diff --git a/Docs/Luadoc/Lua.xml b/Docs/Luadoc/Lua.xml
index a4ba678cb9..964eb04199 100644
--- a/Docs/Luadoc/Lua.xml
+++ b/Docs/Luadoc/Lua.xml
@@ -971,159 +971,98 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1919,6 +1858,12 @@
+
+
+
+
+
+
@@ -2035,6 +1980,7 @@
+
diff --git a/Docs/Luadoc/LuaDocumentation.xml b/Docs/Luadoc/LuaDocumentation.xml
index 56802a61b6..1adcb4b5c3 100644
--- a/Docs/Luadoc/LuaDocumentation.xml
+++ b/Docs/Luadoc/LuaDocumentation.xml
@@ -2829,466 +2829,193 @@ save yourself some time, copy this for undocumented things:
-
- Returns the value of the Alternate modifier.
-
-
- Sets the value of the Alternate modifier.
-
-
- Returns the status of the Attack Mines modifier.
-
-
- Sets the Attack Mines modifier.
-
-
- Returns true if the Backwards modifier is applied.
-
-
- Sets the Backwards modifier.
-
-
- Returns the value of the Beat modifier.
-
-
- Sets the value for the Beat modifier.
-
-
- Returns the status of the Big modifier.
-
-
- Sets the Big modifier.
-
-
- Returns the value of the Blind modifier.
-
-
- Sets the value for the Blind modifier.
-
-
- Returns the value of the Blink modifier.
-
-
- Sets the value for the Blink modifier.
-
-
- Returns the status of the BMRize modifier.
-
-
- Sets the BMRize modifier.
-
-
- Returns the value of the Boomerang modifier.
-
-
- Sets the value for the Boomerang modifier.
-
-
- Returns the value of the Boost modifier.
-
-
- Sets the value for the Boost modifier.
-
-
- Returns the value of the Brake modifier.
-
-
- Sets the value for the Brake modifier.
-
-
- Returns the value of the Bumpy modifier.
-
-
- Sets the value for the Bumpy modifier.
-
-
- Returns the value of the Centered modifier.
-
-
- Sets the value for the Centered modifier.
-
-
- Returns the player's C-mod.
-
-
- Sets the player's C-mod to fCmod.
-
-
- Returns the value of the Confusion modifier.
-
-
- Sets the value for the Confusion modifier.
-
-
- Returns the value of the Cover modifier.
-
-
- Sets the value for the Cover modifier.
-
-
- Returns the value of the Cross modifier.
-
-
- Sets the value for the Cross modifier.
-
-
- Returns the value of the Dark modifier.
-
-
- Sets the value for the Dark modifier.
-
-
- Returns the value of the Dizzy modifier.
-
-
- Sets the value for the Dizzy modifier.
-
-
- Returns the value of the Drunk modifier.
-
-
- Sets the value for the Drunk modifier.
-
-
- Returns the status of the Echo modifier.
-
-
- Sets the Echo modifier.
-
-
- Returns the value of the Expand modifier.
-
-
- Sets the value for the Expand modifier.
-
-
- Returns the value of the Flip modifier.
-
-
- Sets the value for the Flip modifier.
-
-
- Returns the status of the Floored modifier.
-
-
- Sets the Floored modifier.
-
-
- Returns the value of the Hidden modifier.
-
-
- Sets the value for the Hidden modifier.
-
-
- Returns the value of the Hidden Offset modifier.
-
-
- Sets the value for the Hidden Offset modifier.
-
-
- Returns true if Holds will be converted to Rolls.
-
-
- If true, Holds will be converted to Rolls.
-
-
- Returns the value of the Invert modifier.
-
-
- Sets the value for the Invert modifier.
-
-
- Returns the status of the Left modifier.
-
-
- Sets the Left modifier.
-
-
- Returns the status of the Little modifier.
-
-
- Sets the Little modifier.
-
-
- Returns the status of the Mines modifier.
-
-
- Sets the Mines modifier.
-
-
- Returns the value of the Mini modifier.
-
-
- Sets the value for the Mini modifier.
-
-
- Returns true if the Mirror modifier is applied.
-
-
- Sets the Mirror modifier.
-
-
- Returns the player's M-mod.
-
-
- Sets the player's M-mod to fMmod.
-
-
- Returns true if the game mutes an instrument track on errors.
-
-
- Sets the Mute on Error modifier.
-
-
- Returns the value of the No Attacks modifier.
-
-
- Returns the status of the No Fakes modifier.
-
-
- Sets the No Fakes modifier, removing all Fakes.
-
-
- Returns the status of the No Hands modifier.
-
-
- Sets the No Hands modifier, removing all Hands.
-
-
- Returns the status of the No Holds modifier.
-
-
- Sets the No Holds modifier, removing all Holds.
-
-
- Returns the status of the No Jumps modifier.
-
-
- Sets the No Jumps modifier, removing all Jumps.
-
-
- Returns the status of the No Lifts modifier.
-
-
- Sets the No Lifts modifier, removing all Lifts.
-
-
- Returns the status of the No Mines modifier.
-
-
- Sets the No Mines modifier, removing all Mines.
-
-
- Returns the status of the No Quads modifier.
-
-
- Sets the No Quads modifier, removing all Quads.
-
-
- Returns the status of the No Rolls modifier.
-
-
- Sets the No Rolls modifier, removing all Rolls.
-
-
- Returns the status of the No Stretch modifier.
-
-
- Sets the No Stretch modifier, removing all step combinations that require a large stretch.
-
-
- Returns the current NoteSkin set in the PlayerOptions.
-
-
- Changes the player's noteskin to noteskin.
-
-
- Returns the value of the Passmark.
-
-
- Sets the value for the Passmark.
-
-
- Returns the status of the Planted modifier.
-
-
- Sets the Planted modifier.
-
-
- Returns the status of the Quick modifier.
-
-
- Sets the Quick modifier.
-
-
- Returns the value of the Random Attacks modifier.
-
-
- Sets the value for the Random Attacks modifier.
-
-
- Returns the value of the Random Speed modifier.
-
-
- Sets the value for the Random Speed modifier.
-
-
- Returns the value of the Random Vanish modifier.
-
-
- Sets the value for the Random Vanish modifier.
-
-
- Returns the value of the Reverse modifier.
-
-
- Sets the value for the Reverse modifier.
-
-
- Returns the amount of reverse applied to the specified column.
-
-
- Returns the status of the Right modifier.
-
-
- Sets the Right modifier.
-
-
- Returns the value of the Roll modifier.
-
-
- Sets the value for the Roll modifier.
-
-
- Returns the status of the Shuffle modifier.
-
-
- Sets the Shuffle modifier.
-
-
- Returns the value of the NoteField skew.
-
-
- Sets the NoteField skew. This is used to replicate the various
- views. (Distant, Hallway, etc.)
-
-
- Returns the status of the Skippy modifier.
-
-
- Sets the Skippy modifier.
-
-
- Returns the status of the Soft Shuffle modifier.
-
-
- Sets the Soft Shuffle modifier.
-
-
- This function is deprecated. Please use GetStepAttacks() instead.
-
-
-
-
-
- Returns the value of the Split modifier.
-
-
- Sets the value for the Split modifier.
-
-
- Returns the value of the Stealth modifier.
-
-
- Sets the value for the Stealth modifier.
-
-
- Returns the status of the Stomp modifier.
-
-
- Sets the Stomp modifier.
-
-
- Returns the value of the Sudden modifier.
-
-
- Sets the value for the Sudden modifier.
-
-
- Returns the value of the Sudden Offset modifier.
-
-
- Sets the value for the Sudden Offset modifier.
-
-
- Returns the status of the Super Shuffle modifier.
-
-
- Sets the Super Shuffle modifier.
-
-
- Returns the value of the Tiny modifier.
-
-
- Sets the value for the Tiny modifier.
-
-
- Returns the value of the Tipsy modifier.
-
-
- Sets the value for the Tipsy modifier.
-
-
- Returns the value of the Tornado modifier.
-
-
- Sets the value for the Tornado modifier.
-
-
- Returns the value of the Twirl modifier.
-
-
- Sets the value for the Twirl modifier.
-
-
- Returns the status of the Twister modifier.
-
-
- Sets the Twister modifier.
-
-
- Returns the value of the Wave modifier.
-
-
- Sets the value for the Wave modifier.
-
-
- Returns the status of the Wide modifier.
-
-
- Sets the Wide modifier.
-
-
- Returns the player's X-mod.
-
-
- Sets the player's X-mod to fXmod.
-
-
- Returns the value of X Mode.
-
+
+ Most options fall into one of two types: float or bool.
+ Float type options have this interface:
+ Option(value, approach_speed)
+ If value is a float, sets the TimeSpacing modifier to value.
+ If approach_speed is a float, sets the speed of the transition to approach_speed. Returns the previous values of both.
+ approach_speed is in units of n per second. value will be approached at the rate of approach_speed per second.
+ Note that the value and the approach speed arguments are both independently optional.
+ Example:
+ a,b= options:Boost() -- Sets a to the current value and b to the current approach_speed.
+ a,b= options:Boost(5, .5) -- Stores the previous values in a and b, NOT to 5 and .5. Sets the value to 5 and the approach speed to .5.
+ a,b= options:Boost(5) -- Sets a and b to the previous values, NOT to 5 and .5. Sets the value to 5 and leaves the approach speed at whatever it was.
+
+ Setting the approach speed only matters when modifying the PlayerOptions from ModsLevel_Song.
+ Bool type options have an almost identical interface, the difference is that they can not have an approach speed.
+ For brevity, the functions are only given a description if the option requires careful handling or does not follow the float or bool interfaces.
+
Returns true if the current PlayerOptions makes the current Course/Trail easier.
Returns true if the current PlayerOptions makes the current Song/Steps easier.
-
- Sets the X Mode percentage to fXModeVal.
