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itgmania212121/stepmania/src/PlayerOptions.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
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"
CString PlayerOptions::GetString()
{
CString sReturn;
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if( m_fArrowScrollSpeed != 1 )
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{
CString s = ssprintf( "%2.2f", m_fArrowScrollSpeed );
if( s[s.GetLength()-1] == '0' )
s.Delete(s.GetLength()-1);
sReturn += s + "X, ";
}
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switch( m_EffectType )
{
case EFFECT_NONE: break;
case EFFECT_BOOST: sReturn += "Boost, "; break;
case EFFECT_WAVE: sReturn += "Wave, "; break;
case EFFECT_DRUNK: sReturn += "Drunk, "; break;
case EFFECT_DIZZY: sReturn += "Dizzy, "; break;
case EFFECT_SPACE: sReturn += "Space, "; break;
case EFFECT_MINI: sReturn += "Mini, "; break;
default: ASSERT(0); // invalid EFFECT
}
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switch( m_AppearanceType )
{
case APPEARANCE_VISIBLE: break;
case APPEARANCE_HIDDEN: sReturn += "Hidden, "; break;
case APPEARANCE_SUDDEN: sReturn += "Sudden, "; break;
case APPEARANCE_STEALTH: sReturn += "Stealth, "; break;
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case APPEARANCE_BLINK: sReturn += "Blink, "; break;
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default: ASSERT(0); // invalid EFFECT
}
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switch( m_TurnType )
{
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;
default: ASSERT(0); // invalid EFFECT
}
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if( m_bLittle )
sReturn += "Little, ";
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if( m_bReverseScroll )
sReturn += "Reverse, ";
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switch( m_ColorType )
{
case COLOR_ARCADE: break;
case COLOR_NOTE: sReturn += "Note, "; break;
case COLOR_FLAT: sReturn += "Flat, "; break;
case COLOR_PLAIN: sReturn += "Plain, "; break;
};
if( !m_bHoldNotes )
sReturn += "NoHolds, ";
if( m_bDark )
sReturn += "Dark, ";
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if( sReturn.GetLength() > 2 )
sReturn.Delete( sReturn.GetLength()-2, 2 ); // delete the trailing ", "
return sReturn;
}
void PlayerOptions::FromString( CString sOptions )
{
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Init();
sOptions.MakeLower();
CStringArray asBits;
split( sOptions, ",", asBits, true );
for( int i=0; i<asBits.GetSize(); i++ )
{
CString& sBit = asBits[i];
sBit.TrimLeft();
sBit.TrimRight();
if( sBit == "0.5x" ) m_fArrowScrollSpeed = 0.5f;
else if( sBit == "0.75x" ) m_fArrowScrollSpeed = 0.15f;
else if( sBit == "1.5x" ) m_fArrowScrollSpeed = 1.5f;
else if( sBit == "2.0x" ) m_fArrowScrollSpeed = 2.0f;
else if( sBit == "3.0x" ) m_fArrowScrollSpeed = 3.0f;
else if( sBit == "4.0x" ) m_fArrowScrollSpeed = 4.0f;
else if( sBit == "5.0x" ) m_fArrowScrollSpeed = 5.0f;
else if( sBit == "8.0x" ) m_fArrowScrollSpeed = 8.0f;
else if( sBit == "boost" ) m_EffectType = EFFECT_BOOST;
else if( sBit == "wave" ) m_EffectType = EFFECT_WAVE;
else if( sBit == "drunk" ) m_EffectType = EFFECT_DRUNK;
else if( sBit == "dizzy" ) m_EffectType = EFFECT_DIZZY;
else if( sBit == "space" ) m_EffectType = EFFECT_SPACE;
else if( sBit == "mini" ) m_EffectType = EFFECT_MINI;
else if( sBit == "hidden" ) m_AppearanceType = APPEARANCE_HIDDEN;
else if( sBit == "sudden" ) m_AppearanceType = APPEARANCE_SUDDEN;
else if( sBit == "stealth" ) m_AppearanceType = APPEARANCE_STEALTH;
else if( sBit == "mirror" ) m_TurnType = TURN_MIRROR;
else if( sBit == "left" ) m_TurnType = TURN_LEFT;
else if( sBit == "right" ) m_TurnType = TURN_RIGHT;
else if( sBit == "shuffle" ) m_TurnType = TURN_SHUFFLE;
else if( sBit == "little" ) m_bLittle = true;
else if( sBit == "reverse" ) m_bReverseScroll = true;
else if( sBit == "note" ) m_ColorType = COLOR_NOTE;
else if( sBit == "flat" ) m_ColorType = COLOR_FLAT;
else if( sBit == "plain" ) m_ColorType = COLOR_PLAIN;
else if( sBit == "noholds" ) m_bHoldNotes = false;
else if( sBit == "nofreeze" ) m_bHoldNotes = false;
else if( sBit == "dark" ) m_bDark = true;
}
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}