Files
itgmania212121/stepmania/src/PlayerOptions.cpp
T
Glenn Maynard 40d5240536 Allow modifier strings to set the level of a modifier, eg. "75% drunk".
Allow disabling modifiers, eg. "no left".
2003-09-27 07:30:54 +00:00

444 lines
12 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: PlayerOptions
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PlayerOptions.h"
#include "RageUtil.h"
#include "math.h"
#include "RageLog.h"
#include "GameState.h"
#include "NoteFieldPositioning.h"
#include "NoteSkinManager.h"
void PlayerOptions::Init()
{
m_bTimeSpacing = false;
m_fScrollSpeed = 1.0f;
m_fScrollBPM = 200;
ZERO( m_fAccels );
ZERO( m_fEffects );
ZERO( m_fAppearances );
ZERO( m_fScrolls );
m_fDark = 0;
m_fBlind = 0;
m_Turn = TURN_NONE;
m_Transform = TRANSFORM_NONE;
m_bHoldNotes = true;
m_bTimingAssist = false;
m_bProTiming = false;
m_fPerspectiveTilt = 0;
m_fSkew = 0;
m_sPositioning = ""; // "null"
m_sNoteSkin = "default";
}
void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
int i;
fapproach( m_fScrollSpeed, other.m_fScrollSpeed, fDeltaSeconds*(0.2f+fabsf(m_fScrollSpeed-other.m_fScrollSpeed)) ); // make big jumps in scroll speed move faster
for( i=0; i<NUM_ACCELS; i++ )
fapproach( m_fAccels[i], other.m_fAccels[i], fDeltaSeconds );
for( i=0; i<NUM_EFFECTS; i++ )
fapproach( m_fEffects[i], other.m_fEffects[i], fDeltaSeconds );
for( i=0; i<NUM_APPEARANCES; i++ )
fapproach( m_fAppearances[i], other.m_fAppearances[i], fDeltaSeconds );
for( i=0; i<NUM_SCROLLS; i++ )
fapproach( m_fScrolls[i], other.m_fScrolls[i], fDeltaSeconds );
fapproach( m_fDark, other.m_fDark, fDeltaSeconds );
fapproach( m_fBlind, other.m_fBlind, fDeltaSeconds );
fapproach( m_fPerspectiveTilt, other.m_fPerspectiveTilt, fDeltaSeconds );
fapproach( m_fSkew, other.m_fSkew, fDeltaSeconds );
}
static CString AddPart( float level, CString name )
{
if( level == 0 )
return "";
const CString LevelStr = (level == 1)? "": ssprintf( "%i%% ", int(level*100) );
return LevelStr + name + ", ";
}
CString PlayerOptions::GetString()
{
CString sReturn;
if( !m_bTimeSpacing )
{
if( m_fScrollSpeed != 1 )
{
/* -> 1.00 */
CString s = ssprintf( "%2.2f", m_fScrollSpeed );
if( s[s.GetLength()-1] == '0' ) {
/* -> 1.0 */
s.erase(s.GetLength()-1); // delete last char
if( s[s.GetLength()-1] == '0' ) {
/* -> 1 */
s.erase(s.GetLength()-2); // delete last 2 chars
}
}
sReturn += s + "X, ";
}
}
else
{
CString s = ssprintf( "C%.0f", m_fScrollBPM );
sReturn += s + ", ";
}
sReturn += AddPart( m_fAccels[ACCEL_BOOST], "Boost" );
sReturn += AddPart( m_fAccels[ACCEL_BRAKE], "Brake" );
sReturn += AddPart( m_fAccels[ACCEL_WAVE], "Wave" );
sReturn += AddPart( m_fAccels[ACCEL_EXPAND], "Expand" );
sReturn += AddPart( m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
sReturn += AddPart( m_fEffects[EFFECT_DRUNK], "Drunk" );
sReturn += AddPart( m_fEffects[EFFECT_DIZZY], "Dizzy" );
sReturn += AddPart( m_fEffects[EFFECT_MINI], "Mini" );
sReturn += AddPart( m_fEffects[EFFECT_FLIP], "Flip" );
