diff --git a/stepmania/src/PlayerOptions.cpp b/stepmania/src/PlayerOptions.cpp index 4b38bc59e0..41c8880ecc 100644 --- a/stepmania/src/PlayerOptions.cpp +++ b/stepmania/src/PlayerOptions.cpp @@ -287,75 +287,75 @@ void PlayerOptions::FromString( const RString &sOptions, bool bWarnOnInvalid ) 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" ) 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 == "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 == "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 == "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 == "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 == "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" || sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] ) - else if( sBit == "noholds" || sBit == "nofreeze" ) 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 == "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 ) - 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( 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 == "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 == "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 == "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 == "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 == "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 == "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 ) + 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 = NOTESKIN->GAME_BASE_NOTESKIN_NAME; - 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" ) ChooseRandomModifiers(); + 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" ) ChooseRandomModifiers(); else { if( bWarnOnInvalid )