2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "PlayerOptions.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "NoteSkinManager.h"
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#include "Song.h"
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#include "Course.h"
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#include "Steps.h"
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#include "ThemeManager.h"
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#include "Foreach.h"
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#include "Style.h"
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#include "CommonMetrics.h"
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#include <float.h>
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ThemeMetric<float> RANDOM_SPEED_CHANCE ( "PlayerOptions", "RandomSpeedChance" );
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ThemeMetric<float> RANDOM_REVERSE_CHANCE ( "PlayerOptions", "RandomReverseChance" );
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ThemeMetric<float> RANDOM_DARK_CHANCE ( "PlayerOptions", "RandomDarkChance" );
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ThemeMetric<float> RANDOM_ACCEL_CHANCE ( "PlayerOptions", "RandomAccelChance" );
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ThemeMetric<float> RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance" );
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ThemeMetric<float> RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" );
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ThemeMetric<float> RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" );
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void PlayerOptions::Init()
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{
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m_bSetScrollSpeed = false;
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m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
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m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
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m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
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ZERO( m_fAccels ); ONE( m_SpeedfAccels );
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ZERO( m_fEffects ); ONE( m_SpeedfEffects );
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ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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m_fDark = 0; m_SpeedfDark = 1.0f;
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m_fBlind = 0; m_SpeedfBlind = 1.0f;
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m_fCover = 0; m_SpeedfCover = 1.0f;
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m_fRandAttack = 0; m_SpeedfRandAttack = 1.0f;
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m_fSongAttack = 0; m_SpeedfSongAttack = 1.0f;
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m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f;
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m_bSetTiltOrSkew = false;
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m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
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m_fSkew = 0; m_SpeedfSkew = 1.0f;
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m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
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m_fRandomSpeed = 0; m_SpeedfRandomSpeed = 1.0f;
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ZERO( m_bTurns );
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ZERO( m_bTransforms );
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m_bMuteOnError = false;
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m_FailType = FAIL_IMMEDIATE;
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m_ScoreDisplay = SCORING_ADD;
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m_sNoteSkin = "";
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}
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void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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{
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#define APPROACH( opt ) \
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fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt );
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#define DO_COPY( x ) \
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x = other.x;
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APPROACH( fTimeSpacing );
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APPROACH( fScrollSpeed );
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fapproach( m_fScrollBPM, other.m_fScrollBPM, fDeltaSeconds * other.m_SpeedfScrollBPM*150 );
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for( int i=0; i<NUM_ACCELS; i++ )
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APPROACH( fAccels[i] );
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for( int i=0; i<NUM_EFFECTS; i++ )
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APPROACH( fEffects[i] );
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for( int i=0; i<NUM_APPEARANCES; i++ )
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APPROACH( fAppearances[i] );
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for( int i=0; i<NUM_SCROLLS; i++ )
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APPROACH( fScrolls[i] );
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APPROACH( fDark );
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APPROACH( fBlind );
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APPROACH( fCover );
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APPROACH( fRandAttack );
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APPROACH( fSongAttack );
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APPROACH( fPlayerAutoPlay );
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APPROACH( fPerspectiveTilt );
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APPROACH( fSkew );
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APPROACH( fPassmark );
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APPROACH( fRandomSpeed );
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DO_COPY( m_bSetScrollSpeed );
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DO_COPY( m_bSetTiltOrSkew );
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for( int i=0; i<NUM_TURNS; i++ )
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DO_COPY( m_bTurns[i] );
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for( int i=0; i<NUM_TRANSFORMS; i++ )
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DO_COPY( m_bTransforms[i] );
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DO_COPY( m_bMuteOnError );
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DO_COPY( m_ScoreDisplay );
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DO_COPY( m_FailType );
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DO_COPY( m_sNoteSkin );
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#undef APPROACH
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#undef DO_COPY
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}
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static void AddPart( vector<RString> &AddTo, float level, RString name )
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{
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if( level == 0 )
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return;
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const RString LevelStr = (level == 1)? RString(""): ssprintf( "%ld%% ", lrintf(level*100) );
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AddTo.push_back( LevelStr + name );
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}
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RString PlayerOptions::GetString( bool bForceNoteSkin ) const
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{
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vector<RString> v;
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GetMods( v, bForceNoteSkin );
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return join( ", ", v );
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}
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void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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{
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//RString sReturn;
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if( !m_fTimeSpacing )
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{
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if( m_bSetScrollSpeed || m_fScrollSpeed != 1 )
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{
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/* -> 1.00 */
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RString s = ssprintf( "%2.2f", m_fScrollSpeed );
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if( s[s.size()-1] == '0' )
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{
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/* -> 1.0 */
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s.erase( s.size()-1 ); // delete last char
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if( s[s.size()-1] == '0' )
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{
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/* -> 1 */
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s.erase( s.size()-2 ); // delete last 2 chars
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}
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}
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AddTo.push_back( s + "x" );
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}
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}
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else
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{
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RString s = ssprintf( "C%.0f", m_fScrollBPM );
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AddTo.push_back( s );
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}
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AddPart( AddTo, m_fAccels[ACCEL_BOOST], "Boost" );
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AddPart( AddTo, m_fAccels[ACCEL_BRAKE], "Brake" );
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AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
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AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
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AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
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AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
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AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
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AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
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AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