+
+ TimeSpacing is one of the variables for controlling the speed mod.
+ Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.
+ It controls whether the speed mod is in X mode or C mode. It should only be set to 0 or 1, and is only a float value to allow tweening between the two states.
+
+ MaxScrollBPM is one of the variables for controlling the speed mod.
+ Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.
+ It is the setting for the MMod.
+ MMods are not tweenable or settable on ScreenGameplay. Use XMods if you need such an effect.
+
+
+ ScrollSpeed is one of the variables for controlling the speed mod.
+ Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.
+ It is the setting for the XMod.
+
+
+ ScrollBPM is one of the variables for controlling the speed mod.
+ Use CMod, XMod, or MMod to set the speed mod unless you have a good reason not to.
+ It is the setting for the CMod.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Tilt is one of the mods for controlling the perspective. Use Overhead, Distant, Incoming, Space, Distant, or Hallway for controlling the perspective in the old way.
+ Tilt tilts the note field forward and back.
+
+
+ Skew is one of the mods for controlling the perspective. Use Overhead, Distant, Incoming, Space, Distant, or Hallway for controlling the perspective in the old way.
+ Skew moves the vanishing point for the note field away from the center of the screen.
+ Skew has no effect in single mode if Center1Player is true.
+ Skew has no effect in double mode.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns true if the player is using reverse. (equivalent to GetReverse() == 1.0)
+
+ Sets the NoteSkin to the named noteskin, unless name is nil or the noteskin does not exist. Returns the name of the previous noteskin and whether the set attempt succeeded.
+ Changing the noteskin during a song is not supported.
+ Example:
+ note_name= options:NoteSkin() -- Sets note_name to the player's current noteskin.
+ prev_note_name, succeeded= options:NoteSkin("cel") -- Sets prev_note_name to the noteskin the player had set, changes the current noteskin to "cel", sets succeeded to true if the the "cel" noteskin exists.
+
+
+ Sets the for the player, if the optional argument is provided. Returns the that was previously set.
+
+
+ If the player has a CMod set, returns the value of that CMod and its associated approach speed. Returns nil otherwise.
+ If the optional first argument is passed, sets the CMod to the value and disables any XMod or MMod that is set.
+ If the optional second argument is passed, sets the speed at which the transition occurs.
+
+
+ If the player has a XMod set, returns the value of that XMod and its associated approach speed. Returns nil otherwise.
+ If the optional first argument is passed, sets the XMod to the value and disables any CMod or MMod that is set.
+ If the optional second argument is passed, sets the speed at which the transition occurs.
+
+
+ If the player has a MMod set, returns the value of that MMod and its associated approach speed. Returns nil otherwise.
+ If the optional first argument is passed, sets the MMod to the value and disables any CMod or XMod that is set.
+ If the optional second argument is passed, sets the speed at which the transition occurs.
+ MMods are not tweenable or settable on ScreenGameplay. Use XMods if you need such an effect.
+
+
+ If the player is using Overhead (0 tilt, 0 skew), returns true.
+ If true is passed, sets the tilt and skew to 0.
+
+
+ If the player is using Incoming ((positive skew and negative tilt) or (negative skew and positive tilt)), returns the value of skew and its approach_speed.
+ Returns nil otherwise.
+ If the optional first argument is passed, sets tilt to negative value and skew to value.
+ Pass in a positive value for the familiar meaning of Incoming.
+ If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
+
+
+ If the player is using Space ((positive skew and positive tilt) or (negative skew and negative tilt)), returns the value of skew and its approach_speed.
+ Returns nil otherwise.
+ If the optional first argument is passed, sets tilt to value and skew to value.
+ If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
+
+
+ If the player is using Hallway (zero skew and negative tilt), returns the value of tilt and its approach_speed.
+ Returns nil otherwise.
+ If the optional first argument is passed, sets tilt to negative value and skew to zero.
+ Pass in a positive value for the familiar meaning of Hallway.
+ If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
+
+
+ If the player is using Distant (zero skew and positive tilt), returns the value of tilt and its approach_speed.
+ Returns nil otherwise.
+ If the optional first argument is passed, sets tilt to value and skew to zero.
+ If the optional second argument is passed, sets the approach_speed for skew and tilt to it.
+
+
+ Returns true if step attacks or random attacks are enabled.
+
diff --git a/src/Background.cpp b/src/Background.cpp
index 1dcccecb84..deddf700f9 100644
--- a/src/Background.cpp
+++ b/src/Background.cpp
@@ -868,7 +868,7 @@ bool BackgroundImpl::IsDangerAllVisible()
{
// The players are never in danger in FAIL_OFF.
FOREACH_PlayerNumber( p )
- if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == PlayerOptions::FAIL_OFF )
+ if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == FailType_Off )
return false;
if( !g_bShowDanger )
return false;
diff --git a/src/GameConstantsAndTypes.cpp b/src/GameConstantsAndTypes.cpp
index 8bf50fc461..f9b366ab55 100644
--- a/src/GameConstantsAndTypes.cpp
+++ b/src/GameConstantsAndTypes.cpp
@@ -491,7 +491,15 @@ XToLocalizedString( CourseType );
LuaXType( CourseType );
LuaFunction( CourseTypeToLocalizedString, CourseTypeToLocalizedString( Enum::Check( L, 1 ) ) );
-
+static const char *FailTypeNames[] = {
+ "Immediate",
+ "ImmediateContinue",
+ "EndOfSong",
+ "Off",
+};
+XToString( FailType );
+XToLocalizedString( FailType );
+LuaXType( FailType );
/*
* (c) 2001-2004 Chris Danford
diff --git a/src/GameConstantsAndTypes.h b/src/GameConstantsAndTypes.h
index 1729f90d15..6180b547cd 100644
--- a/src/GameConstantsAndTypes.h
+++ b/src/GameConstantsAndTypes.h
@@ -686,6 +686,21 @@ const RString& CourseTypeToString( CourseType i );
const RString& CourseTypeToLocalizedString( CourseType i );
LuaDeclareType( CourseType );
+/** @brief How can the Player fail a song? */
+enum FailType
+{
+ FailType_Immediate, /**< fail immediately when life touches 0 */
+ FailType_ImmediateContinue, /**< Same as above, but allow playing the rest of the song */
+ FailType_EndOfSong, /**< fail if life is at 0 when the song ends */
+ FailType_Off, /**< never fail */
+ NUM_FailType,
+ FailType_Invalid
+};
+
+const RString& FailTypeToString( FailType cat );
+const RString& FailTypeToLocalizedString( FailType cat );
+LuaDeclareType( FailType );
+
#endif
diff --git a/src/GameState.cpp b/src/GameState.cpp
index f615558489..12554cb666 100644
--- a/src/GameState.cpp
+++ b/src/GameState.cpp
@@ -1534,10 +1534,10 @@ void setmax( T &a, const T &b )
a = max(a, b);
}
-PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
+FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
{
PlayerNumber pn = pPlayerState->m_PlayerNumber;
- PlayerOptions::FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType;
+ FailType ft = pPlayerState->m_PlayerOptions.GetCurrent().m_FailType;
// If the player changed the fail mode explicitly, leave it alone.
if( m_bChangedFailTypeOnScreenSongOptions )
@@ -1546,7 +1546,7 @@ PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayer
if( IsCourseMode() )
{
if( PREFSMAN->m_bMinimum1FullSongInCourses && GetCourseSongIndex()==0 )
- ft = max( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE ); // take the least harsh of the two FailTypes
+ ft = max( ft, FailType_ImmediateContinue ); // take the least harsh of the two FailTypes
}
else
{
@@ -1560,18 +1560,18 @@ PlayerOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayer
// Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE.
if( dc <= Difficulty_Easy )
- setmax( ft, PlayerOptions::FAIL_IMMEDIATE_CONTINUE );
+ setmax( ft, FailType_ImmediateContinue );
if( dc <= Difficulty_Easy && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
- setmax( ft, PlayerOptions::FAIL_OFF );
+ setmax( ft, FailType_Off );
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely. */
if( dc == Difficulty_Beginner && bFirstStage )
- setmax( ft, PlayerOptions::FAIL_OFF );
+ setmax( ft, FailType_Off );
if( dc == Difficulty_Beginner && PREFSMAN->m_bFailOffInBeginner )
- setmax( ft, PlayerOptions::FAIL_OFF );
+ setmax( ft, FailType_Off );
}
return ft;
diff --git a/src/GameState.h b/src/GameState.h
index 3f9f390d0b..2b971b6f32 100644
--- a/src/GameState.h
+++ b/src/GameState.h
@@ -306,7 +306,7 @@ public:
bool CurrentOptionsDisqualifyPlayer( PlayerNumber pn );
bool PlayerIsUsingModifier( PlayerNumber pn, const RString &sModifier );
- PlayerOptions::FailType GetPlayerFailType( const PlayerState *pPlayerState ) const;
+ FailType GetPlayerFailType( const PlayerState *pPlayerState ) const;
// character stuff
Character* m_pCurCharacters[NUM_PLAYERS];
diff --git a/src/ModsGroup.cpp b/src/ModsGroup.cpp
index 63b709d0e4..2e6f1513ee 100644
--- a/src/ModsGroup.cpp
+++ b/src/ModsGroup.cpp
@@ -7,6 +7,7 @@ static const char *ModsLevelNames[] = {
"Preferred",
"Stage",
"Song",
+ "Current",
};
XToString( ModsLevel );
LuaXType( ModsLevel );
diff --git a/src/ModsGroup.h b/src/ModsGroup.h
index 7902eb8dac..0f102df442 100644
--- a/src/ModsGroup.h
+++ b/src/ModsGroup.h
@@ -9,6 +9,7 @@ enum ModsLevel
ModsLevel_Preferred, // user-chosen player options. Does not include any forced mods.