sReturn += AddPart( m_fEffects[EFFECT_TORNADO], "Tornado" );
sReturn += AddPart( m_fEffects[EFFECT_TIPSY], "Tipsy" );
sReturn += AddPart( m_fEffects[EFFECT_BUMPY], "Bumpy" );
sReturn += AddPart( m_fEffects[EFFECT_BEAT], "Beat" );
sReturn += AddPart( m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
sReturn += AddPart( m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
sReturn += AddPart( m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
sReturn += AddPart( m_fAppearances[APPEARANCE_BLINK], "Blink" );
sReturn += AddPart( m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" );
sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" );
sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
sReturn += AddPart( m_fDark, "Dark");
sReturn += AddPart( m_fBlind, "Blind");
switch( m_Turn )
{
case TURN_NONE: break;
case TURN_MIRROR: sReturn += "Mirror, "; break;
case TURN_LEFT: sReturn += "Left, "; break;
case TURN_RIGHT: sReturn += "Right, "; break;
case TURN_SHUFFLE: sReturn += "Shuffle, "; break;
case TURN_SUPER_SHUFFLE:sReturn += "SuperShuffle, ";break;
default: ASSERT(0); // invalid
}
switch( m_Transform )
{
case TRANSFORM_NONE: break;
case TRANSFORM_LITTLE: sReturn += "Little, "; break;
case TRANSFORM_WIDE: sReturn += "Wide, "; break;
case TRANSFORM_BIG: sReturn += "Big, "; break;
case TRANSFORM_QUICK: sReturn += "Quick, "; break;
case TRANSFORM_SKIPPY: sReturn += "Skippy, "; break;
case TRANSFORM_MINES: sReturn += "Mines, "; break;
default: ASSERT(0); // invalid
}
if( !m_bHoldNotes ) sReturn += "NoHolds, ";
if( m_bTimingAssist ) sReturn += "TimingAssist, ";
if( m_bProTiming ) sReturn += "ProTiming, ";
if( m_fSkew==1 && m_fPerspectiveTilt==-1 )
sReturn += "Incoming, ";
else if( m_fSkew==1 && m_fPerspectiveTilt==+1 )
sReturn += "Space, ";
else if( m_fSkew==0 && m_fPerspectiveTilt==-1 )
sReturn += "Hallway, ";
else if( m_fSkew==0 && m_fPerspectiveTilt==+1 )
sReturn += "Distant, ";
if( !m_sPositioning.empty() )
sReturn += m_sPositioning + ", ";
if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 )
sReturn += m_sNoteSkin + ", ";
if( sReturn.GetLength() > 2 )
sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", "
return sReturn;
}
/* Options are added to the current settings; call Init() beforehand if
* you don't want this. */
void PlayerOptions::FromString( CString sOptions )
{
ASSERT( GAMESTATE->m_pPosition );
ASSERT( NOTESKIN );
// Init();
sOptions.MakeLower();
CStringArray asBits;
split( sOptions, ",", asBits, true );
for( unsigned i=0; i<asBits.size(); i++ )
{
CString& sBit = asBits[i];
TrimLeft(sBit);
TrimRight(sBit);
int i1;
Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
vector<CString> matches;
if( mult.Compare(sBit, matches) )
{
m_bTimeSpacing = false;
int ret = sscanf( matches[0], "%f", &m_fScrollSpeed );
ASSERT( ret == 1 );
continue;
}
else if( sscanf( sBit, "C%d", &i1 ) == 1 )
{
m_bTimeSpacing = true;
m_fScrollBPM = (float) i1;
continue;
}
/* "drunk"
* "no drunk"
* "150% drunk" */
float level = 1;
