From e7d0dccdae0a4ea082ab5f32adb5e8d95cf68fd1 Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Tue, 30 Apr 2013 19:42:19 -0400 Subject: [PATCH] Player option loops. --- src/PlayerOptions.cpp | 2701 ++++++++++++++++++++--------------------- 1 file changed, 1348 insertions(+), 1353 deletions(-) diff --git a/src/PlayerOptions.cpp b/src/PlayerOptions.cpp index f0e908b79e..26d246566f 100644 --- a/src/PlayerOptions.cpp +++ b/src/PlayerOptions.cpp @@ -1,1353 +1,1348 @@ -#include "global.h" -#include "PlayerOptions.h" -#include "RageUtil.h" -#include "GameState.h" -#include "NoteSkinManager.h" -#include "Song.h" -#include "Course.h" -#include "Steps.h" -#include "ThemeManager.h" -#include "Foreach.h" -#include "Style.h" -#include "CommonMetrics.h" -#include - -void NextFloat( float fValues[], int size ); -void NextBool( bool bValues[], int size ); - -ThemeMetric RANDOM_SPEED_CHANCE ( "PlayerOptions", "RandomSpeedChance" ); -ThemeMetric RANDOM_REVERSE_CHANCE ( "PlayerOptions", "RandomReverseChance" ); -ThemeMetric RANDOM_DARK_CHANCE ( "PlayerOptions", "RandomDarkChance" ); -ThemeMetric RANDOM_ACCEL_CHANCE ( "PlayerOptions", "RandomAccelChance" ); -ThemeMetric RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance" ); -ThemeMetric RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" ); -ThemeMetric RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" ); - -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; - ZERO( m_fAccels ); ONE( m_SpeedfAccels ); - ZERO( m_fEffects ); ONE( m_SpeedfEffects ); - ZERO( m_fAppearances ); ONE( m_SpeedfAppearances ); - ZERO( m_fScrolls ); ONE( m_SpeedfScrolls ); - m_fDark = 0; m_SpeedfDark = 1.0f; - m_fBlind = 0; m_SpeedfBlind = 1.0f; - m_fCover = 0; m_SpeedfCover = 1.0f; - 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; - ZERO( m_bTurns ); - ZERO( m_bTransforms ); - m_bMuteOnError = false; - m_FailType = FAIL_IMMEDIATE; - m_sNoteSkin = ""; -} - -void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds ) -{ -#define APPROACH( opt ) \ - fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt ); -#define DO_COPY( x ) \ - x = other.x; - - APPROACH( fTimeSpacing ); - APPROACH( fScrollSpeed ); - //APPROACH( fMaxScrollBPM ); // if uncommented, causes crashes. -aj - fapproach( m_fScrollBPM, other.m_fScrollBPM, fDeltaSeconds * other.m_SpeedfScrollBPM*150 ); - for( int i=0; i &AddTo, float level, RString name ) -{ - if( level == 0 ) - return; - - const RString LevelStr = (level == 1)? RString(""): ssprintf( "%ld%% ", lrintf(level*100) ); - - AddTo.push_back( LevelStr + name ); -} - -RString PlayerOptions::GetString( bool bForceNoteSkin ) const -{ - vector v; - GetMods( v, bForceNoteSkin ); - return join( ", ", v ); -} - -void PlayerOptions::GetMods( vector &AddTo, bool bForceNoteSkin ) const -{ - //RString sReturn; - - if( !m_fTimeSpacing ) - { - if( m_fMaxScrollBPM ) - { - RString s = ssprintf( "m%.0f", m_fMaxScrollBPM ); - AddTo.push_back( s ); - } - else if( m_bSetScrollSpeed || m_fScrollSpeed != 1 ) - { - /* -> 1.00 */ - RString s = ssprintf( "%2.2f", m_fScrollSpeed ); - if( s[s.size()-1] == '0' ) - { - /* -> 1.0 */ - s.erase( s.size()-1 ); // delete last char - if( s[s.size()-1] == '0' ) - { - /* -> 1 */ - s.erase( s.size()-2 ); // delete last 2 chars - } - } - AddTo.push_back( s + "x" ); - } - } - else - { - RString s = ssprintf( "C%.0f", m_fScrollBPM ); - AddTo.push_back( s ); - } - - 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_EXPAND], "Expand" ); - AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" ); - - AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" ); - AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" ); - AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" ); - AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" ); - AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" ); - 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_TIPSY], "Tipsy" ); - AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" ); - AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" ); - AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" ); - AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" ); - AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" ); - - AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" ); - AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" ); - AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" ); - AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" ); - AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" ); - AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" ); - AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" ); - - AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" ); - AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" ); - AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" ); - AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" ); - AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" ); - - AddPart( AddTo, m_fDark, "Dark" ); - - AddPart( AddTo, m_fBlind, "Blind" ); - AddPart( AddTo, m_fCover, "Cover" ); - - AddPart( AddTo, m_fRandAttack, "RandomAttacks" ); - AddPart( AddTo, m_fNoAttack, "NoAttacks" ); - AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" ); - - AddPart( AddTo, m_fPassmark, "Passmark" ); - - AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" ); - - if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" ); - if( m_bTurns[TURN_BACKWARDS] ) AddTo.push_back( "Backwards" ); - if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" ); - if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