ModsLevel_Stage, // Preferred + forced stage mods
ModsLevel_Song, // Stage + forced attack mods
+ ModsLevel_Current, // Approaches Song
NUM_ModsLevel,
ModsLevel_Invalid
};
@@ -30,7 +31,6 @@ class ModsGroup
{
T m_[NUM_ModsLevel];
RageTimer m_Timer;
- T m_Current; // approaches ModsLevel_Song
public:
void Init()
@@ -43,15 +43,15 @@ public:
// Don't let the mod approach speed be affected by Tab.
// TODO: Find a more elegant way of handling this.
fDelta = m_Timer.GetDeltaTime();
- m_Current.Approach( m_[ModsLevel_Song], fDelta );
+ m_[ModsLevel_Current].Approach( m_[ModsLevel_Song], fDelta );
}
template
inline void Assign( ModsLevel level, U T::*member, const U &val )
{
if( level != ModsLevel_Song )
- m_Current.*member = val;
- for( ; level < NUM_ModsLevel; enum_add(level, 1) )
+ m_[ModsLevel_Current].*member = val;
+ for( ; level < ModsLevel_Current; enum_add(level, 1) )
m_[level].*member = val;
}
@@ -60,45 +60,50 @@ public:
{
DEBUG_ASSERT( index < n );
if( level != ModsLevel_Song )
- (m_Current.*member)[index] = val;
- for( ; level < NUM_ModsLevel; enum_add(level, 1) )
+ (m_[ModsLevel_Current].*member)[index] = val;
+ for( ; level < ModsLevel_Current; enum_add(level, 1) )
(m_[level].*member)[index] = val;
}
void Assign( ModsLevel level, const T &val )
{
if( level != ModsLevel_Song )
- m_Current = val;
- for( ; level < NUM_ModsLevel; enum_add(level, 1) )
+ m_[ModsLevel_Current] = val;
+ for( ; level < ModsLevel_Current; enum_add(level, 1) )
m_[level] = val;
}
void Call( ModsLevel level, void (T::*fun)() )
{
if( level != ModsLevel_Song )
- (m_Current.*fun)();
- for( ; level < NUM_ModsLevel; enum_add(level, 1) )
+ (m_[ModsLevel_Current].*fun)();
+ for( ; level < ModsLevel_Current; enum_add(level, 1) )
(m_[level].*fun)();
}
void FromString( ModsLevel level, const RString &str )
{
if( level != ModsLevel_Song )
- m_Current.FromString( str );
- for( ; level < NUM_ModsLevel; enum_add(level, 1) )
+ m_[ModsLevel_Current].FromString( str );
+ for( ; level < ModsLevel_Current; enum_add(level, 1) )
m_[level].FromString( str );
}
void SetCurrentToLevel( ModsLevel level )
{
- m_Current = m_[level];
+ m_[ModsLevel_Current] = m_[level];
}
const T &Get( ModsLevel l ) const { return m_[l]; }
- const T &GetPreferred() const { return m_[ModsLevel_Preferred]; }
- const T &GetStage() const { return m_[ModsLevel_Stage]; }
- const T &GetSong() const { return m_[ModsLevel_Song]; }
- const T &GetCurrent() const { return m_Current; }
+ const T &GetPreferred() const { return m_[ModsLevel_Preferred]; }
+ const T &GetStage() const { return m_[ModsLevel_Stage]; }
+ const T &GetSong() const { return m_[ModsLevel_Song]; }
+ const T &GetCurrent() const { return m_[ModsLevel_Current]; }
+ T &Get( ModsLevel l ) { return m_[l]; }
+ T &GetPreferred() { return m_[ModsLevel_Preferred]; }
+ T &GetStage() { return m_[ModsLevel_Stage]; }
+ T &GetSong() { return m_[ModsLevel_Song]; }
+ T &GetCurrent() { return m_[ModsLevel_Current]; }
};
#endif
diff --git a/src/PlayerOptions.cpp b/src/PlayerOptions.cpp
index a2f1a496fa..5564e83071 100644
--- a/src/PlayerOptions.cpp
+++ b/src/PlayerOptions.cpp
@@ -23,13 +23,19 @@ ThemeMetric RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance"
ThemeMetric RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" );
ThemeMetric RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" );
+static const float CMOD_DEFAULT= 200.0f;
+// Is there a better place for this?
+// It needs to be a named constant because it's used in several places in
+// this file, but nothing else has a named constant for its default value.
+// -Kyz
+
void PlayerOptions::Init()
{
m_bSetScrollSpeed = false;
m_fMaxScrollBPM = 0; m_SpeedfMaxScrollBPM = 1.0f;
m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
- m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
+ m_fScrollBPM = CMOD_DEFAULT; m_SpeedfScrollBPM = 1.0f;
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
@@ -40,7 +46,6 @@ void PlayerOptions::Init()
m_fRandAttack = 0; m_SpeedfRandAttack = 1.0f;
m_fNoAttack = 0; m_SpeedfNoAttack = 1.0f;
m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f;
- m_bSetTiltOrSkew = false;
m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
m_fSkew = 0; m_SpeedfSkew = 1.0f;
m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
@@ -48,7 +53,7 @@ void PlayerOptions::Init()
ZERO( m_bTurns );
ZERO( m_bTransforms );
m_bMuteOnError = false;
- m_FailType = FAIL_IMMEDIATE;
+ m_FailType = FailType_Immediate;
m_sNoteSkin = "";
}
@@ -83,7 +88,6 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
APPROACH( fRandomSpeed );
DO_COPY( m_bSetScrollSpeed );
- DO_COPY( m_bSetTiltOrSkew );
for( int i=0; i &AddTo, bool bForceNoteSkin ) const
switch( m_FailType )
{
- case FAIL_IMMEDIATE: break;
- case FAIL_IMMEDIATE_CONTINUE: AddTo.push_back("FailImmediateContinue"); break;
- case FAIL_AT_END: AddTo.push_back("FailAtEnd"); break;
- case FAIL_OFF: AddTo.push_back("FailOff"); break;
+ case FailType_Immediate: break;
+ case FailType_ImmediateContinue: AddTo.push_back("FailImmediateContinue"); break;
+ case FailType_EndOfSong: AddTo.push_back("FailAtEnd"); break;
+ case FailType_Off: AddTo.push_back("FailOff"); break;
default:
FAIL_M(ssprintf("Invalid FailType: %i", m_FailType));
}
- if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) AddTo.push_back( "Overhead" ); }
+ if( m_fSkew==0 && m_fPerspectiveTilt==0 )
+ {
+ AddTo.push_back( "Overhead" );
+ }
else if( m_fSkew == 0 )
{
if( m_fPerspectiveTilt > 0 )
@@ -346,7 +353,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sscanf( sBit, "c%f", &level ) == 1 )
{
if( !isfinite(level) || level <= 0.0f )
- level = 200.0f; // Just pick some value.
+ level = CMOD_DEFAULT;
SET_FLOAT( fScrollBPM )
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 1;
@@ -359,7 +366,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
// OpenITG doesn't have this block:
/*
if( !isfinite(level) || level <= 0.0f )
- level = 200.0f;
+ level = CMOD_DEFAULT;
*/
SET_FLOAT( fMaxScrollBPM )
m_fTimeSpacing = 0;
@@ -376,7 +383,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
SET_FLOAT(fTimeSpacing);
level= 1.0f;
SET_FLOAT(fScrollSpeed);
- level= 200.0f;
+ level= CMOD_DEFAULT;
SET_FLOAT(fScrollBPM)
}
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
@@ -448,20 +455,20 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "noattacks" ) SET_FLOAT( fNoAttack )
else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
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 == "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; }
+ 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 = CommonMetrics::DEFAULT_NOTESKIN_NAME;
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
else if( sBit == "failarcade" ||
- sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
+ sBit == "failimmediate" ) m_FailType = FailType_Immediate;
else if( sBit == "failendofsong" ||
- sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
- else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
- else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
+ sBit == "failimmediatecontinue" ) m_FailType = FailType_ImmediateContinue;
+ else if( sBit == "failatend" ) m_FailType = FailType_EndOfSong;
+ else if( sBit == "failoff" ) m_FailType = FailType_Off;
else if( sBit == "faildefault" )
{
PlayerOptions po;
@@ -916,133 +923,381 @@ public:
return 1;
}
+ static float CheckedApproachSpeed(lua_State* L, float s)
+ {
+ if(s <= 0)
+ {
+ luaL_error(L, "Approach speed must be greater than zero.");
+ }
+ return s;
+ }
+
+ // Functions are designed to combine Get and Set into one, to be less clumsy to use. -Kyz
+ // If a valid arg is passed, the value is set.
+ // The previous value is returned.
+#define FLOAT_INTERFACE(func_name, member) \
+ static int func_name(T* p, lua_State* L) \
+ { \
+ lua_pushnumber(L, p->m_f ## member); \
+ lua_pushnumber(L, p->m_Speedf ## member); \
+ if(lua_isnumber(L, 1)) \
+ { \
+ p->m_f ## member = FArg(1); \
+ } \
+ if(lua_isnumber(L, 2)) \
+ { \
+ p->m_Speedf ## member = CheckedApproachSpeed(L, FArg(2)); \
+ } \
+ return 2; \
+ }
+#define BOOL_INTERFACE(func_name, member) \
+ static int func_name(T* p, lua_State* L) \
+ { \
+ lua_pushboolean(L, p->m_b ## member); \
+ if(lua_isboolean(L, 1)) \
+ { \
+ p->m_b ## member = BArg(1); \
+ } \
+ return 1; \
+ }
+
+ // Direct control functions, for themes that can handle it.
