Files
itgmania212121/src/PlayerOptions.cpp
T
hayoreo db7b7b425c Add LR and UD Mirror.
Adds a left-right and up-down mirror for 4-panel and solo modes.
2024-03-06 16:10:21 -08:00

2665 lines
93 KiB
C++

#include "global.h"
#include "PlayerOptions.h"
#include "RageUtil.h"
#include "GameState.h"
#include "NoteSkinManager.h"
#include "Song.h"
#include "Course.h"
#include "Steps.h"
#include "ThemeManager.h"
#include "Style.h"
#include "CommonMetrics.h"
#include <cfloat>
#include <cmath>
#include <sstream>
#include <vector>
static const char *LifeTypeNames[] = {
"Bar",
"Battery",
"Time",
};
XToString( LifeType );
XToLocalizedString( LifeType );
LuaXType( LifeType );
static const char *DrainTypeNames[] = {
"Normal",
"NoRecover",
"SuddenDeath",
};
XToString( DrainType );
XToLocalizedString( DrainType );
LuaXType( DrainType );
static const char *ModTimerTypeNames[] = {
"Game",
"Beat",
"Song",
"Default",
};
XToString( ModTimerType );
XToLocalizedString( ModTimerType );
LuaXType( ModTimerType );
void NextFloat( float fValues[], int size );
void NextBool( bool bValues[], int size );
ThemeMetric<float> RANDOM_SPEED_CHANCE ( "PlayerOptions", "RandomSpeedChance" );
ThemeMetric<float> RANDOM_REVERSE_CHANCE ( "PlayerOptions", "RandomReverseChance" );
ThemeMetric<float> RANDOM_DARK_CHANCE ( "PlayerOptions", "RandomDarkChance" );
ThemeMetric<float> RANDOM_ACCEL_CHANCE ( "PlayerOptions", "RandomAccelChance" );
ThemeMetric<float> RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance" );
ThemeMetric<float> RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" );
ThemeMetric<float> RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" );
static const float CMOD_DEFAULT= 200.0f;
// Is there a better place for this?
// It needs to be a named constant because it's used in several places in
// this file, but nothing else has a named constant for its default value.
// -Kyz
void PlayerOptions::Init()
{
m_LifeType = LifeType_Bar;
m_DrainType = DrainType_Normal;
m_ModTimerType = ModTimerType_Default;
m_BatteryLives = 4;
m_MinTNSToHideNotes= PREFSMAN->m_MinTNSToHideNotes;
m_bSetScrollSpeed = false;
m_fMaxScrollBPM = 0; m_SpeedfMaxScrollBPM = 1.0f;
m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
m_fScrollBPM = CMOD_DEFAULT; m_SpeedfScrollBPM = 1.0f;
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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;
ZERO( m_bTurns );
ZERO( m_bTransforms );
m_bMuteOnError = false;
m_bStealthType = false;
m_bStealthPastReceptors = false;
m_bDizzyHolds = false;
m_bZBuffer = false;
m_bCosecant = false;
m_sNoteSkin = "";
m_fVisualDelay = 0.0f;
m_twDisabledWindows.reset();
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 PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
const float fRateMult = PREFSMAN->m_bRateModsAffectTweens ? GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate : 1.0f;
#define APPROACH( opt ) \
fapproach( m_ ## opt, other.m_ ## opt, fRateMult * fDeltaSeconds * other.m_Speed ## opt );
#define DO_COPY( x ) \
x = other.x;
DO_COPY( m_LifeType );
DO_COPY( m_DrainType );
DO_COPY( m_ModTimerType );
DO_COPY( m_BatteryLives );
APPROACH( fModTimerMult );
APPROACH( fModTimerOffset );
APPROACH( fDrawSize );
APPROACH( fDrawSizeBack );
APPROACH( fTimeSpacing );
APPROACH( fScrollSpeed );
APPROACH( fMaxScrollBPM );
fapproach( m_fScrollBPM, other.m_fScrollBPM, fDeltaSeconds * other.m_SpeedfScrollBPM*150 );
for( int i=0; i<NUM_ACCELS; i++ )
APPROACH( fAccels[i] );
for( int i=0; i<NUM_EFFECTS; i++ )
APPROACH( fEffects[i] );
for( int i=0; i<NUM_APPEARANCES; i++ )
APPROACH( fAppearances[i] );
for( int i=0; i<NUM_SCROLLS; i++ )
APPROACH( fScrolls[i] );
APPROACH( fDark );
APPROACH( fBlind );
APPROACH( fCover );
APPROACH( fRandAttack );
APPROACH( fNoAttack );
APPROACH( fPlayerAutoPlay );
APPROACH( fPerspectiveTilt );
APPROACH( fSkew );
APPROACH( fPassmark );
APPROACH( fRandomSpeed );
for( int i=0; i<16; i++)
APPROACH( fMovesX[i] );
for( int i=0; i<16; i++)
APPROACH( fMovesY[i] );
for( int i=0; i<16; i++)
APPROACH( fMovesZ[i] );
for( int i=0; i<16; i++)
APPROACH( fConfusionX[i] );
for( int i=0; i<16; i++)
APPROACH( fConfusionY[i] );
for( int i=0; i<16; i++)
APPROACH( fConfusionZ[i] );
for( int i=0; i<16; i++)
APPROACH( fDarks[i] );
for( int i=0; i<16; i++)
APPROACH( fStealth[i] );
for( int i=0; i<16; i++)
APPROACH( fTiny[i] );
for( int i=0; i<16; i++)
APPROACH( fBumpy[i] );
for( int i=0; i<16; i++)
APPROACH( fReverse[i] );
DO_COPY( m_bSetScrollSpeed );
for( int i=0; i<NUM_TURNS; i++ )
DO_COPY( m_bTurns[i] );
for( int i=0; i<NUM_TRANSFORMS; i++ )
DO_COPY( m_bTransforms[i] );
DO_COPY( m_bMuteOnError );
DO_COPY( m_bStealthType );
DO_COPY( m_bStealthPastReceptors );
DO_COPY( m_bDizzyHolds );
DO_COPY( m_bZBuffer );
DO_COPY( m_bCosecant );
DO_COPY( m_FailType );
DO_COPY( m_MinTNSToHideNotes );
DO_COPY( m_sNoteSkin );
DO_COPY( m_fVisualDelay );
DO_COPY( m_twDisabledWindows );
#undef APPROACH
#undef DO_COPY
}
static void AddPart( std::vector<RString> &AddTo, float level, RString name )
