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itgmania212121/src/PlayerOptions.h
T

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16 KiB
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#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 <bitset>
#include "GameConstantsAndTypes.h"
#include "PlayerNumber.h"
#include "PrefsManager.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 );
enum ModTimerType
{
ModTimerType_Game,
ModTimerType_Beat,
ModTimerType_Song,
ModTimerType_Default,
NUM_ModTimerType,
ModTimerType_Invalid
};
const RString& ModTimerTypeToString( ModTimerType cat );
const RString& ModTimerTypeToLocalizedString( ModTimerType cat );
LuaDeclareType( ModTimerType );
/** @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_ModTimerType(ModTimerType_Default),
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_fModTimerMult(0), m_SpeedfModTimerMult(1.0f),
m_fModTimerOffset(0), m_SpeedfModTimerOffset(1.0f),
m_fDrawSize(0), m_SpeedfDrawSize(1.0f),
m_fDrawSizeBack(0), m_SpeedfDrawSizeBack(1.0f),
m_bMuteOnError(false), m_FailType(FailType_Immediate),
m_bStealthType(false), m_bStealthPastReceptors(false),
m_bDizzyHolds(false), m_bZBuffer(false),
m_bCosecant(false),
m_MinTNSToHideNotes(PREFSMAN->m_MinTNSToHideNotes)
{
m_sNoteSkin = "";
m_fVisualDelay = 0.0f;
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
ZERO( m_bTurns ); ZERO( m_bTransforms );
ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
ZERO( m_fConfusionX ); ONE( m_SpeedfConfusionX );
ZERO( m_fConfusionY ); ONE( m_SpeedfConfusionY );
ZERO( m_fConfusionZ ); ONE( m_SpeedfConfusionZ );
ZERO( m_fDarks ); ONE( m_SpeedfDarks );
ZERO( m_fStealth ); ONE( m_SpeedfStealth );
ZERO( m_fTiny ); ONE( m_SpeedfTiny );
ZERO( m_fBumpy ); ONE( m_SpeedfBumpy );
ZERO( m_fReverse ); ONE( m_SpeedfReverse );
};
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<RString> &AddTo, bool bForceNoteSkin = false ) const;
void GetLocalizedMods( vector<RString> &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); }
PlayerOptions& operator=(PlayerOptions const& 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_WAVE_PERIOD,
ACCEL_EXPAND,
ACCEL_EXPAND_PERIOD,
ACCEL_TAN_EXPAND,
ACCEL_TAN_EXPAND_PERIOD,
ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */
NUM_ACCELS
};
enum Effect {
EFFECT_DRUNK,
EFFECT_DRUNK_SPEED,
EFFECT_DRUNK_OFFSET,
EFFECT_DRUNK_PERIOD,
EFFECT_TAN_DRUNK,
EFFECT_TAN_DRUNK_SPEED,
EFFECT_TAN_DRUNK_OFFSET,
EFFECT_TAN_DRUNK_PERIOD,
EFFECT_DRUNK_Z,
EFFECT_DRUNK_Z_SPEED,
EFFECT_DRUNK_Z_OFFSET,
EFFECT_DRUNK_Z_PERIOD,
EFFECT_TAN_DRUNK_Z,
EFFECT_TAN_DRUNK_Z_SPEED,
EFFECT_TAN_DRUNK_Z_OFFSET,
EFFECT_TAN_DRUNK_Z_PERIOD,
EFFECT_DIZZY,
EFFECT_ATTENUATE_X,
EFFECT_ATTENUATE_Y,
EFFECT_ATTENUATE_Z,
EFFECT_SHRINK_TO_MULT,
EFFECT_SHRINK_TO_LINEAR,
EFFECT_PULSE_INNER,
EFFECT_PULSE_OUTER,
EFFECT_PULSE_OFFSET,
EFFECT_PULSE_PERIOD,
EFFECT_CONFUSION,
EFFECT_CONFUSION_OFFSET,
EFFECT_CONFUSION_X,
EFFECT_CONFUSION_X_OFFSET,
EFFECT_CONFUSION_Y,
EFFECT_CONFUSION_Y_OFFSET,
EFFECT_BOUNCE,
EFFECT_BOUNCE_PERIOD,
EFFECT_BOUNCE_OFFSET,
EFFECT_BOUNCE_Z,
EFFECT_BOUNCE_Z_PERIOD,
EFFECT_BOUNCE_Z_OFFSET,
EFFECT_MINI,
EFFECT_TINY,
EFFECT_FLIP,
EFFECT_INVERT,
EFFECT_TORNADO,
EFFECT_TORNADO_PERIOD,
EFFECT_TORNADO_OFFSET,
EFFECT_TAN_TORNADO,
EFFECT_TAN_TORNADO_PERIOD,
EFFECT_TAN_TORNADO_OFFSET,