+
+ FLOAT_INTERFACE(TimeSpacing, TimeSpacing);
+ FLOAT_INTERFACE(MaxScrollBPM, MaxScrollBPM);
+ FLOAT_INTERFACE(ScrollSpeed, ScrollSpeed);
+ FLOAT_INTERFACE(ScrollBPM, ScrollBPM);
+ FLOAT_INTERFACE(Boost, Accels[PlayerOptions::ACCEL_BOOST]);
+ FLOAT_INTERFACE(Brake, Accels[PlayerOptions::ACCEL_BRAKE]);
+ FLOAT_INTERFACE(Wave, Accels[PlayerOptions::ACCEL_WAVE]);
+ FLOAT_INTERFACE(Expand, Accels[PlayerOptions::ACCEL_EXPAND]);
+ FLOAT_INTERFACE(Boomerang, Accels[PlayerOptions::ACCEL_BOOMERANG]);
+ FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK]);
+ FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY]);
+ FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION]);
+ FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI]);
+ FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY]);
+ FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP]);
+ FLOAT_INTERFACE(Invert, Effects[PlayerOptions::EFFECT_INVERT]);
+ FLOAT_INTERFACE(Tornado, Effects[PlayerOptions::EFFECT_TORNADO]);
+ FLOAT_INTERFACE(Tipsy, Effects[PlayerOptions::EFFECT_TIPSY]);
+ FLOAT_INTERFACE(Bumpy, Effects[PlayerOptions::EFFECT_BUMPY]);
+ FLOAT_INTERFACE(Beat, Effects[PlayerOptions::EFFECT_BEAT]);
+ FLOAT_INTERFACE(Xmode, Effects[PlayerOptions::EFFECT_XMODE]);
+ FLOAT_INTERFACE(Twirl, Effects[PlayerOptions::EFFECT_TWIRL]);
+ FLOAT_INTERFACE(Roll, Effects[PlayerOptions::EFFECT_ROLL]);
+ FLOAT_INTERFACE(Hidden, Appearances[PlayerOptions::APPEARANCE_HIDDEN]);
+ FLOAT_INTERFACE(HiddenOffset, Appearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET]);
+ FLOAT_INTERFACE(Sudden, Appearances[PlayerOptions::APPEARANCE_SUDDEN]);
+ FLOAT_INTERFACE(SuddenOffset, Appearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET]);
+ FLOAT_INTERFACE(Stealth, Appearances[PlayerOptions::APPEARANCE_STEALTH]);
+ FLOAT_INTERFACE(Blink, Appearances[PlayerOptions::APPEARANCE_BLINK]);
+ FLOAT_INTERFACE(RandomVanish, Appearances[PlayerOptions::APPEARANCE_RANDOMVANISH]);
+ FLOAT_INTERFACE(Reverse, Scrolls[PlayerOptions::SCROLL_REVERSE]);
+ FLOAT_INTERFACE(Split, Scrolls[PlayerOptions::SCROLL_SPLIT]);
+ FLOAT_INTERFACE(Alternate, Scrolls[PlayerOptions::SCROLL_ALTERNATE]);
+ FLOAT_INTERFACE(Cross, Scrolls[PlayerOptions::SCROLL_CROSS]);
+ FLOAT_INTERFACE(Centered, Scrolls[PlayerOptions::SCROLL_CENTERED]);
+ FLOAT_INTERFACE(Dark, Dark);
+ FLOAT_INTERFACE(Blind, Blind);
+ FLOAT_INTERFACE(Cover, Cover);
+ FLOAT_INTERFACE(RandAttack, RandAttack);
+ FLOAT_INTERFACE(NoAttack, NoAttack);
+ FLOAT_INTERFACE(PlayerAutoPlay, PlayerAutoPlay);
+ FLOAT_INTERFACE(Skew, Skew);
+ FLOAT_INTERFACE(Tilt, PerspectiveTilt);
+ FLOAT_INTERFACE(Passmark, Passmark); // Passmark is not sanity checked to the [0, 1] range because LifeMeterBar::IsFailing is the only thing that uses it, and it's used in a <= test. Any theme passing a value outside the [0, 1] range probably expects the result they get. -Kyz
+ FLOAT_INTERFACE(RandomSpeed, RandomSpeed);
+ BOOL_INTERFACE(TurnNone, Turns[PlayerOptions::TURN_NONE]);
+ BOOL_INTERFACE(Mirror, Turns[PlayerOptions::TURN_MIRROR]);
+ BOOL_INTERFACE(Backwards, Turns[PlayerOptions::TURN_BACKWARDS]);
+ BOOL_INTERFACE(Left, Turns[PlayerOptions::TURN_LEFT]);
+ BOOL_INTERFACE(Right, Turns[PlayerOptions::TURN_RIGHT]);
+ BOOL_INTERFACE(Shuffle, Turns[PlayerOptions::TURN_SHUFFLE]);
+ BOOL_INTERFACE(SoftShuffle, Turns[PlayerOptions::TURN_SOFT_SHUFFLE]);
+ BOOL_INTERFACE(SuperShuffle, Turns[PlayerOptions::TURN_SUPER_SHUFFLE]);
+ BOOL_INTERFACE(NoHolds, Transforms[PlayerOptions::TRANSFORM_NOHOLDS]);
+ BOOL_INTERFACE(NoRolls, Transforms[PlayerOptions::TRANSFORM_NOROLLS]);
+ BOOL_INTERFACE(NoMines, Transforms[PlayerOptions::TRANSFORM_NOMINES]);
+ BOOL_INTERFACE(Little, Transforms[PlayerOptions::TRANSFORM_LITTLE]);
+ BOOL_INTERFACE(Wide, Transforms[PlayerOptions::TRANSFORM_WIDE]);
+ BOOL_INTERFACE(Big, Transforms[PlayerOptions::TRANSFORM_BIG]);
+ BOOL_INTERFACE(Quick, Transforms[PlayerOptions::TRANSFORM_QUICK]);
+ BOOL_INTERFACE(BMRize, Transforms[PlayerOptions::TRANSFORM_BMRIZE]);
+ BOOL_INTERFACE(Skippy, Transforms[PlayerOptions::TRANSFORM_SKIPPY]);
+ BOOL_INTERFACE(Mines, Transforms[PlayerOptions::TRANSFORM_MINES]);
+ BOOL_INTERFACE(AttackMines, Transforms[PlayerOptions::TRANSFORM_ATTACKMINES]);
+ BOOL_INTERFACE(Echo, Transforms[PlayerOptions::TRANSFORM_ECHO]);
+ BOOL_INTERFACE(Stomp, Transforms[PlayerOptions::TRANSFORM_STOMP]);
+ BOOL_INTERFACE(Planted, Transforms[PlayerOptions::TRANSFORM_PLANTED]);
+ BOOL_INTERFACE(Floored, Transforms[PlayerOptions::TRANSFORM_FLOORED]);
+ BOOL_INTERFACE(Twister, Transforms[PlayerOptions::TRANSFORM_TWISTER]);
+ BOOL_INTERFACE(HoldRolls, Transforms[PlayerOptions::TRANSFORM_HOLDROLLS]);
+ BOOL_INTERFACE(NoJumps, Transforms[PlayerOptions::TRANSFORM_NOJUMPS]);
+ BOOL_INTERFACE(NoHands, Transforms[PlayerOptions::TRANSFORM_NOHANDS]);
+ BOOL_INTERFACE(NoLifts, Transforms[PlayerOptions::TRANSFORM_NOLIFTS]);
+ BOOL_INTERFACE(NoFakes, Transforms[PlayerOptions::TRANSFORM_NOFAKES]);
+ BOOL_INTERFACE(NoQuads, Transforms[PlayerOptions::TRANSFORM_NOQUADS]);
+ BOOL_INTERFACE(NoStretch, Transforms[PlayerOptions::TRANSFORM_NOSTRETCH]);
+ BOOL_INTERFACE(MuteOnError, MuteOnError);
+
+#undef FLOAT_INTERFACE
+#undef BOOL_INTERFACE
+
// NoteSkins
- static int GetNoteSkin( T *p, lua_State *L )
+ static int NoteSkin(T* p, lua_State* L)
{
if( p->m_sNoteSkin.empty() )
+ {
lua_pushstring( L, CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue() );
+ }
else
+ {
lua_pushstring( L, p->m_sNoteSkin );
+ }
+ if(lua_isstring(L, 1))
+ {
+ if(NOTESKIN->DoesNoteSkinExist(SArg(1)))
+ {
+ p->m_sNoteSkin = SArg(1);
+ lua_pushboolean(L, true);
+ }
+ }
+ return 2;
+ }
+
+ static int FailSetting(T* p, lua_State* L)
+ {
+ Enum::Push(L, p->m_FailType);
+ if(lua_isstring(L, 1))
+ {
+ p->m_FailType= Enum::Check(L, 1);
+ }
return 1;
}
- static int SetNoteSkin( T *p, lua_State *L )
+
+ static void SetSpeedModApproaches(T* p, float speed)
{
- if( NOTESKIN->DoesNoteSkinExist(SArg(1)) )
- p->m_sNoteSkin = SArg(1);
- return 0;
+ p->m_SpeedfScrollBPM= speed;
+ p->m_SpeedfScrollSpeed= speed;
+ p->m_SpeedfMaxScrollBPM= speed;
+ p->m_SpeedfTimeSpacing= speed;
}
// Speed Mods
- static int GetCMod( T *p, lua_State *L )
+ // Sanity checked functions for speed mods, for themes that want to use the
+ // engine's enforcement of sane separation between speed mod types.