{
if( level == 0 )
return;
const RString LevelStr = (level == 1)? RString(""): ssprintf( "%ld%% ", std::lrint(level*100) );
AddTo.push_back( LevelStr + name );
}
RString PlayerOptions::GetString( bool bForceNoteSkin ) const
{
std::vector<RString> v;
GetMods( v, bForceNoteSkin );
return join( ", ", v );
}
void PlayerOptions::GetMods( std::vector<RString> &AddTo, bool bForceNoteSkin ) const
{
//RString sReturn;
switch(m_LifeType)
{
case LifeType_Bar:
switch(m_DrainType)
{
case DrainType_NoRecover:
AddTo.push_back("NoRecover");
break;
case DrainType_SuddenDeath:
AddTo.push_back("SuddenDeath");
break;
case DrainType_Normal:
default:
break;
}
break;
case LifeType_Battery:
AddTo.push_back(ssprintf("%dLives", m_BatteryLives));
break;
case LifeType_Time:
AddTo.push_back("LifeTime");
break;
default:
FAIL_M(ssprintf("Invalid LifeType: %i", m_LifeType));
}
if( !m_fTimeSpacing )
{
if( m_fMaxScrollBPM )
{
RString s = ssprintf( "m%.0f", m_fMaxScrollBPM );
AddTo.push_back( s );
}
else if( m_bSetScrollSpeed || m_fScrollSpeed != 1 )
{
/* -> 1.00 */
RString s = ssprintf( "%2.2f", m_fScrollSpeed );
if( s[s.size()-1] == '0' )
{
/* -> 1.0 */
s.erase( s.size()-1 ); // delete last char
if( s[s.size()-1] == '0' )
{
/* -> 1 */
s.erase( s.size()-2 ); // delete last 2 chars
}
}
AddTo.push_back( s + "x" );
}
}
else
{
RString s = ssprintf( "C%.0f", m_fScrollBPM );
AddTo.push_back( s );
}
switch(m_ModTimerType)
{
case ModTimerType_Game:
AddTo.push_back("ModTimerGame");
break;
case ModTimerType_Beat:
AddTo.push_back("ModTimerBeat");
break;
case ModTimerType_Song:
AddTo.push_back("ModTimerSong");
break;
case ModTimerType_Default:
break;
default:
FAIL_M(ssprintf("Invalid ModTimerType: %i", m_ModTimerType));
}
AddPart( AddTo, m_fAccels[ACCEL_BOOST], "Boost" );
AddPart( AddTo, m_fAccels[ACCEL_BRAKE], "Brake" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE_PERIOD], "WavePeriod" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND_PERIOD], "ExpandPeriod" );
AddPart( AddTo, m_fAccels[ACCEL_TAN_EXPAND], "TanExpand" );
AddPart( AddTo, m_fAccels[ACCEL_TAN_EXPAND_PERIOD], "TanExpandPeriod" );
AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_SPEED], "DrunkSpeed" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_OFFSET], "DrunkOffset" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_PERIOD], "DrunkPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK], "TanDrunk" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_SPEED], "TanDrunkSpeed" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_OFFSET], "TanDrunkOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_PERIOD], "TanDrunkPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_Z], "DrunkZ" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_Z_SPEED], "DrunkZSpeed" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_Z_OFFSET], "DrunkZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK_Z_PERIOD], "DrunkZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_Z], "TanDrunkZ" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_Z_SPEED], "TanDrunkZSpeed" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_Z_OFFSET], "TanDrunkZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DRUNK_Z_PERIOD], "TanDrunkZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_SHRINK_TO_LINEAR], "ShrinkLinear" );
AddPart( AddTo, m_fEffects[EFFECT_SHRINK_TO_MULT], "ShrinkMult" );
AddPart( AddTo, m_fEffects[EFFECT_PULSE_INNER], "PulseInner" );
AddPart( AddTo, m_fEffects[EFFECT_PULSE_OUTER], "PulseOuter" );
AddPart( AddTo, m_fEffects[EFFECT_PULSE_PERIOD], "PulsePeriod" );
AddPart( AddTo, m_fEffects[EFFECT_PULSE_OFFSET], "PulseOffset" );
AddPart( AddTo, m_fEffects[EFFECT_ATTENUATE_X], "AttenuateX" );
AddPart( AddTo, m_fEffects[EFFECT_ATTENUATE_Y], "AttenuateY" );
AddPart( AddTo, m_fEffects[EFFECT_ATTENUATE_Z], "AttenuateZ" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_OFFSET], "ConfusionOffset" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X], "ConfusionX" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X_OFFSET], "ConfusionXOffset" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y], "ConfusionY" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y_OFFSET], "ConfusionYOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BOUNCE], "Bounce" );
AddPart( AddTo, m_fEffects[EFFECT_BOUNCE_PERIOD], "BouncePeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BOUNCE_OFFSET], "BounceOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BOUNCE_Z], "BounceZ" );