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AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
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AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
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AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
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AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
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AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
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AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
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AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
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AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" );
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AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
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AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
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AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
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AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" );
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AddPart( AddTo, m_fDark, "Dark" );
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AddPart( AddTo, m_fBlind, "Blind" );
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AddPart( AddTo, m_fCover, "Cover" );
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AddPart( AddTo, m_fRandAttack, "RandomAttacks" );
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AddPart( AddTo, m_fSongAttack, "SongAttacks" );
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AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" );
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AddPart( AddTo, m_fPassmark, "Passmark" );
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AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" );
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if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" );
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if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
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if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
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if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" );
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if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
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if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" );
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if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" );
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if( m_bTransforms[TRANSFORM_NOROLLS] ) AddTo.push_back( "NoRolls" );
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if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" );
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if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" );
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if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" );
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if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
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if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" );
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if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" );
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if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" );
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if( m_bTransforms[TRANSFORM_MINES] ) AddTo.push_back( "Mines" );
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if( m_bTransforms[TRANSFORM_ATTACKMINES] ) AddTo.push_back( "AttackMines" );
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if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" );
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if( m_bTransforms[TRANSFORM_STOMP] ) AddTo.push_back( "Stomp" );
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if( m_bTransforms[TRANSFORM_PLANTED] ) AddTo.push_back( "Planted" );
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if( m_bTransforms[TRANSFORM_FLOORED] ) AddTo.push_back( "Floored" );
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if( m_bTransforms[TRANSFORM_TWISTER] ) AddTo.push_back( "Twister" );
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if( m_bTransforms[TRANSFORM_HOLDROLLS] ) AddTo.push_back( "HoldsToRolls" );
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if( m_bTransforms[TRANSFORM_NOJUMPS] ) AddTo.push_back( "NoJumps" );
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if( m_bTransforms[TRANSFORM_NOHANDS] ) AddTo.push_back( "NoHands" );
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if( m_bTransforms[TRANSFORM_NOLIFTS] ) AddTo.push_back( "NoLifts" );
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if( m_bTransforms[TRANSFORM_NOFAKES] ) AddTo.push_back( "NoFakes" );
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if( m_bTransforms[TRANSFORM_NOQUADS] ) AddTo.push_back( "NoQuads" );
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if( m_bTransforms[TRANSFORM_NOSTRETCH] )AddTo.push_back( "NoStretch" );
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if( m_bMuteOnError ) AddTo.push_back( "MuteOnError" );
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switch( m_FailType )
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{
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case FAIL_IMMEDIATE: break;
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case FAIL_IMMEDIATE_CONTINUE: AddTo.push_back("FailImmediateContinue"); break;
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case FAIL_AT_END: AddTo.push_back("FailAtEnd"); break;
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case FAIL_OFF: AddTo.push_back("FailOff"); break;
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default: ASSERT(0);
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}
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if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) AddTo.push_back( "Overhead" ); }
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else if( m_fSkew == 0 )
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{
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if( m_fPerspectiveTilt > 0 )
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AddPart( AddTo, m_fPerspectiveTilt, "Distant" );
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else
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AddPart( AddTo, -m_fPerspectiveTilt, "Hallway" );
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}
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else if( fabsf(m_fSkew-m_fPerspectiveTilt) < 0.0001f )
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{
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AddPart( AddTo, m_fSkew, "Space" );
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}
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else if( fabsf(m_fSkew+m_fPerspectiveTilt) < 0.0001f )
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{
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AddPart( AddTo, m_fSkew, "Incoming" );
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}
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// Don't display a string if using the default NoteSkin unless we force it.
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if( bForceNoteSkin || (!m_sNoteSkin.empty() && m_sNoteSkin != CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue()) )
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{
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RString s = m_sNoteSkin;
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Capitalize( s );
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AddTo.push_back( s );
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}
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}
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/* Options are added to the current settings; call Init() beforehand if
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* you don't want this. */
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void PlayerOptions::FromString( const RString &sMultipleMods )
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{
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RString sTemp = sMultipleMods;
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vector<RString> vs;
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split( sTemp, ",", vs, true );
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|
RString sThrowAway;
|
|
|
|
|
FOREACH( RString, vs, s )
|
|
|
|
|
{
|
|
|
|
|
FromOneModString( *s, sThrowAway );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut )
|
|
|
|
|
{
|
|
|
|
|
ASSERT( NOTESKIN );
|
|
|
|
|
|
|
|
|
|
RString sBit = sOneMod;
|
|
|
|
|
sBit.MakeLower();
|
|
|
|
|
Trim( sBit );
|
|
|
|
|
|
|
|
|
|
/* "drunk"
|
|
|
|
|
* "no drunk"
|
|
|
|
|
* "150% drunk"
|
|
|
|
|
* "*2 100% drunk": approach at 2x normal speed */
|
|
|
|
|
|
|
|
|
|
float level = 1;
|
|
|
|
|
float speed = 1;
|
|
|
|
|
vector<RString> asParts;
|
|
|
|
|
split( sBit, " ", asParts, true );
|
|
|
|
|
|
|
|
|
|
FOREACH_CONST( RString, asParts, s )
|
|
|
|
|
{
|
|
|
|
|
if( *s == "no" )
|
|
|
|
|
{
|
|
|
|
|
level = 0;
|
|
|
|
|
}
|
|
|
|
|
else if( isdigit((*s)[0]) || (*s)[0] == '-' )
|
|
|
|
|
{
|
|
|
|
|
/* If the last character is a *, they probably said "123*" when
|
|
|
|
|
* they meant "*123". */
|
|
|
|
|
if( s->Right(1) == "*" )
|
|
|
|
|
{
|
|
|
|
|
/* XXX We know what they want, is there any reason not to handle it? */
|
|
|
|
|
/* Yes. We should be strict in handling the format. -Chris */
|
2011-05-11 15:58:31 -04:00
|
|
|
sErrorOut = ssprintf("Invalid player options \"%s\"; did you mean '*%d'?", s->c_str(), StringToInt(*s) );
|
2011-03-17 01:47:30 -04:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
level = StringToFloat( *s ) / 100.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if( *s[0]=='*' )
|
|
|
|
|
{
|
|
|
|
|
sscanf( *s, "*%f", &speed );
|
|
|
|
|
if( !isfinite(speed) )
|
|
|
|
|
speed = 1.0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sBit = asParts.back();
|
|
|
|
|
|
|
|
|
|
#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
|
|
|
|
|
const bool on = (level > 0.5f);
|
|
|
|
|
|
|
|
|
|
static Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
|
|
|
|
|
vector<RString> matches;
|
|
|
|
|
if( mult.Compare(sBit, matches) )
|
|
|
|
|
{
|
|
|
|
|
StringConversion::FromString( matches[0], level );
|
|
|
|
|
SET_FLOAT( fScrollSpeed )
|
|
|
|
|
SET_FLOAT( fTimeSpacing )
|
|
|
|
|
m_fTimeSpacing = 0;
|
|
|
|
|
}
|
|
|
|
|
else if( sscanf( sBit, "c%f", &level ) == 1 )
|
|
|
|
|
{
|
|
|
|
|
if( !isfinite(level) || level <= 0.0f )
|
|
|
|
|
level = 200.0f; // Just pick some value.
