#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 static const char *LifeTypeNames[] = { "Bar", "Battery", "Time", }; XToString( LifeType ); XToLocalizedString( LifeType ); LuaXType( LifeType ); static const char *DrainTypeNames[] = { "Normal", "NoRecover", "SuddenDeath", }; XToString( DrainType ); XToLocalizedString( DrainType ); LuaXType( DrainType ); 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" ); static const float CMOD_DEFAULT= 200.0f; // Is there a better place for this? // It needs to be a named constant because it's used in several places in // this file, but nothing else has a named constant for its default value. // -Kyz void PlayerOptions::Init() { m_LifeType = LifeType_Bar; m_DrainType = DrainType_Normal; m_BatteryLives = 4; m_MinTNSToHideNotes= PREFSMAN->m_MinTNSToHideNotes; 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 = CMOD_DEFAULT; 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_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_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; DO_COPY( m_LifeType ); DO_COPY( m_DrainType ); DO_COPY( m_BatteryLives ); APPROACH( fTimeSpacing ); APPROACH( fScrollSpeed ); APPROACH( fMaxScrollBPM ); 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; switch(m_LifeType) { case LifeType_Bar: switch(m_DrainType) { case DrainType_Normal: break; case DrainType_NoRecover: AddTo.push_back("NoRecover"); break; case DrainType_SuddenDeath: AddTo.push_back("SuddenDeath"); break; } break; case LifeType_Battery: AddTo.push_back(ssprintf("%dLives", m_BatteryLives)); break; case LifeType_Time: AddTo.push_back("LifeTime"); break; default: FAIL_M(ssprintf("Invalid LifeType: %i", m_LifeType)); } 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 FailType_Immediate: break; case FailType_ImmediateContinue: AddTo.push_back("FailImmediateContinue"); break; case FailType_EndOfSong: AddTo.push_back("FailAtEnd"); break; case FailType_Off: AddTo.push_back("FailOff"); break; default: FAIL_M(ssprintf("Invalid FailType: %i", m_FailType)); } if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { 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" ); } else { AddPart( AddTo, m_fSkew, "Skew" ); AddPart( AddTo, m_fPerspectiveTilt, "Tilt" ); } // 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 = CMOD_DEFAULT; SET_FLOAT( fScrollBPM ) SET_FLOAT( fTimeSpacing ) m_fTimeSpacing = 1; m_fMaxScrollBPM = 0; } // oITG's m-mods else if( sscanf( sBit, "m%f", &level ) == 1 ) { // OpenITG doesn't have this block: /* if( !isfinite(level) || level <= 0.0f ) level = CMOD_DEFAULT; */ SET_FLOAT( fMaxScrollBPM ) m_fTimeSpacing = 0; } else if( sBit == "clearall" ) { Init(); m_sNoteSkin= NOTESKIN->GetDefaultNoteSkinName(); } else if( sBit == "resetspeed" ) { /* level is set to the values from Init() because all speed related fields are being reset to initial values, and they each have different initial values. -kyz */ level= 0; SET_FLOAT(fMaxScrollBPM); SET_FLOAT(fTimeSpacing); level= 1.0f; SET_FLOAT(fScrollSpeed); level= CMOD_DEFAULT; SET_FLOAT(fScrollBPM) } else if( sBit == "life" || sBit == "lives" ) { // level is a percentage for every other option, so multiply by 100. -Kyz m_BatteryLives= level * 100.0f; } else if( sBit == "bar" ) { m_LifeType= LifeType_Bar; } else if( sBit == "battery" ) { m_LifeType= LifeType_Battery; } else if( sBit == "lifetime" ) { m_LifeType= LifeType_Time; } else if( sBit == "norecover" || sBit == "power-drop" ) { m_DrainType= DrainType_NoRecover; } else if( sBit == "suddendeath" || sBit == "death" ) { m_DrainType= DrainType_SuddenDeath; } else if( sBit == "normal-drain" ) { m_DrainType= DrainType_Normal; } 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_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "space" ) { m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "hallway" ) { m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "distant" ) { m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit; else if( sBit == "skew" ) SET_FLOAT( fSkew ) else if( sBit == "tilt" ) SET_FLOAT( fPerspectiveTilt ) 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 = FailType_Immediate; else if( sBit == "failendofsong" || sBit == "failimmediatecontinue" ) m_FailType = FailType_ImmediateContinue; else if( sBit == "failatend" ) m_FailType = FailType_EndOfSong; else if( sBit == "failoff" ) m_FailType = FailType_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_pn) != NULL); int iNumCols = GAMESTATE->GetCurrentStyle(m_pn)->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_LifeType); COMPARE(m_DrainType); COMPARE(m_BatteryLives); COMPARE(m_fTimeSpacing); COMPARE(m_fScrollSpeed); COMPARE(m_fScrollBPM); COMPARE(m_fMaxScrollBPM); COMPARE(m_fRandomSpeed); COMPARE(m_FailType); COMPARE(m_MinTNSToHideNotes); 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; } PlayerOptions& PlayerOptions::operator=(PlayerOptions const& other) { // Do not copy m_pn from the other, it must be preserved as what PlayerState set it to. #define CPY(x) x= other.x; #define CPY_SPEED(x) m_ ## x = other.m_ ## x; m_Speed ## x = other.m_Speed ## x; CPY(m_LifeType); CPY(m_DrainType); CPY(m_BatteryLives); CPY_SPEED(fTimeSpacing); CPY_SPEED(fScrollSpeed); CPY_SPEED(fScrollBPM); CPY_SPEED(fMaxScrollBPM); CPY_SPEED(fRandomSpeed); CPY(m_FailType); CPY(m_MinTNSToHideNotes); CPY(m_bMuteOnError); CPY_SPEED(fDark); CPY_SPEED(fBlind); CPY_SPEED(fCover); CPY_SPEED(fRandAttack); CPY_SPEED(fNoAttack); CPY_SPEED(fPlayerAutoPlay); CPY_SPEED(fPerspectiveTilt); CPY_SPEED(fSkew); if(!other.m_sNoteSkin.empty() && NOTESKIN->DoesNoteSkinExist(other.m_sNoteSkin)) { CPY(m_sNoteSkin); } for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i ) { CPY_SPEED(fAccels[i]); } for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i ) { CPY_SPEED(fEffects[i]); } for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i ) { CPY_SPEED(fAppearances[i]); } for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i ) { CPY_SPEED(fScrolls[i]); } for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i ) { CPY(m_bTurns[i]); } for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i ) { CPY(m_bTransforms[i]); } #undef CPY #undef CPY_SPEED return *this; } 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_pn)->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_LifeType); CPY(m_DrainType); CPY(m_BatteryLives); CPY(m_MinTNSToHideNotes); 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" #include "OptionsBinding.