AddPart( AddTo, m_fEffects[EFFECT_BOUNCE_Z_PERIOD], "BounceZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BOUNCE_Z_OFFSET], "BounceZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_PERIOD], "TornadoPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_OFFSET], "TornadoOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TORNADO], "TanTornado" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TORNADO_PERIOD], "TanTornadoPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TORNADO_OFFSET], "TanTornadoOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_Z], "TornadoZ" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_Z_PERIOD], "TornadoZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO_Z_OFFSET], "TornadoZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TORNADO_Z], "TanTornadoZ" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TORNADO_Z_PERIOD],"TanTornadoZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TORNADO_Z_OFFSET],"TanTornadoZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY_SPEED], "TipsySpeed" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY_OFFSET], "TipsyOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TIPSY], "TanTipsy" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TIPSY_SPEED], "TanTipsySpeed" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_TIPSY_OFFSET], "TanTipsyOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_OFFSET], "BumpyOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_PERIOD], "BumpyPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_BUMPY], "TanBumpy" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_BUMPY_OFFSET], "TanBumpyOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_BUMPY_PERIOD], "TanBumpyPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_X], "BumpyX" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_X_OFFSET], "BumpyXOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY_X_PERIOD], "BumpyXPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_BUMPY_X], "TanBumpyX" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_BUMPY_X_OFFSET], "TanBumpyXOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_BUMPY_X_PERIOD], "TanBumpyXPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_OFFSET], "BeatOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_PERIOD], "BeatPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_MULT], "BeatMult" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Y], "BeatY" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Y_OFFSET], "BeatYOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Y_PERIOD], "BeatYPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Y_MULT], "BeatYMult" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Z], "BeatZ" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Z_OFFSET], "BeatZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Z_PERIOD], "BeatZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT_Z_MULT], "BeatZMult" );
AddPart( AddTo, m_fEffects[EFFECT_ZIGZAG], "Zigzag" );
AddPart( AddTo, m_fEffects[EFFECT_ZIGZAG_PERIOD], "ZigzagPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_ZIGZAG_OFFSET], "ZigzagOffset" );
AddPart( AddTo, m_fEffects[EFFECT_ZIGZAG_Z], "ZigzagZ" );
AddPart( AddTo, m_fEffects[EFFECT_ZIGZAG_Z_PERIOD], "ZigzagZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_ZIGZAG_Z_OFFSET], "ZigzagZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_SAWTOOTH], "Sawtooth" );
AddPart( AddTo, m_fEffects[EFFECT_SAWTOOTH_PERIOD], "SawtoothPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_SAWTOOTH_Z], "SawtoothZ" );
AddPart( AddTo, m_fEffects[EFFECT_SAWTOOTH_Z_PERIOD], "SawtoothZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_SQUARE], "Square" );
AddPart( AddTo, m_fEffects[EFFECT_SQUARE_OFFSET], "SquareOffset" );
AddPart( AddTo, m_fEffects[EFFECT_SQUARE_PERIOD], "SquarePeriod" );
AddPart( AddTo, m_fEffects[EFFECT_SQUARE_Z], "SquareZ" );
AddPart( AddTo, m_fEffects[EFFECT_SQUARE_Z_OFFSET], "SquareZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_SQUARE_Z_PERIOD], "SquareZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL], "Digital" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_STEPS], "DigitalSteps" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_PERIOD], "DigitalPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_OFFSET], "DigitalOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL], "TanDigital" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_STEPS], "TanDigitalSteps" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_PERIOD], "TanDigitalPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_OFFSET], "TanDigitalOffset" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_Z], "DigitalZ" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_Z_STEPS], "DigitalZSteps" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_Z_PERIOD], "DigitalZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_DIGITAL_Z_OFFSET], "DigitalZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_Z], "TanDigitalZ" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_Z_STEPS], "TanDigitalZSteps" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_Z_PERIOD],"TanDigitalZPeriod" );
AddPart( AddTo, m_fEffects[EFFECT_TAN_DIGITAL_Z_OFFSET],"TanDigitalZOffset" );
AddPart( AddTo, m_fEffects[EFFECT_PARABOLA_X], "ParabolaX" );
AddPart( AddTo, m_fEffects[EFFECT_PARABOLA_Y], "ParabolaY" );
AddPart( AddTo, m_fEffects[EFFECT_PARABOLA_Z], "ParabolaZ" );
AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