+ static int CMod(T* p, lua_State* L)
{
- if( p->m_fTimeSpacing )
- lua_pushnumber( L, p->m_fScrollBPM );
+ if(p->m_fTimeSpacing)
+ {
+ lua_pushnumber(L, p->m_fScrollBPM);
+ lua_pushnumber(L, p->m_SpeedfScrollBPM);
+ }
else
+ {
lua_pushnil(L);
- return 1;
- }
- static int SetCMod( T *p, lua_State *L )
- {
- p->m_fTimeSpacing = FArg(1);
- p->m_fTimeSpacing = 1;
- p->m_fMaxScrollBPM = 0;
- return 0;
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ float speed= FArg(1);
+ if(!isfinite(speed) || speed <= 0.0f)
+ {
+ luaL_error(L, "CMod speed must be finite and greater than 0.");
+ }
+ p->m_fScrollBPM= speed;
+ p->m_fTimeSpacing = 1;
+ p->m_fScrollSpeed = 1;
+ p->m_fMaxScrollBPM = 0;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetSpeedModApproaches(p, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
}
- static int GetXMod( T *p, lua_State *L )
+ static int XMod(T* p, lua_State* L)
{
- if( !p->m_fTimeSpacing )
- lua_pushnumber( L, p->m_fScrollSpeed );
+ if(!p->m_fTimeSpacing)
+ {
+ lua_pushnumber(L, p->m_fScrollSpeed);
+ lua_pushnumber(L, p->m_SpeedfScrollSpeed);
+ }
else
+ {
lua_pushnil(L);
- return 1;
- }
- static int SetXMod( T *p, lua_State *L )
- {
- p->m_fScrollSpeed = FArg(1);
- p->m_fTimeSpacing = 0;
- p->m_fMaxScrollBPM = 0;
- return 0;
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ p->m_fScrollSpeed = FArg(1);
+ p->m_fTimeSpacing = 0;
+ p->m_fScrollBPM= CMOD_DEFAULT;
+ p->m_fMaxScrollBPM = 0;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetSpeedModApproaches(p, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
}
- static int GetMMod( T *p, lua_State *L )
+ static int MMod(T* p, lua_State* L)
{
- if( !p->m_fTimeSpacing && p->m_fMaxScrollBPM )
+ if(!p->m_fTimeSpacing && p->m_fMaxScrollBPM)
+ {
lua_pushnumber(L, p->m_fMaxScrollBPM);
+ lua_pushnumber(L, p->m_SpeedfMaxScrollBPM);
+ }
else
+ {
lua_pushnil(L);
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ float speed= FArg(1);
+ if(!isfinite(speed) || speed <= 0.0f)
+ {
+ luaL_error(L, "MMod speed must be finite and greater than 0.");
+ }
+ p->m_fScrollBPM= CMOD_DEFAULT;
+ p->m_fTimeSpacing = 0;
+ p->m_fScrollSpeed= 1;
+ p->m_fMaxScrollBPM = speed;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetSpeedModApproaches(p, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
+ }
+ static void SetPerspectiveApproach(T* p, lua_State* L, float speed)
+ {
+ p->m_SpeedfPerspectiveTilt= speed;
+ p->m_SpeedfSkew= speed;
+ }
+
+ static int Overhead(T* p, lua_State* L)
+ {
+ lua_pushboolean(L, (p->m_fPerspectiveTilt == 0.0f && p->m_fSkew == 0.0f));
+ if(lua_toboolean(L, 1))
+ {
+ p->m_fPerspectiveTilt= 0;
+ p->m_fSkew= 0;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
+ }
return 1;
}
- static int SetMMod( T *p, lua_State *L )
+
+ static int Incoming(T* p, lua_State* L)
{
- p->m_fMaxScrollBPM = FArg(1);
- p->m_fTimeSpacing = 0;
- return 0;
+ if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt < 0.0f) ||
+ (p->m_fSkew < 0.0f && p->m_fPerspectiveTilt > 0.0f))
+ {
+ lua_pushnumber(L, p->m_fSkew);
+ lua_pushnumber(L, p->m_SpeedfSkew);
+ }
+ else
+ {
+ lua_pushnil(L);
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ float value= FArg(1);
+ p->m_fPerspectiveTilt= -value;
+ p->m_fSkew= value;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
}
- // Accel
- DEFINE_METHOD( GetBoost, m_fAccels[PlayerOptions::ACCEL_BOOST] )
- static int SetBoost( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_BOOST] = FArg(1); return 0; }
- DEFINE_METHOD( GetBrake, m_fAccels[PlayerOptions::ACCEL_BRAKE] )
- static int SetBrake( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_BRAKE] = FArg(1); return 0; }
- DEFINE_METHOD( GetWave, m_fAccels[PlayerOptions::ACCEL_WAVE] )
- static int SetWave( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_WAVE] = FArg(1); return 0; }
- DEFINE_METHOD( GetExpand, m_fAccels[PlayerOptions::ACCEL_EXPAND] )
- static int SetExpand( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_EXPAND] = FArg(1); return 0; }
- DEFINE_METHOD( GetBoomerang, m_fAccels[PlayerOptions::ACCEL_BOOMERANG] )
- static int SetBoomerang( T *p, lua_State *L ){ p->m_fAccels[PlayerOptions::ACCEL_BOOMERANG] = FArg(1); return 0; }
+ static int Space(T* p, lua_State* L)
+ {
+ if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt > 0.0f) ||
+ (p->m_fSkew < 0.0f && p->m_fPerspectiveTilt < 0.0f))
+ {
+ lua_pushnumber(L, p->m_fSkew);
+ lua_pushnumber(L, p->m_SpeedfSkew);
+ }
+ else
+ {
+ lua_pushnil(L);
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ float value= FArg(1);
+ p->m_fPerspectiveTilt= value;
+ p->m_fSkew= value;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
+ }
- // Effect
- DEFINE_METHOD( GetDrunk, m_fEffects[PlayerOptions::EFFECT_DRUNK] ) // MoonGyuHyuk
- static int SetDrunk( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_DRUNK] = FArg(1); return 0; }
- DEFINE_METHOD( GetDizzy, m_fEffects[PlayerOptions::EFFECT_DIZZY] )
- static int SetDizzy( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_DIZZY] = FArg(1); return 0; }
- DEFINE_METHOD( GetConfusion, m_fEffects[PlayerOptions::EFFECT_CONFUSION] )
- static int SetConfusion( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_CONFUSION] = FArg(1); return 0; }
- DEFINE_METHOD( GetMini, m_fEffects[PlayerOptions::EFFECT_MINI] )
- static int SetMini( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_MINI] = FArg(1); return 0; }
- DEFINE_METHOD( GetTiny, m_fEffects[PlayerOptions::EFFECT_TINY] )
- static int SetTiny( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TINY] = FArg(1); return 0; }
- DEFINE_METHOD( GetFlip, m_fEffects[PlayerOptions::EFFECT_FLIP] )
- static int SetFlip( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_FLIP] = FArg(1); return 0; }
- DEFINE_METHOD( GetInvert, m_fEffects[PlayerOptions::EFFECT_INVERT] )
- static int SetInvert( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_INVERT] = FArg(1); return 0; }
- DEFINE_METHOD( GetTornado, m_fEffects[PlayerOptions::EFFECT_TORNADO] )
- static int SetTornado( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TORNADO] = FArg(1); return 0; }
- DEFINE_METHOD( GetTipsy, m_fEffects[PlayerOptions::EFFECT_TIPSY] )
- static int SetTipsy( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TIPSY] = FArg(1); return 0; }
- DEFINE_METHOD( GetBumpy, m_fEffects[PlayerOptions::EFFECT_BUMPY] )
- static int SetBumpy( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_BUMPY] = FArg(1); return 0; }
- DEFINE_METHOD( GetBeat, m_fEffects[PlayerOptions::EFFECT_BEAT] )
- static int SetBeat( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_BEAT] = FArg(1); return 0; }
- DEFINE_METHOD( GetXMode, m_fEffects[PlayerOptions::EFFECT_XMODE] )
- static int SetXMode( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_XMODE] = FArg(1); return 0; }
- DEFINE_METHOD( GetTwirl, m_fEffects[PlayerOptions::EFFECT_TWIRL] )
- static int SetTwirl( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_TWIRL] = FArg(1); return 0; }
- DEFINE_METHOD( GetRoll, m_fEffects[PlayerOptions::EFFECT_ROLL] )
- static int SetRoll( T *p, lua_State *L ){ p->m_fEffects[PlayerOptions::EFFECT_ROLL] = FArg(1); return 0; }
+ static int Hallway(T* p, lua_State* L)
+ {
+ if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt < 0.0f)
+ {
+ lua_pushnumber(L, -p->m_fPerspectiveTilt);
+ lua_pushnumber(L, p->m_SpeedfPerspectiveTilt);
+ }
+ else
+ {
+ lua_pushnil(L);
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ p->m_fPerspectiveTilt= -FArg(1);
+ p->m_fSkew= 0;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
+ }
+
+ static int Distant(T* p, lua_State* L)
+ {
+ if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt > 0.0f)
+ {
+ lua_pushnumber(L, p->m_fPerspectiveTilt);
+ lua_pushnumber(L, p->m_SpeedfPerspectiveTilt);
+ }
+ else
+ {
+ lua_pushnil(L);
+ lua_pushnil(L);
+ }
+ if(lua_isnumber(L, 1))
+ {
+ p->m_fPerspectiveTilt= FArg(1);
+ p->m_fSkew= 0;
+ }
+ if(lua_isnumber(L, 2))
+ {
+ SetPerspectiveApproach(p, L, CheckedApproachSpeed(L, FArg(2)));
+ }
+ return 2;
+ }
- // Appearance
- DEFINE_METHOD( GetHidden, m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] )
- static int SetHidden( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] = FArg(1); return 0; }
- DEFINE_METHOD( GetHiddenOffset, m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET] )
- static int SetHiddenOffset( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET] = FArg(1); return 0; }
- DEFINE_METHOD( GetSudden, m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN] )
