Files
itgmania212121/stepmania/src/PlayerOptions.cpp
T

695 lines
21 KiB
C++
Raw Normal View History

2003-02-16 04:01:45 +00:00
#include "global.h"
2002-07-27 19:29:51 +00:00
#include "PlayerOptions.h"
#include "RageUtil.h"
#include "RageLog.h"
2002-07-27 19:29:51 +00:00
2003-04-18 02:13:23 +00:00
#include "GameState.h"
2003-04-22 04:54:04 +00:00
#include "NoteSkinManager.h"
#include "song.h"
#include "Course.h"
#include "Steps.h"
2004-05-02 11:54:16 +00:00
#include "ThemeManager.h"
#include "Foreach.h"
2005-01-15 01:48:53 +00:00
#include "Style.h"
2002-09-30 02:19:02 +00:00
2003-10-26 08:37:48 +00:00
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYSIZE(arr); ++Z ) arr[Z]=1.0f; }
2002-09-30 02:19:02 +00:00
void PlayerOptions::Init()
{
2004-04-09 04:49:29 +00:00
m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
2003-10-26 08:37:48 +00:00
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_fCover = 0; m_SpeedfCover = 1.0f;
2003-10-26 08:37:48 +00:00
m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
m_fSkew = 0; m_SpeedfSkew = 1.0f;
m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
m_fRandomSpeed = 0; m_SpeedfRandomSpeed = 1.0f;
2004-03-01 00:09:07 +00:00
ZERO( m_bTurns );
2003-11-07 08:45:21 +00:00
ZERO( m_bTransforms );
m_ScoreDisplay = SCORING_ADD;
2003-04-22 04:54:04 +00:00
m_sNoteSkin = "default";
2002-09-30 02:19:02 +00:00
}
void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
2003-10-26 08:37:48 +00:00
#define APP( opt ) \
fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt );
2004-09-21 07:53:39 +00:00
for( int i=0; i<NUM_ACCELS; i++ )
2003-10-26 08:37:48 +00:00
APP( fAccels[i] );
2004-09-21 07:53:39 +00:00
for( int i=0; i<NUM_EFFECTS; i++ )
2003-10-26 08:37:48 +00:00
APP( fEffects[i] );
2004-09-21 07:53:39 +00:00
for( int i=0; i<NUM_APPEARANCES; i++ )
2003-10-26 08:37:48 +00:00
APP( fAppearances[i] );
2004-09-21 07:53:39 +00:00
for( int i=0; i<NUM_SCROLLS; i++ )
2003-10-26 08:37:48 +00:00
APP( fScrolls[i] );
2004-04-09 04:49:29 +00:00
APP( fTimeSpacing );
2003-10-26 08:37:48 +00:00
APP( fScrollSpeed );
APP( fDark );
APP( fBlind );
APP( fCover );
2003-10-26 08:37:48 +00:00
APP( fPerspectiveTilt );
APP( fSkew );
APP( fPassmark );
APP( fRandomSpeed );
}
2002-07-27 19:29:51 +00:00
static CString AddPart( float level, CString name )
{
if( level == 0 )
return "";
2004-08-06 21:01:28 +00:00
const CString LevelStr = (level == 1)? CString(""): ssprintf( "%i%% ", (int) roundf(level*100) );
return LevelStr + name + ", ";
}
2003-09-29 05:01:41 +00:00
CString PlayerOptions::GetString() const
2002-07-27 19:29:51 +00:00
{
CString sReturn;
2002-08-01 13:42:56 +00:00
2004-04-09 04:49:29 +00:00
if( !m_fTimeSpacing )
2003-04-24 06:16:04 +00:00
{
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
}
}
2004-06-26 22:13:50 +00:00
sReturn += s + "x, ";
}
2003-04-24 06:16:04 +00:00
}
else
{
CString s = ssprintf( "C%.0f", m_fScrollBPM );
sReturn += s + ", ";
}
2002-08-01 13:42:56 +00:00
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" );
2002-09-30 02:19:02 +00:00
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" );
2002-08-01 13:42:56 +00:00
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" );
2004-02-23 07:44:11 +00:00
sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" );
sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" );
sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
2004-02-23 07:44:11 +00:00
sReturn += AddPart( m_fScrolls[SCROLL_CROSS], "Cross" );
2004-08-29 07:12:37 +00:00
sReturn += AddPart( m_fScrolls[SCROLL_CENTERED], "Centered" );
2002-08-01 13:42:56 +00:00
sReturn += AddPart( m_fDark, "Dark");
sReturn += AddPart( m_fBlind, "Blind");
sReturn += AddPart( m_fCover, "Cover");