" ); - if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" ); - if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" ); - if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" ); - - if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" ); - if( m_bTransforms[TRANSFORM_NOROLLS] ) AddTo.push_back( "NoRolls" ); - if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" ); - if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" ); - if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" ); - if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" ); - if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" ); - if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" ); - if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" ); - if( m_bTransforms[TRANSFORM_MINES] ) AddTo.push_back( "Mines" ); - if( m_bTransforms[TRANSFORM_ATTACKMINES] ) AddTo.push_back( "AttackMines" ); - if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" ); - if( m_bTransforms[TRANSFORM_STOMP] ) AddTo.push_back( "Stomp" ); - if( m_bTransforms[TRANSFORM_PLANTED] ) AddTo.push_back( "Planted" ); - if( m_bTransforms[TRANSFORM_FLOORED] ) AddTo.push_back( "Floored" ); - if( m_bTransforms[TRANSFORM_TWISTER] ) AddTo.push_back( "Twister" ); - if( m_bTransforms[TRANSFORM_HOLDROLLS] ) AddTo.push_back( "HoldsToRolls" ); - if( m_bTransforms[TRANSFORM_NOJUMPS] ) AddTo.push_back( "NoJumps" ); - if( m_bTransforms[TRANSFORM_NOHANDS] ) AddTo.push_back( "NoHands" ); - if( m_bTransforms[TRANSFORM_NOLIFTS] ) AddTo.push_back( "NoLifts" ); - if( m_bTransforms[TRANSFORM_NOFAKES] ) AddTo.push_back( "NoFakes" ); - if( m_bTransforms[TRANSFORM_NOQUADS] ) AddTo.push_back( "NoQuads" ); - if( m_bTransforms[TRANSFORM_NOSTRETCH] )AddTo.push_back( "NoStretch" ); - if( m_bMuteOnError ) AddTo.push_back( "MuteOnError" ); - - 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; - default: - FAIL_M(ssprintf("Invalid FailType: %i", m_FailType)); - } - - if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) AddTo.push_back( "Overhead" ); } - else if( m_fSkew == 0 ) - { - if( m_fPerspectiveTilt > 0 ) - AddPart( AddTo, m_fPerspectiveTilt, "Distant" ); - else - AddPart( AddTo, -m_fPerspectiveTilt, "Hallway" ); - } - else if( fabsf(m_fSkew-m_fPerspectiveTilt) < 0.0001f ) - { - AddPart( AddTo, m_fSkew, "Space" ); - } - else if( fabsf(m_fSkew+m_fPerspectiveTilt) < 0.0001f ) - { - AddPart( AddTo, m_fSkew, "Incoming" ); - } - - // Don't display a string if using the default NoteSkin unless we force it. - if( bForceNoteSkin || (!m_sNoteSkin.empty() && m_sNoteSkin != CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue()) ) - { - RString s = m_sNoteSkin; - Capitalize( s ); - AddTo.push_back( s ); - } -} - -/* Options are added to the current settings; call Init() beforehand if - * you don't want this. */ -void PlayerOptions::FromString( const RString &sMultipleMods ) -{ - RString sTemp = sMultipleMods; - vector vs; - split( sTemp, ",", vs, true ); - RString sThrowAway; - FOREACH( RString, vs, s ) - { - if (!FromOneModString( *s, sThrowAway )) - { - LOG->Trace( "Attempted to load a non-existing mod \'%s\' for the Player. Ignoring.", (*s).c_str() ); - } - } -} - -bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut ) -{ - ASSERT_M( NOTESKIN != NULL, "The Noteskin Manager must be loaded in order to process mods." ); - - RString sBit = sOneMod; - sBit.MakeLower(); - Trim( sBit ); - - /* "drunk" - * "no drunk" - * "150% drunk" - * "*2 100% drunk": approach at 2x normal speed */ - - float level = 1; - float speed = 1; - vector asParts; - split( sBit, " ", asParts, true ); - - FOREACH_CONST( RString, asParts, s ) - { - if( *s == "no" ) - { - level = 0; - } - else if( isdigit((*s)[0]) || (*s)[0] == '-' ) - { - /* If the last character is a *, they probably said "123*" when - * they meant "*123". */ - if( s->Right(1) == "*" ) - { - // XXX: We know what they want, is there any reason not to handle it? - // Yes. We should be strict in handling the format. -Chris - sErrorOut = ssprintf("Invalid player options \"%s\"; did you mean '*%d'?", s->c_str(), StringToInt(*s) ); - return false; - } - else - { - level = StringToFloat( *s ) / 100.0f; - } - } - else if( *s[0]=='*' ) - { - sscanf( *s, "*%f", &speed ); - if( !isfinite(speed) ) - speed = 1.0f; - } - } - - sBit = asParts.back(); - -#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; } - const bool on = (level > 0.5f); - - static Regex mult("^([0-9]+(\\.[0-9]+)?)x$"); - vector matches; - if( mult.Compare(sBit, matches) ) - { - StringConversion::FromString( matches[0], level ); - SET_FLOAT( fScrollSpeed ) - SET_FLOAT( fTimeSpacing ) - m_fTimeSpacing = 0; - m_fMaxScrollBPM = 0; - } - else if( sscanf( sBit, "c%f", &level ) == 1 ) - { - if( !isfinite(level) || level <= 0.0f ) - level = 200.0f; // Just pick some value. - SET_FLOAT( fScrollBPM ) - SET_FLOAT( fTimeSpacing ) - m_fTimeSpacing = 1; - m_fMaxScrollBPM = 0; - } - // oITG's m-mods - // XXX: will not properly tween, I don't think. - else if( sscanf( sBit, "m%f", &level ) == 1 ) - { - // OpenITG doesn't have this block: - /* - if( !isfinite(level) || level <= 0.0f ) - level = 200.0f; - */ - SET_FLOAT( fMaxScrollBPM ) - m_fTimeSpacing = 0; - } - - 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 == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] ) - 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 == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] ) - else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] ) - else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] ) - 