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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"
#include "RageLog.h"
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#include "GameState.h"
#include "NoteFieldPositioning.h"
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#include "NoteSkinManager.h"
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYSIZE(arr); ++Z ) arr[Z]=1.0f; }
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void PlayerOptions::Init()
{
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m_bTimeSpacing = false;
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m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
m_fDark = 0; m_SpeedfDark = 1.0f;
m_fBlind = 0; m_SpeedfBlind = 1.0f;
m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
m_fSkew = 0; m_SpeedfSkew = 1.0f;
m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
m_Turn = TURN_NONE;
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ZERO( m_bTransforms );
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m_bTimingAssist = false;
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m_bProTiming = false;
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m_sPositioning = ""; // "null"
m_sNoteSkin = "default";
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}
void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
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#define APP( opt ) \
fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt );
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int i;
for( i=0; i<NUM_ACCELS; i++ )
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APP( fAccels[i] );
for( i=0; i<NUM_EFFECTS; i++ )
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APP( fEffects[i] );
for( i=0; i<NUM_APPEARANCES; i++ )
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APP( fAppearances[i] );
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for( i=0; i<NUM_SCROLLS; i++ )
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APP( fScrolls[i] );
APP( fScrollSpeed );
APP( fDark );
APP( fBlind );
APP( fPerspectiveTilt );
APP( fSkew );
APP( fPassmark );
}
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static CString AddPart( float level, CString name )
{
if( level == 0 )
return "";
const CString LevelStr = (level == 1)? "": ssprintf( "%i%% ", (int) roundf(level*100) );
return LevelStr + name + ", ";
}
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CString PlayerOptions::GetString() const
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{
CString sReturn;
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if( !m_bTimeSpacing )
{
if( m_fScrollSpeed != 1 )
{
/* -> 1.00 */
CString s = ssprintf( "%2.2f", m_fScrollSpeed );
if( s[s.GetLength()-1] == '0' ) {
/* -> 1.0 */
s.erase(s.GetLength()-1); // delete last char
if( s[s.GetLength()-1] == '0' ) {
/* -> 1 */
s.erase(s.GetLength()-2); // delete last 2 chars
}
}
sReturn += s + "X, ";
}
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}
else
{
CString s = ssprintf( "C%.0f", m_fScrollBPM );
sReturn += s + ", ";
}
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sReturn += AddPart( m_fAccels[ACCEL_BOOST], "Boost" );
sReturn += AddPart( m_fAccels[ACCEL_BRAKE], "Brake" );
sReturn += AddPart( m_fAccels[ACCEL_WAVE], "Wave" );
sReturn += AddPart( m_fAccels[ACCEL_EXPAND], "Expand" );
sReturn += AddPart( m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
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sReturn += AddPart( m_fEffects[EFFECT_DRUNK], "Drunk" );
sReturn += AddPart( m_fEffects[EFFECT_DIZZY], "Dizzy" );
sReturn += AddPart( m_fEffects[EFFECT_MINI], "Mini" );
sReturn += AddPart( m_fEffects[EFFECT_FLIP], "Flip" );
sReturn += AddPart( m_fEffects[EFFECT_TORNADO], "Tornado" );
sReturn += AddPart( m_fEffects[EFFECT_TIPSY], "Tipsy" );
sReturn += AddPart( m_fEffects[EFFECT_BUMPY], "Bumpy" );
sReturn += AddPart( m_fEffects[EFFECT_BEAT], "Beat" );
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sReturn += AddPart( m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
sReturn += AddPart( m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
sReturn += AddPart( m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
sReturn += AddPart( m_fAppearances[APPEARANCE_BLINK], "Blink" );
sReturn += AddPart( m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
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sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" );
sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" );
sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
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sReturn += AddPart( m_fScrolls[SCROLL_CROSS], "Cross" );
sReturn += AddPart( m_fScrolls[SCROLL_CONVERGE], "Converge" );
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sReturn += AddPart( m_fDark, "Dark");
sReturn += AddPart( m_fBlind, "Blind");
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sReturn += AddPart( m_fPassmark, "Passmark");
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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if( m_bTransforms[TRANSFORM_NOHOLDS] ) sReturn += "NoHolds, ";