2003-08-24 17:20:11 +00:00
sReturn += AddPart( m_fPassmark, "Passmark");
sReturn += AddPart( m_fRandomSpeed, "RandomSpeed" );
2004-03-01 00:09:07 +00:00
if( m_bTurns[TURN_MIRROR] ) sReturn += "Mirror, ";
if( m_bTurns[TURN_LEFT] ) sReturn += "Left, ";
if( m_bTurns[TURN_RIGHT] ) sReturn += "Right, ";
if( m_bTurns[TURN_SHUFFLE] ) sReturn += "Shuffle, ";
if( m_bTurns[TURN_SUPER_SHUFFLE] ) sReturn += "SuperShuffle, ";
2002-08-01 13:42:56 +00:00
2003-11-07 08:45:21 +00:00
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, ";
2003-11-07 08:45:21 +00:00
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_STOMP] ) sReturn += "Stomp, ";
2004-08-29 21:26:52 +00:00
if( m_bTransforms[TRANSFORM_PLANTED] ) sReturn += "Planted, ";
if( m_bTransforms[TRANSFORM_FLOORED] ) sReturn += "Floored, ";
2003-11-07 08:45:21 +00:00
if( m_bTransforms[TRANSFORM_TWISTER] ) sReturn += "Twister, ";
2004-01-11 06:34:30 +00:00
if( m_bTransforms[TRANSFORM_NOJUMPS] ) sReturn += "NoJumps, ";
2004-01-02 11:25:21 +00:00
if( m_bTransforms[TRANSFORM_NOHANDS] ) sReturn += "NoHands, ";
2004-01-12 03:47:55 +00:00
if( m_bTransforms[TRANSFORM_NOQUADS] ) sReturn += "NoQuads, ";
2002-08-01 13:42:56 +00:00
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, ";
2003-04-01 19:31:27 +00:00
2003-04-22 04:54:04 +00:00
if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 )
sReturn += m_sNoteSkin + ", ";
2002-07-27 19:29:51 +00:00
if( sReturn.GetLength() > 2 )
2003-01-03 05:29:45 +00:00
sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", "
2002-07-27 19:29:51 +00:00
return sReturn;
}
2003-02-22 21:56:59 +00:00
/* Options are added to the current settings; call Init() beforehand if
* you don't want this. */
2002-07-27 19:29:51 +00:00
void PlayerOptions::FromString( CString sOptions )
{
2003-06-30 18:55:07 +00:00
ASSERT( NOTESKIN );
2003-02-22 21:56:59 +00:00
// Init();
2002-08-01 13:42:56 +00:00
sOptions.MakeLower();
CStringArray asBits;
split( sOptions, ",", asBits, true );
for( unsigned i=0; i<asBits.size(); i++ )
2002-08-01 13:42:56 +00:00
{
CString& sBit = asBits[i];
2002-10-31 08:05:13 +00:00
TrimLeft(sBit);
TrimRight(sBit);
2003-07-28 18:03:50 +00:00
int i1;
Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
vector<CString> matches;
if( mult.Compare(sBit, matches) )
{
2004-04-09 04:49:29 +00:00
m_fTimeSpacing = 0.0f;
2004-08-10 22:19:06 +00:00
char *p = NULL;
m_fScrollSpeed = strtof( matches[0], &p );
ASSERT( p != matches[0] );
continue;
2003-07-28 18:03:50 +00:00
}
else if( sscanf( sBit, "c%d", &i1 ) == 1 )
{
2004-04-09 04:49:29 +00:00
m_fTimeSpacing = 1.0f;
2003-07-28 18:03:50 +00:00
m_fScrollBPM = (float) i1;
continue;
}
/* "drunk"
* "no drunk"
2003-10-26 08:37:48 +00:00
* "150% drunk"
* "*2 100% drunk": approach at 2x normal speed */
float level = 1;
2003-10-26 08:37:48 +00:00
float speed = 1;
CStringArray asParts;
split( sBit, " ", asParts, true );
2003-10-26 08:37:48 +00:00
for( unsigned j = 0; j < asParts.size()-1; ++j )
{
2003-10-26 08:37:48 +00:00
if( asParts[j] == "no" )
level = 0;
2003-10-26 08:37:48 +00:00
else if( isdigit(asParts[j][0]) )
{
2003-10-26 08:37:48 +00:00
/* 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]) );
2004-08-10 22:19:06 +00:00
level = strtof( asParts[j], NULL ) / 100.0f;
}
2003-10-26 08:37:48 +00:00
else if( asParts[j][0]=='*' )
sscanf( asParts[j], "*%f", &speed );
}
2003-10-26 08:37:48 +00:00
sBit = asParts[asParts.size()-1];
2003-10-26 08:37:48 +00:00
#define SET_FLOAT( opt ) \
{ m_ ## opt = level; m_Speed ## opt = speed; }
const bool on = (level > 0.5f);
2004-03-29 09:44:00 +00:00
if( sBit == "clearall" ) Init();
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
2003-10-26 08:37:48 +00:00
