493 lines
16 KiB
C++
493 lines
16 KiB
C++
#ifndef PLAYER_OPTIONS_H
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#define PLAYER_OPTIONS_H
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class Course;
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class Song;
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class Steps;
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class Trail;
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struct lua_State;
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
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#include <bitset>
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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#include "PrefsManager.h"
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enum LifeType
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{
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LifeType_Bar,
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LifeType_Battery,
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LifeType_Time,
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NUM_LifeType,
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LifeType_Invalid
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};
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const RString& LifeTypeToString( LifeType cat );
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const RString& LifeTypeToLocalizedString( LifeType cat );
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LuaDeclareType( LifeType );
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enum DrainType
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{
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DrainType_Normal,
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DrainType_NoRecover,
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DrainType_SuddenDeath,
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NUM_DrainType,
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DrainType_Invalid
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};
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const RString& DrainTypeToString( DrainType cat );
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const RString& DrainTypeToLocalizedString( DrainType cat );
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LuaDeclareType( DrainType );
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enum ModTimerType
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{
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ModTimerType_Game,
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ModTimerType_Beat,
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ModTimerType_Song,
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ModTimerType_Default,
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NUM_ModTimerType,
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ModTimerType_Invalid
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};
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const RString& ModTimerTypeToString( ModTimerType cat );
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const RString& ModTimerTypeToLocalizedString( ModTimerType cat );
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LuaDeclareType( ModTimerType );
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/** @brief Per-player options that are not saved between sessions. */
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class PlayerOptions
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{
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public:
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/**
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* @brief Set up the PlayerOptions with some reasonable defaults.
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*
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* This code was taken from Init() to use proper initialization. */
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PlayerOptions(): m_LifeType(LifeType_Bar), m_DrainType(DrainType_Normal),
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m_ModTimerType(ModTimerType_Default),
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m_BatteryLives(4),
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m_bSetScrollSpeed(false),
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m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f),
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m_fMaxScrollBPM(0), m_SpeedfMaxScrollBPM(1.0f),
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m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f),
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m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f),
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m_fDark(0), m_SpeedfDark(1.0f),
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m_fBlind(0), m_SpeedfBlind(1.0f),
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m_fCover(0), m_SpeedfCover(1.0f),
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m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
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m_fNoAttack(0), m_SpeedfNoAttack(1.0f),
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m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
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m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
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m_fSkew(0), m_SpeedfSkew(1.0f),
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m_fPassmark(0), m_SpeedfPassmark(1.0f),
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m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f),
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m_fModTimerMult(0), m_SpeedfModTimerMult(1.0f),
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m_fModTimerOffset(0), m_SpeedfModTimerOffset(1.0f),
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m_fDrawSize(0), m_SpeedfDrawSize(1.0f),
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m_fDrawSizeBack(0), m_SpeedfDrawSizeBack(1.0f),
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m_bMuteOnError(false), m_FailType(FailType_Immediate),
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m_bStealthType(false), m_bStealthPastReceptors(false),
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m_bDizzyHolds(false), m_bZBuffer(false),
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m_bCosecant(false),
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m_MinTNSToHideNotes(PREFSMAN->m_MinTNSToHideNotes)
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{
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m_sNoteSkin = "";
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m_fVisualDelay = 0.0f;
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ZERO( m_fAccels ); ONE( m_SpeedfAccels );
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ZERO( m_fEffects ); ONE( m_SpeedfEffects );
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ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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ZERO( m_bTurns ); ZERO( m_bTransforms );
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ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
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ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
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ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
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ZERO( m_fConfusionX ); ONE( m_SpeedfConfusionX );
