3ca893b0ca
reorganize transform options
130 lines
3.2 KiB
C
130 lines
3.2 KiB
C
#ifndef PLAYEROPTIONS_H
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#define PLAYEROPTIONS_H
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/*
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-----------------------------------------------------------------------------
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Class: PlayerOptions
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Desc: Per-player options that are not saved between sessions.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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struct PlayerOptions
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{
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PlayerOptions() { Init(); };
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void Init();
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void Approach( const PlayerOptions& other, float fDeltaSeconds );
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CString GetString() const;
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void FromString( CString sOptions );
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void ChooseRandomMofifiers();
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enum Accel {
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ACCEL_BOOST,
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ACCEL_BRAKE,
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ACCEL_WAVE,
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ACCEL_EXPAND,
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ACCEL_BOOMERANG,
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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_DIZZY,
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EFFECT_MINI,
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EFFECT_FLIP,
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EFFECT_TORNADO,
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EFFECT_TIPSY,
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EFFECT_BUMPY,
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EFFECT_BEAT,
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NUM_EFFECTS
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};
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enum Appearance {
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APPEARANCE_HIDDEN,
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APPEARANCE_SUDDEN,
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APPEARANCE_STEALTH,
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APPEARANCE_BLINK,
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APPEARANCE_RANDOMVANISH,
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NUM_APPEARANCES
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};
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enum Turn {
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TURN_NONE=0,
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TURN_MIRROR,
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TURN_LEFT,
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TURN_RIGHT,
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TURN_SHUFFLE,
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TURN_SUPER_SHUFFLE,
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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_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_SKIPPY,
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TRANSFORM_MINES,
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TRANSFORM_ECHO,
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TRANSFORM_PLANTED,
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TRANSFORM_STOMP,
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TRANSFORM_TWISTER,
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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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NUM_SCROLLS
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};
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float GetReversePercentForColumn( int iCol ); // accounts for all Directions
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bool m_bTimeSpacing; // instead of Beat spacing
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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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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
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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_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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Turn m_Turn;
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bool m_bTransforms[NUM_TRANSFORMS];
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bool m_bTimingAssist;
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bool m_bProTiming;
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CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
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CString m_sNoteSkin;
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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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};
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#endif
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