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 == "backwards" ) m_bTurns[TURN_BACKWARDS] = 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 == "softshuffle" ) m_bTurns[TURN_SOFT_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 == "attackmines" ) m_bTransforms[TRANSFORM_ATTACKMINES] = 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 == "holdrolls" ) m_bTransforms[TRANSFORM_HOLDROLLS] = 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 == "nolifts" ) m_bTransforms[TRANSFORM_NOLIFTS] = on; - else if( sBit == "nofakes" ) m_bTransforms[TRANSFORM_NOFAKES] = 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 == "randomattacks" ) SET_FLOAT( fRandAttack ) - 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( 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; - 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; - else if( sBit == "faildefault" ) - { - PlayerOptions po; - GAMESTATE->GetDefaultPlayerOptions( po ); - m_FailType = po.m_FailType; - } - else if( sBit == "muteonerror" ) m_bMuteOnError = on; - else if( sBit == "random" ) ChooseRandomModifiers(); - // deprecated mods/left in for compatibility - else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] ) - // end of the list - else - { - return false; - } - - return true; -} - -void NextFloat( float fValues[], int size ) -{ - int index = -1; - for( int i=0; iGetCurrentStyle()->m_iColsPerPlayer; - - f += m_fScrolls[SCROLL_REVERSE]; - - if( iCol >= iNumCols/2 ) - f += m_fScrolls[SCROLL_SPLIT]; - - if( (iCol%2)==1 ) - f += m_fScrolls[SCROLL_ALTERNATE]; - - int iFirstCrossCol = iNumCols/4; - int iLastCrossCol = iNumCols-1-iFirstCrossCol; - if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol ) - f += m_fScrolls[SCROLL_CROSS]; - - if( f > 2 ) - f = fmodf( f, 2 ); - if( f > 1 ) - f = SCALE( f, 1.f, 2.f, 1.f, 0.f ); - return f; -} - -bool PlayerOptions::operator==( const PlayerOptions &other ) const -{ -#define COMPARE(x) { if( x != other.x ) return false; } - COMPARE(m_fTimeSpacing); - COMPARE(m_fScrollSpeed); - COMPARE(m_fScrollBPM); - COMPARE(m_fMaxScrollBPM); - COMPARE(m_fRandomSpeed); - COMPARE(m_FailType); - COMPARE(m_bMuteOnError); - COMPARE(m_fDark); - COMPARE(m_fBlind); - COMPARE(m_fCover); - COMPARE(m_fRandAttack); - COMPARE(m_fNoAttack); - COMPARE(m_fPlayerAutoPlay); - COMPARE(m_fPerspectiveTilt); - COMPARE(m_fSkew); - COMPARE(m_sNoteSkin); - for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i ) - COMPARE(m_fAccels[i]); - for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i ) - COMPARE(m_fEffects[i]); - for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i ) - COMPARE(m_fAppearances[i]); - for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i ) - COMPARE(m_fScrolls[i]); - for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i ) - COMPARE(m_bTurns[i]); - for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i ) - COMPARE(m_bTransforms[i]); -#undef COMPARE - return true; -} - -bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const -{ - if( m_fTimeSpacing && pSteps->HasSignificantTimingChanges() ) - return true; - const RadarValues &rv = pSteps->GetRadarValues( pn ); - if( m_bTransforms[TRANSFORM_NOHOLDS] && rv[RadarCategory_Holds]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOROLLS] && rv[RadarCategory_Rolls]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOMINES] && rv[RadarCategory_Mines]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOHANDS] && rv[RadarCategory_Hands]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOQUADS] && rv[RadarCategory_Hands]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOJUMPS] && rv[RadarCategory_Jumps]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOLIFTS] && rv[RadarCategory_Lifts]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOFAKES] && rv[RadarCategory_Fakes]>0 ) - return true; - if( m_bTransforms[TRANSFORM_NOSTRETCH] ) - return true; - - // Inserted holds can be really easy on some songs, and scores will be - // highly hold-weighted, and very little tap score weighted. - if( m_bTransforms[TRANSFORM_LITTLE] ) return true; - if( m_bTransforms[TRANSFORM_PLANTED] ) return true; - if( m_bTransforms[TRANSFORM_FLOORED] ) return true; - if( m_bTransforms[TRANSFORM_TWISTER] ) return true; - - // This makes songs with sparse notes easier. - if( m_bTransforms[TRANSFORM_ECHO] ) return true; - - // Removing attacks is easier in general. - if (m_fNoAttack || (!m_fRandAttack && pSteps->HasAttacks())) - return true; - - if( m_fCover ) return true; - - // M-mods make songs with indefinite BPMs easier because - // they ensure that the song has a scrollable speed. - if( m_fMaxScrollBPM != 0 ) - { - // BPM display is obfuscated -// if( pSong->m_DisplayBPMType == DISPLAY_BPM_RANDOM ) -// return true; - - DisplayBpms bpms; - if( GAMESTATE->IsCourseMode() ) - { - Trail *pTrail = GAMESTATE->m_pCurCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ); - pTrail->GetDisplayBpms( bpms ); - } - else - { - GAMESTATE->m_pCurSong->GetDisplayBpms( bpms ); - } - pSong->GetDisplayBpms( bpms ); - - // maximum BPM is obfuscated, so M-mods will set a playable speed. - if( bpms.GetMax() <= 0 ) - return true; - } - if( m_fPlayerAutoPlay ) return true; - return false; -} - -bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const -{ - ASSERT( pCourse != NULL ); - ASSERT( pTrail != NULL ); - - FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e ) - { - if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->pSteps, PLAYER_1) ) - return true; - } - return false; -} - -void