- static int SetSudden( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN] = FArg(1); return 0; }
- DEFINE_METHOD( GetSuddenOffset, m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET] )
- static int SetSuddenOffset( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET] = FArg(1); return 0; }
- DEFINE_METHOD( GetStealth, m_fAppearances[PlayerOptions::APPEARANCE_STEALTH] )
- static int SetStealth( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_STEALTH] = FArg(1); return 0; }
- DEFINE_METHOD( GetBlink, m_fAppearances[PlayerOptions::APPEARANCE_BLINK] )
- static int SetBlink( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_BLINK] = FArg(1); return 0; }
- DEFINE_METHOD( GetRandomVanish, m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] )
- static int SetRandomVanish( T *p, lua_State *L ){ p->m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] = FArg(1); return 0; }
+ DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1.0f );
- // Scroll
- DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
- static int SetReverse( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_REVERSE] = FArg(1); return 0; }
- DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1.0f )
static int GetReversePercentForColumn( T *p, lua_State *L )
{
const int colNum = IArg(1);
@@ -1056,284 +1311,114 @@ public:
return 1;
}
- DEFINE_METHOD( GetSplit, m_fScrolls[PlayerOptions::SCROLL_SPLIT] )
- static int SetSplit( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_SPLIT] = FArg(1); return 0; }
- DEFINE_METHOD( GetAlternate, m_fScrolls[PlayerOptions::SCROLL_ALTERNATE] )
- static int SetAlternate( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_ALTERNATE] = FArg(1); return 0; }
- DEFINE_METHOD( GetCross, m_fScrolls[PlayerOptions::SCROLL_CROSS] )
- static int SetCross( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_CROSS] = FArg(1); return 0; }
- DEFINE_METHOD( GetCentered, m_fScrolls[PlayerOptions::SCROLL_CENTERED] )
- static int SetCentered( T *p, lua_State *L ){ p->m_fScrolls[PlayerOptions::SCROLL_CENTERED] = FArg(1); return 0; }
-
- // Turns
- DEFINE_METHOD( GetMirror, m_bTurns[PlayerOptions::TURN_MIRROR] )
- static int SetMirror( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_MIRROR] = BArg(1); return 0; }
- DEFINE_METHOD( GetBackwards, m_bTurns[PlayerOptions::TURN_BACKWARDS] )
- static int SetBackwards( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_BACKWARDS] = BArg(1); return 0; }
- DEFINE_METHOD( GetLeft, m_bTurns[PlayerOptions::TURN_LEFT] )
- static int SetLeft( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_LEFT] = BArg(1); return 0; }
- DEFINE_METHOD( GetRight, m_bTurns[PlayerOptions::TURN_RIGHT] )
- static int SetRight( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_RIGHT] = BArg(1); return 0; }
- DEFINE_METHOD( GetShuffle, m_bTurns[PlayerOptions::TURN_SHUFFLE] )
- static int SetShuffle( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_SHUFFLE] = BArg(1); return 0; }
- DEFINE_METHOD( GetSoftShuffle, m_bTurns[PlayerOptions::TURN_SOFT_SHUFFLE] )
- static int SetSoftShuffle( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_SOFT_SHUFFLE] = BArg(1); return 0; }
- DEFINE_METHOD( GetSuperShuffle, m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] )
- static int SetSuperShuffle( T *p, lua_State *L ){ p->m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] = BArg(1); return 0; }
-
- // Transform
- DEFINE_METHOD( GetNoHolds, m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS] )
- static int SetNoHolds( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoRolls, m_bTransforms[PlayerOptions::TRANSFORM_NOROLLS] )
- static int SetNoRolls( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOROLLS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoMines, m_bTransforms[PlayerOptions::TRANSFORM_NOMINES] )
- static int SetNoMines( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOMINES] = BArg(1); return 0; }
- DEFINE_METHOD( GetLittle, m_bTransforms[PlayerOptions::TRANSFORM_LITTLE] )
- static int SetLittle( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_LITTLE] = BArg(1); return 0; }
- DEFINE_METHOD( GetWide, m_bTransforms[PlayerOptions::TRANSFORM_WIDE] )
- static int SetWide( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_WIDE] = BArg(1); return 0; }
- DEFINE_METHOD( GetBig, m_bTransforms[PlayerOptions::TRANSFORM_BIG] )
- static int SetBig( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_BIG] = BArg(1); return 0; }
- DEFINE_METHOD( GetQuick, m_bTransforms[PlayerOptions::TRANSFORM_QUICK] )
- static int SetQuick( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_QUICK] = BArg(1); return 0; }
- DEFINE_METHOD( GetBMRize, m_bTransforms[PlayerOptions::TRANSFORM_BMRIZE] )
- static int SetBMRize( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_BMRIZE] = BArg(1); return 0; }
- DEFINE_METHOD( GetSkippy, m_bTransforms[PlayerOptions::TRANSFORM_SKIPPY] )
- static int SetSkippy( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_SKIPPY] = BArg(1); return 0; }
- DEFINE_METHOD( GetMines, m_bTransforms[PlayerOptions::TRANSFORM_MINES] )
- static int SetMines( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_MINES] = BArg(1); return 0; }
- DEFINE_METHOD( GetAttackMines, m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
- static int SetAttackMines( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] = BArg(1); return 0; }
- DEFINE_METHOD( GetEcho, m_bTransforms[PlayerOptions::TRANSFORM_ECHO] )
- static int SetEcho( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_ECHO] = BArg(1); return 0; }
- DEFINE_METHOD( GetStomp, m_bTransforms[PlayerOptions::TRANSFORM_STOMP] )
- static int SetStomp( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_STOMP] = BArg(1); return 0; }
- DEFINE_METHOD( GetPlanted, m_bTransforms[PlayerOptions::TRANSFORM_PLANTED] )
- static int SetPlanted( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_PLANTED] = BArg(1); return 0; }
- DEFINE_METHOD( GetFloored, m_bTransforms[PlayerOptions::TRANSFORM_FLOORED] )
- static int SetFloored( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_FLOORED] = BArg(1); return 0; }
- DEFINE_METHOD( GetTwister, m_bTransforms[PlayerOptions::TRANSFORM_TWISTER] )
- static int SetTwister( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_TWISTER] = BArg(1); return 0; }
- DEFINE_METHOD( GetHoldRolls, m_bTransforms[PlayerOptions::TRANSFORM_HOLDROLLS] )
- static int SetHoldRolls( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_HOLDROLLS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoJumps, m_bTransforms[PlayerOptions::TRANSFORM_NOJUMPS] )
- static int SetNoJumps( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOJUMPS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoHands, m_bTransforms[PlayerOptions::TRANSFORM_NOHANDS] )
- static int SetNoHands( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOHANDS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoLifts, m_bTransforms[PlayerOptions::TRANSFORM_NOLIFTS] )
- static int SetNoLifts( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOLIFTS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoFakes, m_bTransforms[PlayerOptions::TRANSFORM_NOFAKES] )
- static int SetNoFakes( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOFAKES] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoQuads, m_bTransforms[PlayerOptions::TRANSFORM_NOQUADS] )
- static int SetNoQuads( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOQUADS] = BArg(1); return 0; }
- DEFINE_METHOD( GetNoStretch, m_bTransforms[PlayerOptions::TRANSFORM_NOSTRETCH] )
- static int SetNoStretch( T *p, lua_State *L ){ p->m_bTransforms[PlayerOptions::TRANSFORM_NOSTRETCH] = BArg(1); return 0; }
-
- // Others
- DEFINE_METHOD( GetDark, m_fDark )
- static int SetDark( T *p, lua_State *L ) { p->m_fDark = FArg(1); return 0; }
- DEFINE_METHOD( GetBlind, m_fBlind )
- static int SetBlind( T *p, lua_State *L ) { p->m_fBlind = FArg(1); return 0; }
- DEFINE_METHOD( GetCover, m_fCover )
- static int SetCover( T *p, lua_State *L ) { p->m_fCover = FArg(1); return 0; }
- DEFINE_METHOD( GetRandomAttacks, m_fRandAttack )
- static int SetRandomAttacks( T *p, lua_State *L ) { p->m_fRandAttack = FArg(1); return 0; }
- DEFINE_METHOD( GetMuteOnError, m_bMuteOnError)
- static int SetMuteOnError( T *p, lua_State *L ) { p->m_bMuteOnError = BArg(1); return 0; }
static int GetStepAttacks( T *p, lua_State *L )
{
lua_pushnumber(L,
- (p->m_fNoAttack > 0 || p->m_fRandAttack > 0 ? 0 : 1 ));
+ (p->m_fNoAttack > 0 || p->m_fRandAttack > 0 ? false : true ));
return 1;
}
- // This one is deprecated.