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; } // Direct control functions, for themes that can handle it. ENUM_INTERFACE(LifeSetting, LifeType, LifeType); ENUM_INTERFACE(DrainSetting, DrainType, DrainType); INT_INTERFACE(BatteryLives, BatteryLives); FLOAT_INTERFACE(TimeSpacing, TimeSpacing, true); FLOAT_INTERFACE(MaxScrollBPM, MaxScrollBPM, true); FLOAT_INTERFACE(ScrollSpeed, ScrollSpeed, true); FLOAT_INTERFACE(ScrollBPM, ScrollBPM, true); FLOAT_INTERFACE(Boost, Accels[PlayerOptions::ACCEL_BOOST], true); FLOAT_INTERFACE(Brake, Accels[PlayerOptions::ACCEL_BRAKE], true); FLOAT_INTERFACE(Wave, Accels[PlayerOptions::ACCEL_WAVE], true); FLOAT_INTERFACE(Expand, Accels[PlayerOptions::ACCEL_EXPAND], true); FLOAT_INTERFACE(Boomerang, Accels[PlayerOptions::ACCEL_BOOMERANG], true); FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK], true); FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY], true); FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION], true); FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI], true); FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY], true); FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP], true); FLOAT_INTERFACE(Invert, Effects[PlayerOptions::EFFECT_INVERT], true); FLOAT_INTERFACE(Tornado, Effects[PlayerOptions::EFFECT_TORNADO], true); FLOAT_INTERFACE(Tipsy, Effects[PlayerOptions::EFFECT_TIPSY], true); FLOAT_INTERFACE(Bumpy, Effects[PlayerOptions::EFFECT_BUMPY], true); FLOAT_INTERFACE(Beat, Effects[PlayerOptions::EFFECT_BEAT], true); FLOAT_INTERFACE(Xmode, Effects[PlayerOptions::EFFECT_XMODE], true); FLOAT_INTERFACE(Twirl, Effects[PlayerOptions::EFFECT_TWIRL], true); FLOAT_INTERFACE(Roll, Effects[PlayerOptions::EFFECT_ROLL], true); FLOAT_INTERFACE(Hidden, Appearances[PlayerOptions::APPEARANCE_HIDDEN], true); FLOAT_INTERFACE(HiddenOffset, Appearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET], true); FLOAT_INTERFACE(Sudden, Appearances[PlayerOptions::APPEARANCE_SUDDEN], true); FLOAT_INTERFACE(SuddenOffset, Appearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET], true); FLOAT_INTERFACE(Stealth, Appearances[PlayerOptions::APPEARANCE_STEALTH], true); FLOAT_INTERFACE(Blink, Appearances[PlayerOptions::APPEARANCE_BLINK], true); FLOAT_INTERFACE(RandomVanish, Appearances[PlayerOptions::APPEARANCE_RANDOMVANISH], true); FLOAT_INTERFACE(Reverse, Scrolls[PlayerOptions::SCROLL_REVERSE], true); FLOAT_INTERFACE(Split, Scrolls[PlayerOptions::SCROLL_SPLIT], true); FLOAT_INTERFACE(Alternate, Scrolls[PlayerOptions::SCROLL_ALTERNATE], true); FLOAT_INTERFACE(Cross, Scrolls[PlayerOptions::SCROLL_CROSS], true); FLOAT_INTERFACE(Centered, Scrolls[PlayerOptions::SCROLL_CENTERED], true); FLOAT_INTERFACE(Dark, Dark, true); FLOAT_INTERFACE(Blind, Blind, true); FLOAT_INTERFACE(Cover, Cover, true); FLOAT_INTERFACE(RandAttack, RandAttack, true); FLOAT_INTERFACE(NoAttack, NoAttack, true); FLOAT_INTERFACE(PlayerAutoPlay, PlayerAutoPlay, true); FLOAT_INTERFACE(Skew, Skew, true); FLOAT_INTERFACE(Tilt, PerspectiveTilt, true); FLOAT_INTERFACE(Passmark, Passmark, true); // Passmark is not sanity checked to the [0, 1] range because LifeMeterBar::IsFailing is the only thing that uses it, and it's used in a <= test. Any theme passing a value outside the [0, 1] range probably expects the result they get. -Kyz