Added nITG's various sub-modifiers (#1419)

* Added nITG's Bumpy sub-mods and ...

reorganized PlayerOptions::FromOneModString's Confusion checks
This is to help avoid the nesting level of 128 under Windows

* Added nITG's Tipsy sub-mods

Modifiers added:
TipsySpeed
TipsyOffset

* Add nITG's Drunk sub-mods

Modifiers added:
DrunkSpeed
DrunkOffset
DrunkPeriod

* Added nITG's Wave & Expand sub-mods

Modifiers added:
WavePeriod
ExpandPeriod

* Added nITG's Tornado sub-mods

Modifiers Added:
TornadoPeriod
TornadoOffset

* Added nITG's Beat sub-mods

Modifiers added:
BeatOffset
BeatPeriod
BeatMult

* Documented the new sub-mods
This commit is contained in:
MrThatKid
2017-03-14 03:27:18 -07:00
committed by Colby Klein
parent 1c9227db22
commit 86dbab0100
5 changed files with 147 additions and 24 deletions
+93 -13
View File
@@ -214,10 +214,15 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fAccels[ACCEL_BOOST], "Boost" );
AddPart( AddTo, m_fAccels[ACCEL_BRAKE], "Brake" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE_PERIOD], "WavePeriod" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND_PERIOD], "ExpandPeriod" );
AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_SPEED], "DrunkSpeed" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_OFFSET], "DrunkOffset" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_PERIOD], "DrunkPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_OFFSET], "ConfusionOffset" );
@@ -230,9 +235,18 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_PERIOD], "TornadoPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_OFFSET], "TornadoOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY_SPEED], "TipsySpeed" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY_OFFSET], "TipsyOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_OFFSET], "BumpyOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_PERIOD], "BumpyPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_OFFSET], "BeatOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_PERIOD], "BeatPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_MULT], "BeatMult" );
AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
@@ -484,25 +498,63 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "normal-drain" ) { m_DrainType= DrainType_Normal; }
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.find("wave") != sBit.npos)
{
if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
else if( sBit == "waveperiod" ) SET_FLOAT( fAccels[ACCEL_WAVE_PERIOD] )
}
else if( (sBit.find("expand") != sBit.npos) || (sBit.find("dwiwave") != sBit.npos) )
{
if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
else if( sBit == "expandperiod" ) SET_FLOAT( fAccels[ACCEL_EXPAND_PERIOD] )
}
else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
else if( sBit.find("drunk") != sBit.npos)
{
if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
else if( sBit == "drunkspeed" ) SET_FLOAT( fEffects[EFFECT_DRUNK_SPEED] )
else if( sBit == "drunkoffset" ) SET_FLOAT( fEffects[EFFECT_DRUNK_OFFSET] )
else if( sBit == "drunkperiod" ) SET_FLOAT( fEffects[EFFECT_DRUNK_PERIOD] )
}
else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
else if( sBit == "confusionoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_OFFSET] )
else if( sBit == "confusionx" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X] )
else if( sBit == "confusionxoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X_OFFSET] )
else if( sBit == "confusiony" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y] )
else if( sBit == "confusionyoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y_OFFSET] )
else if( sBit.find("confusion") != sBit.npos)
{
if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
else if( sBit == "confusionoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_OFFSET] )
else if( sBit == "confusionx" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X] )
else if( sBit == "confusionxoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X_OFFSET] )
else if( sBit == "confusiony" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y] )
else if( sBit == "confusionyoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y_OFFSET] )
}
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.find("tornado") != sBit.npos)
{
if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