if( m_bTransforms[TRANSFORM_NOMINES] ) sReturn += "NoMines, ";
if( m_bTransforms[TRANSFORM_LITTLE] ) sReturn += "Little, ";
if( m_bTransforms[TRANSFORM_WIDE] ) sReturn += "Wide, ";
if( m_bTransforms[TRANSFORM_BIG] ) sReturn += "Big, ";
if( m_bTransforms[TRANSFORM_QUICK] ) sReturn += "Quick, ";
if( m_bTransforms[TRANSFORM_BMRIZE] ) sReturn += "BMRize, ";
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if( m_bTransforms[TRANSFORM_SKIPPY] ) sReturn += "Skippy, ";
if( m_bTransforms[TRANSFORM_MINES] ) sReturn += "Mines, ";
if( m_bTransforms[TRANSFORM_ECHO] ) sReturn += "Echo, ";
if( m_bTransforms[TRANSFORM_PLANTED] ) sReturn += "Planted, ";
if( m_bTransforms[TRANSFORM_STOMP] ) sReturn += "Stomp, ";
if( m_bTransforms[TRANSFORM_TWISTER] ) sReturn += "Twister, ";
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if( m_bTransforms[TRANSFORM_NOJUMPS] ) sReturn += "NoJumps, ";
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if( m_bTransforms[TRANSFORM_NOHANDS] ) sReturn += "NoHands, ";
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if( m_bTransforms[TRANSFORM_NOQUADS] ) sReturn += "NoQuads, ";
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if( m_bTimingAssist ) sReturn += "TimingAssist, ";
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if( m_bProTiming ) sReturn += "ProTiming, ";
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if( m_fSkew==1 && m_fPerspectiveTilt==-1 )
sReturn += "Incoming, ";
else if( m_fSkew==1 && m_fPerspectiveTilt==+1 )
sReturn += "Space, ";
else if( m_fSkew==0 && m_fPerspectiveTilt==-1 )
sReturn += "Hallway, ";
else if( m_fSkew==0 && m_fPerspectiveTilt==+1 )
sReturn += "Distant, ";
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if( !m_sPositioning.empty() )
sReturn += m_sPositioning + ", ";
if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 )
sReturn += m_sNoteSkin + ", ";
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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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ASSERT( GAMESTATE->m_pPosition );
ASSERT( NOTESKIN );
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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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int i1;
Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
vector<CString> matches;
if( mult.Compare(sBit, matches) )
{
m_bTimeSpacing = false;
int ret = sscanf( matches[0], "%f", &m_fScrollSpeed );
ASSERT( ret == 1 );
continue;
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}
else if( sscanf( sBit, "c%d", &i1 ) == 1 )
{
m_bTimeSpacing = true;
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m_fScrollBPM = (float) i1;
continue;
}
/* "drunk"
* "no drunk"
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* "150% drunk"
* "*2 100% drunk": approach at 2x normal speed */
float level = 1;
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float speed = 1;
CStringArray asParts;
split( sBit, " ", asParts, true );
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for( unsigned j = 0; j < asParts.size()-1; ++j )
{
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if( asParts[j] == "no" )
level = 0;
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else if( isdigit(asParts[j][0]) )
{
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/* If the last character is a *, they probably said "123*" when
* they meant "*123". */
if( asParts[j].Right(1) == "*" )
RageException::Throw("Invalid player options '%i*'; did you mean '*%i'?",
atoi(asParts[j]), atoi(asParts[j]) );
sscanf( asParts[j], "%f", &level );
level /= 100.0f;
}
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else if( asParts[j][0]=='*' )
sscanf( asParts[j], "*%f", &speed );
}
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sBit = asParts[asParts.size()-1];
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#define SET_FLOAT( opt ) \
{ m_ ## opt = level; m_Speed ## opt = speed; }
const bool on = (level > 0.5f);
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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" ) 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 == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
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 == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
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 )m_Turn = TURN_NONE; /* "no turn" */
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;
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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;
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else if( sBit == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on;
else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
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else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
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else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
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else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
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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] )
