNumTracks() );
int iTakeFromRow=0;
int iPasteAtRow;
iTakeFromRow = BeatToNoteRow( fStartBeat );
iPasteAtRow = BeatToNoteRow( fStartBeat );
if( fBeatsToShift > 0 ) // add blank rows
iPasteAtRow += BeatToNoteRow( fBeatsToShift );
else // delete rows
iTakeFromRow += BeatToNoteRow( -fBeatsToShift );
temp.CopyRange( &nd, iTakeFromRow, nd.GetLastRow() );
nd.ClearRange( min(iTakeFromRow,iPasteAtRow), nd.GetLastRow() );
nd.CopyRange( &temp, 0, temp.GetLastRow(), iPasteAtRow );
}