EFFECT_TORNADO_Z,
EFFECT_TORNADO_Z_PERIOD,
EFFECT_TORNADO_Z_OFFSET,
EFFECT_TAN_TORNADO_Z,
EFFECT_TAN_TORNADO_Z_PERIOD,
EFFECT_TAN_TORNADO_Z_OFFSET,
EFFECT_TIPSY,
EFFECT_TIPSY_SPEED,
EFFECT_TIPSY_OFFSET,
EFFECT_TAN_TIPSY,
EFFECT_TAN_TIPSY_SPEED,
EFFECT_TAN_TIPSY_OFFSET,
EFFECT_BUMPY,
EFFECT_BUMPY_OFFSET,
EFFECT_BUMPY_PERIOD,
EFFECT_TAN_BUMPY,
EFFECT_TAN_BUMPY_OFFSET,
EFFECT_TAN_BUMPY_PERIOD,
EFFECT_BUMPY_X,
EFFECT_BUMPY_X_OFFSET,
EFFECT_BUMPY_X_PERIOD,
EFFECT_TAN_BUMPY_X,
EFFECT_TAN_BUMPY_X_OFFSET,
EFFECT_TAN_BUMPY_X_PERIOD,
EFFECT_BEAT,
EFFECT_BEAT_OFFSET,
EFFECT_BEAT_PERIOD,
EFFECT_BEAT_MULT,
EFFECT_BEAT_Y,
EFFECT_BEAT_Y_OFFSET,
EFFECT_BEAT_Y_PERIOD,
EFFECT_BEAT_Y_MULT,
EFFECT_BEAT_Z,
EFFECT_BEAT_Z_OFFSET,
EFFECT_BEAT_Z_PERIOD,
EFFECT_BEAT_Z_MULT,
EFFECT_DIGITAL,
EFFECT_DIGITAL_STEPS,
EFFECT_DIGITAL_PERIOD,
EFFECT_DIGITAL_OFFSET,
EFFECT_TAN_DIGITAL,
EFFECT_TAN_DIGITAL_STEPS,
EFFECT_TAN_DIGITAL_PERIOD,
EFFECT_TAN_DIGITAL_OFFSET,
EFFECT_DIGITAL_Z,
EFFECT_DIGITAL_Z_STEPS,
EFFECT_DIGITAL_Z_PERIOD,
EFFECT_DIGITAL_Z_OFFSET,
EFFECT_TAN_DIGITAL_Z,
EFFECT_TAN_DIGITAL_Z_STEPS,
EFFECT_TAN_DIGITAL_Z_PERIOD,
EFFECT_TAN_DIGITAL_Z_OFFSET,
EFFECT_ZIGZAG,
EFFECT_ZIGZAG_PERIOD,
EFFECT_ZIGZAG_OFFSET,
EFFECT_ZIGZAG_Z,
EFFECT_ZIGZAG_Z_PERIOD,
EFFECT_ZIGZAG_Z_OFFSET,
EFFECT_SAWTOOTH,
EFFECT_SAWTOOTH_PERIOD,
EFFECT_SAWTOOTH_Z,
EFFECT_SAWTOOTH_Z_PERIOD,
EFFECT_SQUARE,
EFFECT_SQUARE_PERIOD,
EFFECT_SQUARE_OFFSET,
EFFECT_SQUARE_Z,
EFFECT_SQUARE_Z_PERIOD,
EFFECT_SQUARE_Z_OFFSET,
EFFECT_PARABOLA_X,
EFFECT_PARABOLA_Y,
EFFECT_PARABOLA_Z,
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
PlayerNumber m_pn; // Needed for fetching the style.
LifeType m_LifeType;
DrainType m_DrainType; // only used with LifeBar
ModTimerType m_ModTimerType;
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;
float m_fModTimerMult, m_SpeedfModTimerMult;
float m_fModTimerOffset, m_SpeedfModTimerOffset;
float m_fDrawSize, m_SpeedfDrawSize;
float m_fDrawSizeBack, m_SpeedfDrawSizeBack;
/* The maximum column number is 16.*/
float m_fMovesX[16], m_SpeedfMovesX[16];
float m_fMovesY[16], m_SpeedfMovesY[16];
float m_fMovesZ[16], m_SpeedfMovesZ[16];
float m_fConfusionX[16], m_SpeedfConfusionX[16];
float m_fConfusionY[16], m_SpeedfConfusionY[16];
float m_fConfusionZ[16], m_SpeedfConfusionZ[16];
float m_fDarks[16], m_SpeedfDarks[16];
float m_fStealth[16], m_SpeedfStealth[16];
float m_fTiny[16], m_SpeedfTiny[16];
float m_fBumpy[16], m_SpeedfBumpy[16];
float m_fReverse[16], m_SpeedfReverse[16];
bool m_bTurns[NUM_TURNS];
bool m_bTransforms[NUM_TRANSFORMS];
bool m_bMuteOnError;
bool m_bStealthType;
bool m_bStealthPastReceptors;
bool m_bDizzyHolds;
bool m_bZBuffer;
bool m_bCosecant;
/** @brief The method for which a player can fail a song. */
FailType m_FailType;
TapNoteScore m_MinTNSToHideNotes;
/**
* @brief The Noteskin to use.
*
* If an empty string, it means to not change from the default. */
RString m_sNoteSkin;
/** @brief The Visual Delay additionally applied on a per-player basis in ms. */
float m_fVisualDelay;
/** @brief The TimingWindow that can be disabled.
* Valid values are only W1-W5 which map to indices 0-5 respectively.
* Other values are ignored. */
std::bitset<5> m_twDisabledWindows;
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;
};
#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.
*/