PlayerOptions::GetLocalizedMods( vector &AddTo ) const -{ - vector vMods; - GetMods( vMods ); - FOREACH_CONST( RString, vMods, s ) - { - const RString& sOneMod = *s; - - ASSERT( !sOneMod.empty() ); - - vector asTokens; - split( sOneMod, " ", asTokens ); - - if( asTokens.empty() ) - continue; - - // Strip the approach speed token, if any - if( asTokens[0][0] == '*' ) - asTokens.erase( asTokens.begin() ); - - // capitalize NoteSkin names - asTokens.back() = Capitalize( asTokens.back() ); - - /* Theme the mod name (the last string). Allow this to not exist, since - * characters might use modifiers that don't exist in the theme. */ - asTokens.back() = CommonMetrics::LocalizeOptionItem( asTokens.back(), true ); - - RString sLocalizedMod = join( " ", asTokens ); - AddTo.push_back( sLocalizedMod ); - } -} - -bool PlayerOptions::ContainsTransformOrTurn() const -{ - for( int i=0; ix; - SAVE( m_fTimeSpacing ); - SAVE( m_fScrollSpeed ); - SAVE( m_fScrollBPM ); - SAVE( m_fMaxScrollBPM ); - SAVE( m_fScrolls[SCROLL_REVERSE] ); - SAVE( m_fPerspectiveTilt ); - SAVE( m_bTransforms[TRANSFORM_NOHOLDS] ); - SAVE( m_bTransforms[TRANSFORM_NOROLLS] ); - SAVE( m_bTransforms[TRANSFORM_NOMINES] ); - SAVE( m_bTransforms[TRANSFORM_NOJUMPS] ); - SAVE( m_bTransforms[TRANSFORM_NOHANDS] ); - SAVE( m_bTransforms[TRANSFORM_NOQUADS] ); - SAVE( m_bTransforms[TRANSFORM_NOSTRETCH] ); - SAVE( m_bTransforms[TRANSFORM_NOLIFTS] ); - SAVE( m_bTransforms[TRANSFORM_NOFAKES] ); - SAVE( m_bMuteOnError ); - SAVE( m_sNoteSkin ); -#undef SAVE - return po_prefs.GetString(); -} - -void PlayerOptions::ResetPrefs( ResetPrefsType type ) -{ - PlayerOptions defaults; -#define CPY(x) this->x = defaults.x; - switch( type ) - { - DEFAULT_FAIL( type ); - case saved_prefs: - CPY( m_fTimeSpacing ); - CPY( m_fScrollSpeed ); - CPY( m_fScrollBPM ); - CPY( m_fMaxScrollBPM ); - break; - case saved_prefs_invalid_for_course: - break; - } - - CPY( m_fPerspectiveTilt ); - CPY( m_bTransforms[TRANSFORM_NOHOLDS] ); - CPY( m_bTransforms[TRANSFORM_NOROLLS] ); - CPY( m_bTransforms[TRANSFORM_NOMINES] ); - CPY( m_bTransforms[TRANSFORM_NOJUMPS] ); - CPY( m_bTransforms[TRANSFORM_NOHANDS] ); - CPY( m_bTransforms[TRANSFORM_NOQUADS] ); - CPY( m_bTransforms[TRANSFORM_NOSTRETCH] ); - CPY( m_bTransforms[TRANSFORM_NOLIFTS] ); - CPY( m_bTransforms[TRANSFORM_NOFAKES] ); - // Don't clear this. - // CPY( m_sNoteSkin ); -#undef CPY -} - -// lua start -#include "LuaBinding.h" - -/** @brief Allow Lua to have access to PlayerOptions. */ -class LunaPlayerOptions: public Luna -{ -public: - static int IsEasierForSongAndSteps( T *p, lua_State *L ) - { - Song* pSong = Luna::check(L,1); - Steps* pSteps = Luna::check(L,2); - PlayerNumber pn = Enum::Check(L, 3); - lua_pushboolean(L, p->IsEasierForSongAndSteps(pSong, pSteps, pn) ); - return 1; - } - static int IsEasierForCourseAndTrail( T *p, lua_State *L ) - { - // course, trail - Course* pCourse = Luna::check(L,1); - Trail* pTrail = Luna::check(L,2); - lua_pushboolean(L, p->IsEasierForCourseAndTrail(pCourse, pTrail) ); - return 1; - } - - // NoteSkins - static int GetNoteSkin( 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 ); - return 1; - } - static int SetNoteSkin( T *p, lua_State *L ) - { - if( NOTESKIN->DoesNoteSkinExist(SArg(1)) ) - p->m_sNoteSkin = SArg(1); - return 0; - } - - // Speed Mods - static int GetCMod( T *p, lua_State *L ) - { - if( p->m_fTimeSpacing ) - lua_pushnumber( L, p->m_fScrollBPM ); - 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; - } - - static int GetXMod( T *p, lua_State *L ) - { - if( !p->m_fTimeSpacing ) - lua_pushnumber( L, p->m_fScrollSpeed ); - 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; - } - - static int GetMMod( T *p, lua_State *L ) - { - if( !p->m_fTimeSpacing && p->m_fMaxScrollBPM ) - lua_pushnumber(L, p->m_fMaxScrollBPM); - else - lua_pushnil(L); - - return 1; - } - static int SetMMod( T *p, lua_State *L ) - { - p->m_fMaxScrollBPM = FArg(1); - p->m_fTimeSpacing = 0; - return 0; - } - - // 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; } - - // 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; } - - // 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; } - - // 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); - const int numColumns = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; - - // We don't want to go outside the bounds. - if(colNum < 0 || colNum > numColumns) - lua_pushnil(L); - else - lua_pushnumber( L, p->GetReversePercentForColumn(colNum) ); - - 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 )); - 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 ); - - // Speed - ADD_METHOD( GetCMod ); - ADD_METHOD( SetCMod ); - ADD_METHOD( GetXMod ); - ADD_METHOD( SetXMod ); - ADD_METHOD( GetMMod ); - ADD_METHOD( SetMMod ); - - // 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 ); - - // 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 ); - } -}; - -LUA_REGISTER_CLASS( PlayerOptions ) -// lua end - -/* - * (c) 2001-2004 Chris Danford, Glenn Maynard - * All rights reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the - * "Software"), to deal in the Software without restriction, including - * without limitation the rights to use, copy, modify, merge, publish, - * distribute, and/or sell copies of the Software, and to permit persons to - * whom the Software is furnished to do so, provided that the above - * copyright notice(s) and this permission notice appear in all copies of - * the Software and that both the above copyright notice(s) and this - * permission notice appear in supporting documentation. