#ifndef PLAYER_OPTIONS_H #define PLAYER_OPTIONS_H class Course; class Song; class Steps; class Trail; struct lua_State; #define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; } #include "GameConstantsAndTypes.h" #include "PlayerNumber.h" enum LifeType { LifeType_Bar, LifeType_Battery, LifeType_Time, NUM_LifeType, LifeType_Invalid }; const RString& LifeTypeToString( LifeType cat ); const RString& LifeTypeToLocalizedString( LifeType cat ); LuaDeclareType( LifeType ); enum DrainType { DrainType_Normal, DrainType_NoRecover, DrainType_SuddenDeath, NUM_DrainType, DrainType_Invalid }; const RString& DrainTypeToString( DrainType cat ); const RString& DrainTypeToLocalizedString( DrainType cat ); LuaDeclareType( DrainType ); /** @brief Per-player options that are not saved between sessions. */ class PlayerOptions { public: /** * @brief Set up the PlayerOptions with some reasonable defaults. * * This code was taken from Init() to use proper initialization. */ PlayerOptions(): m_LifeType(LifeType_Bar), m_DrainType(DrainType_Normal), m_BatteryLives(4), m_bSetScrollSpeed(false), m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f), m_fMaxScrollBPM(0), m_SpeedfMaxScrollBPM(1.0f), m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f), m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f), m_fDark(0), m_SpeedfDark(1.0f), m_fBlind(0), m_SpeedfBlind(1.0f), m_fCover(0), m_SpeedfCover(1.0f), m_fRandAttack(0), m_SpeedfRandAttack(1.0f), m_fNoAttack(0), m_SpeedfNoAttack(1.0f), m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f), m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f), m_fSkew(0), m_SpeedfSkew(1.0f), m_fPassmark(0), m_SpeedfPassmark(1.0f), m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f), m_bMuteOnError(false), m_FailType(FailType_Immediate) { m_sNoteSkin = ""; ZERO( m_fAccels ); ONE( m_SpeedfAccels ); ZERO( m_fEffects ); ONE( m_SpeedfEffects ); ZERO( m_fAppearances ); ONE( m_SpeedfAppearances ); ZERO( m_fScrolls ); ONE( m_SpeedfScrolls ); ZERO( m_bTurns ); ZERO( m_bTransforms ); }; 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; // Lua void PushSelf( lua_State *L ); bool operator==( const PlayerOptions &other ) const; bool operator!=( const PlayerOptions &other ) const { return !operator==(other); } /** @brief The various acceleration mods. */ enum Accel { ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */ ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */ ACCEL_WAVE, ACCEL_EXPAND, ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */ 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 }; /** @brief The various appearance mods. */ enum Appearance { APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */ APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */ APPEARANCE_SUDDEN, /**< The arrows appear partway up. */ APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */ APPEARANCE_STEALTH, /**< The arrows are not shown at all. */ APPEARANCE_BLINK, /**< The arrows blink constantly. */ APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */ NUM_APPEARANCES }; /** @brief The various turn mods. */ enum Turn { TURN_NONE=0, /**< No turning of the arrows is performed. */ TURN_MIRROR, /**< The arrows are mirrored from their normal position. */ TURN_BACKWARDS, /**< The arrows are turned 180 degrees. This does NOT always equal mirror. */ TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */ TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */ TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */ TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */ TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */ 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_NOLIFTS, TRANSFORM_NOFAKES, TRANSFORM_NOQUADS, TRANSFORM_NOSTRETCH, NUM_TRANSFORMS }; enum Scroll { SCROLL_REVERSE=0, SCROLL_SPLIT, SCROLL_ALTERNATE, SCROLL_CROSS, SCROLL_CENTERED, NUM_SCROLLS }; float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions LifeType m_LifeType; DrainType m_DrainType; // only used with LifeBar int m_BatteryLives; /* 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 (CMods, mMods) float m_fMaxScrollBPM, m_SpeedfMaxScrollBPM; float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing (xMods) float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing (CMod) 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_fNoAttack, m_SpeedfNoAttack; float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay; 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; float m_fRandomSpeed, m_SpeedfRandomSpeed; bool m_bTurns[NUM_TURNS]; bool m_bTransforms[NUM_TRANSFORMS]; bool m_bMuteOnError; /** @brief The method for which a player can fail a song. */ FailType m_FailType; /** * @brief The Noteskin to use. * * If an empty string, it means to not change from the default. */ RString 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 ); 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. */