#include "stdafx.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" void PlayerOptions::NextEffect() { if( m_bEffects[NUM_EFFECT_TYPES-1] ) { ZERO( m_bEffects ); return; } for( int i=0; i 1.00 */ CString s = ssprintf( "%2.2f", m_fArrowScrollSpeed ); if( s[s.GetLength()-1] == '0' ) { /* -> 1.0 */ s.Delete(s.GetLength()-1, 1); // delete last char if( s[s.GetLength()-1] == '0' ) { /* -> 1 */ s.Delete(s.GetLength()-2, 2); // delete last 2 chars } } sReturn += s + "X, "; } if( m_bBoost ) sReturn += "Boost, "; if( m_bEffects[EFFECT_WAVE] ) sReturn += "Wave, "; if( m_bEffects[EFFECT_DRUNK] ) sReturn += "Drunk, "; if( m_bEffects[EFFECT_DIZZY] ) sReturn += "Dizzy, "; if( m_bEffects[EFFECT_SPACE] ) sReturn += "Space, "; if( m_bEffects[EFFECT_MINI] ) sReturn += "Mini, "; if( m_bEffects[EFFECT_FLIP] ) sReturn += "Flip, "; if( m_bEffects[EFFECT_TORNADO] ) sReturn += "Tornado, "; switch( m_AppearanceType ) { case APPEARANCE_VISIBLE: break; case APPEARANCE_HIDDEN: sReturn += "Hidden, "; break; case APPEARANCE_SUDDEN: sReturn += "Sudden, "; break; case APPEARANCE_STEALTH: sReturn += "Stealth, "; break; case APPEARANCE_BLINK: sReturn += "Blink, "; break; default: ASSERT(0); // invalid EFFECT } switch( m_TurnType ) { 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 EFFECT } if( m_bLittle ) sReturn += "Little, "; if( m_bReverseScroll ) sReturn += "Reverse, "; switch( m_ColorType ) { case COLOR_VIVID: break; case COLOR_NOTE: sReturn += "Note, "; break; case COLOR_FLAT: sReturn += "Flat, "; break; case COLOR_PLAIN: sReturn += "Plain, "; break; default: ASSERT(0); // invalid COLOR }; if( !m_bHoldNotes ) sReturn += "NoHolds, "; if( m_bDark ) sReturn += "Dark, "; if( sReturn.GetLength() > 2 ) sReturn.Delete( sReturn.GetLength()-2, 2 ); // delete the trailing ", " return sReturn; } void PlayerOptions::FromString( CString sOptions ) { Init(); sOptions.MakeLower(); CStringArray asBits; split( sOptions, ",", asBits, true ); for( unsigned i=0; i