Files
itgmania212121/stepmania/src/NoteTypes.h
T
2004-10-24 10:45:30 +00:00

176 lines
6.3 KiB
C

#ifndef NOTE_TYPES_H
#define NOTE_TYPES_H
struct TapNote
{
enum Type {
empty, // no note here
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,
autoKeysound,
} type;
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.
} source;
// Only valid if type == attack.
CString sAttackModifiers;
float fAttackDurationSeconds;
bool bKeysound; // true if this note plays a keysound when hit
int iKeysoundIndex; // index into Song's vector of keysound files.
// Only valid if bKeysound.
TapNote() {}
TapNote(
Type type_,
Source source_,
CString sAttackModifiers_,
float fAttackDurationSeconds_,
bool bKeysound_,
int iKeysoundIndex_ )
{
type = type_;
source = source_;
sAttackModifiers = sAttackModifiers_;
fAttackDurationSeconds = fAttackDurationSeconds_;
bKeysound = bKeysound_;
iKeysoundIndex = iKeysoundIndex_;
}
bool operator==( const TapNote &other ) const
{
#define COMPARE(x) if(x!=other.x) return false;
COMPARE(type);
COMPARE(source);
COMPARE(sAttackModifiers);
COMPARE(fAttackDurationSeconds);
COMPARE(bKeysound);
COMPARE(iKeysoundIndex);
#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_ORIGINAL_ATTACK; // 'A'
extern TapNote TAP_ORIGINAL_AUTO_KEYSOUND; // 'K'
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 row );
NoteType BeatToNoteType( float fBeat );
bool IsNoteOfType( int row, 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 row ) { return NoteRowToBeat( (float)row ); };
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.
*/