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF - * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS - * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT - * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS - * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - * PERFORMANCE OF THIS SOFTWARE. - */ +#include "global.h" +#include "PlayerOptions.h" +#include "RageUtil.h" +#include "GameState.h" +#include "NoteSkinManager.h" +#include "Song.h" +#include "Course.h" +#include "Steps.h" +#include "ThemeManager.h" +#include "Foreach.h" +#include "Style.h" +#include "CommonMetrics.h" +#include + +void NextFloat( float fValues[], int size ); +void NextBool( bool bValues[], int size ); + +ThemeMetric RANDOM_SPEED_CHANCE ( "PlayerOptions", "RandomSpeedChance" ); +ThemeMetric RANDOM_REVERSE_CHANCE ( "PlayerOptions", "RandomReverseChance" ); +ThemeMetric RANDOM_DARK_CHANCE ( "PlayerOptions", "RandomDarkChance" ); +ThemeMetric RANDOM_ACCEL_CHANCE ( "PlayerOptions", "RandomAccelChance" ); +ThemeMetric RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance" ); +ThemeMetric RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" ); +ThemeMetric RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" ); + +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; + ZERO( m_fAccels ); ONE( m_SpeedfAccels ); + ZERO( m_fEffects ); ONE( m_SpeedfEffects ); + ZERO( m_fAppearances ); ONE( m_SpeedfAppearances ); + ZERO( m_fScrolls ); ONE( m_SpeedfScrolls ); + m_fDark = 0; m_SpeedfDark = 1.0f; + m_fBlind = 0; m_SpeedfBlind = 1.0f; + m_fCover = 0; m_SpeedfCover = 1.0f; + 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; + ZERO( m_bTurns ); + ZERO( m_bTransforms ); + m_bMuteOnError = false; + m_FailType = FAIL_IMMEDIATE; + m_sNoteSkin = ""; +} + +void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds ) +{ +#define APPROACH( opt ) \ + fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt ); +#define DO_COPY( x ) \ + x = other.x; + + APPROACH( fTimeSpacing ); + APPROACH( fScrollSpeed ); + //APPROACH( fMaxScrollBPM ); // if uncommented, causes crashes. -aj + fapproach( m_fScrollBPM, other.m_fScrollBPM, fDeltaSeconds * other.m_SpeedfScrollBPM*150 ); + for( int i=0; i &AddTo, float level, RString name ) +{ + if( level == 0 ) + return; + + const RString LevelStr = (level == 1)? RString(""): ssprintf( "%ld%% ", lrintf(level*100) ); + + AddTo.push_back( LevelStr + name ); +} + +RString PlayerOptions::GetString( bool bForceNoteSkin ) const +{ + vector v; + GetMods( v, bForceNoteSkin ); + return join( ", ", v ); +} + +void PlayerOptions::GetMods( vector &AddTo, bool bForceNoteSkin ) const +{ + //RString sReturn; + + if( !m_fTimeSpacing ) + { + if( m_fMaxScrollBPM ) + { + RString s = ssprintf( "m%.0f", m_fMaxScrollBPM ); + AddTo.push_back( s ); + } + else if( m_bSetScrollSpeed || m_fScrollSpeed != 1 ) + { + /* -> 1.00 */ + RString s = ssprintf( "%2.2f", m_fScrollSpeed ); + if( s[s.size()-1] == '0' ) + { + /* -> 1.0 */ + s.erase( s.size()-1 ); // delete last char + if( s[s.size()-1] == '0' ) + { + /* -> 1 */ + s.erase( s.size()-2 ); // delete last 2 chars + } + } + AddTo.push_back( s + "x" ); + } + } + else + { + RString s = ssprintf( "C%.0f", m_fScrollBPM ); + AddTo.push_back( s ); + } + + 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_EXPAND], "Expand" ); + AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" ); + + AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" ); + AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" ); + AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" ); + AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" ); + AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" ); + 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_TIPSY], "Tipsy" ); + AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" ); + AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" ); + AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" ); + AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" ); + AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" ); + + AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" ); + AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" ); + AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" ); + AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" ); + AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" ); + AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" ); + AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" ); + + AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" ); + AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" ); + AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" ); + AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" ); + AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" ); + + AddPart( AddTo, m_fDark, "Dark" ); + + AddPart( AddTo, m_fBlind, "Blind" ); + AddPart( AddTo, m_fCover, "Cover" ); + + AddPart( AddTo, m_fRandAttack, "RandomAttacks" ); + AddPart( AddTo, m_fNoAttack, "NoAttacks" ); + AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" ); + + AddPart( AddTo, m_fPassmark, "Passmark" ); + + AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" ); + + if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" ); + if( m_bTurns[TURN_BACKWARDS] ) AddTo.push_back( "Backwards" ); + if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" ); + if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" ); + if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" ); + if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" ); + if