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else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
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else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CONVERGE] )
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else if( sBit == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "dark" ) SET_FLOAT( fDark )
else if( sBit == "blind" ) SET_FLOAT( fBlind )
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
else if( sBit == "timingassist")m_bTimingAssist = on;
else if( sBit == "protiming") m_bProTiming = on;
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else if( sBit == "overhead" ) { m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "space" ) { m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "hallway" ) { m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "distant" ) { m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) )
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m_sPositioning = sBit;
else if( sBit == "nopositioning" )
m_sPositioning = "";
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else if( NOTESKIN->DoesNoteSkinExist(sBit) )
m_sNoteSkin = sBit;
else if( sBit == "noteskin" && !on ) /* "no noteskin" */
m_sNoteSkin = "default";
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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;
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int i;
for( i=0; i<size; i++ )
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{
if( fValues[i] == 1 )
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{
index = i;
break;
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}
}
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for( i=0; i<size; i++ )
fValues[i] = 0;
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if( index == size-1 ) // if true, then the last float in the list was selected
; // leave all off
else
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fValues[index+1] = 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()
{
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// It's dumb to use a code to change transforms because there are so many of them. -Chris
//m_Transforms = (Transform) ((m_Transform+1)%NUM_TRANSFORMS);
}
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void PlayerOptions::NextScroll()
{
NextFloat( m_fScrolls, NUM_SCROLLS );
}
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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;
}
}
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void PlayerOptions::ChooseRandomMofifiers()
{
if( RandomFloat(0,1)>0.8f )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)>0.8f )
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m_fScrolls[SCROLL_REVERSE] = 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;
}
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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;
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}
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void PlayerOptions::SetOneScroll( Scroll s )
{
ZERO( m_fScrolls );
m_fScrolls[s] = 1;
}
float PlayerOptions::GetReversePercentForColumn( int iCol )
{
float f = 0;
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int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer;
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f += m_fScrolls[SCROLL_REVERSE];
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if( iCol >= iNumCols/2 )
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f += m_fScrolls[SCROLL_SPLIT];
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if( (iCol%2)==1 )
f += m_fScrolls[SCROLL_ALTERNATE];
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int iFirstCrossCol = iNumCols/4;
int iLastCrossCol = iNumCols-1-iFirstCrossCol;
if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol )
f += m_fScrolls[SCROLL_CROSS];
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if( f > 2 )
f = fmodf( f, 2 );
if( f > 1 )
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f = SCALE( f, 1.f, 2.f, 1.f, 0.f );
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return f;
}
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bool PlayerOptions::operator==( const PlayerOptions &other ) const
{
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#define COMPARE(x) { if( x != other.x ) return false; }
COMPARE(m_bTimeSpacing);
COMPARE(m_fScrollSpeed);
COMPARE(m_fScrollBPM);
COMPARE(m_fDark);
COMPARE(m_fBlind);
COMPARE(m_Turn);
COMPARE(m_bTimingAssist);
COMPARE(m_bProTiming);
COMPARE(m_fPerspectiveTilt);
COMPARE(m_fSkew);
COMPARE(m_sPositioning);
COMPARE(m_sNoteSkin);
int i;
for( i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]);
for( i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
COMPARE(m_fEffects[i]);
for( i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
COMPARE(m_fAppearances[i]);
for( i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
COMPARE(m_fScrolls[i]);
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for( i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
COMPARE(m_bTransforms[i]);
#undef COMPARE
return true;
}