AddPart( AddTo, m_bStealthType, "StealthType" );
AddPart( AddTo, m_bStealthPastReceptors, "StealthPastReceptors");
AddPart( AddTo, m_bDizzyHolds, "DizzyHolds");
AddPart( AddTo, m_bZBuffer, "ZBuffer");
AddPart( AddTo, m_bCosecant, "Cosecant");
for( int i=0; i<16; i++)
{
RString s = ssprintf( "MoveX%d", i+1 );
AddPart( AddTo, m_fMovesX[i], s );
s = ssprintf( "MoveY%d", i+1 );
AddPart( AddTo, m_fMovesY[i], s );
s = ssprintf( "MoveZ%d", i+1 );
AddPart( AddTo, m_fMovesZ[i], s );
s = ssprintf( "ConfusionOffset%d", i+1);
AddPart( AddTo, m_fConfusionX[i], s );
s = ssprintf( "ConfusionYOffset%d", i+1 );
AddPart( AddTo, m_fConfusionY[i], s );
s = ssprintf( "ConfusionZOffset%d", i+1 );
AddPart( AddTo, m_fConfusionZ[i], s );
s = ssprintf( "Dark%d", i+1 );
AddPart( AddTo, m_fDarks[i], s );
s = ssprintf( "Stealth%d", i+1 );
AddPart( AddTo, m_fStealth[i], s );
s = ssprintf( "Tiny%d", i+1 );
AddPart( AddTo, m_fTiny[i], s );
s = ssprintf( "Bumpy%d", i+1 );
AddPart( AddTo, m_fBumpy[i], s );
s = ssprintf( "Reverse%d", i+1 );
AddPart( AddTo, m_fReverse[i], s );
}
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" );
AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" );
AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" );
AddPart( AddTo, m_fModTimerMult, "ModTimerMult" );
AddPart( AddTo, m_fModTimerOffset, "ModTimerOffset" );
AddPart( AddTo, m_fDrawSize, "DrawSize" );
AddPart( AddTo, m_fDrawSizeBack, "DrawSizeBack" );
AddPart( AddTo, m_fDark, "Dark" );
AddPart( AddTo, m_fBlind, "Blind" );
AddPart( AddTo, m_fCover, "Cover" );
AddPart( AddTo, m_fRandAttack, "RandomAttacks" );
AddPart( AddTo, m_fNoAttack, "NoAttacks" );
AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" );
AddPart( AddTo, m_fPassmark, "Passmark" );
AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" );
if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" );
if( m_bTurns[TURN_LRMIRROR] ) AddTo.push_back( "LRMirror" );
if( m_bTurns[TURN_UDMIRROR] ) AddTo.push_back( "UDMirror" );
if( m_bTurns[TURN_BACKWARDS] ) AddTo.push_back( "Backwards" );
if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" );
if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" );
if( m_bTurns[TURN_HYPER_SHUFFLE] ) AddTo.push_back( "HyperShuffle" );
if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" );
if( m_bTransforms[TRANSFORM_NOROLLS] ) AddTo.push_back( "NoRolls" );
if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" );
if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" );
if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" );
if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" );
if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" );
if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" );
if( m_bTransforms[TRANSFORM_MINES] ) AddTo.push_back( "Mines" );
if( m_bTransforms[TRANSFORM_ATTACKMINES] ) AddTo.push_back( "AttackMines" );
if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" );
if( m_bTransforms[TRANSFORM_STOMP] ) AddTo.push_back( "Stomp" );
if( m_bTransforms[TRANSFORM_PLANTED] ) AddTo.push_back( "Planted" );
if( m_bTransforms[TRANSFORM_FLOORED] ) AddTo.push_back( "Floored" );
if( m_bTransforms[TRANSFORM_TWISTER] ) AddTo.push_back( "Twister" );
if( m_bTransforms[TRANSFORM_HOLDROLLS] ) AddTo.push_back( "HoldsToRolls" );
if( m_bTransforms[TRANSFORM_NOJUMPS] ) AddTo.push_back( "NoJumps" );
if( m_bTransforms[TRANSFORM_NOHANDS] ) AddTo.push_back( "NoHands" );
if( m_bTransforms[TRANSFORM_NOLIFTS] ) AddTo.push_back( "NoLifts" );
if( m_bTransforms[TRANSFORM_NOFAKES] ) AddTo.push_back( "NoFakes" );
if( m_bTransforms[TRANSFORM_NOQUADS] ) AddTo.push_back( "NoQuads" );
if( m_bTransforms[TRANSFORM_NOSTRETCH] )AddTo.push_back( "NoStretch" );
if( m_bMuteOnError ) AddTo.push_back( "MuteOnError" );
switch( m_FailType )
{
case FailType_Immediate: break;
case FailType_ImmediateContinue: AddTo.push_back("FailImmediateContinue"); break;
case FailType_EndOfSong: AddTo.push_back("FailAtEnd"); break;
case FailType_Off: AddTo.push_back("FailOff"); break;
default:
FAIL_M(ssprintf("Invalid FailType: %i", m_FailType));
}
if( m_fSkew==0 && m_fPerspectiveTilt==0 )
{
AddTo.push_back( "Overhead" );
}
else if( m_fSkew == 0 )
{
if( m_fPerspectiveTilt > 0 )
AddPart( AddTo, m_fPerspectiveTilt, "Distant" );
else
AddPart( AddTo, -m_fPerspectiveTilt, "Hallway" );
}
else if( std::abs(m_fSkew-m_fPerspectiveTilt) < 0.0001f )
{
AddPart( AddTo, m_fSkew, "Space" );
}
else if( std::abs(m_fSkew+m_fPerspectiveTilt) < 0.0001f )
{
AddPart( AddTo, m_fSkew, "Incoming" );
}
else
{
AddPart( AddTo, m_fSkew, "Skew" );
AddPart( AddTo, m_fPerspectiveTilt, "Tilt" );
}
// Don't display a string if using the default NoteSkin unless we force it.
if( bForceNoteSkin || (!m_sNoteSkin.empty() && m_sNoteSkin != CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue()) )
{
RString s = m_sNoteSkin;
Capitalize( s );
AddTo.push_back( s );
}
if ( std::abs(m_fVisualDelay) > 0.0001f )
{
// Format the string to be something like "10ms VisualDelay".
