#ifndef PLAYER_OPTIONS_H #define PLAYER_OPTIONS_H class Course; class Song; class Steps; class Trail; struct lua_State; #define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; } #include "GameConstantsAndTypes.h" #include "PlayerNumber.h" #include "PrefsManager.h" #include #include enum LifeType { LifeType_Bar, LifeType_Battery, LifeType_Time, NUM_LifeType, LifeType_Invalid }; const RString& LifeTypeToString( LifeType cat ); const RString& LifeTypeToLocalizedString( LifeType cat ); LuaDeclareType( LifeType ); enum DrainType { DrainType_Normal, DrainType_NoRecover, DrainType_SuddenDeath, NUM_DrainType, DrainType_Invalid }; const RString& DrainTypeToString( DrainType cat ); const RString& DrainTypeToLocalizedString( DrainType cat ); LuaDeclareType( DrainType ); enum ModTimerType { ModTimerType_Game, ModTimerType_Beat, ModTimerType_Song, ModTimerType_Default, NUM_ModTimerType, ModTimerType_Invalid }; const RString& ModTimerTypeToString( ModTimerType cat ); const RString& ModTimerTypeToLocalizedString( ModTimerType cat ); LuaDeclareType( ModTimerType ); /** @brief Per-player options that are not saved between sessions. */ class PlayerOptions { public: /** * @brief Set up the PlayerOptions with some reasonable defaults. * * This code was taken from Init() to use proper initialization. */ PlayerOptions(): m_LifeType(LifeType_Bar), m_DrainType(DrainType_Normal), m_ModTimerType(ModTimerType_Default), m_BatteryLives(4), m_bSetScrollSpeed(false), m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f), m_fMaxScrollBPM(0), m_SpeedfMaxScrollBPM(1.0f), m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f), m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f), 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_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f), m_fSkew(0), m_SpeedfSkew(1.0f), m_fPassmark(0), m_SpeedfPassmark(1.0f), m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f), m_fModTimerMult(0), m_SpeedfModTimerMult(1.0f), m_fModTimerOffset(0), m_SpeedfModTimerOffset(1.0f), m_fDrawSize(0), m_SpeedfDrawSize(1.0f), m_fDrawSizeBack(0), m_SpeedfDrawSizeBack(1.0f), m_bMuteOnError(false), m_bStealthType(false), m_bStealthPastReceptors(false), m_bDizzyHolds(false), m_bZBuffer(false), m_bCosecant(false), m_FailType(FailType_Immediate), m_MinTNSToHideNotes(PREFSMAN->m_MinTNSToHideNotes) { m_sNoteSkin = ""; m_fVisualDelay = 0.0f; ZERO( m_fAccels ); ONE( m_SpeedfAccels ); ZERO( m_fEffects ); ONE( m_SpeedfEffects ); ZERO( m_fAppearances ); ONE( m_SpeedfAppearances ); ZERO( m_fScrolls ); ONE( m_SpeedfScrolls ); ZERO( m_bTurns ); ZERO( m_bTransforms ); ZERO( m_fMovesX ); ONE( m_SpeedfMovesX ); ZERO( m_fMovesY ); ONE( m_SpeedfMovesY ); ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ ); ZERO( m_fConfusionX ); ONE( m_SpeedfConfusionX ); ZERO( m_fConfusionY ); ONE( m_SpeedfConfusionY ); ZERO( m_fConfusionZ ); ONE( m_SpeedfConfusionZ ); ZERO( m_fDarks ); ONE( m_SpeedfDarks ); ZERO( m_fStealth ); ONE( m_SpeedfStealth ); ZERO( m_fTiny ); ONE( m_SpeedfTiny ); ZERO( m_fBumpy ); ONE( m_SpeedfBumpy ); ZERO( m_fReverse ); ONE( m_SpeedfReverse ); }; void Init(); void Approach( const PlayerOptions& other, float fDeltaSeconds ); RString GetString( bool bForceNoteSkin = false ) const; RString GetSavedPrefsString() const; // only the basic options that players would want for every song enum ResetPrefsType { saved_prefs, saved_prefs_invalid_for_course }; void ResetPrefs( ResetPrefsType type ); void