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ZERO( m_fConfusionY ); ONE( m_SpeedfConfusionY );
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ZERO( m_fConfusionZ ); ONE( m_SpeedfConfusionZ );
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ZERO( m_fDarks ); ONE( m_SpeedfDarks );
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ZERO( m_fStealth ); ONE( m_SpeedfStealth );
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ZERO( m_fTiny ); ONE( m_SpeedfTiny );
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ZERO( m_fBumpy ); ONE( m_SpeedfBumpy );
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ZERO( m_fReverse ); ONE( m_SpeedfReverse );
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};
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void Init();
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void Approach( const PlayerOptions& other, float fDeltaSeconds );
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RString GetString( bool bForceNoteSkin = false ) const;
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RString GetSavedPrefsString() const; // only the basic options that players would want for every song
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enum ResetPrefsType
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{
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saved_prefs,
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saved_prefs_invalid_for_course
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};
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void ResetPrefs( ResetPrefsType type );
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void ResetSavedPrefs() { ResetPrefs(saved_prefs); };
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void ResetSavedPrefsInvalidForCourse() { ResetPrefs(saved_prefs_invalid_for_course); }
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void GetMods( vector<RString> &AddTo, bool bForceNoteSkin = false ) const;
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void GetLocalizedMods( vector<RString> &AddTo ) const;
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void FromString( const RString &sMultipleMods );
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bool FromOneModString( const RString &sOneMod, RString &sErrorDetailOut ); // On error, return false and optionally set sErrorDetailOut
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void ChooseRandomModifiers();
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bool ContainsTransformOrTurn() const;
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// Lua
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void PushSelf( lua_State *L );
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bool operator==( const PlayerOptions &other ) const;
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bool operator!=( const PlayerOptions &other ) const { return !operator==(other); }
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PlayerOptions& operator=(PlayerOptions const& other);
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/** @brief The various acceleration mods. */
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enum Accel {
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ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */
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ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */
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ACCEL_WAVE,
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ACCEL_WAVE_PERIOD,
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ACCEL_EXPAND,
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ACCEL_EXPAND_PERIOD,
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ACCEL_TAN_EXPAND,
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ACCEL_TAN_EXPAND_PERIOD,
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ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */
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NUM_ACCELS
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};
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enum Effect {
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EFFECT_DRUNK,
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EFFECT_DRUNK_SPEED,
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EFFECT_DRUNK_OFFSET,
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EFFECT_DRUNK_PERIOD,
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EFFECT_TAN_DRUNK,
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EFFECT_TAN_DRUNK_SPEED,
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EFFECT_TAN_DRUNK_OFFSET,
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EFFECT_TAN_DRUNK_PERIOD,
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EFFECT_DRUNK_Z,
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EFFECT_DRUNK_Z_SPEED,
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EFFECT_DRUNK_Z_OFFSET,
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EFFECT_DRUNK_Z_PERIOD,
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EFFECT_TAN_DRUNK_Z,
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EFFECT_TAN_DRUNK_Z_SPEED,
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EFFECT_TAN_DRUNK_Z_OFFSET,
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EFFECT_TAN_DRUNK_Z_PERIOD,
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EFFECT_DIZZY,
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EFFECT_ATTENUATE_X,
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EFFECT_ATTENUATE_Y,
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EFFECT_ATTENUATE_Z,
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EFFECT_SHRINK_TO_MULT,
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EFFECT_SHRINK_TO_LINEAR,
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EFFECT_PULSE_INNER,
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EFFECT_PULSE_OUTER,
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EFFECT_PULSE_OFFSET,
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EFFECT_PULSE_PERIOD,
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EFFECT_CONFUSION,
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EFFECT_CONFUSION_OFFSET,
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EFFECT_CONFUSION_X,
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EFFECT_CONFUSION_X_OFFSET,
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EFFECT_CONFUSION_Y,
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EFFECT_CONFUSION_Y_OFFSET,
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EFFECT_BOUNCE,
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EFFECT_BOUNCE_PERIOD,
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EFFECT_BOUNCE_OFFSET,
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EFFECT_BOUNCE_Z,
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EFFECT_BOUNCE_Z_PERIOD,
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EFFECT_BOUNCE_Z_OFFSET,
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EFFECT_MINI,
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EFFECT_TINY,
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EFFECT_FLIP,
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EFFECT_INVERT,
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EFFECT_TORNADO,
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EFFECT_TORNADO_PERIOD,
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EFFECT_TORNADO_OFFSET,
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EFFECT_TAN_TORNADO,
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EFFECT_TAN_TORNADO_PERIOD,
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EFFECT_TAN_TORNADO_OFFSET,
