#ifndef PLAYEROPTIONS_H #define PLAYEROPTIONS_H /* ----------------------------------------------------------------------------- Class: PlayerOptions Desc: Per-player options that are not saved between sessions. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ struct PlayerOptions { PlayerOptions() { Init(); }; void Init(); void Approach( const PlayerOptions& other, float fDeltaSeconds ); CString GetString() const; void FromString( CString sOptions ); void ChooseRandomMofifiers(); bool operator==( const PlayerOptions &other ) const; bool operator!=( const PlayerOptions &other ) const { return !operator==(other); } enum Accel { ACCEL_BOOST, ACCEL_BRAKE, ACCEL_WAVE, ACCEL_EXPAND, ACCEL_BOOMERANG, NUM_ACCELS }; enum Effect { EFFECT_DRUNK, EFFECT_DIZZY, EFFECT_MINI, EFFECT_FLIP, EFFECT_TORNADO, EFFECT_TIPSY, EFFECT_BUMPY, EFFECT_BEAT, NUM_EFFECTS }; enum Appearance { APPEARANCE_HIDDEN, APPEARANCE_SUDDEN, APPEARANCE_STEALTH, APPEARANCE_BLINK, APPEARANCE_RANDOMVANISH, NUM_APPEARANCES }; enum Turn { TURN_NONE=0, TURN_MIRROR, TURN_LEFT, TURN_RIGHT, TURN_SHUFFLE, TURN_SUPER_SHUFFLE, NUM_TURNS }; enum Transform { TRANSFORM_NOHOLDS, TRANSFORM_NOMINES, TRANSFORM_LITTLE, TRANSFORM_WIDE, TRANSFORM_BIG, TRANSFORM_QUICK, TRANSFORM_BMRIZE, TRANSFORM_SKIPPY, TRANSFORM_MINES, TRANSFORM_ECHO, TRANSFORM_PLANTED, TRANSFORM_STOMP, TRANSFORM_TWISTER, TRANSFORM_NOJUMPS, TRANSFORM_NOHANDS, TRANSFORM_NOQUADS, NUM_TRANSFORMS }; enum Scroll { SCROLL_REVERSE=0, SCROLL_SPLIT, SCROLL_ALTERNATE, NUM_SCROLLS }; float GetReversePercentForColumn( int iCol ); // accounts for all Directions bool m_bTimeSpacing; // instead of Beat spacing /* All floats have a corresponding speed setting, which determines how fast * PlayerOptions::Approach approaches. */ float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS]; float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS]; float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES]; float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS]; float m_fDark, m_SpeedfDark; float m_fBlind, m_SpeedfBlind; float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen /* If this is > 0, then the player must have life above this value at the end of * the song to pass. This is independent of SongOptions::m_FailType. */ float m_fPassmark, m_SpeedfPassmark; Turn m_Turn; bool m_bTransforms[NUM_TRANSFORMS]; bool m_bTimingAssist; bool m_bProTiming; CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */ CString m_sNoteSkin; void NextAccel(); void NextEffect(); void NextAppearance(); void NextTurn(); void NextTransform(); void NextPerspective(); void NextScroll(); Accel GetFirstAccel(); Effect GetFirstEffect(); Appearance GetFirstAppearance(); Scroll GetFirstScroll(); void SetOneAccel( Accel a ); void SetOneEffect( Effect e ); void SetOneAppearance( Appearance a ); void SetOneScroll( Scroll s ); }; #endif