#include "global.h" /* ----------------------------------------------------------------------------- Class: PlayerOptions Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "PlayerOptions.h" #include "RageUtil.h" #include "math.h" #include "RageLog.h" #include "GameState.h" #include "NoteFieldPositioning.h" #include "NoteSkinManager.h" #define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYSIZE(arr); ++Z ) arr[Z]=1.0f; } void PlayerOptions::Init() { m_bTimeSpacing = false; 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_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f; m_fSkew = 0; m_SpeedfSkew = 1.0f; m_fPassmark = 0; m_SpeedfPassmark = 1.0f; m_Turn = TURN_NONE; ZERO( m_bTransforms ); m_bTimingAssist = false; m_bProTiming = false; m_sPositioning = ""; // "null" m_sNoteSkin = "default"; } void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds ) { #define APP( opt ) \ fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt ); int i; for( i=0; i 1.00 */ CString s = ssprintf( "%2.2f", m_fScrollSpeed ); if( s[s.GetLength()-1] == '0' ) { /* -> 1.0 */ s.erase(s.GetLength()-1); // delete last char if( s[s.GetLength()-1] == '0' ) { /* -> 1 */ s.erase(s.GetLength()-2); // delete last 2 chars } } sReturn += s + "X, "; } } else { CString s = ssprintf( "C%.0f", m_fScrollBPM ); sReturn += s + ", "; } sReturn += AddPart( m_fAccels[ACCEL_BOOST], "Boost" ); sReturn += AddPart( m_fAccels[ACCEL_BRAKE], "Brake" ); sReturn += AddPart( m_fAccels[ACCEL_WAVE], "Wave" ); sReturn += AddPart( m_fAccels[ACCEL_EXPAND], "Expand" ); sReturn += AddPart( m_fAccels[ACCEL_BOOMERANG], "Boomerang" ); sReturn += AddPart( m_fEffects[EFFECT_DRUNK], "Drunk" ); sReturn += AddPart( m_fEffects[EFFECT_DIZZY], "Dizzy" ); sReturn += AddPart( m_fEffects[EFFECT_MINI], "Mini" ); sReturn += AddPart( m_fEffects[EFFECT_FLIP], "Flip" ); sReturn += AddPart( m_fEffects[EFFECT_TORNADO], "Tornado" ); sReturn += AddPart( m_fEffects[EFFECT_TIPSY], "Tipsy" ); sReturn += AddPart( m_fEffects[EFFECT_BUMPY], "Bumpy" ); sReturn += AddPart( m_fEffects[EFFECT_BEAT], "Beat" ); sReturn += AddPart( m_fAppearances[APPEARANCE_HIDDEN], "Hidden" ); sReturn += AddPart( m_fAppearances[APPEARANCE_SUDDEN], "Sudden" ); sReturn += AddPart( m_fAppearances[APPEARANCE_STEALTH], "Stealth" ); sReturn += AddPart( m_fAppearances[APPEARANCE_BLINK], "Blink" ); sReturn += AddPart( m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" ); sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" ); sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" ); sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" ); sReturn += AddPart( m_fDark, "Dark"); sReturn += AddPart( m_fBlind, "Blind"); sReturn += AddPart( m_fPassmark, "Passmark"); switch( m_Turn ) { case TURN_NONE: break; case TURN_MIRROR: sReturn += "Mirror, "; break; case TURN_LEFT: sReturn += "Left, "; break; case TURN_RIGHT: sReturn += "Right, "; break; case TURN_SHUFFLE: sReturn += "Shuffle, "; break; case TURN_SUPER_SHUFFLE:sReturn += "SuperShuffle, ";break; default: ASSERT(0); // invalid } if( m_bTransforms[TRANSFORM_NOHOLDS] ) sReturn += "NoHolds, "; if( m_bTransforms[TRANSFORM_NOMINES] ) sReturn += "NoMines, "; if( m_bTransforms[TRANSFORM_LITTLE] ) sReturn += "Little, "; if( m_bTransforms[TRANSFORM_WIDE] ) sReturn += "Wide, "; if( m_bTransforms[TRANSFORM_BIG] ) sReturn += "Big, "; if( m_bTransforms[TRANSFORM_QUICK] ) sReturn += "Quick, "; if( m_bTransforms[TRANSFORM_SKIPPY] ) sReturn += "Skippy, "; if( m_bTransforms[TRANSFORM_MINES] ) sReturn += "Mines, "; if( m_bTransforms[TRANSFORM_ECHO] ) sReturn += "Echo, "; if( m_bTransforms[TRANSFORM_PLANTED] ) sReturn += "Planted, "; if( m_bTransforms[TRANSFORM_STOMP] ) sReturn += "Stomp, "; if( m_bTransforms[TRANSFORM_TWISTER] ) sReturn += "Twister, "; if( m_bTransforms[TRANSFORM_NOHANDS] ) sReturn += "NoHands, "; if( m_bTimingAssist ) sReturn += "TimingAssist, "; if( m_bProTiming ) sReturn += "ProTiming, "; if( m_fSkew==1 && m_fPerspectiveTilt==-1 ) sReturn += "Incoming, "; else if( m_fSkew==1 && m_fPerspectiveTilt==+1 ) sReturn += "Space, "; else if( m_fSkew==0 && m_fPerspectiveTilt==-1 ) sReturn += "Hallway, "; else if( m_fSkew==0 && m_fPerspectiveTilt==+1 ) sReturn += "Distant, "; if( !m_sPositioning.empty() ) sReturn += m_sPositioning + ", "; if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 ) sReturn += m_sNoteSkin + ", "; if( sReturn.GetLength() > 2 ) sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", " return sReturn; } /* Options are added to the current settings; call Init() beforehand if * you don't want this. */ void PlayerOptions::FromString( CString sOptions ) { ASSERT( GAMESTATE->m_pPosition ); ASSERT( NOTESKIN ); // Init(); sOptions.MakeLower(); CStringArray