/* PlayerOptions - Per-player options that are not saved between sessions. */ #ifndef PLAYER_OPTIONS_H #define PLAYER_OPTIONS_H class Course; class Song; class Steps; class Trail; #include "GameConstantsAndTypes.h" #include "PlayerNumber.h" class PlayerOptions { public: PlayerOptions() { Init(); }; void Init(); void Approach( const PlayerOptions& other, float fDeltaSeconds ); RString GetString( bool bForceNoteSkin = false ) const; RString GetSavedPrefsString() const; // only the basic options that players would want for every song enum ResetPrefsType { saved_prefs, saved_prefs_invalid_for_course }; void ResetPrefs( ResetPrefsType type ); void ResetSavedPrefs() { ResetPrefs(saved_prefs); }; void ResetSavedPrefsInvalidForCourse() { ResetPrefs(saved_prefs_invalid_for_course); } void GetMods( vector &AddTo, bool bForceNoteSkin = false ) const; void GetLocalizedMods( vector &AddTo ) const; void FromString( const RString &sMultipleMods ); bool FromOneModString( const RString &sOneMod, RString &sErrorDetailOut ); // On error, return false and optionally set sErrorDetailOut void ChooseRandomModifiers(); bool ContainsTransformOrTurn() const; 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_CONFUSION, EFFECT_MINI, EFFECT_TINY, EFFECT_FLIP, EFFECT_INVERT, EFFECT_TORNADO, EFFECT_TIPSY, EFFECT_BUMPY, EFFECT_BEAT, EFFECT_XMODE, EFFECT_TWIRL, EFFECT_ROLL, NUM_EFFECTS }; enum Appearance { APPEARANCE_HIDDEN, APPEARANCE_HIDDEN_OFFSET, APPEARANCE_SUDDEN, APPEARANCE_SUDDEN_OFFSET, APPEARANCE_STEALTH, APPEARANCE_BLINK, APPEARANCE_RANDOMVANISH, NUM_APPEARANCES }; enum Turn { TURN_NONE=0, TURN_MIRROR, TURN_LEFT, TURN_RIGHT, TURN_SHUFFLE, TURN_SOFT_SHUFFLE, TURN_SUPER_SHUFFLE, NUM_TURNS }; enum Transform { TRANSFORM_NOHOLDS, TRANSFORM_NOROLLS, TRANSFORM_NOMINES, TRANSFORM_LITTLE, TRANSFORM_WIDE, TRANSFORM_BIG, TRANSFORM_QUICK, TRANSFORM_BMRIZE, TRANSFORM_SKIPPY, TRANSFORM_MINES, TRANSFORM_ATTACKMINES, TRANSFORM_ECHO, TRANSFORM_STOMP, TRANSFORM_PLANTED, TRANSFORM_FLOORED, TRANSFORM_TWISTER, TRANSFORM_HOLDROLLS, TRANSFORM_NOJUMPS, TRANSFORM_NOHANDS, TRANSFORM_NOQUADS, TRANSFORM_NOSTRETCH, NUM_TRANSFORMS }; enum Scroll { SCROLL_REVERSE=0, SCROLL_SPLIT, SCROLL_ALTERNATE, SCROLL_CROSS, SCROLL_CENTERED, NUM_SCROLLS }; enum ScoreDisplay { SCORING_ADD=0, SCORING_SUBTRACT, SCORING_AVERAGE, NUM_SCOREDISPLAYS }; float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions /* All floats have a corresponding speed setting, which determines how fast * PlayerOptions::Approach approaches. */ bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing 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_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name float m_fRandAttack, m_SpeedfRandAttack; float m_fSongAttack, m_SpeedfSongAttack; float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay; bool m_bSetTiltOrSkew; // true if the tilt or skew was set by FromString 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 float m_fRandomSpeed, m_SpeedfRandomSpeed; /* 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; bool m_bTurns[NUM_TURNS]; bool m_bTransforms[NUM_TRANSFORMS]; bool m_bMuteOnError; ScoreDisplay m_ScoreDisplay; enum FailType { FAIL_IMMEDIATE=0, // fail immediately when life touches 0 FAIL_IMMEDIATE_CONTINUE, // fail immediately when life touches 0, but allow playing the rest of the song FAIL_AT_END, // fail if life is at 0 when the song ends FAIL_OFF // never fail }; FailType m_FailType; RString m_sNoteSkin; // "" means "no change" 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 ); void ToggleOneTurn( Turn t ); // return true if any mods being used will make the song(s) easier bool IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const; bool IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const; }; #endif /* * (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. */