// Note that we don't process sub-millisecond visual delay.
AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) );
}
if (m_twDisabledWindows.count() != 0) {
std::stringstream ss;
bool is_first = true;
ss << "No ";
for (int i=TW_W1; i <= TW_W5; ++i) {
if (m_twDisabledWindows[i]) {
if (!is_first) {
ss << "/";
} else {
is_first = false;
}
ss << TimingWindowToString(static_cast<TimingWindow>(i)).c_str();
}
}
// Final string will be something like "No W4/W5"
AddTo.push_back(ss.str());
}
}
/* Options are added to the current settings; call Init() beforehand if
* you don't want this. */
void PlayerOptions::FromString( const RString &sMultipleMods )
{
RString sTemp = sMultipleMods;
std::vector<RString> vs;
split( sTemp, ",", vs, true );
RString sThrowAway;
for (RString &s : vs)
{
if (!FromOneModString( s, sThrowAway ))
{
LOG->Trace( "Attempted to load a non-existing mod \'%s\' for the Player. Ignoring.", s.c_str() );
}
}
}
bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut )
{
ASSERT_M( NOTESKIN != nullptr, "The Noteskin Manager must be loaded in order to process mods." );
RString sBit = sOneMod;
RString sMod = "";
sBit.MakeLower();
Trim( sBit );
/* "drunk"
* "no drunk"
* "150% drunk"
* "*2 100% drunk": approach at 2x normal speed */
float level = 1;
float speed = 1;
std::vector<RString> asParts;
split( sBit, " ", asParts, true );
for (RString const &s : asParts)
{
if( s == "no" )
{
level = 0;
}
else if( isdigit(s[0]) || s[0] == '-' )
{
if ( EndsWith(s, "ms") )
{
// Strip off the "ms" before parsing and convert to seconds.
RString ms_value = s.substr(0, s.size()-2 );
level = StringToFloat( ms_value ) / 1000.0f;
}
/* If the last character is a *, they probably said "123*" when
* they meant "*123". */
else if( s.Right(1) == "*" )
{
// XXX: We know what they want, is there any reason not to handle it?
// Yes. We should be strict in handling the format. -Chris
sErrorOut = ssprintf("Invalid player options \"%s\"; did you mean '*%d'?", s.c_str(), StringToInt(s) );
return false;
}
else
{
level = StringToFloat( s ) / 100.0f;
}
}
else if( s[0]=='*' )
{
sscanf( s, "*%f", &speed );
if( !std::isfinite(speed) )
speed = 1.0f;
}
}
sBit = asParts.back();
#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
const bool on = (level > 0.5f);
static Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
static Regex disabledWindows("(w[1-5])");
std::vector<RString> matches;
if( mult.Compare(sBit, matches) )
{
StringConversion::FromString( matches[0], level );
SET_FLOAT( fScrollSpeed )
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 0;
m_fMaxScrollBPM = 0;
}
else if( sscanf( sBit, "c%f", &level ) == 1 )
{
if( !std::isfinite(level) || level <= 0.0f )
level = CMOD_DEFAULT;
SET_FLOAT( fScrollBPM )
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 1;
m_fMaxScrollBPM = 0;
}
// oITG's m-mods
else if( sscanf( sBit, "m%f", &level ) == 1 )
{
// OpenITG doesn't have this block:
/*
if( !std::isfinite(level) || level <= 0.0f )
level = CMOD_DEFAULT;
*/
SET_FLOAT( fMaxScrollBPM )
m_fTimeSpacing = 0;
}
else if( sBit == "clearall" )
{
Init();
m_sNoteSkin= NOTESKIN->GetDefaultNoteSkinName();
}
else if( sBit == "resetspeed" )
{
/* level is set to the values from Init() because all speed related
fields are being reset to initial values, and they each have different
initial values. -kyz */
level= 0;
SET_FLOAT(fMaxScrollBPM);
SET_FLOAT(fTimeSpacing);
level= 1.0f;
SET_FLOAT(fScrollSpeed);
level= CMOD_DEFAULT;
SET_FLOAT(fScrollBPM)
}
else if( sBit == "life" || sBit == "lives" )
{
// level is a percentage for every other option, so multiply by 100. -Kyz
m_BatteryLives= level * 100.0f;
}
else if( sBit.find("modtimer") != sBit.npos)
{
if( sBit == "modtimerdefault" ) { m_ModTimerType= ModTimerType_Default; }
else if( sBit == "modtimersong" ) { m_ModTimerType= ModTimerType_Song; }
else if( sBit == "modtimerbeat" ) { m_ModTimerType= ModTimerType_Beat; }
else if( sBit == "modtimergame" ) { m_ModTimerType= ModTimerType_Game; }
else if( sBit == "modtimermult" ) SET_FLOAT( fModTimerMult )
else if( sBit == "modtimeroffset" ) SET_FLOAT( fModTimerOffset )
}
else if( sBit.find("drawsize") != sBit.npos)
{
if( sBit == "drawsize" ) SET_FLOAT( fDrawSize )
else if( sBit == "drawsizeback" ) SET_FLOAT( fDrawSizeBack )
}
else if( sBit == "bar" ) { m_LifeType= LifeType_Bar; }
else if( sBit == "battery" ) { m_LifeType= LifeType_Battery; }
else if( sBit == "lifetime" ) { m_LifeType= LifeType_Time; }
else if( sBit == "norecover" || sBit == "power-drop" ) { m_DrainType= DrainType_NoRecover; }