|
|
|
|
|
SET_FLOAT( fScrollBPM )
|
|
|
|
|
SET_FLOAT( fTimeSpacing )
|
|
|
|
|
m_fTimeSpacing = 1;
|
|
|
|
|
}
|
|
|
|
|
/* Port M-Mods from OpenITG, starting from r537 */
|
|
|
|
|
// Midiman
|
|
|
|
|
else if( sscanf( sBit, "m%f", &level ) == 1 )
|
|
|
|
|
{
|
|
|
|
|
if( !isfinite(level) || level <= 0.0f )
|
|
|
|
|
level = 200.0f; // Just pick some value.
|
|
|
|
|
SET_FLOAT( fScrollBPM )
|
|
|
|
|
SET_FLOAT( fTimeSpacing )
|
|
|
|
|
m_fTimeSpacing = 1;
|
|
|
|
|
}
|
|
|
|
|
else if( sBit == "clearall" ) Init();
|
|
|
|
|
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
|
|
|
|
|
else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
|
|
|
|
|
else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
|
|
|
|
|
else if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
|
|
|
|
|
else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
|
|
|
|
|
else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
|
|
|
|
|
else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
|
|
|
|
|
else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
|
|
|
|
|
else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
|
|
|
|
|
else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
|
|
|
|
|
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
|
|
|
|
|
else if( sBit == "invert" ) SET_FLOAT( fEffects[EFFECT_INVERT] )
|
|
|
|
|
else if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
|
|
|
|
|
else if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
|
|
|
|
|
else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
|
|
|
|
|
else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
|
|
|
|
|
else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
|
|
|
|
|
else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] )
|
|
|
|
|
else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] )
|
|
|
|
|
else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
|
|
|
|
|
else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
|
|
|
|
|
else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
|
|
|
|
|
else if( sBit == "suddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN_OFFSET] )
|
|
|
|
|
else if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
|
|
|
|
|
else if( sBit == "blink" ) SET_FLOAT( fAppearances[APPEARANCE_BLINK] )
|
|
|
|
|
else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
|
|
|
|
|
else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
|
|
|
|
|
else if( sBit == "mirror" ) m_bTurns[TURN_MIRROR] = on;
|
|
|
|
|
else if( sBit == "left" ) m_bTurns[TURN_LEFT] = on;
|
|
|
|
|
else if( sBit == "right" ) m_bTurns[TURN_RIGHT] = on;
|
|
|
|
|
else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
|
|
|
|
|
else if( sBit == "softshuffle" ) m_bTurns[TURN_SOFT_SHUFFLE] = on;
|
|
|
|
|
else if( sBit == "supershuffle" ) m_bTurns[TURN_SUPER_SHUFFLE] = on;
|
|
|
|
|
else if( sBit == "little" ) m_bTransforms[TRANSFORM_LITTLE] = on;
|
|
|
|
|
else if( sBit == "wide" ) m_bTransforms[TRANSFORM_WIDE] = on;
|
|
|
|
|
else if( sBit == "big" ) m_bTransforms[TRANSFORM_BIG] = on;
|
|
|
|
|
else if( sBit == "quick" ) m_bTransforms[TRANSFORM_QUICK] = on;
|
|
|
|
|
else if( sBit == "bmrize" ) m_bTransforms[TRANSFORM_BMRIZE] = on;
|
|
|
|
|
else if( sBit == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on;
|
|
|
|
|
else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
|
|
|
|
|
else if( sBit == "attackmines" ) m_bTransforms[TRANSFORM_ATTACKMINES] = on;
|
|
|
|
|
else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
|
|
|
|
|
else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
|
|
|
|
|
else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
|
|
|
|
|
else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
|
|
|
|
|
else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
|
|
|
|
|
else if( sBit == "holdrolls" ) m_bTransforms[TRANSFORM_HOLDROLLS] = on;
|
|
|
|
|
else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
|
|
|
|
|
else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
|
|
|
|
|
else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
|
|
|
|
|
else if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
|
|
|
|
|
else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
|
|
|
|
|
else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
|
|
|
|
|
else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
|
|
|
|
|
else if( sBit == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
|
|
|
|
|
else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
|
|
|
|
|
else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
|
|
|
|
|
else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
|
|
|
|
|
else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
|
|
|
|
|
else if( sBit == "nolifts" ) m_bTransforms[TRANSFORM_NOLIFTS] = on;
|
|
|
|
|
else if( sBit == "nofakes" ) m_bTransforms[TRANSFORM_NOFAKES] = on;
|
|
|
|
|
else if( sBit == "dark" ) SET_FLOAT( fDark )
|
|
|
|
|
else if( sBit == "blind" ) SET_FLOAT( fBlind )
|
|
|
|
|
else if( sBit == "cover" ) SET_FLOAT( fCover )
|
|
|
|
|
else if( sBit == "randomattacks" ) SET_FLOAT( fRandAttack )
|
|
|
|
|
