#include "global.h" /* ----------------------------------------------------------------------------- Class: PlayerOptions Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "PlayerOptions.h" #include "RageUtil.h" #include "math.h" void PlayerOptions::Init() { m_fScrollSpeed = 1.0f; ZERO( m_fAccels ); ZERO( m_fEffects ); ZERO( m_fAppearances ); m_fReverseScroll = 0; m_fDark = 0; m_Turn = TURN_NONE; m_Transform = TRANSFORM_NONE; m_bHoldNotes = true; } void FLOAT_APPROACH( float& val, float other_val, float deltaPercent ) { if( val == other_val ) return; float fDelta = other_val - val; float fSign = fDelta / fabsf( fDelta ); float fToMove = fSign*deltaPercent; if( fabsf(fToMove) > fabsf(fDelta) ) fToMove = fDelta; // snap val += fToMove; } void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds ) { int i; FLOAT_APPROACH( m_fScrollSpeed, other.m_fScrollSpeed, fDeltaSeconds*max(m_fScrollSpeed,other.m_fScrollSpeed) ); // make big jumps in scroll speed move faster for( i=0; i 1.00 */ CString s = ssprintf( "%2.2f", m_fScrollSpeed ); if( s[s.GetLength()-1] == '0' ) { /* -> 1.0 */ s.erase(s.GetLength()-1); // delete last char if( s[s.GetLength()-1] == '0' ) { /* -> 1 */ s.erase(s.GetLength()-2); // delete last 2 chars } } sReturn += s + "X, "; } if( m_fAccels[ACCEL_BOOST]==1 ) sReturn += "Boost, "; if( m_fAccels[ACCEL_LAND]==1 ) sReturn += "Land, "; if( m_fAccels[ACCEL_WAVE]==1 ) sReturn += "Wave, "; if( m_fAccels[ACCEL_EXPAND]==1 ) sReturn += "Expand, "; if( m_fAccels[ACCEL_BOOMERANG]==1 ) sReturn += "Boomerang, "; if( m_fEffects[EFFECT_DRUNK]==1 ) sReturn += "Drunk, "; if( m_fEffects[EFFECT_DIZZY]==1 ) sReturn += "Dizzy, "; if( m_fEffects[EFFECT_SPACE]==1 ) sReturn += "Space, "; if( m_fEffects[EFFECT_MINI]==1 ) sReturn += "Mini, "; if( m_fEffects[EFFECT_FLIP]==1 ) sReturn += "Flip, "; if( m_fEffects[EFFECT_TORNADO]==1 ) sReturn += "Tornado, "; if( m_fAppearances[APPEARANCE_HIDDEN]==1 ) sReturn += "Hidden, "; if( m_fAppearances[APPEARANCE_SUDDEN]==1 ) sReturn += "Sudden, "; if( m_fAppearances[APPEARANCE_STEALTH]==1 ) sReturn += "Stealth, "; if( m_fAppearances[APPEARANCE_BLINK]==1 ) sReturn += "Blink, "; if( m_fReverseScroll == 1 ) sReturn += "Reverse, "; if( m_fDark == 1) sReturn += "Dark, "; switch( m_Turn ) { case TURN_NONE: break; case TURN_MIRROR: sReturn += "Mirror, "; break; case TURN_LEFT: sReturn += "Left, "; break; case TURN_RIGHT: sReturn += "Right, "; break; case TURN_SHUFFLE: sReturn += "Shuffle, "; break; case TURN_SUPER_SHUFFLE:sReturn += "SuperShuffle, ";break; default: ASSERT(0); // invalid } switch( m_Transform ) { case TRANSFORM_NONE: break; case TRANSFORM_LITTLE: sReturn += "Little, "; break; case TRANSFORM_WIDE: sReturn += "Wide, "; break; case TRANSFORM_BIG: sReturn += "Big, "; break; case TRANSFORM_QUICK: sReturn += "Quick, "; break; default: ASSERT(0); // invalid } if( !m_bHoldNotes ) sReturn += "NoHolds, "; if( sReturn.GetLength() > 2 ) sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", " return sReturn; } /* Options are added to the current settings; call Init() beforehand if * you don't want this. */ void PlayerOptions::FromString( CString sOptions ) { // Init(); sOptions.MakeLower(); CStringArray asBits; split( sOptions, ",", asBits, true ); for( unsigned i=0; i0.8f ) m_fScrollSpeed = 1.5f; if( RandomFloat(0,1)>0.8f ) m_fReverseScroll = 1; if( RandomFloat(0,1)>0.9f ) m_fDark = 1; float f; f = RandomFloat(0,1); if( f>0.66f ) m_fAccels[rand()%NUM_ACCELS] = 1; else if( f>0.33f ) m_fEffects[rand()%NUM_EFFECTS] = 1; f = RandomFloat(0,1); if( f>0.95f ) m_fAppearances[APPEARANCE_HIDDEN] = 1; else if( f>0.9f ) m_fAppearances[APPEARANCE_SUDDEN] = 1; } PlayerOptions::Accel PlayerOptions::GetFirstAccel() { for( int i=0; i