- static int GetSongAttacks( T *p, lua_State *L ) { return GetStepAttacks(p, L); }
-
- DEFINE_METHOD( GetNoAttacks, m_fNoAttack )
- DEFINE_METHOD( GetSkew, m_fSkew )
- static int SetSkew( T *p, lua_State *L ) { p->m_fSkew = FArg(1); return 0; }
- DEFINE_METHOD( GetPassmark, m_fPassmark )
- static int SetPassmark( T *p, lua_State *L ) {
- const float fPassmark = FArg(1);
- if( !(fPassmark < 0.00f) && fPassmark <= 1.0f )
- p->m_fPassmark = fPassmark;
- return 0;
- }
- DEFINE_METHOD( GetRandomSpeed, m_fRandomSpeed )
- static int SetRandomSpeed( T *p, lua_State *L ){ p->m_fRandomSpeed = FArg(1); return 0; }
LunaPlayerOptions()
{
ADD_METHOD( IsEasierForSongAndSteps );
ADD_METHOD( IsEasierForCourseAndTrail );
- ADD_METHOD( GetDark );
- ADD_METHOD( SetDark );
- ADD_METHOD( GetBlind );
- ADD_METHOD( SetBlind );
- ADD_METHOD( GetCover );
- ADD_METHOD( SetCover );
- ADD_METHOD( GetMuteOnError );
- ADD_METHOD( SetMuteOnError );
- ADD_METHOD( GetNoteSkin );
- ADD_METHOD( SetNoteSkin );
- // GetPerspectiveTilt, SetPerspectiveTilt
- ADD_METHOD( GetPassmark );
- ADD_METHOD( SetPassmark );
- ADD_METHOD( GetRandomAttacks );
- ADD_METHOD( SetRandomAttacks );
- ADD_METHOD( GetRandomSpeed );
- ADD_METHOD( SetRandomSpeed );
- ADD_METHOD( GetSkew );
- ADD_METHOD( SetSkew );
- ADD_METHOD( GetSongAttacks );
- ADD_METHOD( GetStepAttacks );
- ADD_METHOD( GetNoAttacks );
+ ADD_METHOD(TimeSpacing);
+ ADD_METHOD(MaxScrollBPM);
+ ADD_METHOD(ScrollSpeed);
+ ADD_METHOD(ScrollBPM);
+ ADD_METHOD(Boost);
+ ADD_METHOD(Brake);
+ ADD_METHOD(Wave);
+ ADD_METHOD(Expand);
+ ADD_METHOD(Boomerang);
+ ADD_METHOD(Drunk);
+ ADD_METHOD(Dizzy);
+ ADD_METHOD(Confusion);
+ ADD_METHOD(Mini);
+ ADD_METHOD(Tiny);
+ ADD_METHOD(Flip);
+ ADD_METHOD(Invert);
+ ADD_METHOD(Tornado);
+ ADD_METHOD(Tipsy);
+ ADD_METHOD(Bumpy);
+ ADD_METHOD(Beat);
+ ADD_METHOD(Xmode);
+ ADD_METHOD(Twirl);
+ ADD_METHOD(Roll);
+ ADD_METHOD(Hidden);
+ ADD_METHOD(HiddenOffset);
+ ADD_METHOD(Sudden);
+ ADD_METHOD(SuddenOffset);
+ ADD_METHOD(Stealth);
+ ADD_METHOD(Blink);
+ ADD_METHOD(RandomVanish);
+ ADD_METHOD(Reverse);
+ ADD_METHOD(Split);
+ ADD_METHOD(Alternate);
+ ADD_METHOD(Cross);
+ ADD_METHOD(Centered);
+ ADD_METHOD(Dark);
+ ADD_METHOD(Blind);
+ ADD_METHOD(Cover);
+ ADD_METHOD(RandAttack);
+ ADD_METHOD(NoAttack);
+ ADD_METHOD(PlayerAutoPlay);
+ ADD_METHOD(Tilt);
+ ADD_METHOD(Skew);
+ ADD_METHOD(Passmark);
+ ADD_METHOD(RandomSpeed);
+ ADD_METHOD(TurnNone);
+ ADD_METHOD(Mirror);
+ ADD_METHOD(Backwards);
+ ADD_METHOD(Left);
+ ADD_METHOD(Right);
+ ADD_METHOD(Shuffle);
+ ADD_METHOD(SoftShuffle);
+ ADD_METHOD(SuperShuffle);
+ ADD_METHOD(NoHolds);
+ ADD_METHOD(NoRolls);
+ ADD_METHOD(NoMines);
+ ADD_METHOD(Little);
+ ADD_METHOD(Wide);
+ ADD_METHOD(Big);
+ ADD_METHOD(Quick);
+ ADD_METHOD(BMRize);
+ ADD_METHOD(Skippy);
+ ADD_METHOD(Mines);
+ ADD_METHOD(AttackMines);
+ ADD_METHOD(Echo);
+ ADD_METHOD(Stomp);
+ ADD_METHOD(Planted);
+ ADD_METHOD(Floored);
+ ADD_METHOD(Twister);
+ ADD_METHOD(HoldRolls);
+ ADD_METHOD(NoJumps);
+ ADD_METHOD(NoHands);
+ ADD_METHOD(NoLifts);
+ ADD_METHOD(NoFakes);
+ ADD_METHOD(NoQuads);
+ ADD_METHOD(NoStretch);
+ ADD_METHOD(MuteOnError);
+
+ ADD_METHOD(NoteSkin);
+ ADD_METHOD(FailSetting);
// Speed
- ADD_METHOD( GetCMod );
- ADD_METHOD( SetCMod );
- ADD_METHOD( GetXMod );
- ADD_METHOD( SetXMod );
- ADD_METHOD( GetMMod );
- ADD_METHOD( SetMMod );
+ ADD_METHOD( CMod );
+ ADD_METHOD( XMod );
+ ADD_METHOD( MMod );
- // Accel
- ADD_METHOD( GetBoost );
- ADD_METHOD( SetBoost );
- ADD_METHOD( GetBrake );
- ADD_METHOD( SetBrake );
- ADD_METHOD( GetWave );
- ADD_METHOD( SetWave );
- ADD_METHOD( GetExpand );
- ADD_METHOD( SetExpand );
- ADD_METHOD( GetBoomerang );
- ADD_METHOD( SetBoomerang );
+ ADD_METHOD(Overhead);
+ ADD_METHOD(Incoming);
+ ADD_METHOD(Space);
+ ADD_METHOD(Hallway);
+ ADD_METHOD(Distant);
- // Effect
- ADD_METHOD( GetDrunk );
- ADD_METHOD( SetDrunk );
- ADD_METHOD( GetDizzy );
- ADD_METHOD( SetDizzy );
- ADD_METHOD( GetConfusion );
- ADD_METHOD( SetConfusion );
- ADD_METHOD( GetMini );
- ADD_METHOD( SetMini );
- ADD_METHOD( GetTiny );
- ADD_METHOD( SetTiny );
- ADD_METHOD( GetFlip );
- ADD_METHOD( SetFlip );
- ADD_METHOD( GetInvert );
- ADD_METHOD( SetInvert );
- ADD_METHOD( GetTornado );
- ADD_METHOD( SetTornado );
- ADD_METHOD( GetTipsy );
- ADD_METHOD( SetTipsy );
- ADD_METHOD( GetBumpy );
- ADD_METHOD( SetBumpy );
- ADD_METHOD( GetBeat );
- ADD_METHOD( SetBeat );
- ADD_METHOD( GetXMode );
- ADD_METHOD( SetXMode );
- ADD_METHOD( GetTwirl );
- ADD_METHOD( SetTwirl );
- ADD_METHOD( GetRoll );
- ADD_METHOD( SetRoll );
-
- // Appearance
- ADD_METHOD( GetHidden );
- ADD_METHOD( SetHidden );
- ADD_METHOD( GetHiddenOffset );
- ADD_METHOD( SetHiddenOffset );
- ADD_METHOD( GetSudden );
- ADD_METHOD( SetSudden );
- ADD_METHOD( GetSuddenOffset );
- ADD_METHOD( SetSuddenOffset );
- ADD_METHOD( GetStealth );
- ADD_METHOD( SetStealth );
- ADD_METHOD( GetBlink );
- ADD_METHOD( SetBlink );
- ADD_METHOD( GetRandomVanish );
- ADD_METHOD( SetRandomVanish );
-
- // Scroll
- ADD_METHOD( GetReverse );
- ADD_METHOD( SetReverse );
ADD_METHOD( UsingReverse );
ADD_METHOD( GetReversePercentForColumn );
- ADD_METHOD( GetSplit );
- ADD_METHOD( SetSplit );
- ADD_METHOD( GetAlternate );
- ADD_METHOD( SetAlternate );
- ADD_METHOD( GetCross );
- ADD_METHOD( SetCross );
- ADD_METHOD( GetCentered );
- ADD_METHOD( SetCentered );
-
- // Turns
- ADD_METHOD( GetMirror );
- ADD_METHOD( SetMirror );
- ADD_METHOD( GetBackwards );
- ADD_METHOD( SetBackwards );
- ADD_METHOD( GetLeft );
- ADD_METHOD( SetLeft );
- ADD_METHOD( GetRight );
- ADD_METHOD( SetRight );
- ADD_METHOD( GetShuffle );
- ADD_METHOD( SetShuffle );
- ADD_METHOD( GetSoftShuffle );
- ADD_METHOD( SetSoftShuffle );
- ADD_METHOD( GetSuperShuffle );
- ADD_METHOD( SetSuperShuffle );
-
- // Transform
- ADD_METHOD( GetNoHolds );
- ADD_METHOD( SetNoHolds );
- ADD_METHOD( GetNoRolls );
- ADD_METHOD( SetNoRolls );
- ADD_METHOD( GetNoMines );
- ADD_METHOD( SetNoMines );
- ADD_METHOD( GetLittle );
- ADD_METHOD( SetLittle );
- ADD_METHOD( GetWide );
- ADD_METHOD( SetWide );
- ADD_METHOD( GetBig );
- ADD_METHOD( SetBig );
- ADD_METHOD( GetQuick );
- ADD_METHOD( SetQuick );
- ADD_METHOD( GetBMRize );
- ADD_METHOD( SetBMRize );
- ADD_METHOD( GetSkippy );
- ADD_METHOD( SetSkippy );
- ADD_METHOD( GetMines );
- ADD_METHOD( SetMines );
- ADD_METHOD( GetAttackMines );
- ADD_METHOD( SetAttackMines );
- ADD_METHOD( GetEcho );
- ADD_METHOD( SetEcho );
- ADD_METHOD( GetStomp );
- ADD_METHOD( SetStomp );
- ADD_METHOD( GetPlanted );
- ADD_METHOD( SetPlanted );
- ADD_METHOD( GetFloored );
- ADD_METHOD( SetFloored );
- ADD_METHOD( GetTwister );
- ADD_METHOD( SetTwister );
- ADD_METHOD( GetHoldRolls );
- ADD_METHOD( SetHoldRolls );
- ADD_METHOD( GetNoJumps );
- ADD_METHOD( SetNoJumps );
- ADD_METHOD( GetNoHands );
- ADD_METHOD( SetNoHands );
- ADD_METHOD( GetNoLifts );
- ADD_METHOD( SetNoLifts );
- ADD_METHOD( GetNoFakes );
- ADD_METHOD( SetNoFakes );
- ADD_METHOD( GetNoQuads );
- ADD_METHOD( SetNoQuads );
- ADD_METHOD( GetNoStretch );
- ADD_METHOD( SetNoStretch );
+ ADD_METHOD( GetStepAttacks );
}
};
diff --git a/src/PlayerOptions.h b/src/PlayerOptions.h
index ac32f86ee5..f923531880 100644
--- a/src/PlayerOptions.h
+++ b/src/PlayerOptions.h
@@ -30,12 +30,11 @@ public:
m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
m_fNoAttack(0), m_SpeedfNoAttack(1.0f),
m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
- m_bSetTiltOrSkew(false),
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),
- m_bMuteOnError(false), m_FailType(FAIL_IMMEDIATE)
+ m_bMuteOnError(false), m_FailType(FailType_Immediate)
{
m_sNoteSkin = "";
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
@@ -172,7 +171,6 @@ public:
float m_fRandAttack, m_SpeedfRandAttack;
float m_fNoAttack, m_SpeedfNoAttack;
float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
- bool m_bSetTiltOrSkew; // true if the tilt or skew was set by FromString
float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
@@ -185,13 +183,6 @@ public:
bool m_bTurns[NUM_TURNS];
bool m_bTransforms[NUM_TRANSFORMS];
bool m_bMuteOnError;
- /** @brief How can the Player fail a song? */
- enum FailType {
- FAIL_IMMEDIATE=0, /**< fail immediately when life touches 0 */
- FAIL_IMMEDIATE_CONTINUE, /**< Same as above, but allow playing the rest of the song */
- FAIL_AT_END, /**< fail if life is at 0 when the song ends */
- FAIL_OFF /**< never fail */
- };
/** @brief The method for which a player can fail a song. */
FailType m_FailType;
diff --git a/src/PlayerState.cpp b/src/PlayerState.cpp
index f8abd89f6c..19be5e40ec 100644
--- a/src/PlayerState.cpp
+++ b/src/PlayerState.cpp
@@ -232,8 +232,7 @@ public:
static int GetPlayerOptions( T* p, lua_State *L )
{
ModsLevel m = Enum::Check( L, 1 );
- PlayerOptions po = p->m_PlayerOptions.Get(m);
- po.PushSelf(L);
+ p->m_PlayerOptions.Get(m).PushSelf(L);
return 1;
}
static int GetPlayerOptionsArray( T* p, lua_State *L )
diff --git a/src/PrefsManager.cpp b/src/PrefsManager.cpp
index 7f4340f379..2521b50054 100644
--- a/src/PrefsManager.cpp
+++ b/src/PrefsManager.cpp
@@ -125,17 +125,6 @@ XToString( CourseSortOrders );
StringToX( CourseSortOrders );
LuaXType( CourseSortOrders );
-// XXX: Fix fail bug?