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] )
2004-03-01 00:09:07 +00:00
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 == "supershuffle" )m_bTurns[TURN_SUPER_SHUFFLE] = on;
2003-11-07 08:45:21 +00:00
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;
2003-11-07 08:45:21 +00:00
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 == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
2004-08-29 21:26:52 +00:00
else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
2003-11-07 08:45:21 +00:00
else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
2004-01-11 06:34:30 +00:00
else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
2004-01-02 11:25:21 +00:00
else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
2004-01-12 03:47:55 +00:00
else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
2003-10-26 08:37:48 +00:00
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] )
2004-02-23 05:33:33 +00:00
else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
2004-08-29 07:12:37 +00:00
else if( sBit == "centered" || sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
2003-11-07 08:45:21 +00:00
else if( sBit == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
2003-10-26 08:37:48 +00:00
else if( sBit == "dark" ) SET_FLOAT( fDark )
else if( sBit == "blind" ) SET_FLOAT( fBlind )
else if( sBit == "cover" ) SET_FLOAT( fCover )
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
2003-10-26 08:37:48 +00:00
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; }
2003-11-12 01:27:51 +00:00
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( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = "default";
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
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 == "random" ) ChooseRandomMofifiers();
2002-08-01 13:42:56 +00:00
}
2002-11-16 09:12:55 +00:00
}
2003-01-25 11:05:12 +00:00
void NextFloat( float fValues[], int size )
2003-01-25 11:05:12 +00:00
{
int index = -1;
2004-09-21 07:53:39 +00:00
for( int i=0; i<size; i++ )
2003-01-25 11:05:12 +00:00
{
if( fValues[i] == 1 )
2003-01-25 11:05:12 +00:00
{
index = i;
break;
2003-01-25 11:05:12 +00:00
}
}
2004-09-21 07:53:39 +00:00
for( int i=0; i<size; i++ )
2003-04-17 21:44:33 +00:00
fValues[i] = 0;
2003-04-17 21:44:33 +00:00
if( index == size-1 ) // if true, then the last float in the list was selected
; // leave all off
else
2003-04-17 21:44:33 +00:00
fValues[index+1] = 1;
}
2004-03-01 00:09:07 +00:00
void NextBool( bool bValues[], int size )
{
int index = -1;
2004-09-21 07:53:39 +00:00
for( int i=0; i<size; i++ )
2004-03-01 00:09:07 +00:00
{
if( bValues[i] )
{
index = i;
break;
}
}
2004-09-21 07:53:39 +00:00
for( int i=0; i<size; i++ )
2004-03-01 00:09:07 +00:00
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 );
2003-01-25 11:05:12 +00:00
}
void PlayerOptions::NextAppearance()
{
NextFloat( m_fAppearances, NUM_APPEARANCES );
2003-01-25 11:05:12 +00:00
}
void PlayerOptions::NextTurn()
{
2004-03-01 00:09:07 +00:00
NextBool( m_bTurns, NUM_TURNS );
2003-01-25 11:05:12 +00:00
}
2003-02-11 02:20:38 +00:00
void PlayerOptions::NextTransform()
{
2004-03-01 00:09:07 +00:00
NextBool( m_bTransforms, NUM_TRANSFORMS );
}
2003-08-17 00:15:54 +00:00
void PlayerOptions::NextScroll()
{
NextFloat( m_fScrolls, NUM_SCROLLS );
}
2003-04-01 19:31:27 +00:00
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;
}
}
2003-02-11 02:20:38 +00:00
void PlayerOptions::ChooseRandomMofifiers()
{
if( RandomFloat(0,1)>0.8f )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)>0.8f )
2003-08-17 00:15:54 +00:00
m_fScrolls[SCROLL_REVERSE] = 1;
2003-02-11 02:20:38 +00:00
if( RandomFloat(0,1)>0.9f )
m_fDark = 1;