FLOAT_INTERFACE(RandomSpeed, RandomSpeed, true); BOOL_INTERFACE(TurnNone, Turns[PlayerOptions::TURN_NONE]); BOOL_INTERFACE(Mirror, Turns[PlayerOptions::TURN_MIRROR]); BOOL_INTERFACE(Backwards, Turns[PlayerOptions::TURN_BACKWARDS]); BOOL_INTERFACE(Left, Turns[PlayerOptions::TURN_LEFT]); BOOL_INTERFACE(Right, Turns[PlayerOptions::TURN_RIGHT]); BOOL_INTERFACE(Shuffle, Turns[PlayerOptions::TURN_SHUFFLE]); BOOL_INTERFACE(SoftShuffle, Turns[PlayerOptions::TURN_SOFT_SHUFFLE]); BOOL_INTERFACE(SuperShuffle, Turns[PlayerOptions::TURN_SUPER_SHUFFLE]); BOOL_INTERFACE(NoHolds, Transforms[PlayerOptions::TRANSFORM_NOHOLDS]); BOOL_INTERFACE(NoRolls, Transforms[PlayerOptions::TRANSFORM_NOROLLS]); BOOL_INTERFACE(NoMines, Transforms[PlayerOptions::TRANSFORM_NOMINES]); BOOL_INTERFACE(Little, Transforms[PlayerOptions::TRANSFORM_LITTLE]); BOOL_INTERFACE(Wide, Transforms[PlayerOptions::TRANSFORM_WIDE]); BOOL_INTERFACE(Big, Transforms[PlayerOptions::TRANSFORM_BIG]); BOOL_INTERFACE(Quick, Transforms[PlayerOptions::TRANSFORM_QUICK]); BOOL_INTERFACE(BMRize, Transforms[PlayerOptions::TRANSFORM_BMRIZE]); BOOL_INTERFACE(Skippy, Transforms[PlayerOptions::TRANSFORM_SKIPPY]); BOOL_INTERFACE(Mines, Transforms[PlayerOptions::TRANSFORM_MINES]); BOOL_INTERFACE(AttackMines, Transforms[PlayerOptions::TRANSFORM_ATTACKMINES]); BOOL_INTERFACE(Echo, Transforms[PlayerOptions::TRANSFORM_ECHO]); BOOL_INTERFACE(Stomp, Transforms[PlayerOptions::TRANSFORM_STOMP]); BOOL_INTERFACE(Planted, Transforms[PlayerOptions::TRANSFORM_PLANTED]); BOOL_INTERFACE(Floored, Transforms[PlayerOptions::TRANSFORM_FLOORED]); BOOL_INTERFACE(Twister, Transforms[PlayerOptions::TRANSFORM_TWISTER]); BOOL_INTERFACE(HoldRolls, Transforms[PlayerOptions::TRANSFORM_HOLDROLLS]); BOOL_INTERFACE(NoJumps, Transforms[PlayerOptions::TRANSFORM_NOJUMPS]); BOOL_INTERFACE(NoHands, Transforms[PlayerOptions::TRANSFORM_NOHANDS]); BOOL_INTERFACE(NoLifts, Transforms[PlayerOptions::TRANSFORM_NOLIFTS]); BOOL_INTERFACE(NoFakes, Transforms[PlayerOptions::TRANSFORM_NOFAKES]); BOOL_INTERFACE(NoQuads, Transforms[PlayerOptions::TRANSFORM_NOQUADS]); BOOL_INTERFACE(NoStretch, Transforms[PlayerOptions::TRANSFORM_NOSTRETCH]); BOOL_INTERFACE(MuteOnError, MuteOnError); ENUM_INTERFACE(FailSetting, FailType, FailType); ENUM_INTERFACE(MinTNSToHideNotes, MinTNSToHideNotes, TapNoteScore); // NoteSkins static int NoteSkin(T* p, lua_State* L) { int original_top= lua_gettop(L); if( p->m_sNoteSkin.empty() ) { lua_pushstring( L, CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue() ); } else { lua_pushstring( L, p->m_sNoteSkin ); } if(original_top >= 1 && lua_isstring(L, 1)) { RString skin= SArg(1); if(NOTESKIN->DoesNoteSkinExist(skin)) { p->m_sNoteSkin = skin; lua_pushboolean(L, true); } else { lua_pushnil(L); } } else { lua_pushnil(L); } OPTIONAL_RETURN_SELF(original_top); return 2; } static void SetSpeedModApproaches(T* p, float speed) { p->m_SpeedfScrollBPM= speed; p->m_SpeedfScrollSpeed= speed; p->m_SpeedfMaxScrollBPM= speed; p->m_SpeedfTimeSpacing= speed; } // Speed Mods // Sanity checked functions for speed mods, for themes that want to use the // engine's enforcement of sane separation between speed mod types. static int CMod(T* p, lua_State* L) { int original_top= lua_gettop(L); if(p->m_fTimeSpacing) { lua_pushnumber(L, p->m_fScrollBPM); lua_pushnumber(L, p->m_SpeedfScrollBPM); } else { lua_pushnil(L); lua_pushnil(L); } if(original_top >= 1 && lua_isnumber(L, 