179 lines
6.3 KiB
C
179 lines
6.3 KiB
C
#ifndef NOTE_TYPES_H
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#define NOTE_TYPES_H
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#include "PlayerOptions.h"
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// '1' = tap note
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// '2' = hold note begin
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// '3' = hold note end ('1' can also end a HoldNote) ('3' without a matching '2' is ignored
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// ... for future expansion
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typedef unsigned char TapNote;
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static const TapNote TAP_EMPTY = '0';
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static const TapNote TAP_TAP = '1'; /* impatient? */
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static const TapNote TAP_HOLD_HEAD = '2'; // graded like a TAP_TAP
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/* In 2sand3s mode, holds are deleted and TAP_HOLD_END is added: */
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static const TapNote TAP_HOLD_TAIL = '3';
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/* In 4s mode, holds and TAP_HOLD_HEAD are deleted and TAP_HOLD is added: */
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static const TapNote TAP_HOLD = '4';
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// additional note added by a transform
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static const TapNote TAP_ADDITION = '5';
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// mine note - don't step!
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static const TapNote TAP_MINE = '6';
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// TAP_ADD_HOLD is to TAP_HOLD what TAP_ADDITION is to TAP_TAP.
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// There is no equivalent for TAP_MINE.
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static const TapNote TAP_ADD_HOLD = '7'; // is this supposed to be TAP_ADD_HOLD_HEAD? -Chris
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// BM-specific
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// Removed taps, e.g. in Little - play keysounds here as if
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// judged Perfect, but don't bother rendering or judging this
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// step. Also used for when we implement auto-scratch in BM,
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// and for if/when we do a "reduce" modifier that cancels out
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// all but N keys on a line [useful for BM->DDR autogen, too].
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static const TapNote TAP_REMOVED = '8';
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// KM-specific
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// Removed hold body (...why?) - acts as follows:
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// 1 - if we're using a sustained-sound gametype [Keyboardmania], and
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// we've already hit the start of the sound (?? we put Holds Off on?)
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// then this is triggered automatically to keep the sound going
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// 2 - if we're NOT [anything else], we ignore this.
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// Equivalent to all 4s aside from the first one.
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static const TapNote TAP_REMOVED_HOLD_BODY = ':';
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// KM-specific
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// A hold removed by Little, I guess.
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static const TapNote TAP_REMOVED_HOLD_HEAD = '.';
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// KM-specific
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// Kills an auto-sound from a hold.
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static const TapNote TAP_REMOVED_HOLD_TAIL = '\'';
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// step for an item
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static const TapNote TAP_ATTACK_BEGIN = 'a';
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static const TapNote TAP_ATTACK_END = 'z';
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inline bool IsTapAttack( TapNote tn ) { return tn>=TAP_ATTACK_BEGIN && tn<=TAP_ATTACK_END; }
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enum
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{
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TRACK_1 = 0,
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TRACK_2,
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TRACK_3,
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TRACK_4,
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TRACK_5,
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TRACK_6,
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TRACK_7,
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TRACK_8,
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TRACK_9,
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TRACK_10,
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TRACK_11,
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TRACK_12,
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TRACK_13, // BMS reader needs 13 tracks
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// MD 10/26/03 - BMS reader needs a whole lot more than 13 tracks - more like 16
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// because we have 11-16, 18, 19, 21-26, 28, 29 for IIDX double (bm-double7)
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TRACK_14,
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TRACK_15,
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TRACK_16,
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// MD 10/26/03 end
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MAX_NOTE_TRACKS // leave this at the end
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};
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const int BEATS_PER_MEASURE = 4;
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const int ROWS_PER_BEAT = 48; // It is important that this number is evenly divisible by 2, 3, and 4.
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const int ROWS_PER_MEASURE = ROWS_PER_BEAT * BEATS_PER_MEASURE;
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enum NoteType
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{
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NOTE_TYPE_4TH, // quarter note
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NOTE_TYPE_8TH, // eighth note
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NOTE_TYPE_12TH, // triplet
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NOTE_TYPE_16TH, // sixteenth note
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NOTE_TYPE_24TH, // twenty-fourth note
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NOTE_TYPE_32ND, // thirty-second note
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// Why is this high of resolution needed? It's breaking NoteSkins
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// with note-coloring, and the extra resolution will take up more
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// memory. Does any game actually use this? -Chris
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// MD 11/02/03 - added finer divisions
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NOTE_TYPE_48TH, // forty-eighth note
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NOTE_TYPE_64TH, // sixty-fourth note
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// Not having this triggers asserts all over the place. Go figure.
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NOTE_TYPE_192ND,
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NUM_NOTE_TYPES,
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NOTE_TYPE_INVALID
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};
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float NoteTypeToBeat( NoteType nt );
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NoteType GetNoteType( int iNoteIndex );
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NoteType BeatToNoteType( float fBeat );
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bool IsNoteOfType( int iNoteIndex, NoteType t );
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CString NoteTypeToString( NoteType nt );
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inline int BeatToNoteRow( float fBeatNum ) { return int( fBeatNum * ROWS_PER_BEAT + 0.5f); }; // round
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inline int BeatToNoteRowNotRounded( float fBeatNum ) { return (int)( fBeatNum * ROWS_PER_BEAT ); };
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inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ROWS_PER_BEAT; };
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inline float NoteRowToBeat( int iNoteIndex ) { return NoteRowToBeat( (float)iNoteIndex ); };
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struct HoldNote
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{
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HoldNote( int t, int s, int e ) { iTrack=t; iStartRow=s; iEndRow=e; }
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bool RowIsInRange( int row ) const { return iStartRow <= row && row <= iEndRow; }
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bool RangeOverlaps( int start, int end ) const
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{
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/* If the range doesn't overlap us, then start and end are either both before
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* us or both after us. */
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return !( (start < iStartRow && end < iStartRow) ||
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(start > iEndRow && end > iEndRow) );
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}
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bool RangeOverlaps( const HoldNote &hn ) const { return RangeOverlaps(hn.iStartRow, hn.iEndRow); }
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bool RangeInside( int start, int end ) const { return iStartRow <= start && end <= iEndRow; }
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bool ContainedByRange( int start, int end ) const { return start <= iStartRow && iEndRow <= end; }
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float GetStartBeat() const { return NoteRowToBeat( iStartRow ); }
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float GetEndBeat() const { return NoteRowToBeat( iEndRow ); }
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/* Invariant: iStartRow <= iEndRow */
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int iStartRow;
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int iEndRow;
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int iTrack;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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