else if( sBit == "suddendeath" || sBit == "death" ) { m_DrainType= DrainType_SuddenDeath; }
else if( sBit == "normal-drain" ) { m_DrainType= DrainType_Normal; }
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
else if( sBit.find("wave") != sBit.npos)
{
if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
else if( sBit == "waveperiod" ) SET_FLOAT( fAccels[ACCEL_WAVE_PERIOD] )
}
else if( (sBit.find("expand") != sBit.npos) || (sBit.find("dwiwave") != sBit.npos) )
{
if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
else if( sBit == "expandperiod" ) SET_FLOAT( fAccels[ACCEL_EXPAND_PERIOD] )
else if( sBit == "tanexpand" ) SET_FLOAT( fAccels[ACCEL_TAN_EXPAND] )
else if( sBit == "tanexpandperiod" ) SET_FLOAT( fAccels[ACCEL_TAN_EXPAND_PERIOD] )
}
else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
else if( sBit.find("drunk") != sBit.npos)
{
if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
else if( sBit == "drunkspeed" ) SET_FLOAT( fEffects[EFFECT_DRUNK_SPEED] )
else if( sBit == "drunkoffset" ) SET_FLOAT( fEffects[EFFECT_DRUNK_OFFSET] )
else if( sBit == "drunkperiod" ) SET_FLOAT( fEffects[EFFECT_DRUNK_PERIOD] )
else if( sBit == "tandrunk" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK] )
else if( sBit == "tandrunkspeed" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_SPEED] )
else if( sBit == "tandrunkoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_OFFSET] )
else if( sBit == "tandrunkperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_PERIOD] )
else if( sBit == "drunkz" ) SET_FLOAT( fEffects[EFFECT_DRUNK_Z] )
else if( sBit == "drunkzspeed" ) SET_FLOAT( fEffects[EFFECT_DRUNK_Z_SPEED] )
else if( sBit == "drunkzoffset" ) SET_FLOAT( fEffects[EFFECT_DRUNK_Z_OFFSET] )
else if( sBit == "drunkzperiod" ) SET_FLOAT( fEffects[EFFECT_DRUNK_Z_PERIOD] )
else if( sBit == "tandrunkz" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_Z] )
else if( sBit == "tandrunkzspeed" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_Z_SPEED] )
else if( sBit == "tandrunkzoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_Z_OFFSET] )
else if( sBit == "tandrunkzperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_DRUNK_Z_PERIOD] )
}
else if( sBit.find("shrink") != sBit.npos)
{
if( sBit == "shrinklinear" ) SET_FLOAT( fEffects[EFFECT_SHRINK_TO_LINEAR] )
else if( sBit == "shrinkmult" ) SET_FLOAT( fEffects[EFFECT_SHRINK_TO_MULT] )
}
else if( sBit.find("pulse") != sBit.npos)
{
if( sBit == "pulseinner" ) SET_FLOAT( fEffects[EFFECT_PULSE_INNER] )
else if( sBit == "pulseouter" ) SET_FLOAT( fEffects[EFFECT_PULSE_OUTER] )
else if( sBit == "pulseoffset" ) SET_FLOAT( fEffects[EFFECT_PULSE_OFFSET] )
else if( sBit == "pulseperiod" ) SET_FLOAT( fEffects[EFFECT_PULSE_PERIOD] )
}
else if( sBit.find("dizzy") != sBit.npos)
{
if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
else if( sBit == "dizzyholds" ) m_bDizzyHolds = on;
}
else if( sBit.find("confusion") != sBit.npos)
{
if( sBit.find("x") != sBit.npos)
{
if( sBit == "confusionx" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X] )
else if( sBit == "confusionxoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X_OFFSET] )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "confusionxoffset%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fConfusionX[i] )
break;
}
}
}
}
else if( sBit.find("y") != sBit.npos)
{
if( sBit == "confusiony" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y] )
else if( sBit == "confusionyoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y_OFFSET] )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "confusionyoffset%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fConfusionY[i] )
break;
}
}
}
}
if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
else if( sBit == "confusionoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_OFFSET] )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "confusionoffset%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fConfusionZ[i] )
break;
}
}
}
}
else if( sBit.find("bounce") != sBit.npos)
{
if( sBit == "bounce" ) SET_FLOAT( fEffects[EFFECT_BOUNCE] )
else if( sBit == "bounceperiod" ) SET_FLOAT( fEffects[EFFECT_BOUNCE_PERIOD] )
else if( sBit == "bounceoffset" ) SET_FLOAT( fEffects[EFFECT_BOUNCE_OFFSET] )
else if( sBit == "bouncez" ) SET_FLOAT( fEffects[EFFECT_BOUNCE_Z] )
else if( sBit == "bouncezperiod" ) SET_FLOAT( fEffects[EFFECT_BOUNCE_Z_PERIOD] )
else if( sBit == "bouncezoffset" ) SET_FLOAT( fEffects[EFFECT_BOUNCE_Z_OFFSET] )
}
else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
else if ( sBit.find("tiny") != sBit.npos)
{