else if( sBit == "songattacks" ) SET_FLOAT( fSongAttack )
|
|
|
|
|
else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
|
|
|
|
|
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
|
|
|
|
|
else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
|
|
|
|
else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
|
|
|
|
else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
|
|
|
|
else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
|
|
|
|
else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
|
|
|
|
else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
|
|
|
|
|
else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME;
|
|
|
|
|
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
|
|
|
|
|
else if( sBit == "failarcade" ||
|
|
|
|
|
sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
|
|
|
|
|
else if( sBit == "failendofsong" ||
|
|
|
|
|
sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
|
|
|
|
|
else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
|
|
|
|
|
else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
|
|
|
|
|
else if( sBit == "faildefault" )
|
|
|
|
|
{
|
|
|
|
|
PlayerOptions po;
|
|
|
|
|
GAMESTATE->GetDefaultPlayerOptions( po );
|
|
|
|
|
m_FailType = po.m_FailType;
|
|
|
|
|
}
|
|
|
|
|
else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
|
|
|
|
|
else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
|
|
|
|
|
else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE;
|
|
|
|
|
else if( sBit == "muteonerror" ) m_bMuteOnError = on;
|
|
|
|
|
else if( sBit == "random" ) ChooseRandomModifiers();
|
|
|
|
|
// deprecated mods/left in for compatibility
|
|
|
|
|
else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
|
|
|
|
|
// end of the list
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void NextFloat( float fValues[], int size )
|
|
|
|
|
{
|
|
|
|
|
int index = -1;
|
|
|
|
|
for( int i=0; i<size; i++ )
|
|
|
|
|
{
|
|
|
|
|
if( fValues[i] == 1 )
|
|
|
|
|
{
|
|
|
|
|
index = i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for( int i=0; i<size; i++ )
|
|
|
|
|
fValues[i] = 0;
|
|
|
|
|
|
|
|
|
|
if( index == size-1 ) // if true, then the last float in the list was selected
|
|
|
|
|
; // leave all off
|
|
|
|
|
else
|
|
|
|
|
fValues[index+1] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void NextBool( bool bValues[], int size )
|
|
|
|
|
{
|
|
|
|
|
int index = -1;
|
|
|
|
|
for( int i=0; i<size; i++ )
|
|
|
|
|
{
|
|
|
|
|
if( bValues[i] )
|
|
|
|
|
{
|
|
|
|
|
index = i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for( int i=0; i<size; i++ )
|
|
|
|
|
bValues[i] = false;
|
|
|
|
|
|
|
|
|
|
if( index == size-1 ) // if true, then the last float in the list was selected
|
|
|
|
|
; // leave all off
|
|
|
|
|
else
|
|
|
|
|
bValues[index+1] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextAccel()
|
|
|
|
|
{
|
|
|
|
|
NextFloat( m_fAccels, NUM_ACCELS );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextEffect()
|
|
|
|
|
{
|
|
|
|
|
NextFloat( m_fEffects, NUM_EFFECTS );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextAppearance()
|
|
|
|
|
{
|
|
|
|
|
NextFloat( m_fAppearances, NUM_APPEARANCES );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextTurn()
|
|
|
|
|
{
|
|
|
|
|
NextBool( m_bTurns, NUM_TURNS );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextTransform()
|
|
|
|
|
{
|
|
|
|
|
NextBool( m_bTransforms, NUM_TRANSFORMS );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextScroll()
|
|
|
|
|
{
|
|
|
|
|
NextFloat( m_fScrolls, NUM_SCROLLS );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::NextPerspective()
|
|
|
|
|
{
|
|
|
|
|
switch( (int)m_fPerspectiveTilt )
|
|
|
|
|
{
|
|
|
|
|
case -1: m_fPerspectiveTilt = 0; break;
|
|
|
|
|
case 0: m_fPerspectiveTilt = +1; break;
|
|
|
|
|
case +1: default: m_fPerspectiveTilt = -1; break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::ChooseRandomModifiers()
|
|
|
|
|
{
|
|
|
|
|
if( RandomFloat(0,1)<RANDOM_SPEED_CHANCE )
|
|
|
|
|
m_fScrollSpeed = 1.5f;
|
|
|
|
|
if( RandomFloat(0,1)<RANDOM_REVERSE_CHANCE )
|
|
|
|
|
m_fScrolls[SCROLL_REVERSE] = 1;
|
|
|
|
|
if( RandomFloat(0,1)<RANDOM_DARK_CHANCE )
|
|
|
|
|
m_fDark = 1;
|
|
|
|
|
float f;
|
|
|
|
|
f = RandomFloat(0,1);
|
|
|
|
|
if( f<RANDOM_ACCEL_CHANCE )
|
|
|
|
|
m_fAccels[RandomInt(NUM_ACCELS)] = 1;
|
|
|
|
|
else if( f<RANDOM_EFFECT_CHANCE )
|
|
|
|
|
m_fEffects[RandomInt(NUM_EFFECTS)] = 1;
|
|
|
|
|
f = RandomFloat(0,1);
|
|
|
|
|
if( f<RANDOM_HIDDEN_CHANCE )
|
|
|
|
|
m_fAppearances[APPEARANCE_HIDDEN] = 1;
|
|
|
|
|
else if( f<RANDOM_SUDDEN_CHANCE )
|
|
|
|
|
m_fAppearances[APPEARANCE_SUDDEN] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlayerOptions::Accel PlayerOptions::GetFirstAccel()
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<NUM_ACCELS; i++ )
|
|
|
|
|
if( m_fAccels[i] == 1.f )
|
|
|
|
|
return (Accel)i;
|
|
|
|
|
return (Accel)-1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlayerOptions::Effect PlayerOptions::GetFirstEffect()
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<NUM_EFFECTS; i++ )
|
|
|
|
|
if( m_fEffects[i] == 1.f )
|
|
|
|
|
return (Effect)i;
|
|
|