ResetSavedPrefs() { ResetPrefs(saved_prefs); }; void ResetSavedPrefsInvalidForCourse() { ResetPrefs(saved_prefs_invalid_for_course); } void GetMods( std::vector &AddTo, bool bForceNoteSkin = false ) const; void GetLocalizedMods( std::vector &AddTo ) const; void FromString( const RString &sMultipleMods ); bool FromOneModString( const RString &sOneMod, RString &sErrorDetailOut ); // On error, return false and optionally set sErrorDetailOut void ChooseRandomModifiers(); bool ContainsTransformOrTurn() const; // Lua void PushSelf( lua_State *L ); bool operator==( const PlayerOptions &other ) const; bool operator!=( const PlayerOptions &other ) const { return !operator==(other); } PlayerOptions& operator=(PlayerOptions const& other); PlayerOptions(const PlayerOptions& other) { operator=(other); } /** @brief The various acceleration mods. */ enum Accel { ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */ ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */ ACCEL_WAVE, ACCEL_WAVE_PERIOD, ACCEL_EXPAND, ACCEL_EXPAND_PERIOD, ACCEL_TAN_EXPAND, ACCEL_TAN_EXPAND_PERIOD, ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */ NUM_ACCELS }; enum Effect { EFFECT_DRUNK, EFFECT_DRUNK_SPEED, EFFECT_DRUNK_OFFSET, EFFECT_DRUNK_PERIOD, EFFECT_TAN_DRUNK, EFFECT_TAN_DRUNK_SPEED, EFFECT_TAN_DRUNK_OFFSET, EFFECT_TAN_DRUNK_PERIOD, EFFECT_DRUNK_Z, EFFECT_DRUNK_Z_SPEED, EFFECT_DRUNK_Z_OFFSET, EFFECT_DRUNK_Z_PERIOD, EFFECT_TAN_DRUNK_Z, EFFECT_TAN_DRUNK_Z_SPEED, EFFECT_TAN_DRUNK_Z_OFFSET, EFFECT_TAN_DRUNK_Z_PERIOD, EFFECT_DIZZY, EFFECT_ATTENUATE_X, EFFECT_ATTENUATE_Y, EFFECT_ATTENUATE_Z, EFFECT_SHRINK_TO_MULT, EFFECT_SHRINK_TO_LINEAR, EFFECT_PULSE_INNER, EFFECT_PULSE_OUTER, EFFECT_PULSE_OFFSET, EFFECT_PULSE_PERIOD, EFFECT_CONFUSION, EFFECT_CONFUSION_OFFSET, EFFECT_CONFUSION_X, EFFECT_CONFUSION_X_OFFSET, EFFECT_CONFUSION_Y, EFFECT_CONFUSION_Y_OFFSET, EFFECT_BOUNCE, EFFECT_BOUNCE_PERIOD, EFFECT_BOUNCE_OFFSET, EFFECT_BOUNCE_Z, EFFECT_BOUNCE_Z_PERIOD, EFFECT_BOUNCE_Z_OFFSET, EFFECT_MINI, EFFECT_TINY, EFFECT_FLIP, EFFECT_INVERT, EFFECT_TORNADO, EFFECT_TORNADO_PERIOD, EFFECT_TORNADO_OFFSET, EFFECT_TAN_TORNADO, EFFECT_TAN_TORNADO_PERIOD, EFFECT_TAN_TORNADO_OFFSET, EFFECT_TORNADO_Z, EFFECT_TORNADO_Z_PERIOD, EFFECT_TORNADO_Z_OFFSET, EFFECT_TAN_TORNADO_Z, EFFECT_TAN_TORNADO_Z_PERIOD, EFFECT_TAN_TORNADO_Z_OFFSET, EFFECT_TIPSY, EFFECT_TIPSY_SPEED, EFFECT_TIPSY_OFFSET, EFFECT_TAN_TIPSY, EFFECT_TAN_TIPSY_SPEED, EFFECT_TAN_TIPSY_OFFSET, EFFECT_BUMPY, EFFECT_BUMPY_OFFSET, EFFECT_BUMPY_PERIOD, EFFECT_TAN_BUMPY, EFFECT_TAN_BUMPY_OFFSET, EFFECT_TAN_BUMPY_PERIOD, EFFECT_BUMPY_X, EFFECT_BUMPY_X_OFFSET, EFFECT_BUMPY_X_PERIOD, EFFECT_TAN_BUMPY_X, EFFECT_TAN_BUMPY_X_OFFSET, EFFECT_TAN_BUMPY_X_PERIOD, EFFECT_BEAT, EFFECT_BEAT_OFFSET, EFFECT_BEAT_PERIOD, EFFECT_BEAT_MULT, EFFECT_BEAT_Y, EFFECT_BEAT_Y_OFFSET, EFFECT_BEAT_Y_PERIOD, EFFECT_BEAT_Y_MULT, EFFECT_BEAT_Z, EFFECT_BEAT_Z_OFFSET, EFFECT_BEAT_Z_PERIOD, EFFECT_BEAT_Z_MULT, EFFECT_DIGITAL, EFFECT_DIGITAL_STEPS, EFFECT_DIGITAL_PERIOD, EFFECT_DIGITAL_OFFSET, EFFECT_TAN_DIGITAL, EFFECT_TAN_DIGITAL_STEPS, EFFECT_TAN_DIGITAL_PERIOD, EFFECT_TAN_DIGITAL_OFFSET, EFFECT_DIGITAL_Z, EFFECT_DIGITAL_Z_STEPS, EFFECT_DIGITAL_Z_PERIOD, EFFECT_DIGITAL_Z_OFFSET, EFFECT_TAN_DIGITAL_Z, EFFECT_TAN_DIGITAL_Z_STEPS, EFFECT_TAN_DIGITAL_Z_PERIOD, EFFECT_TAN_DIGITAL_Z_OFFSET, EFFECT_ZIGZAG, EFFECT_ZIGZAG_PERIOD, EFFECT_ZIGZAG_OFFSET, EFFECT_ZIGZAG_Z, EFFECT_ZIGZAG_Z_PERIOD, EFFECT_ZIGZAG_Z_OFFSET, EFFECT_SAWTOOTH, EFFECT_SAWTOOTH_PERIOD, EFFECT_SAWTOOTH_Z, EFFECT_SAWTOOTH_Z_PERIOD, EFFECT_SQUARE, EFFECT_SQUARE_PERIOD, EFFECT_SQUARE_OFFSET, EFFECT_SQUARE_Z, EFFECT_SQUARE_Z_PERIOD, EFFECT_SQUARE_Z_OFFSET, EFFECT_PARABOLA_X, EFFECT_PARABOLA_Y, EFFECT_PARABOLA_Z, EFFECT_XMODE, EFFECT_TWIRL, EFFECT_ROLL, NUM_EFFECTS }; /** @brief The various appearance mods. */ enum Appearance { APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */ APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */ APPEARANCE_SUDDEN, /**< The arrows appear partway up. */ APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */ APPEARANCE_STEALTH, /**< The arrows are not shown at all. */ APPEARANCE_BLINK, /**< The arrows blink constantly. */ APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */ NUM_APPEARANCES }; /** @brief The various turn mods. */ enum Turn { TURN_NONE=0, /**< No turning of the arrows is performed. */ TURN_MIRROR, /**< The arrows are mirrored from their normal position. */ TURN_BACKWARDS, /**< The arrows are turned 180 degrees. This does NOT always equal mirror. */ TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */ TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */ TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */ TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */ TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */ TURN_HYPER_SHUFFLE, /**< Every arrow is placed on a random column, but more fairly than SuperShuffle. */ NUM_TURNS }; enum Transform { TRANSFORM_NOHOLDS, TRANSFORM_NOROLLS, TRANSFORM_NOMINES, TRANSFORM_LITTLE, TRANSFORM_WIDE, TRANSFORM_BIG, TRANSFORM_QUICK, TRANSFORM_BMRIZE, TRANSFORM_SKIPPY, TRANSFORM_MINES, TRANSFORM_ATTACKMINES, TRANSFORM_ECHO, TRANSFORM_STOMP, TRANSFORM_PLANTED, TRANSFORM_FLOORED, TRANSFORM_TWISTER, TRANSFORM_HOLDROLLS, TRANSFORM_NOJUMPS, TRANSFORM_NOHANDS, TRANSFORM_NOLIFTS, TRANSFORM_NOFAKES, TRANSFORM_NOQUADS, TRANSFORM_NOSTRETCH, NUM_TRANSFORMS }; enum Scroll { SCROLL_REVERSE=0, SCROLL_SPLIT, SCROLL_ALTERNATE, SCROLL_CROSS, SCROLL_CENTERED, NUM_SCROLLS }; float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions PlayerNumber m_pn; // Needed for fetching the style. LifeType m_LifeType; DrainType m_DrainType; // only used with LifeBar ModTimerType m_ModTimerType; int m_BatteryLives; /* All floats have a corresponding speed setting, which determines how fast * PlayerOptions::Approach approaches. */ bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing (CMods, mMods) float m_fMaxScrollBPM, m_SpeedfMaxScrollBPM; float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing (xMods) float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing (CMod) float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS]; float m_fEffects[NUM_EFFECTS], m_SpeedfEffects[NUM_EFFECTS]; float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES]; float m_fScrolls[NUM_SCROLLS], m_SpeedfScrolls[NUM_SCROLLS]; float m_fDark, m_SpeedfDark; float m_fBlind, m_SpeedfBlind; float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name float m_fRandAttack, m_SpeedfRandAttack; float m_fNoAttack, m_SpeedfNoAttack; float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay; float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen /* If this is > 0, then the player must have life above this value at the end of * the song to pass. This is independent of SongOptions::m_FailType. */ float m_fPassmark, m_SpeedfPassmark; float m_fRandomSpeed, m_SpeedfRandomSpeed; float m_fModTimerMult, m_SpeedfModTimerMult; float m_fModTimerOffset, m_SpeedfModTimerOffset; float m_fDrawSize, m_SpeedfDrawSize; float m_fDrawSizeBack, m_SpeedfDrawSizeBack; /* The maximum column number is 16.