CStringArray asParts;
split( sBit, " ", asParts, true );
if( asParts.size() > 1 )
{
sBit = asParts[1];
if( asParts[0] == "no" )
level = 0;
else
{
sscanf( asParts[0], "%f", &level );
level /= 100.0f;
}
}
const bool on = (level > 0.5f);
if( sBit == "boost" ) m_fAccels[ACCEL_BOOST] = level;
else if( sBit == "brake" || sBit == "land" ) m_fAccels[ACCEL_BRAKE] = level;
else if( sBit == "wave" ) m_fAccels[ACCEL_WAVE] = level;
else if( sBit == "expand" ) m_fAccels[ACCEL_EXPAND] = level;
else if( sBit == "boomerang" ) m_fAccels[ACCEL_BOOMERANG] = level;
else if( sBit == "drunk" ) m_fEffects[EFFECT_DRUNK] = level;
else if( sBit == "dizzy" ) m_fEffects[EFFECT_DIZZY] = level;
else if( sBit == "mini" ) m_fEffects[EFFECT_MINI] = level;
else if( sBit == "flip" ) m_fEffects[EFFECT_FLIP] = level;
else if( sBit == "tornado" ) m_fEffects[EFFECT_TORNADO] = level;
else if( sBit == "tipsy" ) m_fEffects[EFFECT_TIPSY] = level;
else if( sBit == "bumpy" ) m_fEffects[EFFECT_BUMPY] = level;
else if( sBit == "beat" ) m_fEffects[EFFECT_BEAT] = level;
else if( sBit == "hidden" ) m_fAppearances[APPEARANCE_HIDDEN] = level;
else if( sBit == "sudden" ) m_fAppearances[APPEARANCE_SUDDEN] = level;
else if( sBit == "stealth" ) m_fAppearances[APPEARANCE_STEALTH] = level;
else if( sBit == "blink" ) m_fAppearances[APPEARANCE_BLINK] = level;
else if( sBit == "randomvanish" ) m_fAppearances[APPEARANCE_RANDOMVANISH] = level;
else if( sBit == "mirror" ) m_Turn = TURN_MIRROR;
else if( sBit == "left" ) m_Turn = TURN_LEFT;
else if( sBit == "right" ) m_Turn = TURN_RIGHT;
else if( sBit == "shuffle" ) m_Turn = TURN_SHUFFLE;
else if( sBit == "supershuffle" )m_Turn = TURN_SUPER_SHUFFLE;
else if( sBit == "little" ) m_Transform = TRANSFORM_LITTLE;
else if( sBit == "wide" ) m_Transform = TRANSFORM_WIDE;
else if( sBit == "big" ) m_Transform = TRANSFORM_BIG;
else if( sBit == "quick" ) m_Transform = TRANSFORM_QUICK;
else if( sBit == "skippy" ) m_Transform = TRANSFORM_SKIPPY;
else if( sBit == "mines" ) m_Transform = TRANSFORM_MINES;
else if( sBit == "reverse" ) m_fScrolls[SCROLL_REVERSE] = level;
else if( sBit == "split" ) m_fScrolls[SCROLL_SPLIT] = level;
else if( sBit == "alternate" ) m_fScrolls[SCROLL_ALTERNATE] = level;
else if( sBit == "noholds" ) m_bHoldNotes = !on;
else if( sBit == "nofreeze" ) m_bHoldNotes = !on;
else if( sBit == "dark" ) m_fDark = level;
else if( sBit == "blind" ) m_fBlind = level;
else if( sBit == "timingassist")m_bTimingAssist = on;
else if( sBit == "protiming") m_bProTiming = on;
else if( sBit == "incoming" ) { m_fSkew = 1; m_fPerspectiveTilt = -1; }
else if( sBit == "space" ) { m_fSkew = 1; m_fPerspectiveTilt = +1; }
else if( sBit == "hallway" ) { m_fSkew = 0; m_fPerspectiveTilt = -1; }
else if( sBit == "distant" ) { m_fSkew = 0; m_fPerspectiveTilt = +1; }
else if( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) )
m_sPositioning = sBit;
else if( sBit == "nopositioning" )
m_sPositioning = "";
else if( NOTESKIN->DoesNoteSkinExist(sBit) )
m_sNoteSkin = sBit;