2003-02-11 02:20:38 +00:00
float f;
f = RandomFloat(0,1);
if( f>0.66f )
m_fAccels[rand()%NUM_ACCELS] = 1;
2003-02-11 02:20:38 +00:00
else if( f>0.33f )
m_fEffects[rand()%NUM_EFFECTS] = 1;
2003-02-11 02:20:38 +00:00
f = RandomFloat(0,1);
if( f>0.95f )
m_fAppearances[APPEARANCE_HIDDEN] = 1;
2003-02-11 02:20:38 +00:00
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;
}
2003-08-17 00:15:54 +00:00
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;
2003-02-11 02:20:38 +00:00
}
2003-08-17 00:15:54 +00:00
void PlayerOptions::SetOneScroll( Scroll s )
{
ZERO( m_fScrolls );
m_fScrolls[s] = 1;
}
2004-03-01 00:09:07 +00:00
void PlayerOptions::ToggleOneTurn( Turn t )
{
bool bWasOn = m_bTurns[t];
ZERO( m_bTurns );
m_bTurns[t] = !bWasOn;
}
float PlayerOptions::GetReversePercentForColumn( int iCol ) const
2003-08-17 00:15:54 +00:00
{
float f = 0;
2004-06-28 07:26:00 +00:00
int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
2004-02-23 05:33:33 +00:00
2003-08-17 00:15:54 +00:00
f += m_fScrolls[SCROLL_REVERSE];
2004-02-23 05:33:33 +00:00
if( iCol >= iNumCols/2 )
2003-08-17 00:15:54 +00:00
f += m_fScrolls[SCROLL_SPLIT];
2004-02-23 05:33:33 +00:00
2003-08-17 00:15:54 +00:00
if( (iCol%2)==1 )
f += m_fScrolls[SCROLL_ALTERNATE];
2004-02-23 05:33:33 +00:00
int iFirstCrossCol = iNumCols/4;
int iLastCrossCol = iNumCols-1-iFirstCrossCol;
if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol )
f += m_fScrolls[SCROLL_CROSS];
2003-08-17 00:15:54 +00:00
if( f > 2 )
f = fmodf( f, 2 );
if( f > 1 )
2004-02-29 18:18:28 +00:00
f = SCALE( f, 1.f, 2.f, 1.f, 0.f );
2003-08-17 00:15:54 +00:00
return f;
}
2004-01-18 07:44:39 +00:00
bool PlayerOptions::operator==( const PlayerOptions &other ) const
{
2004-01-11 04:33:21 +00:00
#define COMPARE(x) { if( x != other.x ) return false; }
2004-04-09 04:49:29 +00:00
COMPARE(m_fTimeSpacing);
COMPARE(m_fScrollSpeed);
COMPARE(m_fScrollBPM);
COMPARE(m_fRandomSpeed);
COMPARE(m_ScoreDisplay);
COMPARE(m_fDark);
COMPARE(m_fBlind);
COMPARE(m_fCover);
COMPARE(m_fPerspectiveTilt);
COMPARE(m_fSkew);
COMPARE(m_sNoteSkin);
2004-09-21 07:53:39 +00:00
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]);
2004-09-21 07:53:39 +00:00
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
COMPARE(m_fEffects[i]);
2004-09-21 07:53:39 +00:00
for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
COMPARE(m_fAppearances[i]);
2004-09-21 07:53:39 +00:00
for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
COMPARE(m_fScrolls[i]);
2004-09-21 07:53:39 +00:00
for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
2004-03-01 00:09:07 +00:00
COMPARE(m_bTurns[i]);
2004-09-21 07:53:39 +00:00
for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
2003-11-07 08:45:21 +00:00
COMPARE(m_bTransforms[i]);
#undef COMPARE
return true;
}
bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps )
{
2004-04-09 04:49:29 +00:00
if( m_fTimeSpacing && pSong->HasSignificantBpmChangesOrStops() )
return true;
if( m_bTransforms[TRANSFORM_NOHOLDS] && pSteps->GetRadarValues()[RADAR_NUM_HOLDS]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOMINES] && pSteps->GetRadarValues()[RADAR_NUM_MINES]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOHANDS] && pSteps->GetRadarValues()[RADAR_NUM_HANDS]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOQUADS] && pSteps->GetRadarValues()[RADAR_NUM_HANDS]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOJUMPS] && pSteps->GetRadarValues()[RADAR_NUM_JUMPS]>0 )
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_PLANTED] ) return true;
2004-08-29 21:26:52 +00:00
if( m_bTransforms[TRANSFORM_FLOORED] ) return true;
if( m_bTransforms[TRANSFORM_TWISTER] ) return true;
// This makes songs with sparse notes easier.