*/ float m_fMovesX[16], m_SpeedfMovesX[16]; float m_fMovesY[16], m_SpeedfMovesY[16]; float m_fMovesZ[16], m_SpeedfMovesZ[16]; float m_fConfusionX[16], m_SpeedfConfusionX[16]; float m_fConfusionY[16], m_SpeedfConfusionY[16]; float m_fConfusionZ[16], m_SpeedfConfusionZ[16]; float m_fDarks[16], m_SpeedfDarks[16]; float m_fStealth[16], m_SpeedfStealth[16]; float m_fTiny[16], m_SpeedfTiny[16]; float m_fBumpy[16], m_SpeedfBumpy[16]; float m_fReverse[16], m_SpeedfReverse[16]; bool m_bTurns[NUM_TURNS]; bool m_bTransforms[NUM_TRANSFORMS]; bool m_bMuteOnError; bool m_bStealthType; bool m_bStealthPastReceptors; bool m_bDizzyHolds; bool m_bZBuffer; bool m_bCosecant; /** @brief The method for which a player can fail a song. */ FailType m_FailType; TapNoteScore m_MinTNSToHideNotes; /** * @brief The Noteskin to use. * * If an empty string, it means to not change from the default. */ RString m_sNoteSkin; /** @brief The Visual Delay additionally applied on a per-player basis in ms. */ float m_fVisualDelay; /** @brief The TimingWindow that can be disabled. * Valid values are only W1-W5 which map to indices 0-5 respectively. * Other values are ignored. */ std::bitset<5> m_twDisabledWindows; void NextAccel(); void NextEffect(); void NextAppearance(); void NextTurn(); void NextTransform(); void NextPerspective(); void NextScroll(); Accel GetFirstAccel(); Effect GetFirstEffect(); Appearance GetFirstAppearance(); Scroll GetFirstScroll(); void SetOneAccel( Accel a ); void SetOneEffect( Effect e ); void SetOneAppearance( Appearance a ); void SetOneScroll( Scroll s ); void ToggleOneTurn( Turn t ); // return true if any mods being used will make the song(s) easier bool IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const; bool IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const; }; #define ADD_MULTICOL_METHOD( method_name) \ ADD_METHOD( method_name##1 ); \ ADD_METHOD( method_name##2 ); \ ADD_METHOD( method_name##3 ); \ ADD_METHOD( method_name##4 ); \ ADD_METHOD( method_name##5 ); \ ADD_METHOD( method_name##6 ); \ ADD_METHOD( method_name##7 ); \ ADD_METHOD( method_name##8 ); \ ADD_METHOD( method_name##9 ); \ ADD_METHOD( method_name##10 ); \ ADD_METHOD( method_name##11 ); \ ADD_METHOD( method_name##12 ); \ ADD_METHOD( method_name##13 ); \ ADD_METHOD( method_name##14 ); \ ADD_METHOD( method_name##15 ); \ ADD_METHOD( method_name##16 ); #define MULTICOL_FLOAT_INTERFACE(func_name, member, valid) \ FLOAT_INTERFACE(func_name##1, member[0], valid); \ FLOAT_INTERFACE(func_name##2, member[1], valid); \ FLOAT_INTERFACE(func_name##3, member[2], valid); \ FLOAT_INTERFACE(func_name##4, member[3], valid); \ FLOAT_INTERFACE(func_name##5, member[4], valid); \ FLOAT_INTERFACE(func_name##6, member[5], valid); \ FLOAT_INTERFACE(func_name##7, member[6], valid); \ FLOAT_INTERFACE(func_name##8, member[7], valid); \ FLOAT_INTERFACE(func_name##9, member[8], valid); \ FLOAT_INTERFACE(func_name##10, member[9], valid); \ FLOAT_INTERFACE(func_name##11, member[10], valid); \ FLOAT_INTERFACE(func_name##12, member[11], valid); \ FLOAT_INTERFACE(func_name##13, member[12], valid); \ FLOAT_INTERFACE(func_name##14, member[13], valid); \ FLOAT_INTERFACE(func_name##15, member[14], valid); \ FLOAT_INTERFACE(func_name##16, member[15], valid); #endif /* * (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. */