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itgmania212121/stepmania/src/PlayerOptions.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: PlayerOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PlayerOptions.h"
#include "RageUtil.h"
#include "math.h"
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void PlayerOptions::Init()
{
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m_fScrollSpeed = 1.0f;
ZERO( m_fAccels );
ZERO( m_fEffects );
ZERO( m_fAppearances );
m_fReverseScroll = 0;
m_fDark = 0;
m_Turn = TURN_NONE;
m_Transform = TRANSFORM_NONE;
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m_bHoldNotes = true;
}
void FLOAT_APPROACH( float& val, float other_val, float deltaPercent )
{
if( val == other_val )
return;
float fDelta = other_val - val;
float fSign = fDelta / fabsf( fDelta );
float fToMove = fSign*deltaPercent;
if( fabsf(fToMove) > fabsf(fDelta) )
fToMove = fDelta; // snap
val += fToMove;
}
void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
int i;
FLOAT_APPROACH( m_fScrollSpeed, other.m_fScrollSpeed, fDeltaSeconds*max(m_fScrollSpeed,other.m_fScrollSpeed) ); // make big jumps in scroll speed move faster
for( i=0; i<NUM_ACCELS; i++ )
FLOAT_APPROACH( m_fAccels[i], other.m_fAccels[i], fDeltaSeconds );
for( i=0; i<NUM_EFFECTS; i++ )
FLOAT_APPROACH( m_fEffects[i], other.m_fEffects[i], fDeltaSeconds );
for( i=0; i<NUM_APPEARANCES; i++ )
FLOAT_APPROACH( m_fAppearances[i], other.m_fAppearances[i], fDeltaSeconds );
FLOAT_APPROACH( m_fReverseScroll, other.m_fReverseScroll, fDeltaSeconds );
FLOAT_APPROACH( m_fDark, other.m_fDark, fDeltaSeconds );
}
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CString PlayerOptions::GetString()
{
CString sReturn;
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if( m_fScrollSpeed != 1 )
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{
/* -> 1.00 */
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CString s = ssprintf( "%2.2f", m_fScrollSpeed );
if( s[s.GetLength()-1] == '0' ) {
/* -> 1.0 */
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s.erase(s.GetLength()-1); // delete last char
if( s[s.GetLength()-1] == '0' ) {
/* -> 1 */
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s.erase(s.GetLength()-2); // delete last 2 chars
}
}
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sReturn += s + "X, ";
}
if( m_fAccels[ACCEL_BOOST]==1 ) sReturn += "Boost, ";
if( m_fAccels[ACCEL_LAND]==1 ) sReturn += "Land, ";
if( m_fAccels[ACCEL_WAVE]==1 ) sReturn += "Wave, ";
if( m_fAccels[ACCEL_EXPAND]==1 ) sReturn += "Expand, ";
if( m_fAccels[ACCEL_BOOMERANG]==1 ) sReturn += "Boomerang, ";
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if( m_fEffects[EFFECT_DRUNK]==1 ) sReturn += "Drunk, ";
if( m_fEffects[EFFECT_DIZZY]==1 ) sReturn += "Dizzy, ";
if( m_fEffects[EFFECT_SPACE]==1 ) sReturn += "Space, ";
if( m_fEffects[EFFECT_MINI]==1 ) sReturn += "Mini, ";
if( m_fEffects[EFFECT_FLIP]==1 ) sReturn += "Flip, ";
if( m_fEffects[EFFECT_TORNADO]==1 ) sReturn += "Tornado, ";
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if( m_fAppearances[APPEARANCE_HIDDEN]==1 ) sReturn += "Hidden, ";
if( m_fAppearances[APPEARANCE_SUDDEN]==1 ) sReturn += "Sudden, ";
if( m_fAppearances[APPEARANCE_STEALTH]==1 ) sReturn += "Stealth, ";
if( m_fAppearances[APPEARANCE_BLINK]==1 ) sReturn += "Blink, ";
if( m_fReverseScroll == 1 ) sReturn += "Reverse, ";
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if( m_fDark == 1) sReturn += "Dark, ";
switch( m_Turn )
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{
case TURN_NONE: break;
case TURN_MIRROR: sReturn += "Mirror, "; break;
case TURN_LEFT: sReturn += "Left, "; break;
case TURN_RIGHT: sReturn += "Right, "; break;
case TURN_SHUFFLE: sReturn += "Shuffle, "; break;
case TURN_SUPER_SHUFFLE:sReturn += "SuperShuffle, ";break;
default: ASSERT(0); // invalid
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}
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switch( m_Transform )
{
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case TRANSFORM_NONE: break;
case TRANSFORM_LITTLE: sReturn += "Little, "; break;
case TRANSFORM_WIDE: sReturn += "Wide, "; break;
case TRANSFORM_BIG: sReturn += "Big, "; break;
case TRANSFORM_QUICK: sReturn += "Quick, "; break;
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case TRANSFORM_SKIPPY: sReturn += "Skippy, "; break;
default: ASSERT(0); // invalid
}
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if( !m_bHoldNotes ) sReturn += "NoHolds, ";
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if( sReturn.GetLength() > 2 )
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sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", "
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return sReturn;
}
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/* Options are added to the current settings; call Init() beforehand if
* you don't want this. */
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void PlayerOptions::FromString( CString sOptions )