2004-03-17 06:01:17 +00:00
if( m_bTransforms[TRANSFORM_ECHO] ) return true;
if( m_fCover ) return true;
return false;
}
2004-06-03 08:22:02 +00:00
bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail )
{
2004-05-24 06:07:59 +00:00
ASSERT( pCourse );
2004-06-03 08:22:02 +00:00
ASSERT( pTrail );
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
2004-05-24 03:41:39 +00:00
if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->pSteps) )
return true;
}
return false;
}
2004-05-02 11:54:16 +00:00
CString PlayerOptions::ThemeMod( CString sOneMod )
{
// Strip out the approach speed token
if( !sOneMod.empty() && sOneMod[0]=='*' )
{
int iPos = sOneMod.Find(' ');
if( iPos != -1 )
sOneMod.erase( sOneMod.begin(), sOneMod.begin()+iPos+1 );
}
// Strip out "100% "
#define PERCENT_100 "100% "
if( !strncmp( sOneMod, PERCENT_100, sizeof(PERCENT_100)) )
{
sOneMod.erase( sOneMod.begin(), sOneMod.begin()+sizeof(PERCENT_100) );
}
// Capitalize all tokens
CStringArray asTokens;
split( sOneMod, " ", asTokens );
for( unsigned i=0; i<asTokens.size(); i++ )
asTokens[i] = Capitalize( asTokens[i] );
/* Theme the mod name (the last string). Allow this to not exist, since
* characters might use modifiers that don't exist in the theme. */
if( THEME->HasMetric( "OptionNames", asTokens.back() ) )
asTokens.back() = THEME->GetMetric( "OptionNames", asTokens.back() );
return join( " ", asTokens );
}
CString PlayerOptions::GetThemedString() const
{
CString sMods = GetString();
CStringArray asMods;
split( sMods, ", ", asMods );
CStringArray asThemedMods;
for( unsigned j=0; j<asMods.size(); j++ )
{
CString& sMod = asMods[j];
asThemedMods.push_back( ThemeMod(sMod) );
}
return join( ", ", asThemedMods );
}
2004-05-31 21:55:14 +00:00
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;
}
CString 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_NOMINES] );
SAVE( m_bTransforms[TRANSFORM_NOJUMPS] );
SAVE( m_bTransforms[TRANSFORM_NOHANDS] );
SAVE( m_bTransforms[TRANSFORM_NOQUADS] );
2005-01-10 15:10:36 +00:00
SAVE( m_ScoreDisplay );
SAVE( m_sNoteSkin );
#undef SAVE
return po_prefs.GetString();
}
2004-11-14 05:25:30 +00:00
void PlayerOptions::ResetSavedPrefs()
{
PlayerOptions defaults;
#define CPY(x) this->x = defaults.x;
CPY( m_fTimeSpacing );
CPY( m_fScrollSpeed );
CPY( m_fScrollBPM );
CPY( m_fScrolls[SCROLL_REVERSE] );
CPY( m_fPerspectiveTilt );
CPY( m_bTransforms[TRANSFORM_NOHOLDS] );
CPY( m_bTransforms[TRANSFORM_NOMINES] );
CPY( m_bTransforms[TRANSFORM_NOJUMPS] );
CPY( m_bTransforms[TRANSFORM_NOHANDS] );
CPY( m_bTransforms[TRANSFORM_NOQUADS] );
CPY( m_sNoteSkin );
#undef CPY
}
2004-05-31 21:55:14 +00:00
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/