#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(); void FromString( CString sOptions ); void ChooseRandomMofifiers(); 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_NONE=0, TRANSFORM_LITTLE, TRANSFORM_WIDE, TRANSFORM_BIG, TRANSFORM_QUICK, TRANSFORM_SKIPPY, TRANSFORM_MINES, 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 float m_fScrollSpeed; // used if !m_bTimeSpacing float m_fScrollBPM; // used if m_bTimeSpacing float m_fAccels[NUM_ACCELS]; float m_fEffects[NUM_EFFECTS]; float m_fAppearances[NUM_APPEARANCES]; float m_fScrolls[NUM_SCROLLS]; float m_fDark; float m_fBlind; Turn m_Turn; Transform m_Transform; bool m_bHoldNotes; bool m_bTimingAssist; bool m_bProTiming; float m_fPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space 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