else if( sBit == "tornadoperiod" ) SET_FLOAT( fEffects[EFFECT_TORNADO_PERIOD] )
else if( sBit == "tornadooffset" ) SET_FLOAT( fEffects[EFFECT_TORNADO_OFFSET] )
}
else if( sBit.find("tipsy") != sBit.npos)
{
if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
else if( sBit == "tipsyspeed" ) SET_FLOAT( fEffects[EFFECT_TIPSY_SPEED] )
else if( sBit == "tipsyoffset" ) SET_FLOAT( fEffects[EFFECT_TIPSY_OFFSET] )
}
else if( sBit.find("bumpy") != sBit.npos)
{
if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
else if( sBit == "bumpyoffset" ) SET_FLOAT( fEffects[EFFECT_BUMPY_OFFSET] )
else if( sBit == "bumpyperiod" ) SET_FLOAT( fEffects[EFFECT_BUMPY_PERIOD] )
}
else if( sBit.find("beat") != sBit.npos)
{
if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
else if( sBit == "beatoffset" ) SET_FLOAT( fEffects[EFFECT_BEAT_OFFSET] )
else if( sBit == "beatperiod" ) SET_FLOAT( fEffects[EFFECT_BEAT_PERIOD] )
else if( sBit == "beatmult" ) SET_FLOAT( fEffects[EFFECT_BEAT_MULT] )
}
else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] )
else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] )
@@ -1154,9 +1206,14 @@ public:
FLOAT_INTERFACE(Boost, Accels[PlayerOptions::ACCEL_BOOST], true);
FLOAT_INTERFACE(Brake, Accels[PlayerOptions::ACCEL_BRAKE], true);
FLOAT_INTERFACE(Wave, Accels[PlayerOptions::ACCEL_WAVE], true);
FLOAT_INTERFACE(WavePeriod, Accels[PlayerOptions::ACCEL_WAVE_PERIOD], true);
FLOAT_INTERFACE(Expand, Accels[PlayerOptions::ACCEL_EXPAND], true);
FLOAT_INTERFACE(ExpandPeriod, Accels[PlayerOptions::ACCEL_EXPAND_PERIOD], true);
FLOAT_INTERFACE(Boomerang, Accels[PlayerOptions::ACCEL_BOOMERANG], true);
FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK], true);
FLOAT_INTERFACE(DrunkSpeed, Effects[PlayerOptions::EFFECT_DRUNK_SPEED], true);
FLOAT_INTERFACE(DrunkOffset, Effects[PlayerOptions::EFFECT_DRUNK_OFFSET], true);
FLOAT_INTERFACE(DrunkPeriod, Effects[PlayerOptions::EFFECT_DRUNK_PERIOD], true);
FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY], true);
FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION], true);
FLOAT_INTERFACE(ConfusionOffset, Effects[PlayerOptions::EFFECT_CONFUSION_OFFSET], true);
@@ -1169,9 +1226,18 @@ public:
FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP], true);
FLOAT_INTERFACE(Invert, Effects[PlayerOptions::EFFECT_INVERT], true);
FLOAT_INTERFACE(Tornado, Effects[PlayerOptions::EFFECT_TORNADO], true);
FLOAT_INTERFACE(TornadoPeriod, Effects[PlayerOptions::EFFECT_TORNADO_PERIOD], true);
FLOAT_INTERFACE(TornadoOffset, Effects[PlayerOptions::EFFECT_TORNADO_OFFSET], true);
FLOAT_INTERFACE(Tipsy, Effects[PlayerOptions::EFFECT_TIPSY], true);
FLOAT_INTERFACE(TipsySpeed, Effects[PlayerOptions::EFFECT_TIPSY_SPEED], true);
FLOAT_INTERFACE(TipsyOffset, Effects[PlayerOptions::EFFECT_TIPSY_OFFSET], true);
FLOAT_INTERFACE(Bumpy, Effects[PlayerOptions::EFFECT_BUMPY], true);
FLOAT_INTERFACE(BumpyOffset, Effects[PlayerOptions::EFFECT_BUMPY_OFFSET], true);
FLOAT_INTERFACE(BumpyPeriod, Effects[PlayerOptions::EFFECT_BUMPY_PERIOD], true);
FLOAT_INTERFACE(Beat, Effects[PlayerOptions::EFFECT_BEAT], true);
FLOAT_INTERFACE(BeatOffset, Effects[PlayerOptions::EFFECT_BEAT_OFFSET], true);
FLOAT_INTERFACE(BeatPeriod, Effects[PlayerOptions::EFFECT_BEAT_PERIOD], true);
FLOAT_INTERFACE(BeatMult, Effects[PlayerOptions::EFFECT_BEAT_MULT], true);
FLOAT_INTERFACE(Xmode, Effects[PlayerOptions::EFFECT_XMODE], true);
FLOAT_INTERFACE(Twirl, Effects[PlayerOptions::EFFECT_TWIRL], true);
FLOAT_INTERFACE(Roll, Effects[PlayerOptions::EFFECT_ROLL], true);
@@ -1550,9 +1616,14 @@ public:
ADD_METHOD(Boost);
ADD_METHOD(Brake);
ADD_METHOD(Wave);
ADD_METHOD(WavePeriod);
ADD_METHOD(Expand);
ADD_METHOD(ExpandPeriod);
ADD_METHOD(Boomerang);
ADD_METHOD(Drunk);
ADD_METHOD(DrunkSpeed);
ADD_METHOD(DrunkOffset);
ADD_METHOD(DrunkPeriod);
ADD_METHOD(Dizzy);
ADD_METHOD(Confusion);
ADD_METHOD(ConfusionOffset);
@@ -1565,9 +1636,18 @@ public:
ADD_METHOD(Flip);
ADD_METHOD(Invert);
ADD_METHOD(Tornado);
ADD_METHOD(TornadoPeriod);
ADD_METHOD(TornadoOffset);
ADD_METHOD(Tipsy);
ADD_METHOD(TipsySpeed);
ADD_METHOD(TipsyOffset);
ADD_METHOD(Bumpy);
ADD_METHOD(BumpyOffset);
ADD_METHOD(BumpyPeriod);
ADD_METHOD(Beat);
ADD_METHOD(BeatOffset);
ADD_METHOD(BeatPeriod);
ADD_METHOD(BeatMult);
ADD_METHOD(Xmode);
ADD_METHOD(Twirl);
ADD_METHOD(Roll);