#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 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" ); void PlayerOptions::Init() { m_bSetScrollSpeed = false; m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f; m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f; m_fScrollBPM = 200; 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_fSongAttack = 0; m_SpeedfSongAttack = 1.0f; m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f; m_bSetTiltOrSkew = false; 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_FailType = FAIL_IMMEDIATE; m_ScoreDisplay = SCORING_ADD; 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; APPROACH( fTimeSpacing ); APPROACH( fScrollSpeed ); 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; if( !m_fTimeSpacing ) { 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_fSongAttack, "SongAttacks" ); 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_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 FAIL_IMMEDIATE: break; case FAIL_IMMEDIATE_CONTINUE: AddTo.push_back("FailImmediateContinue"); break; case FAIL_AT_END: AddTo.push_back("FailAtEnd"); break; case FAIL_OFF: AddTo.push_back("FailOff"); break; default: ASSERT(0); } if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) 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" ); } // 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 ) { FromOneModString( *s, sThrowAway ); } } bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut ) { ASSERT( NOTESKIN ); 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(), atoi(*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; } else if( sscanf( sBit, "c%f", &level ) == 1 ) { if( !isfinite(level) || level <= 0.0f ) level = 200.0f; // Just pick some value. SET_FLOAT( fScrollBPM ) SET_FLOAT( fTimeSpacing ) m_fTimeSpacing = 1; } /* Port M-Mods from OpenITG, starting from r537 */ // Midiman else if( sscanf( sBit, "m%f", &level ) == 1 ) { if( !isfinite(level) || level <= 0.0f ) level = 200.0f; // Just pick some value. SET_FLOAT( fScrollBPM ) SET_FLOAT( fTimeSpacing ) m_fTimeSpacing = 1; } else if( sBit == "clearall" ) Init(); 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 == "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 == "songattacks" ) SET_FLOAT( fSongAttack ) else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay ) else if( sBit == "passmark" ) SET_FLOAT( fPassmark ) else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; } else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit; 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 = FAIL_IMMEDIATE; else if( sBit == "failendofsong" || sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE; else if( sBit == "failatend" ) m_FailType = FAIL_AT_END; else if( sBit == "failoff" ) m_FailType = FAIL_OFF; else if( sBit == "faildefault" ) { PlayerOptions po; GAMESTATE->GetDefaultPlayerOptions( po ); m_FailType = po.m_FailType; } else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD; else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT; else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE; 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_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_fTimeSpacing); COMPARE(m_fScrollSpeed); COMPARE(m_fScrollBPM); COMPARE(m_fRandomSpeed); COMPARE(m_ScoreDisplay); COMPARE(m_FailType); COMPARE(m_bMuteOnError); COMPARE(m_fDark); COMPARE(m_fBlind); COMPARE(m_fCover); COMPARE(m_fRandAttack); COMPARE(m_fSongAttack); 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; } bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const { if( m_fTimeSpacing && pSong->HasSignificantBpmChangesOrStops() ) 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; if( m_fCover ) return true; if( m_fPlayerAutoPlay ) return true; return false; } bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const { ASSERT( pCourse ); ASSERT( pTrail ); 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_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_ScoreDisplay ); 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 ); break; case saved_prefs_invalid_for_course: break; } 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" /** @brief Allow Lua to have access to PlayerOptions. */ class LunaPlayerOptions: public Luna { public: DEFINE_METHOD( GetNoteSkin, m_sNoteSkin ) LunaPlayerOptions() { ADD_METHOD( GetNoteSkin ); } }; 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. */