|
|
return (Effect)-1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlayerOptions::Appearance PlayerOptions::GetFirstAppearance()
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<NUM_APPEARANCES; i++ )
|
|
|
|
|
if( m_fAppearances[i] == 1.f )
|
|
|
|
|
return (Appearance)i;
|
|
|
|
|
return (Appearance)-1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlayerOptions::Scroll PlayerOptions::GetFirstScroll()
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<NUM_SCROLLS; i++ )
|
|
|
|
|
if( m_fScrolls[i] == 1.f )
|
|
|
|
|
return (Scroll)i;
|
|
|
|
|
return (Scroll)-1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::SetOneAccel( Accel a )
|
|
|
|
|
{
|
|
|
|
|
ZERO( m_fAccels );
|
|
|
|
|
m_fAccels[a] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::SetOneEffect( Effect e )
|
|
|
|
|
{
|
|
|
|
|
ZERO( m_fEffects );
|
|
|
|
|
m_fEffects[e] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::SetOneAppearance( Appearance a )
|
|
|
|
|
{
|
|
|
|
|
ZERO( m_fAppearances );
|
|
|
|
|
m_fAppearances[a] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::SetOneScroll( Scroll s )
|
|
|
|
|
{
|
|
|
|
|
ZERO( m_fScrolls );
|
|
|
|
|
m_fScrolls[s] = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::ToggleOneTurn( Turn t )
|
|
|
|
|
{
|
|
|
|
|
bool bWasOn = m_bTurns[t];
|
|
|
|
|
ZERO( m_bTurns );
|
|
|
|
|
m_bTurns[t] = !bWasOn;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float PlayerOptions::GetReversePercentForColumn( int iCol ) const
|
|
|
|
|
{
|
|
|
|
|
float f = 0;
|
|
|
|
|
int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
|
|
|
|
|
|
|
|
|
|
f += m_fScrolls[SCROLL_REVERSE];
|
|
|
|
|
|
|
|
|
|
if( iCol >= iNumCols/2 )
|
|
|
|
|
f += m_fScrolls[SCROLL_SPLIT];
|
|
|
|
|
|
|
|
|
|
if( (iCol%2)==1 )
|
|
|
|
|
f += m_fScrolls[SCROLL_ALTERNATE];
|
|
|
|
|
|
|
|
|
|
int iFirstCrossCol = iNumCols/4;
|
|
|
|
|
int iLastCrossCol = iNumCols-1-iFirstCrossCol;
|
|
|
|
|
if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol )
|
|
|
|
|
f += m_fScrolls[SCROLL_CROSS];
|
|
|
|
|
|
|
|
|
|
if( f > 2 )
|
|
|
|
|
f = fmodf( f, 2 );
|
|
|
|
|
if( f > 1 )
|
|
|
|
|
f = SCALE( f, 1.f, 2.f, 1.f, 0.f );
|
|
|
|
|
return f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlayerOptions::operator==( const PlayerOptions &other ) const
|
|
|
|
|
{
|
|
|
|
|
#define COMPARE(x) { if( x != other.x ) return false; }
|
|
|
|
|
COMPARE(m_fTimeSpacing);
|
|
|
|
|
COMPARE(m_fScrollSpeed);
|
|
|
|
|
COMPARE(m_fScrollBPM);
|
|
|
|
|
COMPARE(m_fRandomSpeed);
|
|
|
|
|
COMPARE(m_ScoreDisplay);
|
|
|
|
|
COMPARE(m_FailType);
|
|
|
|
|
COMPARE(m_bMuteOnError);
|
|
|
|
|
COMPARE(m_fDark);
|
|
|
|
|
COMPARE(m_fBlind);
|
|
|
|
|
COMPARE(m_fCover);
|
|
|
|
|
COMPARE(m_fRandAttack);
|
|
|
|
|
COMPARE(m_fSongAttack);
|
|
|
|
|
COMPARE(m_fPlayerAutoPlay);
|
|
|
|
|
COMPARE(m_fPerspectiveTilt);
|
|
|
|
|
COMPARE(m_fSkew);
|
|
|
|
|
COMPARE(m_sNoteSkin);
|
|
|
|
|
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
|
|
|
|
|
COMPARE(m_fAccels[i]);
|
|
|
|
|
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
|
|
|
|
|
COMPARE(m_fEffects[i]);
|
|
|
|
|
for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
|
|
|
|
|
COMPARE(m_fAppearances[i]);
|
|
|
|
|
for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
|
|
|
|
|
COMPARE(m_fScrolls[i]);
|
|
|
|
|
for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
|
|
|
|
|
COMPARE(m_bTurns[i]);
|
|
|
|
|
for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
|
|
|
|
|
COMPARE(m_bTransforms[i]);
|
|
|
|
|
#undef COMPARE
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const
|
|
|
|
|
{
|
2011-05-15 14:05:02 -04:00
|
|
|
if( m_fTimeSpacing && pSteps->HasSignificantTimingChanges() )
|
2011-03-17 01:47:30 -04:00
|
|
|
return true;
|
|
|
|
|
const RadarValues &rv = pSteps->GetRadarValues( pn );
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOHOLDS] && rv[RadarCategory_Holds]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOROLLS] && rv[RadarCategory_Rolls]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOMINES] && rv[RadarCategory_Mines]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOHANDS] && rv[RadarCategory_Hands]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOQUADS] && rv[RadarCategory_Hands]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOJUMPS] && rv[RadarCategory_Jumps]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOLIFTS] && rv[RadarCategory_Lifts]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOFAKES] && rv[RadarCategory_Fakes]>0 )
|
|
|
|
|
return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_NOSTRETCH] )
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
// Inserted holds can be really easy on some songs, and scores will be
|
|
|
|
|
// highly hold-weighted, and very little tap score weighted.
|
|
|
|
|
if( m_bTransforms[TRANSFORM_LITTLE] ) return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_PLANTED] ) return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_FLOORED] ) return true;
|
|
|
|
|
if( m_bTransforms[TRANSFORM_TWISTER] ) return true;
|
|
|
|
|
|
|
|
|
|
// This makes songs with sparse notes easier.
