#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_fBlind = 0; m_Turn = TURN_NONE; m_Transform = TRANSFORM_NONE; m_bHoldNotes = true; m_bTimingAssist = false; m_bProTiming = false; m_fPerspectiveTilt = 0; m_fSkew = 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 + ", "; } sReturn += AddPart( m_fAccels[ACCEL_BOOST], "Boost" ); sReturn += AddPart( m_fAccels[ACCEL_BRAKE], "Brake" ); sReturn += AddPart( m_fAccels[ACCEL_WAVE], "Wave" ); sReturn += AddPart( m_fAccels[ACCEL_EXPAND], "Expand" ); sReturn += AddPart( m_fAccels[ACCEL_BOOMERANG], "Boomerang" ); sReturn += AddPart( m_fEffects[EFFECT_DRUNK], "Drunk" ); sReturn += AddPart( m_fEffects[EFFECT_DIZZY], "Dizzy" ); sReturn += AddPart( m_fEffects[EFFECT_MINI], "Mini" ); sReturn += AddPart( m_fEffects[EFFECT_FLIP], "Flip" ); sReturn += AddPart( m_fEffects[EFFECT_TORNADO], "Tornado" ); sReturn += AddPart( m_fEffects[EFFECT_TIPSY], "Tipsy" ); sReturn += AddPart( m_fEffects[EFFECT_BUMPY], "Bumpy" ); sReturn += AddPart( m_fEffects[EFFECT_BEAT], "Beat" ); sReturn += AddPart( m_fAppearances[APPEARANCE_HIDDEN], "Hidden" ); sReturn += AddPart( m_fAppearances[APPEARANCE_SUDDEN], "Sudden" ); sReturn += AddPart( m_fAppearances[APPEARANCE_STEALTH], "Stealth" ); sReturn += AddPart( m_fAppearances[APPEARANCE_BLINK], "Blink" ); sReturn += AddPart( m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" ); sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" ); sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" ); sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" ); sReturn += AddPart( m_fDark, "Dark"); sReturn += AddPart( m_fBlind, "Blind"); 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, "; if( m_fSkew==1 && m_fPerspectiveTilt==-1 ) sReturn += "Incoming, "; else if( m_fSkew==1 && m_fPerspectiveTilt==+1 ) sReturn += "Space, "; else if( m_fSkew==0 && m_fPerspectiveTilt==-1 ) sReturn += "Hallway, "; else if( m_fSkew==0 && m_fPerspectiveTilt==+1 ) sReturn += "Distant, "; 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 ); continue; } else if( sscanf( sBit, "c%d", &i1 ) == 1 ) { m_bTimeSpacing = true; m_fScrollBPM = (float) i1; continue; } /* "drunk" * "no drunk" * "150% drunk" */ float level = 1; CStringArray asParts; split( sBit, " ", asParts, true ); if( asParts.size() > 1 ) { sBit = asParts[1]; if( asParts[0] == "no" ) level = 0; else { sscanf( asParts[0], "%f", &level ); level /= 100.0f; } } const bool on = (level > 0.5f); if( sBit == "boost" ) m_fAccels[ACCEL_BOOST] = level; else if( sBit == "brake" || sBit == "land" ) m_fAccels[ACCEL_BRAKE] = level; else if( sBit == "wave" ) m_fAccels[ACCEL_WAVE] = level; else if( sBit == "expand" ) m_fAccels[ACCEL_EXPAND] = level; else if( sBit == "boomerang" ) m_fAccels[ACCEL_BOOMERANG] = level; else if( sBit == "drunk" ) m_fEffects[EFFECT_DRUNK] = level; else if( sBit == "dizzy" ) m_fEffects[EFFECT_DIZZY] = level; else if( sBit == "mini" ) m_fEffects[EFFECT_MINI] = level; else if( sBit == "flip" ) m_fEffects[EFFECT_FLIP] = level; else if( sBit == "tornado" ) m_fEffects[EFFECT_TORNADO] = level; else if( sBit == "tipsy" ) m_fEffects[EFFECT_TIPSY] = level; else if( sBit == "bumpy" ) m_fEffects[EFFECT_BUMPY] = level; else if( sBit == "beat" ) m_fEffects[EFFECT_BEAT] = level; else if( sBit == "hidden" ) m_fAppearances[APPEARANCE_HIDDEN] = level; else if( sBit == "sudden" ) m_fAppearances[APPEARANCE_SUDDEN] = level; else if( sBit == "stealth" ) m_fAppearances[APPEARANCE_STEALTH] = level; else if( sBit == "blink" ) m_fAppearances[APPEARANCE_BLINK] = level; else if( sBit == "randomvanish" ) m_fAppearances[APPEARANCE_RANDOMVANISH] = level; else if( sBit == "turn" && !on )m_Turn = TURN_NONE; /* "no turn" */ 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 == "transform" && !on ) m_Transform = TRANSFORM_NONE; /* "no transform" */ 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] = level; else if( sBit == "split" ) m_fScrolls[SCROLL_SPLIT] = level; else if( sBit == "alternate" ) m_fScrolls[SCROLL_ALTERNATE] = level; else if( sBit == "noholds" ) m_bHoldNotes = !on; else if( sBit == "nofreeze" ) m_bHoldNotes = !on; else if( sBit == "dark" ) m_fDark = level; else if( sBit == "blind" ) m_fBlind = level; else if( sBit == "timingassist")m_bTimingAssist = on; else if( sBit == "protiming") m_bProTiming = on; else if( sBit == "incoming" ) { m_fSkew = 1; m_fPerspectiveTilt = -1; } else if( sBit == "space" ) { m_fSkew = 1; m_fPerspectiveTilt = +1; } else if( sBit == "hallway" ) { m_fSkew = 0; m_fPerspectiveTilt = -1; } else if( sBit == "distant" ) { m_fSkew = 0; m_fPerspectiveTilt = +1; } else if( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) ) m_sPositioning = sBit; else if( sBit == "nopositioning" ) m_sPositioning = ""; else if( NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit; else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = "default"; // 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; } bool ComparePlayerOptions( const PlayerOptions &po1, const PlayerOptions &po2 ) { #define COMPARE(x) { if( po1.x != po2.x ) return false; } COMPARE(m_bTimeSpacing); COMPARE(m_fScrollSpeed); COMPARE(m_fScrollBPM); COMPARE(m_fDark); COMPARE(m_fBlind); COMPARE(m_Turn); COMPARE(m_Transform); COMPARE(m_bHoldNotes); COMPARE(m_bTimingAssist); COMPARE(m_bProTiming); COMPARE(m_fPerspectiveTilt); COMPARE(m_fSkew); COMPARE(m_sPositioning); COMPARE(m_sNoteSkin); int i; for( i = 0; i < PlayerOptions::NUM_ACCELS; ++i ) COMPARE(m_fAccels[i]); for( i = 0; i < PlayerOptions::NUM_EFFECTS; ++i ) COMPARE(m_fEffects[i]); for( i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i ) COMPARE(m_fAppearances[i]); for( i = 0; i < PlayerOptions::NUM_SCROLLS; ++i ) COMPARE(m_fScrolls[i]); #undef COMPARE return true; }