if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "tiny%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fTiny[i] )
break;
}
}
}
}
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
else if( sBit == "invert" ) SET_FLOAT( fEffects[EFFECT_INVERT] )
else if( sBit.find("tornado") != sBit.npos)
{
if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
else if( sBit == "tornadoperiod" ) SET_FLOAT( fEffects[EFFECT_TORNADO_PERIOD] )
else if( sBit == "tornadooffset" ) SET_FLOAT( fEffects[EFFECT_TORNADO_OFFSET] )
else if( sBit == "tantornado" ) SET_FLOAT( fEffects[EFFECT_TAN_TORNADO] )
else if( sBit == "tantornadoperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_TORNADO_PERIOD] )
else if( sBit == "tantornadooffset" ) SET_FLOAT( fEffects[EFFECT_TAN_TORNADO_OFFSET] )
else if( sBit == "tornadoz" ) SET_FLOAT( fEffects[EFFECT_TORNADO_Z] )
else if( sBit == "tornadozperiod" ) SET_FLOAT( fEffects[EFFECT_TORNADO_Z_PERIOD] )
else if( sBit == "tornadozoffset" ) SET_FLOAT( fEffects[EFFECT_TORNADO_Z_OFFSET] )
else if( sBit == "tantornadoz" ) SET_FLOAT( fEffects[EFFECT_TAN_TORNADO_Z] )
else if( sBit == "tantornadozperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_TORNADO_Z_PERIOD] )
else if( sBit == "tantornadozoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_TORNADO_Z_OFFSET] )
}
else if( sBit.find("tipsy") != sBit.npos)
{
if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
else if( sBit == "tipsyspeed" ) SET_FLOAT( fEffects[EFFECT_TIPSY_SPEED] )
else if( sBit == "tipsyoffset" ) SET_FLOAT( fEffects[EFFECT_TIPSY_OFFSET] )
else if( sBit == "tantipsy" ) SET_FLOAT( fEffects[EFFECT_TAN_TIPSY] )
else if( sBit == "tantipsyspeed" ) SET_FLOAT( fEffects[EFFECT_TAN_TIPSY_SPEED] )
else if( sBit == "tantipsyoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_TIPSY_OFFSET] )
}
else if( sBit.find("bumpy") != sBit.npos)
{
if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
else if( sBit == "bumpyoffset" ) SET_FLOAT( fEffects[EFFECT_BUMPY_OFFSET] )
else if( sBit == "bumpyperiod" ) SET_FLOAT( fEffects[EFFECT_BUMPY_PERIOD] )
else if( sBit == "tanbumpy" ) SET_FLOAT( fEffects[EFFECT_TAN_BUMPY] )
else if( sBit == "tanbumpyoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_BUMPY_OFFSET] )
else if( sBit == "tanbumpyperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_BUMPY_PERIOD] )
else if( sBit == "bumpyx" ) SET_FLOAT( fEffects[EFFECT_BUMPY_X] )
else if( sBit == "bumpyxoffset" ) SET_FLOAT( fEffects[EFFECT_BUMPY_X_OFFSET] )
else if( sBit == "bumpyxperiod" ) SET_FLOAT( fEffects[EFFECT_BUMPY_X_PERIOD] )
else if( sBit == "tanbumpyx" ) SET_FLOAT( fEffects[EFFECT_TAN_BUMPY_X] )
else if( sBit == "tanbumpyxoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_BUMPY_X_OFFSET] )
else if( sBit == "tanbumpyxperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_BUMPY_X_PERIOD] )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "bumpy%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fBumpy[i] )
break;
}
}
}
}
else if( sBit.find("beat") != sBit.npos)
{
if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
else if( sBit == "beatoffset" ) SET_FLOAT( fEffects[EFFECT_BEAT_OFFSET] )
else if( sBit == "beatperiod" ) SET_FLOAT( fEffects[EFFECT_BEAT_PERIOD] )
else if( sBit == "beatmult" ) SET_FLOAT( fEffects[EFFECT_BEAT_MULT] )
else if( sBit == "beaty" ) SET_FLOAT( fEffects[EFFECT_BEAT_Y] )
else if( sBit == "beatyoffset" ) SET_FLOAT( fEffects[EFFECT_BEAT_Y_OFFSET] )
else if( sBit == "beatyperiod" ) SET_FLOAT( fEffects[EFFECT_BEAT_Y_PERIOD] )
else if( sBit == "beatymult" ) SET_FLOAT( fEffects[EFFECT_BEAT_Y_MULT] )
else if( sBit == "beatz" ) SET_FLOAT( fEffects[EFFECT_BEAT_Z] )
else if( sBit == "beatzoffset" ) SET_FLOAT( fEffects[EFFECT_BEAT_Z_OFFSET] )
else if( sBit == "beatzperiod" ) SET_FLOAT( fEffects[EFFECT_BEAT_Z_PERIOD] )
else if( sBit == "beatzmult" ) SET_FLOAT( fEffects[EFFECT_BEAT_Z_MULT] )
}
else if( sBit.find("digital") != sBit.npos)
{
if( sBit == "digital" ) SET_FLOAT( fEffects[EFFECT_DIGITAL] )
else if( sBit == "digitalsteps" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_STEPS] )
else if( sBit == "digitalperiod" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_PERIOD] )
else if( sBit == "digitaloffset" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_OFFSET] )
else if( sBit == "tandigital" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL] )
else if( sBit == "tandigitalsteps" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_STEPS] )
else if( sBit == "tandigitalperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_PERIOD] )