|
|
|
|
|
if( m_bTransforms[TRANSFORM_ECHO] ) return true;
|
|
|
|
|
|
|
|
|
|
if( m_fCover ) return true;
|
|
|
|
|
if( m_fPlayerAutoPlay ) return true;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const
|
|
|
|
|
{
|
|
|
|
|
ASSERT( pCourse );
|
|
|
|
|
ASSERT( pTrail );
|
|
|
|
|
|
|
|
|
|
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
|
|
|
|
|
{
|
|
|
|
|
if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->pSteps, PLAYER_1) )
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::GetLocalizedMods( vector<RString> &AddTo ) const
|
|
|
|
|
{
|
|
|
|
|
vector<RString> vMods;
|
|
|
|
|
GetMods( vMods );
|
|
|
|
|
FOREACH_CONST( RString, vMods, s )
|
|
|
|
|
{
|
|
|
|
|
const RString& sOneMod = *s;
|
|
|
|
|
|
|
|
|
|
ASSERT( !sOneMod.empty() );
|
|
|
|
|
|
|
|
|
|
vector<RString> asTokens;
|
|
|
|
|
split( sOneMod, " ", asTokens );
|
|
|
|
|
|
|
|
|
|
if( asTokens.empty() )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Strip the approach speed token, if any
|
|
|
|
|
if( asTokens[0][0] == '*' )
|
|
|
|
|
asTokens.erase( asTokens.begin() );
|
|
|
|
|
|
|
|
|
|
// capitalize NoteSkin names
|
|
|
|
|
asTokens.back() = Capitalize( asTokens.back() );
|
|
|
|
|
|
|
|
|
|
/* Theme the mod name (the last string). Allow this to not exist, since
|
|
|
|
|
* characters might use modifiers that don't exist in the theme. */
|
|
|
|
|
asTokens.back() = CommonMetrics::LocalizeOptionItem( asTokens.back(), true );
|
|
|
|
|
|
|
|
|
|
RString sLocalizedMod = join( " ", asTokens );
|
|
|
|
|
AddTo.push_back( sLocalizedMod );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlayerOptions::ContainsTransformOrTurn() const
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<NUM_TRANSFORMS; i++ )
|
|
|
|
|
{
|
|
|
|
|
if( m_bTransforms[i] )
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
for( int i=0; i<NUM_TURNS; i++ )
|
|
|
|
|
{
|
|
|
|
|
if( m_bTurns[i] )
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
RString PlayerOptions::GetSavedPrefsString() const
|
|
|
|
|
{
|
|
|
|
|
PlayerOptions po_prefs;
|
|
|
|
|
#define SAVE(x) po_prefs.x = this->x;
|
|
|
|
|
SAVE( m_fTimeSpacing );
|
|
|
|
|
SAVE( m_fScrollSpeed );
|
|
|
|
|
SAVE( m_fScrollBPM );
|
|
|
|
|
SAVE( m_fScrolls[SCROLL_REVERSE] );
|
|
|
|
|
SAVE( m_fPerspectiveTilt );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOHOLDS] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOROLLS] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOMINES] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOJUMPS] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOHANDS] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOQUADS] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOSTRETCH] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOLIFTS] );
|
|
|
|
|
SAVE( m_bTransforms[TRANSFORM_NOFAKES] );
|
|
|
|
|
SAVE( m_ScoreDisplay );
|
|
|
|
|
SAVE( m_bMuteOnError );
|
|
|
|
|
SAVE( m_sNoteSkin );
|
|
|
|
|
#undef SAVE
|
|
|
|
|
return po_prefs.GetString();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerOptions::ResetPrefs( ResetPrefsType type )
|
|
|
|
|
{
|
|
|
|
|
PlayerOptions defaults;
|
|
|
|
|
#define CPY(x) this->x = defaults.x;
|
|
|
|
|
switch( type )
|
|
|
|
|
{
|
|
|
|
|
DEFAULT_FAIL( type );
|
|
|
|
|
case saved_prefs:
|
|
|
|
|
CPY( m_fTimeSpacing );
|
|
|
|
|
CPY( m_fScrollSpeed );
|
|
|
|
|
CPY( m_fScrollBPM );
|
|
|
|
|
break;
|
|
|
|
|
case saved_prefs_invalid_for_course:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CPY( m_fPerspectiveTilt );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOHOLDS] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOROLLS] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOMINES] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOJUMPS] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOHANDS] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOQUADS] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOSTRETCH] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOLIFTS] );
|
|
|
|
|
CPY( m_bTransforms[TRANSFORM_NOFAKES] );
|
|
|
|
|
// Don't clear this.