-/* static const char *DefaultFailTypeNames[] = {
- "Immediate",
- "ImmediateContinue",
- "EndOfSong",
- "Off",
-};
-XToString( DefaultFailType );
-StringToX( DefaultFailType );
-LuaXType( DefaultFailType ); */
-
bool g_bAutoRestart = false;
#ifdef DEBUG
# define TRUE_IF_DEBUG true
diff --git a/src/PrefsManager.h b/src/PrefsManager.h
index 95f684f1a6..6ce1acfd68 100644
--- a/src/PrefsManager.h
+++ b/src/PrefsManager.h
@@ -112,16 +112,6 @@ enum CourseSortOrders
CourseSortOrders_Invalid
};
-enum DefaultFailType
-{
- FAIL_IMMEDIATE,
- FAIL_IMMEDIATECONTINUE,
- FAIL_ENDOFSONG,
- FAIL_OFF,
- NUM_DefaultFailType,
- DefaultFailType_Invalid
-};
-
/** @brief Holds user-chosen preferences that are saved between sessions. */
class PrefsManager
{
diff --git a/src/ScreenEvaluation.cpp b/src/ScreenEvaluation.cpp
index ed6688c541..aae94c0baf 100644
--- a/src/ScreenEvaluation.cpp
+++ b/src/ScreenEvaluation.cpp
@@ -297,7 +297,7 @@ void ScreenEvaluation::Init()
vector v;
PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
- po.m_FailType = (PlayerOptions::FailType)0; // blank out the fail type so that it won't show in the mods list
+ po.m_FailType = (FailType)0; // blank out the fail type so that it won't show in the mods list
po.GetLocalizedMods( v );
RString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
m_textPlayerOptions[p].SetText( sPO );
diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp
index b7dde41bce..efae737af1 100644
--- a/src/ScreenGameplay.cpp
+++ b/src/ScreenGameplay.cpp
@@ -1085,7 +1085,7 @@ void ScreenGameplay::LoadNextSong()
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
{
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
- PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, PlayerOptions::FAIL_IMMEDIATE );
+ PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate );
}
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
@@ -1579,7 +1579,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
HealthState &hs = pi->GetPlayerState()->m_HealthState;
HealthState OldHealthState = hs;
- if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
+ if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
{
hs = HealthState_Dead;
@@ -1588,7 +1588,7 @@ void ScreenGameplay::Update( float fDeltaTime )
{
hs = HealthState_Hot;
}
- else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
+ else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
{
hs = HealthState_Danger;
@@ -1633,10 +1633,10 @@ void ScreenGameplay::Update( float fDeltaTime )
{
PlayerNumber pn = pi->GetStepsAndTrailIndex();
- PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
+ FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
- if( ft == PlayerOptions::FAIL_OFF || ft == PlayerOptions::FAIL_AT_END )
+ if( ft == FailType_Off || ft == FailType_EndOfSong )
continue;
// check for individual fail
@@ -1663,7 +1663,7 @@ void ScreenGameplay::Update( float fDeltaTime )
default:
break;
}
- if( bAllowOniDie && ft == PlayerOptions::FAIL_IMMEDIATE )
+ if( bAllowOniDie && ft == FailType_Immediate )
{
if( !STATSMAN->m_CurStageStats.AllFailed() ) // if not the last one to fail
{
@@ -1681,18 +1681,18 @@ void ScreenGameplay::Update( float fDeltaTime )
bool bAllFailed = true;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
- PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
+ FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
switch( ft )
{
- case PlayerOptions::FAIL_IMMEDIATE:
+ case FailType_Immediate:
if( pi->m_pLifeMeter == NULL || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
bAllFailed = false;
break;
- case PlayerOptions::FAIL_IMMEDIATE_CONTINUE:
- case PlayerOptions::FAIL_AT_END:
+ case FailType_ImmediateContinue:
+ case FailType_EndOfSong:
bAllFailed = false; // wait until the end of the song to fail.
break;
- case PlayerOptions::FAIL_OFF:
+ case FailType_Off:
bAllFailed = false; // never fail.
break;
default:
@@ -1812,7 +1812,7 @@ void ScreenGameplay::Update( float fDeltaTime )
bool bAllHumanHaveBigMissCombo = true;
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
- if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == PlayerOptions::FAIL_OFF ||
+ if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == FailType_Off ||
pi->GetPlayerState()->m_HealthState < HealthState_Dead )
{
bAllHumanHaveBigMissCombo = false;
@@ -2434,7 +2434,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
// Mark failure.
- if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
+ if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
pi->GetPlayerStageStats()->m_bFailed = true;
diff --git a/src/ScreenJukebox.cpp b/src/ScreenJukebox.cpp
index f07e30c26f..6176a50ebe 100644
--- a/src/ScreenJukebox.cpp
+++ b/src/ScreenJukebox.cpp
@@ -221,7 +221,7 @@ void ScreenJukebox::Init()
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
FOREACH_EnabledPlayer( p )
- PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_FailType, PlayerOptions::FAIL_OFF );
+ PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_FailType, FailType_Off );
GAMESTATE->m_bDemonstrationOrJukebox = true;
diff --git a/src/ScreenOptionsMasterPrefs.cpp b/src/ScreenOptionsMasterPrefs.cpp
index d4fb9bf5e6..e8c36de2d4 100644
--- a/src/ScreenOptionsMasterPrefs.cpp
+++ b/src/ScreenOptionsMasterPrefs.cpp
@@ -500,14 +500,14 @@ static void DefaultFailType( int &sel, bool ToSel, const ConfOption *pConfOption
switch( sel )
{
- case 0: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
- case 1: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE_CONTINUE; break;
- case 2: po.m_FailType = PlayerOptions::FAIL_AT_END; break;
- case 3: po.m_FailType = PlayerOptions::FAIL_OFF; break;
+ case 0: po.m_FailType = FailType_Immediate; break;
+ case 1: po.m_FailType = FailType_ImmediateContinue; break;
+ case 2: po.m_FailType = FailType_EndOfSong; break;
+ case 3: po.m_FailType = FailType_Off; break;
default:
{
LOG->Warn("Invalid fail type %d! Going to use the default...", sel);
- po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
+ po.m_FailType = FailType_Immediate; break;
}
}
diff --git a/src/ScreenSongOptions.cpp b/src/ScreenSongOptions.cpp
index 2b9287c232..c9ca58732e 100644
--- a/src/ScreenSongOptions.cpp
+++ b/src/ScreenSongOptions.cpp
@@ -25,7 +25,7 @@ void ScreenSongOptions::ExportOptions( int iRow, const vector &vpn
{
PlayerNumber pn = GAMESTATE->GetMasterPlayerNumber();
PlayerState *pPS = GAMESTATE->m_pPlayerState[pn];
- const PlayerOptions::FailType ft = pPS->m_PlayerOptions.GetPreferred().m_FailType;
+ const FailType ft = pPS->m_PlayerOptions.GetPreferred().m_FailType;
ScreenOptionsMaster::ExportOptions( iRow, vpns );