else if( sBit == "nonoteskin" )
m_sNoteSkin = "default";
// XXX: this warns about song options
//else
// LOG->Warn( "Modifier '%s' not recognized.", sBit.c_str() );
}
}
void NextFloat( float fValues[], int size )
{
int index = -1;
int i;
for( i=0; i<size; i++ )
{
if( fValues[i] == 1 )
{
index = i;
break;
}
}
for( i=0; i<size; i++ )
fValues[i] = 0;
if( index == size-1 ) // if true, then the last float in the list was selected
; // leave all off
else
fValues[index+1] = 1;
}
void PlayerOptions::NextAccel()
{
NextFloat( m_fAccels, NUM_ACCELS );
}
void PlayerOptions::NextEffect()
{
NextFloat( m_fEffects, NUM_EFFECTS );
}
void PlayerOptions::NextAppearance()
{
NextFloat( m_fAppearances, NUM_APPEARANCES );
}
void PlayerOptions::NextTurn()
{
m_Turn = (Turn) ((m_Turn+1)%NUM_TURNS);
}
void PlayerOptions::NextTransform()
{
m_Transform = (Transform) ((m_Transform+1)%NUM_TRANSFORMS);
}
void PlayerOptions::NextScroll()
{
NextFloat( m_fScrolls, NUM_SCROLLS );
}
void PlayerOptions::NextPerspective()
{
switch( (int)m_fPerspectiveTilt )
{
case -1: m_fPerspectiveTilt = 0; break;
case 0: m_fPerspectiveTilt = +1; break;
case +1: default: m_fPerspectiveTilt = -1; break;
}
}
void PlayerOptions::ChooseRandomMofifiers()
{
if( RandomFloat(0,1)>0.8f )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)>0.8f )
m_fScrolls[SCROLL_REVERSE] = 1;
if( RandomFloat(0,1)>0.9f )
m_fDark = 1;
float f;
f = RandomFloat(0,1);
if( f>0.66f )
m_fAccels[rand()%NUM_ACCELS] = 1;
else if( f>0.33f )
m_fEffects[rand()%NUM_EFFECTS] = 1;
f = RandomFloat(0,1);
if( f>0.95f )
m_fAppearances[APPEARANCE_HIDDEN] = 1;
else if( f>0.9f )
m_fAppearances[APPEARANCE_SUDDEN] = 1;
}
PlayerOptions::Accel PlayerOptions::GetFirstAccel()
{
for( int i=0; i<NUM_ACCELS; i++ )
if( m_fAccels[i] == 1.f )
return (Accel)i;
return (Accel)-1;
}
PlayerOptions::Effect PlayerOptions::GetFirstEffect()
{
for( int i=0; i<NUM_EFFECTS; i++ )
if( m_fEffects[i] == 1.f )
return (Effect)i;
return (Effect)-1;
}
PlayerOptions::Appearance PlayerOptions::GetFirstAppearance()
{
for( int i=0; i<NUM_APPEARANCES; i++ )
if( m_fAppearances[i] == 1.f )
return (Appearance)i;
return (Appearance)-1;
}
PlayerOptions::Scroll PlayerOptions::GetFirstScroll()
{
for( int i=0; i<NUM_SCROLLS; i++ )
if( m_fScrolls[i] == 1.f )
return (Scroll)i;
return (Scroll)-1;
}
void PlayerOptions::SetOneAccel( Accel a )
{
ZERO( m_fAccels );
m_fAccels[a] = 1;
}
void PlayerOptions::SetOneEffect( Effect e )
{
ZERO( m_fEffects );
m_fEffects[e] = 1;
}
void PlayerOptions::SetOneAppearance( Appearance a )
{
ZERO( m_fAppearances );
m_fAppearances[a] = 1;
}
void PlayerOptions::SetOneScroll( Scroll s )
{
ZERO( m_fScrolls );
m_fScrolls[s] = 1;
}
float PlayerOptions::GetReversePercentForColumn( int iCol )
{
float f = 0;
f += m_fScrolls[SCROLL_REVERSE];
if( iCol >= GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer/2 )
f += m_fScrolls[SCROLL_SPLIT];
if( (iCol%2)==1 )
f += m_fScrolls[SCROLL_ALTERNATE];
if( f > 2 )
f = fmodf( f, 2 );
if( f > 1 )
f -= 1;
return f;
}