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EFFECT_TORNADO_Z,
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EFFECT_TORNADO_Z_PERIOD,
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EFFECT_TORNADO_Z_OFFSET,
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EFFECT_TAN_TORNADO_Z,
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EFFECT_TAN_TORNADO_Z_PERIOD,
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EFFECT_TAN_TORNADO_Z_OFFSET,
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EFFECT_TIPSY,
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EFFECT_TIPSY_SPEED,
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EFFECT_TIPSY_OFFSET,
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EFFECT_TAN_TIPSY,
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EFFECT_TAN_TIPSY_SPEED,
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EFFECT_TAN_TIPSY_OFFSET,
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EFFECT_BUMPY,
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EFFECT_BUMPY_OFFSET,
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EFFECT_BUMPY_PERIOD,
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EFFECT_TAN_BUMPY,
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EFFECT_TAN_BUMPY_OFFSET,
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EFFECT_TAN_BUMPY_PERIOD,
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EFFECT_BUMPY_X,
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EFFECT_BUMPY_X_OFFSET,
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EFFECT_BUMPY_X_PERIOD,
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EFFECT_TAN_BUMPY_X,
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EFFECT_TAN_BUMPY_X_OFFSET,
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EFFECT_TAN_BUMPY_X_PERIOD,
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EFFECT_BEAT,
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EFFECT_BEAT_OFFSET,
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EFFECT_BEAT_PERIOD,
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EFFECT_BEAT_MULT,
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EFFECT_BEAT_Y,
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EFFECT_BEAT_Y_OFFSET,
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EFFECT_BEAT_Y_PERIOD,
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EFFECT_BEAT_Y_MULT,
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EFFECT_BEAT_Z,
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EFFECT_BEAT_Z_OFFSET,
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EFFECT_BEAT_Z_PERIOD,
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EFFECT_BEAT_Z_MULT,
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EFFECT_DIGITAL,
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EFFECT_DIGITAL_STEPS,
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EFFECT_DIGITAL_PERIOD,
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EFFECT_DIGITAL_OFFSET,
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EFFECT_TAN_DIGITAL,
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EFFECT_TAN_DIGITAL_STEPS,
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EFFECT_TAN_DIGITAL_PERIOD,
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EFFECT_TAN_DIGITAL_OFFSET,
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EFFECT_DIGITAL_Z,
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EFFECT_DIGITAL_Z_STEPS,
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EFFECT_DIGITAL_Z_PERIOD,
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EFFECT_DIGITAL_Z_OFFSET,
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EFFECT_TAN_DIGITAL_Z,
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EFFECT_TAN_DIGITAL_Z_STEPS,
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EFFECT_TAN_DIGITAL_Z_PERIOD,
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EFFECT_TAN_DIGITAL_Z_OFFSET,
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EFFECT_ZIGZAG,
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EFFECT_ZIGZAG_PERIOD,
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EFFECT_ZIGZAG_OFFSET,
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EFFECT_ZIGZAG_Z,
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EFFECT_ZIGZAG_Z_PERIOD,
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EFFECT_ZIGZAG_Z_OFFSET,
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EFFECT_SAWTOOTH,
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EFFECT_SAWTOOTH_PERIOD,
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EFFECT_SAWTOOTH_Z,
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EFFECT_SAWTOOTH_Z_PERIOD,
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EFFECT_SQUARE,
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EFFECT_SQUARE_PERIOD,
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EFFECT_SQUARE_OFFSET,
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EFFECT_SQUARE_Z,
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EFFECT_SQUARE_Z_PERIOD,
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EFFECT_SQUARE_Z_OFFSET,
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EFFECT_PARABOLA_X,
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EFFECT_PARABOLA_Y,
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EFFECT_PARABOLA_Z,
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EFFECT_XMODE,
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EFFECT_TWIRL,
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EFFECT_ROLL,
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NUM_EFFECTS
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};
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/** @brief The various appearance mods. */
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enum Appearance {
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APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */
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APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */
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APPEARANCE_SUDDEN, /**< The arrows appear partway up. */
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APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */
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APPEARANCE_STEALTH, /**< The arrows are not shown at all. */
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APPEARANCE_BLINK, /**< The arrows blink constantly. */
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APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
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NUM_APPEARANCES
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};
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/** @brief The various turn mods. */
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enum Turn {
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TURN_NONE=0, /**< No turning of the arrows is performed. */
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TURN_MIRROR, /**< The arrows are mirrored from their normal position. */
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TURN_BACKWARDS, /**< The arrows are turned 180 degrees. This does NOT always equal mirror. */
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TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */
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TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */
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TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */
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TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */
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TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */
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NUM_TURNS
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};
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enum Transform {
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TRANSFORM_NOHOLDS,
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TRANSFORM_NOROLLS,
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TRANSFORM_NOMINES,
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TRANSFORM_LITTLE,
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TRANSFORM_WIDE,
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TRANSFORM_BIG,
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TRANSFORM_QUICK,
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TRANSFORM_BMRIZE,
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TRANSFORM_SKIPPY,
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TRANSFORM_MINES,
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TRANSFORM_ATTACKMINES,
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TRANSFORM_ECHO,
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TRANSFORM_STOMP,
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TRANSFORM_PLANTED,
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TRANSFORM_FLOORED,
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TRANSFORM_TWISTER,
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TRANSFORM_HOLDROLLS,
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TRANSFORM_NOJUMPS,
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TRANSFORM_NOHANDS,
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TRANSFORM_NOLIFTS,
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TRANSFORM_NOFAKES,
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TRANSFORM_NOQUADS,
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TRANSFORM_NOSTRETCH,
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NUM_TRANSFORMS
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};
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enum Scroll {
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SCROLL_REVERSE=0,
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SCROLL_SPLIT,
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SCROLL_ALTERNATE,
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SCROLL_CROSS,
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SCROLL_CENTERED,
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NUM_SCROLLS
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};
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float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions
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PlayerNumber m_pn; // Needed for fetching the style.
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LifeType m_LifeType;
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DrainType m_DrainType; // only used with LifeBar
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ModTimerType m_ModTimerType;
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int m_BatteryLives;
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/* All floats have a corresponding speed setting, which determines how fast
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* PlayerOptions::Approach approaches. */
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bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString
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float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing (CMods, mMods)
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float m_fMaxScrollBPM, m_SpeedfMaxScrollBPM;
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing (xMods)
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing (CMod)
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float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS], m_SpeedfEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS], m_SpeedfScrolls[NUM_SCROLLS];
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float m_fDark, m_SpeedfDark;
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float m_fBlind, m_SpeedfBlind;
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float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
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float m_fRandAttack, m_SpeedfRandAttack;
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float m_fNoAttack, m_SpeedfNoAttack;
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float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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/* If this is > 0, then the player must have life above this value at the end of
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* the song to pass. This is independent of SongOptions::m_FailType. */
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float m_fPassmark, m_SpeedfPassmark;
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float m_fRandomSpeed, m_SpeedfRandomSpeed;
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float m_fModTimerMult, m_SpeedfModTimerMult;
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float m_fModTimerOffset, m_SpeedfModTimerOffset;
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float m_fDrawSize, m_SpeedfDrawSize;
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float m_fDrawSizeBack, m_SpeedfDrawSizeBack;
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/* The maximum column number is 16.*/
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float m_fMovesX[16], m_SpeedfMovesX[16];
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float m_fMovesY[16], m_SpeedfMovesY[16];
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float m_fMovesZ[16], m_SpeedfMovesZ[16];
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float m_fConfusionX[16], m_SpeedfConfusionX[16];
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float m_fConfusionY[16], m_SpeedfConfusionY[16];
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float m_fConfusionZ[16], m_SpeedfConfusionZ[16];
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float m_fDarks[16], m_SpeedfDarks[16];
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float m_fStealth[16], m_SpeedfStealth[16];
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float m_fTiny[16], m_SpeedfTiny[16];
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float m_fBumpy[16], m_SpeedfBumpy[16];
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float m_fReverse[16], m_SpeedfReverse[16];
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bool m_bTurns[NUM_TURNS];
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bool m_bTransforms[NUM_TRANSFORMS];
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bool m_bMuteOnError;
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bool m_bStealthType;
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bool m_bStealthPastReceptors;
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bool m_bDizzyHolds;
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bool m_bZBuffer;
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bool m_bCosecant;
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/** @brief The method for which a player can fail a song. */
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FailType m_FailType;
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TapNoteScore m_MinTNSToHideNotes;
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/**
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* @brief The Noteskin to use.