asBits; split( sOptions, ",", asBits, true ); for( unsigned i=0; i matches; if( mult.Compare(sBit, matches) ) { m_bTimeSpacing = false; int ret = sscanf( matches[0], "%f", &m_fScrollSpeed ); ASSERT( ret == 1 ); continue; } else if( sscanf( sBit, "c%d", &i1 ) == 1 ) { m_bTimeSpacing = true; m_fScrollBPM = (float) i1; continue; } /* "drunk" * "no drunk" * "150% drunk" * "*2 100% drunk": approach at 2x normal speed */ float level = 1; float speed = 1; CStringArray asParts; split( sBit, " ", asParts, true ); for( unsigned j = 0; j < asParts.size()-1; ++j ) { if( asParts[j] == "no" ) level = 0; else if( isdigit(asParts[j][0]) ) { /* If the last character is a *, they probably said "123*" when * they meant "*123". */ if( asParts[j].Right(1) == "*" ) RageException::Throw("Invalid player options '%i*'; did you mean '*%i'?", atoi(asParts[j]), atoi(asParts[j]) ); sscanf( asParts[j], "%f", &level ); level /= 100.0f; } else if( asParts[j][0]=='*' ) sscanf( asParts[j], "*%f", &speed ); } sBit = asParts[asParts.size()-1]; #define SET_FLOAT( opt ) \ { m_ ## opt = level; m_Speed ## opt = speed; } const bool on = (level > 0.5f); 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" ) 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 == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] ) else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] ) 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 == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] ) else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] ) 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 )m_Turn = TURN_NONE; /* "no turn" */ else if( sBit == "mirror" ) m_Turn = TURN_MIRROR; else if( sBit == "left" ) m_Turn = TURN_LEFT; else if( sBit == "right" ) m_Turn = TURN_RIGHT; else if( sBit == "shuffle" ) m_Turn = TURN_SHUFFLE; else if( sBit == "supershuffle" )m_Turn = TURN_SUPER_SHUFFLE; 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 == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on; else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on; else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on; else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on; else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on; else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on; else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = 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 == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on; else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on; else if( sBit == "dark" ) SET_FLOAT( fDark ) else if( sBit == "blind" ) SET_FLOAT( fBlind ) else if( sBit == "passmark" ) SET_FLOAT( fPassmark ) else if( sBit == "timingassist")m_bTimingAssist = on; else if( sBit == "protiming") m_bProTiming = on; 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( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) ) m_sPositioning = sBit; else if( sBit == "nopositioning" ) m_sPositioning = ""; else if( NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit; else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = "default"; } } void NextFloat( float fValues[], int size ) { int index = -1; int i; for( i=0; i0.8f ) m_fScrollSpeed = 1.5f; if( RandomFloat(0,1)>0.8f ) m_fScrolls[SCROLL_REVERSE] = 1; if( RandomFloat(0,1)>0.9f ) m_fDark = 1; float f; f = RandomFloat(0,1); if( f>0.66f ) m_fAccels[rand()%NUM_ACCELS] = 1; else if( f>0.33f ) m_fEffects[rand()%NUM_EFFECTS] = 1; f = RandomFloat(0,1); if( f>0.95f ) m_fAppearances[APPEARANCE_HIDDEN] = 1; else if( f>0.9f ) m_fAppearances[APPEARANCE_SUDDEN] = 1; } PlayerOptions::Accel PlayerOptions::GetFirstAccel() { for( int i=0; i= GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer/2 ) f += m_fScrolls[SCROLL_SPLIT]; if( (iCol%2)==1 ) f += m_fScrolls[SCROLL_ALTERNATE]; if( f > 2 ) f = fmodf( f, 2 ); if( f > 1 ) f -= 1; return f; } bool ComparePlayerOptions( const PlayerOptions &po1, const PlayerOptions &po2 ) { #define COMPARE(x) { if( po1.x != po2.x ) return false; } COMPARE(m_bTimeSpacing); COMPARE(m_fScrollSpeed); COMPARE(m_fScrollBPM); COMPARE(m_fDark); COMPARE(m_fBlind); COMPARE(m_Turn); COMPARE(m_bTimingAssist); COMPARE(m_bProTiming); COMPARE(m_fPerspectiveTilt); COMPARE(m_fSkew); COMPARE(m_sPositioning); COMPARE(m_sNoteSkin); int i; for( i = 0; i < PlayerOptions::NUM_ACCELS; ++i ) COMPARE(m_fAccels[i]); for( i = 0; i < PlayerOptions::NUM_EFFECTS; ++i ) COMPARE(m_fEffects[i]); for( i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i ) COMPARE(m_fAppearances[i]); for( i = 0; i < PlayerOptions::NUM_SCROLLS; ++i ) COMPARE(m_fScrolls[i]); for( i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i ) COMPARE(m_bTransforms[i]); #undef COMPARE return true; }