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" ); + + if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" ); + if( m_bTransforms[TRANSFORM_NOROLLS] ) AddTo.push_back( "NoRolls" ); + if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" ); + if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" ); + if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" ); + if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" ); + if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" ); + if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" ); + if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" ); + if( m_bTransforms[TRANSFORM_MINES] ) AddTo.push_back( "Mines" ); + if( m_bTransforms[TRANSFORM_ATTACKMINES] ) AddTo.push_back( "AttackMines" ); + if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" ); + if( m_bTransforms[TRANSFORM_STOMP] ) AddTo.push_back( "Stomp" ); + if( m_bTransforms[TRANSFORM_PLANTED] ) AddTo.push_back( "Planted" ); + if( m_bTransforms[TRANSFORM_FLOORED] ) AddTo.push_back( "Floored" ); + if( m_bTransforms[TRANSFORM_TWISTER] ) AddTo.push_back( "Twister" ); + if( m_bTransforms[TRANSFORM_HOLDROLLS] ) AddTo.push_back( "HoldsToRolls" ); + if( m_bTransforms[TRANSFORM_NOJUMPS] ) AddTo.push_back( "NoJumps" ); + if( m_bTransforms[TRANSFORM_NOHANDS] ) AddTo.push_back( "NoHands" ); + if( m_bTransforms[TRANSFORM_NOLIFTS] ) AddTo.push_back( "NoLifts" ); + if( m_bTransforms[TRANSFORM_NOFAKES] ) AddTo.push_back( "NoFakes" ); + if( m_bTransforms[TRANSFORM_NOQUADS] ) AddTo.push_back( "NoQuads" ); + if( m_bTransforms[TRANSFORM_NOSTRETCH] )AddTo.push_back( "NoStretch" ); + if( m_bMuteOnError ) AddTo.push_back( "MuteOnError" ); + + 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; + default: + FAIL_M(ssprintf("Invalid FailType: %i", m_FailType)); + } + + if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) AddTo.push_back( "Overhead" ); } + else if( m_fSkew == 0 ) + { + if( m_fPerspectiveTilt > 0 ) + AddPart( AddTo, m_fPerspectiveTilt, "Distant" ); + else + AddPart( AddTo, -m_fPerspectiveTilt, "Hallway" ); + } + else if( fabsf(m_fSkew-m_fPerspectiveTilt) < 0.0001f ) + { + AddPart( AddTo, m_fSkew, "Space" ); + } + else if( fabsf(m_fSkew+m_fPerspectiveTilt) < 0.0001f ) + { + AddPart( AddTo, m_fSkew, "Incoming" ); + } + + // Don't display a string if using the default NoteSkin unless we force it. + if( bForceNoteSkin || (!m_sNoteSkin.empty() && m_sNoteSkin != CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue()) ) + { + RString s = m_sNoteSkin; + Capitalize( s ); + AddTo.push_back( s ); + } +} + +/* Options are added to the current settings; call Init() beforehand if + * you don't want this. */ +void PlayerOptions::FromString( const RString &sMultipleMods ) +{ + RString sTemp = sMultipleMods; + vector vs; + split( sTemp, ",", vs, true ); + RString sThrowAway; + FOREACH( RString, vs, s ) + { + if (!FromOneModString( *s, sThrowAway )) + { + LOG->Trace( "Attempted to load a non-existing mod \'%s\' for the Player. Ignoring.", (*s).c_str() ); + } + } +} + +bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut ) +{ + ASSERT_M( NOTESKIN != NULL, "The Noteskin Manager must be loaded in order to process mods." ); + + RString sBit = sOneMod; + sBit.MakeLower(); + Trim( sBit ); + + /* "drunk" + * "no drunk" + * "150% drunk" + * "*2 100% drunk": approach at 2x normal speed */ + + float level = 1; + float speed = 1; + vector asParts; + split( sBit, " ", asParts, true ); + + for (RString const &s : asParts) + { + if( s == "no" ) + { + level = 0; + } + else if( isdigit(s[0]) || s[0] == '-' ) + { + /* If the last character is a *, they probably said "123*" when + * they meant "*123". */ + if( s.Right(1) == "*" ) + { + // XXX: We know what they want, is there any reason not to handle it? + // Yes. We should be strict in handling the format. -Chris + sErrorOut = ssprintf("Invalid player options \"%s\"; did you mean '*%d'?", s.c_str(), StringToInt(s) ); + return false; + } + else + { + level = StringToFloat( s ) / 100.0f; + } + } + else if( s[0]=='*' ) + { + sscanf( s, "*%f", &speed ); + if( !isfinite(speed) ) + speed = 1.0f; + } + } + + sBit = asParts.back(); + +#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; } + const bool on = (level > 0.5f); + + static Regex mult("^([0-9]+(\\.[0-9]+)?)x$"); + vector matches; + if( mult.Compare(sBit, matches) ) + { + StringConversion::FromString( matches[0], level ); + SET_FLOAT( fScrollSpeed ) + SET_FLOAT( fTimeSpacing ) + m_fTimeSpacing = 0; + m_fMaxScrollBPM = 0; + } + else if( sscanf( sBit, "c%f", &level ) == 1 ) + { + if( !isfinite(level) || level <= 0.0f ) + level = 200.0f; // Just pick some value. + SET_FLOAT( fScrollBPM ) + SET_FLOAT( fTimeSpacing ) + m_fTimeSpacing = 1; + m_fMaxScrollBPM = 0; + } + // oITG's m-mods + // XXX: will not properly tween, I don't think. + else if( sscanf( sBit, "m%f", &level ) == 1 ) + { + // OpenITG doesn't have this block: + /* + if( !isfinite(level) || level <= 0.0f ) + level = 200.0f; + */ + SET_FLOAT( fMaxScrollBPM ) + m_fTimeSpacing = 0; + } + + 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 == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] ) + 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 == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] ) + else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] ) + else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] ) + 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 == "backwards" ) m_bTurns[TURN_BACKWARDS] = 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 == "softshuffle" ) m_bTurns[TURN_SOFT_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 == "attackmines" ) m_bTransforms[TRANSFORM_ATTACKMINES] = 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 == "holdrolls" ) m_bTransforms[TRANSFORM_HOLDROLLS] = 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 == "nolifts" ) m_bTransforms[TRANSFORM_NOLIFTS] = on; + else if( sBit == "nofakes" ) m_bTransforms[TRANSFORM_NOFAKES] = 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 == "randomattacks" ) SET_FLOAT( fRandAttack ) + 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( 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; + 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; + else if( sBit == "faildefault" ) + { + PlayerOptions po; + GAMESTATE->GetDefaultPlayerOptions( po ); + m_FailType = po.m_FailType; + } + else if( sBit == "muteonerror" ) m_bMuteOnError = on; + else if( sBit == "random" ) ChooseRandomModifiers(); + // deprecated mods/left in for compatibility + else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] ) + // end of the list + else + { + return false; + } + + return true; +} + +void NextFloat( float fValues[], int size ) +{ + int index = -1; + for( int i=0; iGetCurrentStyle()->m_iColsPerPlayer; + + f += m_fScrolls[SCROLL_REVERSE]; + + if( iCol >= iNumCols/2 ) + f += m_fScrolls[SCROLL_SPLIT]; + + if( (iCol%2)==1 ) + f += m_fScrolls[SCROLL_ALTERNATE]; + + int iFirstCrossCol = iNumCols/4; + int iLastCrossCol = iNumCols-1-iFirstCrossCol; + if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol ) + f += m_fScrolls[SCROLL_CROSS]; + + if( f > 2 ) + f = fmodf( f, 2 ); + if( f > 1 ) + f = SCALE( f, 1.f, 2.f, 1.f, 0.f ); + return f; +} + +bool PlayerOptions::operator==( const PlayerOptions &other ) const +{ +#define COMPARE(x) { if( x != other.x ) return false; } + COMPARE(m_fTimeSpacing); + COMPARE(m_fScrollSpeed); + COMPARE(m_fScrollBPM); + COMPARE(m_fMaxScrollBPM); + COMPARE(m_fRandomSpeed); + COMPARE(m_FailType); + COMPARE(m_bMuteOnError); + COMPARE(m_fDark); + COMPARE(m_fBlind); + COMPARE(m_fCover); + COMPARE(m_fRandAttack); + COMPARE(m_fNoAttack); + COMPARE(m_fPlayerAutoPlay); + COMPARE(m_fPerspectiveTilt); + COMPARE(m_fSkew); + COMPARE(m_sNoteSkin); + for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i ) + COMPARE(m_fAccels[i]); + for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i ) + COMPARE(m_fEffects[i]); + for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i ) + COMPARE(m_fAppearances[i]); + for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i ) + COMPARE(m_fScrolls[i]); + for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i ) + COMPARE(m_bTurns[i]); + for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i ) + COMPARE(m_bTransforms[i]); +#undef COMPARE + return true; +} + +bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const +{ + if( m_fTimeSpacing && pSteps->HasSignificantTimingChanges() ) + return true; + const RadarValues &rv = pSteps->GetRadarValues( pn ); + if( m_bTransforms[TRANSFORM_NOHOLDS] && rv[RadarCategory_Holds]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOROLLS] && rv[RadarCategory_Rolls]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOMINES] && rv[RadarCategory_Mines]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOHANDS] && rv[RadarCategory_Hands]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOQUADS] && rv[RadarCategory_Hands]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOJUMPS] && rv[RadarCategory_Jumps]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOLIFTS] && rv[RadarCategory_Lifts]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOFAKES] && rv[RadarCategory_Fakes]>0 ) + return true; + if( m_bTransforms[TRANSFORM_NOSTRETCH] ) + return true; + + // Inserted holds can be really easy on some songs, and scores will be + // highly hold-weighted, and very little tap score weighted. + if( m_bTransforms[TRANSFORM_LITTLE] ) return true; + if( m_bTransforms[TRANSFORM_PLANTED] ) return true; + if( m_bTransforms[TRANSFORM_FLOORED] ) return true; + if( m_bTransforms[TRANSFORM_TWISTER] ) return true; + + // This makes songs with sparse notes easier. + if( m_bTransforms[TRANSFORM_ECHO] ) return true; + + // Removing attacks is easier in general. + if (m_fNoAttack || (!m_fRandAttack && pSteps->HasAttacks())) + return true; + + if( m_fCover ) return true; + + // M-mods make songs with indefinite BPMs easier because + // they ensure that the song has a scrollable speed. + if( m_fMaxScrollBPM != 0 ) + { + // BPM display is obfuscated +// if( pSong->m_DisplayBPMType == DISPLAY_BPM_RANDOM ) +// return true; + + DisplayBpms bpms; + if( GAMESTATE->IsCourseMode() ) + { + Trail *pTrail = GAMESTATE->m_pCurCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ); + pTrail->GetDisplayBpms( bpms ); + } + else + { + GAMESTATE->m_pCurSong->GetDisplayBpms( bpms ); + } + pSong->GetDisplayBpms( bpms ); + + // maximum BPM is obfuscated, so M-mods will set a playable speed. + if( bpms.GetMax() <= 0 ) + return true; + } + if( m_fPlayerAutoPlay ) return true; + return false; +} + +bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const +{ + ASSERT( pCourse != NULL ); + ASSERT( pTrail != NULL ); + + return std::any_of(pTrail->m_vEntries.begin(), pTrail->m_vEntries.end(), [&](TrailEntry const &e) { + return e.pSong && IsEasierForSongAndSteps(e.pSong, e.pSteps, PLAYER_1); + }); +} + +void PlayerOptions::GetLocalizedMods( vector &AddTo ) const +{ + vector vMods; + GetMods( vMods ); + for (RString const &sOneMod : vMods) + { + ASSERT( !sOneMod.empty() ); + + vector