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*
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* If an empty string, it means to not change from the default. */
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RString m_sNoteSkin;
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/** @brief The Visual Delay additionally applied on a per-player basis in ms. */
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float m_fVisualDelay;
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/** @brief The TimingWindow that can be disabled.
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* Valid values are only W1-W5 which map to indices 0-5 respectively.
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* Other values are ignored. */
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std::bitset<5> m_twDisabledWindows;
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void NextAccel();
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void NextEffect();
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void NextAppearance();
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void NextTurn();
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void NextTransform();
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void NextPerspective();
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void NextScroll();
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Accel GetFirstAccel();
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Effect GetFirstEffect();
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Appearance GetFirstAppearance();
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Scroll GetFirstScroll();
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void SetOneAccel( Accel a );
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void SetOneEffect( Effect e );
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void SetOneAppearance( Appearance a );
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void SetOneScroll( Scroll s );
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|
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;
|
|
};
|
|
|
|
#define ADD_MULTICOL_METHOD( method_name) \
|
|
ADD_METHOD( method_name##1 ); \
|
|
ADD_METHOD( method_name##2 ); \
|
|
ADD_METHOD( method_name##3 ); \
|
|
ADD_METHOD( method_name##4 ); \
|
|
ADD_METHOD( method_name##5 ); \
|
|
ADD_METHOD( method_name##6 ); \
|
|
ADD_METHOD( method_name##7 ); \
|
|
ADD_METHOD( method_name##8 ); \
|
|
ADD_METHOD( method_name##9 ); \
|
|
ADD_METHOD( method_name##10 ); \
|
|
ADD_METHOD( method_name##11 ); \
|
|
ADD_METHOD( method_name##12 ); \
|
|
ADD_METHOD( method_name##13 ); \
|
|
ADD_METHOD( method_name##14 ); \
|
|
ADD_METHOD( method_name##15 ); \
|
|
ADD_METHOD( method_name##16 );
|
|
#define MULTICOL_FLOAT_INTERFACE(func_name, member, valid) \
|
|
FLOAT_INTERFACE(func_name##1, member[0], valid); \
|
|
FLOAT_INTERFACE(func_name##2, member[1], valid); \
|
|
FLOAT_INTERFACE(func_name##3, member[2], valid); \
|
|
FLOAT_INTERFACE(func_name##4, member[3], valid); \
|
|
FLOAT_INTERFACE(func_name##5, member[4], valid); \
|
|
FLOAT_INTERFACE(func_name##6, member[5], valid); \
|
|
FLOAT_INTERFACE(func_name##7, member[6], valid); \
|
|
FLOAT_INTERFACE(func_name##8, member[7], valid); \
|
|
FLOAT_INTERFACE(func_name##9, member[8], valid); \
|
|
FLOAT_INTERFACE(func_name##10, member[9], valid); \
|
|
FLOAT_INTERFACE(func_name##11, member[10], valid); \
|
|
FLOAT_INTERFACE(func_name##12, member[11], valid); \
|
|
FLOAT_INTERFACE(func_name##13, member[12], valid); \
|
|
FLOAT_INTERFACE(func_name##14, member[13], valid); \
|
|
FLOAT_INTERFACE(func_name##15, member[14], valid); \
|
|
FLOAT_INTERFACE(func_name##16, member[15], valid);
|
|
|
|
#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.
|
|
*/
|