1)) { float speed= FArg(1); if(!isfinite(speed) || speed <= 0.0f) { luaL_error(L, "CMod speed must be finite and greater than 0."); } p->m_fScrollBPM= speed; p->m_fTimeSpacing = 1; p->m_fScrollSpeed = 1; p->m_fMaxScrollBPM = 0; } if(original_top >= 2 && lua_isnumber(L, 2)) { SetSpeedModApproaches(p, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } static int XMod(T* p, lua_State* L) { int original_top= lua_gettop(L); if(!p->m_fTimeSpacing) { lua_pushnumber(L, p->m_fScrollSpeed); lua_pushnumber(L, p->m_SpeedfScrollSpeed); } else { lua_pushnil(L); lua_pushnil(L); } if(lua_isnumber(L, 1) && original_top >= 1) { p->m_fScrollSpeed = FArg(1); p->m_fTimeSpacing = 0; p->m_fScrollBPM= CMOD_DEFAULT; p->m_fMaxScrollBPM = 0; } if(lua_isnumber(L, 2) && original_top >= 2) { SetSpeedModApproaches(p, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } static int MMod(T* p, lua_State* L) { int original_top= lua_gettop(L); if(!p->m_fTimeSpacing && p->m_fMaxScrollBPM) { lua_pushnumber(L, p->m_fMaxScrollBPM); lua_pushnumber(L, p->m_SpeedfMaxScrollBPM); } else { lua_pushnil(L); lua_pushnil(L); } if(lua_isnumber(L, 1) && original_top >= 1) { float speed= FArg(1); if(!isfinite(speed) || speed <= 0.0f) { luaL_error(L, "MMod speed must be finite and greater than 0."); } p->m_fScrollBPM= CMOD_DEFAULT; p->m_fTimeSpacing = 0; p->m_fScrollSpeed= 1; p->m_fMaxScrollBPM = speed; } if(lua_isnumber(L, 2) && original_top >= 2) { SetSpeedModApproaches(p, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } static void SetPerspectiveApproach(T* p, lua_State* L, float speed) { p->m_SpeedfPerspectiveTilt= speed; p->m_SpeedfSkew= speed; } static int Overhead(T* p, lua_State* L) { int original_top= lua_gettop(L); lua_pushboolean(L, (p->m_fPerspectiveTilt == 0.0f && p->m_fSkew == 0.0f)); if(lua_toboolean(L, 1)) { p->m_fPerspectiveTilt= 0; p->m_fSkew= 0; } if(lua_isnumber(L, 2) && original_top >= 2) { SetPerspectiveApproach(p, L, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 1; } static int Incoming(T* p, lua_State* L) { int original_top= lua_gettop(L); if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt < 0.0f) || (p->m_fSkew < 0.0f && p->m_fPerspectiveTilt > 0.0f)) { lua_pushnumber(L, p->m_fSkew); lua_pushnumber(L, p->m_SpeedfSkew); } else { lua_pushnil(L); lua_pushnil(L); } if(lua_isnumber(L, 1) && original_top >= 1) { float value= FArg(1); p->m_fPerspectiveTilt= -value; p->m_fSkew= value; } if(lua_isnumber(L, 2) && original_top >= 2) { SetPerspectiveApproach(p, L, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } static int Space(T* p, lua_State* L) { int original_top= lua_gettop(L); if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt > 0.0f) || (p->m_fSkew < 0.0f && p->m_fPerspectiveTilt < 0.0f)) { lua_pushnumber(L, p->m_fSkew); lua_pushnumber(L, p->m_SpeedfSkew); } else { lua_pushnil(L); lua_pushnil(L); } if(lua_isnumber(L, 1) && original_top >= 1) { float value= FArg(1); p->m_fPerspectiveTilt= value; p->m_fSkew= value; } if(lua_isnumber(L, 2) && original_top >= 2) { SetPerspectiveApproach(p, L, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } static int Hallway(T* p, lua_State* L) { int original_top= lua_gettop(L); if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt < 0.0f) { lua_pushnumber(L, -p->m_fPerspectiveTilt); lua_pushnumber(L, p->m_SpeedfPerspectiveTilt); } else { lua_pushnil(L); lua_pushnil(L); } if(lua_isnumber(L, 1) && original_top >= 1) { p->m_fPerspectiveTilt= -FArg(1); p->m_fSkew= 0; } if(lua_isnumber(L, 2) && original_top >= 2) { SetPerspectiveApproach(p, L, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } static int Distant(T* p, lua_State* L) { int original_top= lua_gettop(L); if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt > 0.0f) { lua_pushnumber(L, p->m_fPerspectiveTilt); lua_pushnumber(L, p->m_SpeedfPerspectiveTilt); } else { lua_pushnil(L); lua_pushnil(L); } if(lua_isnumber(L, 1) && original_top >= 1) { p->m_fPerspectiveTilt= FArg(1); p->m_fSkew= 0; } if(lua_isnumber(L, 2) && original_top >= 2) { SetPerspectiveApproach(p, L, FArgGTEZero(L, 2)); } OPTIONAL_RETURN_SELF(original_top); return 2; } 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(p->m_pn)->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; } static int GetStepAttacks( T *p, lua_State *L ) { lua_pushnumber(L, (p->m_fNoAttack > 0 || p->m_fRandAttack > 0 ? false : true )); return 1; } LunaPlayerOptions() { ADD_METHOD( IsEasierForSongAndSteps ); ADD_METHOD( IsEasierForCourseAndTrail ); ADD_METHOD(LifeSetting); ADD_METHOD(DrainSetting); ADD_METHOD(BatteryLives); ADD_METHOD(TimeSpacing); ADD_METHOD(MaxScrollBPM); ADD_METHOD(ScrollSpeed); ADD_METHOD(ScrollBPM); ADD_METHOD(Boost); ADD_METHOD(Brake); ADD_METHOD(Wave); ADD_METHOD(Expand); ADD_METHOD(Boomerang); ADD_METHOD(Drunk); ADD_METHOD(Dizzy); ADD_METHOD(Confusion); ADD_METHOD(Mini); ADD_METHOD(Tiny); ADD_METHOD(Flip); ADD_METHOD(Invert); ADD_METHOD(Tornado); ADD_METHOD(Tipsy); ADD_METHOD(Bumpy); ADD_METHOD(Beat); ADD_METHOD(Xmode); ADD_METHOD(Twirl); ADD_METHOD(Roll); ADD_METHOD(Hidden); ADD_METHOD(HiddenOffset); ADD_METHOD(Sudden); ADD_METHOD(SuddenOffset); ADD_METHOD(Stealth); ADD_METHOD(Blink); ADD_METHOD(RandomVanish); ADD_METHOD(Reverse); ADD_METHOD(Split); ADD_METHOD(Alternate); ADD_METHOD(Cross); ADD_METHOD(Centered); ADD_METHOD(Dark); ADD_METHOD(Blind); ADD_METHOD(Cover); ADD_METHOD(RandAttack); ADD_METHOD(NoAttack); ADD_METHOD(PlayerAutoPlay); ADD_METHOD(Tilt); ADD_METHOD(Skew); ADD_METHOD(Passmark); ADD_METHOD(RandomSpeed); ADD_METHOD(TurnNone); ADD_METHOD(Mirror); ADD_METHOD(Backwards); ADD_METHOD(Left); ADD_METHOD(Right); ADD_METHOD(Shuffle); ADD_METHOD(SoftShuffle); ADD_METHOD(SuperShuffle); ADD_METHOD(NoHolds); ADD_METHOD(NoRolls); ADD_METHOD(NoMines); ADD_METHOD(Little); ADD_METHOD(Wide); ADD_METHOD(Big); ADD_METHOD(Quick); ADD_METHOD(BMRize); ADD_METHOD(Skippy); ADD_METHOD(Mines); ADD_METHOD(AttackMines); ADD_METHOD(Echo); ADD_METHOD(Stomp); ADD_METHOD(Planted); ADD_METHOD(Floored); ADD_METHOD(Twister); ADD_METHOD(HoldRolls); ADD_METHOD(NoJumps); ADD_METHOD(NoHands); ADD_METHOD(NoLifts); ADD_METHOD(NoFakes); ADD_METHOD(NoQuads); ADD_METHOD(NoStretch); ADD_METHOD(MuteOnError); ADD_METHOD(NoteSkin); ADD_METHOD(FailSetting); ADD_METHOD(MinTNSToHideNotes); // Speed ADD_METHOD( CMod ); ADD_METHOD( XMod ); ADD_METHOD( MMod ); ADD_METHOD(Overhead); ADD_METHOD(Incoming); ADD_METHOD(Space); ADD_METHOD(Hallway); ADD_METHOD(Distant); ADD_METHOD( UsingReverse ); ADD_METHOD( GetReversePercentForColumn ); ADD_METHOD( GetStepAttacks ); } }; 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. */