|
|
|
|
|
// CPY( m_sNoteSkin );
|
|
|
|
|
#undef CPY
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// lua start
|
|
|
|
|
#include "LuaBinding.h"
|
|
|
|
|
|
|
|
|
|
/** @brief Allow Lua to have access to PlayerOptions. */
|
|
|
|
|
class LunaPlayerOptions: public Luna<PlayerOptions>
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{
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public:
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2011-03-20 20:52:56 -05:00
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// NoteSkins
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static int GetNoteSkin( T *p, lua_State *L )
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{
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if( p->m_sNoteSkin.empty() )
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lua_pushstring( L, CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue() );
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else
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lua_pushstring( L, p->m_sNoteSkin );
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return 1;
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}
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2011-03-20 13:03:16 -05:00
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static int SetNoteSkin( T *p, lua_State *L )
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{
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if( NOTESKIN->DoesNoteSkinExist(SArg(1)) )
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p->m_sNoteSkin = SArg(1);
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return 0;
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}
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2011-03-17 01:47:30 -04:00
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2011-03-20 21:25:49 -05:00
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// Speed Mods
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static int GetCMod( T *p, lua_State *L )
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{
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if( p->m_fTimeSpacing )
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lua_pushnumber( L, p->m_fTimeSpacing );
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else
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lua_pushnil(L);
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return 1;
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}
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static int GetXMod( T *p, lua_State *L )
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{
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if( !p->m_fTimeSpacing )
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lua_pushnumber( L, p->m_fScrollSpeed );
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else
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lua_pushnil(L);
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return 1;
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}
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// Accel
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DEFINE_METHOD( GetBoost, m_fAccels[PlayerOptions::ACCEL_BOOST] )
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DEFINE_METHOD( GetBrake, m_fAccels[PlayerOptions::ACCEL_BRAKE] )
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DEFINE_METHOD( GetWave, m_fAccels[PlayerOptions::ACCEL_WAVE] )
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DEFINE_METHOD( GetExpand, m_fAccels[PlayerOptions::ACCEL_EXPAND] )
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DEFINE_METHOD( GetBoomerang, m_fAccels[PlayerOptions::ACCEL_BOOMERANG] )
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// Effect
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DEFINE_METHOD( GetDrunk, m_fEffects[PlayerOptions::EFFECT_DRUNK] ) // MoonGyuHyuk
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DEFINE_METHOD( GetDizzy, m_fEffects[PlayerOptions::EFFECT_DIZZY] )
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DEFINE_METHOD( GetConfusion, m_fEffects[PlayerOptions::EFFECT_CONFUSION] )
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DEFINE_METHOD( GetMini, m_fEffects[PlayerOptions::EFFECT_MINI] )
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DEFINE_METHOD( GetTiny, m_fEffects[PlayerOptions::EFFECT_TINY] )
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DEFINE_METHOD( GetFlip, m_fEffects[PlayerOptions::EFFECT_FLIP] )
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DEFINE_METHOD( GetInvert, m_fEffects[PlayerOptions::EFFECT_INVERT] )
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DEFINE_METHOD( GetTornado, m_fEffects[PlayerOptions::EFFECT_TORNADO] )
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DEFINE_METHOD( GetTipsy, m_fEffects[PlayerOptions::EFFECT_TIPSY] )
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DEFINE_METHOD( GetBumpy, m_fEffects[PlayerOptions::EFFECT_BUMPY] )
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DEFINE_METHOD( GetBeat, m_fEffects[PlayerOptions::EFFECT_BEAT] )
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DEFINE_METHOD( GetXMode, m_fEffects[PlayerOptions::EFFECT_XMODE] )
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DEFINE_METHOD( GetTwirl, m_fEffects[PlayerOptions::EFFECT_TWIRL] )
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DEFINE_METHOD( GetRoll, m_fEffects[PlayerOptions::EFFECT_ROLL] )
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// Appearance
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DEFINE_METHOD( GetHidden, m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] )
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DEFINE_METHOD( GetHiddenOffset, m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET] )
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DEFINE_METHOD( GetSudden, m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN] )
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DEFINE_METHOD( GetSuddenOffset, m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET] )
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DEFINE_METHOD( GetStealth, m_fAppearances[PlayerOptions::APPEARANCE_STEALTH] )
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DEFINE_METHOD( GetBlink, m_fAppearances[PlayerOptions::APPEARANCE_BLINK] )
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DEFINE_METHOD( GetRandomVanish, m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] )
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// Scroll
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DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
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2011-04-16 21:10:44 -05:00
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DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1 )
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2011-03-20 21:25:49 -05:00
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static int GetReversePercentForColumn( T *p, lua_State *L )
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{
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// todo: make sure IArg is within boundaries -aj
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lua_pushnumber( L, p->GetReversePercentForColumn(IArg(1)) );
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return 1;
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}
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DEFINE_METHOD( GetSplit, m_fScrolls[PlayerOptions::SCROLL_SPLIT] )
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DEFINE_METHOD( GetAlternate, m_fScrolls[PlayerOptions::SCROLL_ALTERNATE] )
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DEFINE_METHOD( GetCross, m_fScrolls[PlayerOptions::SCROLL_CROSS] )
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DEFINE_METHOD( GetCentered, m_fScrolls[PlayerOptions::SCROLL_CENTERED] )
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// Turns
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DEFINE_METHOD( GetMirror, m_bTurns[PlayerOptions::TURN_MIRROR] )
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DEFINE_METHOD( GetLeft, m_bTurns[PlayerOptions::TURN_LEFT] )
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DEFINE_METHOD( GetRight, m_bTurns[PlayerOptions::TURN_RIGHT] )
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DEFINE_METHOD( GetShuffle, m_bTurns[PlayerOptions::TURN_SHUFFLE] )
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DEFINE_METHOD( GetSoftShuffle, m_bTurns[PlayerOptions::TURN_SOFT_SHUFFLE] )
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DEFINE_METHOD( GetSuperShuffle, m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] )
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// Transform
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DEFINE_METHOD( GetNoHolds, m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS] )
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DEFINE_METHOD( GetNoRolls, m_bTransforms[PlayerOptions::TRANSFORM_NOROLLS] )
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DEFINE_METHOD( GetNoMines, m_bTransforms[PlayerOptions::TRANSFORM_NOMINES] )
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DEFINE_METHOD( GetLittle, m_bTransforms[PlayerOptions::TRANSFORM_LITTLE] )
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DEFINE_METHOD( GetWide, m_bTransforms[PlayerOptions::TRANSFORM_WIDE] )
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DEFINE_METHOD( GetBig, m_bTransforms[PlayerOptions::TRANSFORM_BIG] )
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DEFINE_METHOD( GetQuick, m_bTransforms[PlayerOptions::TRANSFORM_QUICK] )
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DEFINE_METHOD( GetBMRize, m_bTransforms[PlayerOptions::TRANSFORM_BMRIZE] )
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DEFINE_METHOD( GetSkippy, m_bTransforms[PlayerOptions::TRANSFORM_SKIPPY] )
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DEFINE_METHOD( GetMines, m_bTransforms[PlayerOptions::TRANSFORM_MINES] )
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DEFINE_METHOD( GetAttackMines, m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
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DEFINE_METHOD( GetEcho, m_bTransforms[PlayerOptions::TRANSFORM_ECHO] )
