#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" #include "RageLog.h" #include "GameState.h" #include "NoteFieldPositioning.h" #include "NoteSkinManager.h" void PlayerOptions::Init() { m_bTimeSpacing = false; m_fScrollSpeed = 1.0f; m_fScrollBPM = 200; ZERO( m_fAccels ); ZERO( m_fEffects ); ZERO( m_fAppearances ); ZERO( m_fScrolls ); m_fDark = 0; m_Turn = TURN_NONE; m_Transform = TRANSFORM_NONE; m_bHoldNotes = true; m_bTimingAssist = false; m_bProTiming = false; m_fPerspectiveTilt = 0; m_sPositioning = ""; // "null" m_sNoteSkin = "default"; } void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds ) { int i; fapproach( m_fScrollSpeed, other.m_fScrollSpeed, fDeltaSeconds*(0.2f+fabsf(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, "; } } else { CString s = ssprintf( "C%.0f", m_fScrollBPM ); sReturn += s + ", "; } if( m_fAccels[ACCEL_BOOST]==1 ) sReturn += "Boost, "; if( m_fAccels[ACCEL_BRAKE]==1 ) sReturn += "Brake, "; 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_MINI]==1 ) sReturn += "Mini, "; if( m_fEffects[EFFECT_FLIP]==1 ) sReturn += "Flip, "; if( m_fEffects[EFFECT_TORNADO]==1 ) sReturn += "Tornado, "; if( m_fEffects[EFFECT_TIPSY]==1 ) sReturn += "Tipsy, "; if( m_fEffects[EFFECT_BUMPY]==1 ) sReturn += "Bumpy, "; if( m_fEffects[EFFECT_BEAT]==1 ) sReturn += "Beat, "; 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_fAppearances[APPEARANCE_RANDOMVANISH]==1) sReturn += "RandomVanish, "; if( m_fScrolls[SCROLL_REVERSE]==1 ) sReturn += "Reverse, "; if( m_fScrolls[SCROLL_SPLIT]==1 ) sReturn += "Split, "; if( m_fScrolls[SCROLL_ALTERNATE]==1 ) sReturn += "Alternate, "; 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; case TRANSFORM_SKIPPY: sReturn += "Skippy, "; break; case TRANSFORM_MINES: sReturn += "Mines, "; break; default: ASSERT(0); // invalid } if( !m_bHoldNotes ) sReturn += "NoHolds, "; if( m_bTimingAssist ) sReturn += "TimingAssist, "; if( m_bProTiming ) sReturn += "ProTiming, "; switch( (int)m_fPerspectiveTilt ) { case -1: sReturn += "Incoming, "; break; case +1: sReturn += "Space, "; break; } if( !m_sPositioning.empty() ) sReturn += m_sPositioning + ", "; if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 ) sReturn += m_sNoteSkin + ", "; 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 ) { ASSERT( GAMESTATE->m_pPosition ); ASSERT( NOTESKIN ); // Init(); sOptions.MakeLower(); CStringArray asBits; split( sOptions, ",", asBits, true ); for( unsigned i=0; i matches; if( mult.Compare(sBit, matches) ) { m_bTimeSpacing = false; int ret = sscanf( matches[0], "%f", &m_fScrollSpeed ); ASSERT( ret == 1 ); } else if( sscanf( sBit, "C%d", &i1 ) == 1 ) { m_bTimeSpacing = true; m_fScrollBPM = (float) i1; } else if( sBit == "boost" ) m_fAccels[ACCEL_BOOST] = 1; else if( sBit == "brake" || sBit == "land" ) m_fAccels[ACCEL_BRAKE] = 1; else if( sBit == "wave" ) m_fAccels[ACCEL_WAVE] = 1; else if( sBit == "expand" ) m_fAccels[ACCEL_EXPAND] = 1; else if( sBit == "boomerang" ) m_fAccels[ACCEL_BOOMERANG] = 1; else if( sBit == "drunk" ) m_fEffects[EFFECT_DRUNK] = 1; else if( sBit == "dizzy" ) m_fEffects[EFFECT_DIZZY] = 1; else if( sBit == "mini" ) m_fEffects[EFFECT_MINI] = 1; else if( sBit == "flip" ) m_fEffects[EFFECT_FLIP] = 1; else if( sBit == "tornado" ) m_fEffects[EFFECT_TORNADO] = 1; else if( sBit == "tipsy" ) m_fEffects[EFFECT_TIPSY] = 1; else if( sBit == "bumpy" ) m_fEffects[EFFECT_BUMPY] = 1; else if( sBit == "beat" ) m_fEffects[EFFECT_BEAT] = 1; else if( sBit == "hidden" ) m_fAppearances[APPEARANCE_HIDDEN] = 1; else if( sBit == "sudden" ) m_fAppearances[APPEARANCE_SUDDEN] = 1; else if( sBit == "stealth" ) m_fAppearances[APPEARANCE_STEALTH] = 1; else if( sBit == "blink" ) m_fAppearances[APPEARANCE_BLINK] = 1; else if( sBit == "randomvanish" ) m_fAppearances[APPEARANCE_RANDOMVANISH] = 1; else if( sBit == "mirror" ) m_Turn = TURN_MIRROR; else if( sBit == "left" ) m_Turn = TURN_LEFT; else if( sBit == "right" ) m_Turn = TURN_RIGHT; else if( sBit == "shuffle" ) m_Turn = TURN_SHUFFLE; else if( sBit == "supershuffle" )m_Turn = TURN_SUPER_SHUFFLE; else if( sBit == "little" ) m_Transform = TRANSFORM_LITTLE; else if( sBit == "wide" ) m_Transform = TRANSFORM_WIDE; else if( sBit == "big" ) m_Transform = TRANSFORM_BIG; else if( sBit == "quick" ) m_Transform = TRANSFORM_QUICK; else if( sBit == "skippy" ) m_Transform = TRANSFORM_SKIPPY; else if( sBit == "mines" ) m_Transform = TRANSFORM_MINES; else if( sBit == "reverse" ) m_fScrolls[SCROLL_REVERSE] = 1; else if( sBit == "split" ) m_fScrolls[SCROLL_SPLIT] = 1; else if( sBit == "alternate" ) m_fScrolls[SCROLL_ALTERNATE] = 1; else if( sBit == "noholds" ) m_bHoldNotes = false; else if( sBit == "nofreeze" ) m_bHoldNotes = false; else if( sBit == "dark" ) m_fDark = 1; else if( sBit == "timingassist")m_bTimingAssist = true; else if( sBit == "protiming") m_bProTiming = true; else if( sBit == "incoming" ) m_fPerspectiveTilt = -1; else if( sBit == "space" ) m_fPerspectiveTilt = +1; else if( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) ) m_sPositioning = sBit; else if( NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit; // XXX: this warns about song options //else // LOG->Warn( "Modifier '%s' not recognized.", sBit.c_str() ); } } void NextFloat( float fValues[], int size ) { int index = -1; int i; for( i=0; i0.8f ) m_fScrollSpeed = 1.5f; if( RandomFloat(0,1)>0.8f ) m_fScrolls[SCROLL_REVERSE] = 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= GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer/2 ) f += m_fScrolls[SCROLL_SPLIT]; if( (iCol%2)==1 ) f += m_fScrolls[SCROLL_ALTERNATE]; if( f > 2 ) f = fmodf( f, 2 ); if( f > 1 ) f -= 1; return f; }