asTokens; + split( sOneMod, " ", asTokens ); + + if( asTokens.empty() ) + continue; + + // Strip the approach speed token, if any + if( asTokens[0][0] == '*' ) + asTokens.erase( asTokens.begin() ); + + // capitalize NoteSkin names + asTokens.back() = Capitalize( asTokens.back() ); + + /* Theme the mod name (the last string). Allow this to not exist, since + * characters might use modifiers that don't exist in the theme. */ + asTokens.back() = CommonMetrics::LocalizeOptionItem( asTokens.back(), true ); + + RString sLocalizedMod = join( " ", asTokens ); + AddTo.push_back( sLocalizedMod ); + } +} + +bool PlayerOptions::ContainsTransformOrTurn() const +{ + for( int i=0; ix; + SAVE( m_fTimeSpacing ); + SAVE( m_fScrollSpeed ); + SAVE( m_fScrollBPM ); + SAVE( m_fMaxScrollBPM ); + SAVE( m_fScrolls[SCROLL_REVERSE] ); + SAVE( m_fPerspectiveTilt ); + SAVE( m_bTransforms[TRANSFORM_NOHOLDS] ); + SAVE( m_bTransforms[TRANSFORM_NOROLLS] ); + SAVE( m_bTransforms[TRANSFORM_NOMINES] ); + SAVE( m_bTransforms[TRANSFORM_NOJUMPS] ); + SAVE( m_bTransforms[TRANSFORM_NOHANDS] ); + SAVE( m_bTransforms[TRANSFORM_NOQUADS] ); + SAVE( m_bTransforms[TRANSFORM_NOSTRETCH] ); + SAVE( m_bTransforms[TRANSFORM_NOLIFTS] ); + SAVE( m_bTransforms[TRANSFORM_NOFAKES] ); + SAVE( m_bMuteOnError ); + SAVE( m_sNoteSkin ); +#undef SAVE + return po_prefs.GetString(); +} + +void PlayerOptions::ResetPrefs( ResetPrefsType type ) +{ + PlayerOptions defaults; +#define CPY(x) this->x = defaults.x; + switch( type ) + { + DEFAULT_FAIL( type ); + case saved_prefs: + CPY( m_fTimeSpacing ); + CPY( m_fScrollSpeed ); + CPY( m_fScrollBPM ); + CPY( m_fMaxScrollBPM ); + break; + case saved_prefs_invalid_for_course: + break; + } + + CPY( m_fPerspectiveTilt ); + CPY( m_bTransforms[TRANSFORM_NOHOLDS] ); + CPY( m_bTransforms[TRANSFORM_NOROLLS] ); + CPY( m_bTransforms[TRANSFORM_NOMINES] ); + CPY( m_bTransforms[TRANSFORM_NOJUMPS] ); + CPY( m_bTransforms[TRANSFORM_NOHANDS] ); + CPY( m_bTransforms[TRANSFORM_NOQUADS] ); + CPY( m_bTransforms[TRANSFORM_NOSTRETCH] ); + CPY( m_bTransforms[TRANSFORM_NOLIFTS] ); + CPY( m_bTransforms[TRANSFORM_NOFAKES] ); + // Don't clear this. + // CPY( m_sNoteSkin ); +#undef CPY +} + +// lua start +#include "LuaBinding.h" + +/** @brief Allow Lua to have access to PlayerOptions. */ +class LunaPlayerOptions: public Luna +{ +public: + static int IsEasierForSongAndSteps( T *p, lua_State *L ) + { + Song* pSong = Luna::check(L,1); + Steps* pSteps = Luna::check(L,2); + PlayerNumber pn = Enum::Check(L, 3); + lua_pushboolean(L, p->IsEasierForSongAndSteps(pSong, pSteps, pn) ); + return 1; + } + static int IsEasierForCourseAndTrail( T *p, lua_State *L ) + { + // course, trail + Course* pCourse = Luna::check(L,1); + Trail* pTrail = Luna::check(L,2); + lua_pushboolean(L, p->IsEasierForCourseAndTrail(pCourse, pTrail) ); + return 1; + } + + // NoteSkins + static int GetNoteSkin( 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 ); + return 1; + } + static int SetNoteSkin( T *p, lua_State *L ) + { + if( NOTESKIN->DoesNoteSkinExist(SArg(1)) ) + p->m_sNoteSkin = SArg(1); + return 0; + } + + // Speed Mods + static int GetCMod( T *p, lua_State *L ) + { + if( p->m_fTimeSpacing ) + lua_pushnumber( L, p->m_fScrollBPM ); + 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; + } + + static int GetXMod( T *p, lua_State *L ) + { + if( !p->m_fTimeSpacing ) + lua_pushnumber( L, p->m_fScrollSpeed ); + 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; + } + + static int GetMMod( T *p, lua_State *L ) + { + if( !p->m_fTimeSpacing && p->m_fMaxScrollBPM ) + lua_pushnumber(L, p->m_fMaxScrollBPM); + else + lua_pushnil(L); + + return 1; + } + static int SetMMod( T *p, lua_State *L ) + { + p->m_fMaxScrollBPM = FArg(1); + p->m_fTimeSpacing = 0; + return 0; + } + + // 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; } + + // 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; } + + // 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; } + + // 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); + const int numColumns = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; + + // We don't want to go outside the bounds. + if(colNum < 0 || colNum > numColumns) + lua_pushnil(L); + else + lua_pushnumber( L, p->GetReversePercentForColumn(colNum) ); + + 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 )); + 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 ); + + // Speed + ADD_METHOD( GetCMod ); + ADD_METHOD( SetCMod ); + ADD_METHOD( GetXMod ); + ADD_METHOD( SetXMod ); + ADD_METHOD( GetMMod ); + ADD_METHOD( SetMMod ); + + // 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 ); + + // 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 ); + } +}; + +LUA_REGISTER_CLASS( PlayerOptions ) +// lua end + +/* + * (c) 2001-2004 Chris Danford, Glenn Maynard + * All rights reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, and/or sell copies of the Software, and to permit persons to + * whom the Software is furnished to do so, provided that the above + * copyright notice(s) and this permission notice appear in all copies of + * the Software and that both the above copyright notice(s) and this + * permission notice appear in supporting documentation. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF + * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS + * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT + * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS + * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR + * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR + * PERFORMANCE OF THIS SOFTWARE. + */