Files
itgmania212121/stepmania/src/PlayerOptions.h
T
Chris Danford 3ca893b0ca add twister transform
reorganize transform options
2003-11-07 08:45:21 +00:00

130 lines
3.2 KiB
C

#ifndef PLAYEROPTIONS_H
#define PLAYEROPTIONS_H
/*
-----------------------------------------------------------------------------
Class: PlayerOptions
Desc: Per-player options that are not saved between sessions.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
struct PlayerOptions
{
PlayerOptions() { Init(); };
void Init();
void Approach( const PlayerOptions& other, float fDeltaSeconds );
CString GetString() const;
void FromString( CString sOptions );
void ChooseRandomMofifiers();
enum Accel {
ACCEL_BOOST,
ACCEL_BRAKE,
ACCEL_WAVE,
ACCEL_EXPAND,
ACCEL_BOOMERANG,
NUM_ACCELS
};
enum Effect {
EFFECT_DRUNK,
EFFECT_DIZZY,
EFFECT_MINI,
EFFECT_FLIP,
EFFECT_TORNADO,
EFFECT_TIPSY,
EFFECT_BUMPY,
EFFECT_BEAT,
NUM_EFFECTS
};
enum Appearance {
APPEARANCE_HIDDEN,
APPEARANCE_SUDDEN,
APPEARANCE_STEALTH,
APPEARANCE_BLINK,
APPEARANCE_RANDOMVANISH,
NUM_APPEARANCES
};
enum Turn {
TURN_NONE=0,
TURN_MIRROR,
TURN_LEFT,
TURN_RIGHT,
TURN_SHUFFLE,
TURN_SUPER_SHUFFLE,
NUM_TURNS
};
enum Transform {
TRANSFORM_NOHOLDS,
TRANSFORM_NOMINES,
TRANSFORM_LITTLE,
TRANSFORM_WIDE,
TRANSFORM_BIG,
TRANSFORM_QUICK,
TRANSFORM_SKIPPY,
TRANSFORM_MINES,
TRANSFORM_ECHO,
TRANSFORM_PLANTED,
TRANSFORM_STOMP,
TRANSFORM_TWISTER,
NUM_TRANSFORMS
};
enum Scroll {
SCROLL_REVERSE=0,
SCROLL_SPLIT,
SCROLL_ALTERNATE,
NUM_SCROLLS
};
float GetReversePercentForColumn( int iCol ); // accounts for all Directions
bool m_bTimeSpacing; // instead of Beat spacing
/* All floats have a corresponding speed setting, which determines how fast
* PlayerOptions::Approach approaches. */
float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
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_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;
Turn m_Turn;
bool m_bTransforms[NUM_TRANSFORMS];
bool m_bTimingAssist;
bool m_bProTiming;
CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
CString 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 );
};
#endif