{
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// Init();
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sOptions.MakeLower();
CStringArray asBits;
split( sOptions, ",", asBits, true );
for( unsigned i=0; i<asBits.size(); i++ )
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{
CString& sBit = asBits[i];
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TrimLeft(sBit);
TrimRight(sBit);
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if( sBit == "0.25x" ) m_fScrollSpeed = 0.25f;
else if( sBit == "0.5x" ) m_fScrollSpeed = 0.5f;
else if( sBit == "0.75x" ) m_fScrollSpeed = 0.75f;
else if( sBit == "1.5x" ) m_fScrollSpeed = 1.5f;
else if( sBit == "2.0x" ) m_fScrollSpeed = 2.0f;
else if( sBit == "3.0x" ) m_fScrollSpeed = 3.0f;
else if( sBit == "4.0x" ) m_fScrollSpeed = 4.0f;
else if( sBit == "5.0x" ) m_fScrollSpeed = 5.0f;
else if( sBit == "8.0x" ) m_fScrollSpeed = 8.0f;
else if( sBit == "boost" ) m_fAccels[ACCEL_BOOST] = 1;
else if( sBit == "land" ) m_fAccels[ACCEL_LAND] = 1;
else if( sBit == "wave" ) m_fAccels[ACCEL_WAVE] = 1;
else if( sBit == "expand" ) m_fAccels[ACCEL_EXPAND] = 1;
else if( sBit == "boomerang" ) m_fAccels[ACCEL_BOOMERANG] = 1;
else if( sBit == "drunk" ) m_fEffects[EFFECT_DRUNK] = 1;
else if( sBit == "dizzy" ) m_fEffects[EFFECT_DIZZY] = 1;
else if( sBit == "space" ) m_fEffects[EFFECT_SPACE] = 1;
else if( sBit == "mini" ) m_fEffects[EFFECT_MINI] = 1;
else if( sBit == "flip" ) m_fEffects[EFFECT_FLIP] = 1;
else if( sBit == "tornado" ) m_fEffects[EFFECT_TORNADO] = 1;
else if( sBit == "hidden" ) m_fAppearances[APPEARANCE_HIDDEN] = 1;
else if( sBit == "sudden" ) m_fAppearances[APPEARANCE_SUDDEN] = 1;
else if( sBit == "stealth" ) m_fAppearances[APPEARANCE_STEALTH] = 1;
else if( sBit == "blink" ) m_fAppearances[APPEARANCE_BLINK] = 1;
else if( sBit == "mirror" ) m_Turn = TURN_MIRROR;
else if( sBit == "left" ) m_Turn = TURN_LEFT;
else if( sBit == "right" ) m_Turn = TURN_RIGHT;
else if( sBit == "shuffle" ) m_Turn = TURN_SHUFFLE;
else if( sBit == "supershuffle" )m_Turn = TURN_SUPER_SHUFFLE;
else if( sBit == "little" ) m_Transform = TRANSFORM_LITTLE;
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else if( sBit == "wide" ) m_Transform = TRANSFORM_WIDE;
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else if( sBit == "big" ) m_Transform = TRANSFORM_BIG;
else if( sBit == "quick" ) m_Transform = TRANSFORM_QUICK;
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else if( sBit == "skippy" ) m_Transform = TRANSFORM_SKIPPY;
else if( sBit == "reverse" ) m_fReverseScroll = 1;
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else if( sBit == "noholds" ) m_bHoldNotes = false;
else if( sBit == "nofreeze" ) m_bHoldNotes = false;
else if( sBit == "dark" ) m_fDark = 1;
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}
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}
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void NextFloat( float fValues[], int size )
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{
int index = -1;
for( int i=0; i<size; i++ )
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{
if( fValues[i] == 1 )
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{
index = i;
break;
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}
}
memset( fValues, 0, size );
index++;
if( index == size ) // if true, then the last float in the list was selected
; // leave all off
else
fValues[index] = 1;
}
void PlayerOptions::NextAccel()
{
NextFloat( m_fAccels, NUM_ACCELS );
}
void PlayerOptions::NextEffect()
{
NextFloat( m_fEffects, NUM_EFFECTS );
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}
void PlayerOptions::NextAppearance()
{
NextFloat( m_fAppearances, NUM_APPEARANCES );
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}
void PlayerOptions::NextTurn()
{
m_Turn = (Turn) ((m_Turn+1)%NUM_TURNS);
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}
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void PlayerOptions::NextTransform()
{
m_Transform = (Transform) ((m_Transform+1)%NUM_TRANSFORMS);
}
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void PlayerOptions::ChooseRandomMofifiers()
{
if( RandomFloat(0,1)>0.8f )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)>0.8f )
m_fReverseScroll = 1;
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if( RandomFloat(0,1)>0.9f )
m_fDark = 1;
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float f;
f = RandomFloat(0,1);
if( f>0.66f )
m_fAccels[rand()%NUM_ACCELS] = 1;
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else if( f>0.33f )
m_fEffects[rand()%NUM_EFFECTS] = 1;
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f = RandomFloat(0,1);
if( f>0.95f )
m_fAppearances[APPEARANCE_HIDDEN] = 1;
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else if( f>0.9f )
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;
}
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;
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}