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DEFINE_METHOD( GetStomp, m_bTransforms[PlayerOptions::TRANSFORM_STOMP] )
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DEFINE_METHOD( GetPlanted, m_bTransforms[PlayerOptions::TRANSFORM_PLANTED] )
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DEFINE_METHOD( GetFloored, m_bTransforms[PlayerOptions::TRANSFORM_FLOORED] )
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DEFINE_METHOD( GetTwister, m_bTransforms[PlayerOptions::TRANSFORM_TWISTER] )
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DEFINE_METHOD( GetHoldRolls, m_bTransforms[PlayerOptions::TRANSFORM_HOLDROLLS] )
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DEFINE_METHOD( GetNoJumps, m_bTransforms[PlayerOptions::TRANSFORM_NOJUMPS] )
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DEFINE_METHOD( GetNoHands, m_bTransforms[PlayerOptions::TRANSFORM_NOHANDS] )
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DEFINE_METHOD( GetNoLifts, m_bTransforms[PlayerOptions::TRANSFORM_NOLIFTS] )
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DEFINE_METHOD( GetNoFakes, m_bTransforms[PlayerOptions::TRANSFORM_NOFAKES] )
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DEFINE_METHOD( GetNoQuads, m_bTransforms[PlayerOptions::TRANSFORM_NOQUADS] )
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DEFINE_METHOD( GetNoStretch, m_bTransforms[PlayerOptions::TRANSFORM_NOSTRETCH] )
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// Others
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DEFINE_METHOD( GetDark, m_fDark )
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DEFINE_METHOD( GetBlind, m_fBlind )
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DEFINE_METHOD( GetCover, m_fCover )
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DEFINE_METHOD( GetRandomAttacks, m_fRandAttack )
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DEFINE_METHOD( GetSongAttacks, m_fSongAttack )
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DEFINE_METHOD( GetSkew, m_fSkew )
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DEFINE_METHOD( GetPassmark, m_fPassmark )
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DEFINE_METHOD( GetRandomSpeed, m_fRandomSpeed )
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2011-03-17 01:47:30 -04:00
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LunaPlayerOptions()
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{
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2011-03-20 21:25:49 -05:00
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ADD_METHOD( GetDark );
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// SetDark
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ADD_METHOD( GetBlind );
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// SetBlind
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ADD_METHOD( GetCover );
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// SetCover
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// GetMuteOnError, SetMuteOnError
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2011-03-17 01:47:30 -04:00
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ADD_METHOD( GetNoteSkin );
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2011-03-20 13:03:16 -05:00
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ADD_METHOD( SetNoteSkin );
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2011-03-20 21:25:49 -05:00
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// GetPerspectiveTilt, SetPerspectiveTilt
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ADD_METHOD( GetPassmark );
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// SetPassmark
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ADD_METHOD( GetRandomAttacks );
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// SetRandomAttacks
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ADD_METHOD( GetRandomSpeed );
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// SetRandomSpeed
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ADD_METHOD( GetSkew );
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// SetSkew
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ADD_METHOD( GetSongAttacks );
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// SetSongAttacks
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ADD_METHOD( GetCMod );
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ADD_METHOD( GetXMod );
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// Accel
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ADD_METHOD( GetBoost );
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ADD_METHOD( GetBrake );
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ADD_METHOD( GetWave );
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ADD_METHOD( GetExpand );
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ADD_METHOD( GetBoomerang );
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// Effect
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ADD_METHOD( GetDrunk );
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ADD_METHOD( GetDizzy );
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ADD_METHOD( GetConfusion );
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ADD_METHOD( GetMini );
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ADD_METHOD( GetTiny );
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ADD_METHOD( GetFlip );
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ADD_METHOD( GetInvert );
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ADD_METHOD( GetTornado );
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ADD_METHOD( GetTipsy );
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ADD_METHOD( GetBumpy );
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ADD_METHOD( GetBeat );
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ADD_METHOD( GetXMode );
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ADD_METHOD( GetTwirl );
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ADD_METHOD( GetRoll );
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// Appearance
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ADD_METHOD( GetHidden );
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ADD_METHOD( GetHiddenOffset );
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ADD_METHOD( GetSudden );
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ADD_METHOD( GetSuddenOffset );
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ADD_METHOD( GetStealth );
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ADD_METHOD( GetBlink );
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ADD_METHOD( GetRandomVanish );
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// Scroll
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ADD_METHOD( GetReverse );
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2011-04-16 21:10:44 -05:00
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ADD_METHOD( UsingReverse );
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2011-03-20 21:25:49 -05:00
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ADD_METHOD( GetReversePercentForColumn );
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ADD_METHOD( GetSplit );
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ADD_METHOD( GetAlternate );
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ADD_METHOD( GetCross );
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ADD_METHOD( GetCentered );
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// Turns
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ADD_METHOD( GetMirror );
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ADD_METHOD( GetLeft );
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ADD_METHOD( GetRight );
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ADD_METHOD( GetShuffle );
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ADD_METHOD( GetSoftShuffle );
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ADD_METHOD( GetSuperShuffle );
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// Transform
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ADD_METHOD( GetNoHolds );
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ADD_METHOD( GetNoRolls );
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ADD_METHOD( GetNoMines );
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ADD_METHOD( GetLittle );
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ADD_METHOD( GetWide );
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ADD_METHOD( GetBig );
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ADD_METHOD( GetQuick );
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ADD_METHOD( GetBMRize );
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ADD_METHOD( GetSkippy );
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ADD_METHOD( GetMines );
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ADD_METHOD( GetAttackMines );
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ADD_METHOD( GetEcho );
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ADD_METHOD( GetStomp );
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ADD_METHOD( GetPlanted );
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ADD_METHOD( GetFloored );
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ADD_METHOD( GetTwister );
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ADD_METHOD( GetHoldRolls );
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ADD_METHOD( GetNoJumps );
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ADD_METHOD( GetNoHands );
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ADD_METHOD( GetNoLifts );
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ADD_METHOD( GetNoFakes );
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ADD_METHOD( GetNoQuads );
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ADD_METHOD( GetNoStretch );
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2011-03-17 01:47:30 -04:00
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}
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};
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LUA_REGISTER_CLASS( PlayerOptions )
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// lua end
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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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