else if( sBit == "tandigitaloffset" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_OFFSET] )
else if( sBit == "digitalz" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_Z] )
else if( sBit == "digitalzsteps" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_Z_STEPS] )
else if( sBit == "digitalzperiod" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_Z_PERIOD] )
else if( sBit == "digitalzoffset" ) SET_FLOAT( fEffects[EFFECT_DIGITAL_Z_OFFSET] )
else if( sBit == "tandigitalz" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_Z] )
else if( sBit == "tandigitalzsteps" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_Z_STEPS] )
else if( sBit == "tandigitalzperiod" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_Z_PERIOD] )
else if( sBit == "tandigitalzoffset" ) SET_FLOAT( fEffects[EFFECT_TAN_DIGITAL_Z_OFFSET] )
}
else if( sBit.find("zigzag") != sBit.npos)
{
if( sBit == "zigzag" ) SET_FLOAT( fEffects[EFFECT_ZIGZAG] )
else if( sBit == "zigzagperiod" ) SET_FLOAT( fEffects[EFFECT_ZIGZAG_PERIOD] )
else if( sBit == "zigzagoffset" ) SET_FLOAT( fEffects[EFFECT_ZIGZAG_OFFSET] )
else if( sBit == "zigzagz" ) SET_FLOAT( fEffects[EFFECT_ZIGZAG_Z] )
else if( sBit == "zigzagzperiod" ) SET_FLOAT( fEffects[EFFECT_ZIGZAG_Z_PERIOD] )
else if( sBit == "zigzagzoffset" ) SET_FLOAT( fEffects[EFFECT_ZIGZAG_Z_OFFSET] )
}
else if( sBit.find("sawtooth") != sBit.npos)
{
if( sBit == "sawtooth" ) SET_FLOAT( fEffects[EFFECT_SAWTOOTH] )
else if( sBit == "sawtoothperiod" ) SET_FLOAT( fEffects[EFFECT_SAWTOOTH_PERIOD] )
else if( sBit == "sawtoothz" ) SET_FLOAT( fEffects[EFFECT_SAWTOOTH_Z] )
else if( sBit == "sawtoothzperiod" ) SET_FLOAT( fEffects[EFFECT_SAWTOOTH_Z_PERIOD] )
}
else if( sBit.find("square") != sBit.npos)
{
if( sBit == "square" ) SET_FLOAT( fEffects[EFFECT_SQUARE] )
else if( sBit == "squareoffset" ) SET_FLOAT( fEffects[EFFECT_SQUARE_OFFSET] )
else if( sBit == "squareperiod" ) SET_FLOAT( fEffects[EFFECT_SQUARE_PERIOD] )
else if( sBit == "squarez" ) SET_FLOAT( fEffects[EFFECT_SQUARE_Z] )
else if( sBit == "squarezoffset" ) SET_FLOAT( fEffects[EFFECT_SQUARE_Z_OFFSET] )
else if( sBit == "squarezperiod" ) SET_FLOAT( fEffects[EFFECT_SQUARE_Z_PERIOD] )
}
else if( sBit.find("parabola") != sBit.npos)
{
if( sBit == "parabolax" ) SET_FLOAT( fEffects[EFFECT_PARABOLA_X] )
else if( sBit == "parabolay" ) SET_FLOAT( fEffects[EFFECT_PARABOLA_Y] )
else if( sBit == "parabolaz" ) SET_FLOAT( fEffects[EFFECT_PARABOLA_Z] )
}
else if( sBit.find("attenuate") != sBit.npos)
{
if( sBit == "attenuatex" ) SET_FLOAT( fEffects[EFFECT_ATTENUATE_X] )
else if( sBit == "attenuatey" ) SET_FLOAT( fEffects[EFFECT_ATTENUATE_Y] )
else if( sBit == "attenuatez" ) SET_FLOAT( fEffects[EFFECT_ATTENUATE_Z] )
}
else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] )
else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] )
else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
else if( sBit == "suddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN_OFFSET] )
else if ( sBit.find("stealth") != sBit.npos)
{
if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
else if( sBit == "stealthtype" ) m_bStealthType = on;
else if( sBit == "stealthpastreceptors" ) m_bStealthPastReceptors = on;
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "stealth%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fStealth[i] )
break;
}
}
}
}
else if( sBit == "blink" ) SET_FLOAT( fAppearances[APPEARANCE_BLINK] )
else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
else if( sBit == "mirror" ) m_bTurns[TURN_MIRROR] = on;
else if( sBit == "lrmirror" ) m_bTurns[TURN_LRMIRROR] = on;
else if( sBit == "udmirror" ) m_bTurns[TURN_UDMIRROR] = on;
else if( sBit == "backwards" ) m_bTurns[TURN_BACKWARDS] = on;
else if( sBit == "left" ) m_bTurns[TURN_LEFT] = on;
else if( sBit == "right" ) m_bTurns[TURN_RIGHT] = on;
else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
else if( sBit == "softshuffle" ) m_bTurns[TURN_SOFT_SHUFFLE] = on;
else if( sBit == "supershuffle" ) m_bTurns[TURN_SUPER_SHUFFLE] = on;
else if( sBit == "hypershuffle" ) m_bTurns[TURN_HYPER_SHUFFLE] = on;
else if( sBit == "little" ) m_bTransforms[TRANSFORM_LITTLE] = on;
else if( sBit == "wide" ) m_bTransforms[TRANSFORM_WIDE] = on;
else if( sBit == "big" ) m_bTransforms[TRANSFORM_BIG] = on;
else if( sBit == "quick" ) m_bTransforms[TRANSFORM_QUICK] = on;
else if( sBit == "bmrize" ) m_bTransforms[TRANSFORM_BMRIZE] = on;
else if( sBit == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on;
else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
else if( sBit == "attackmines" ) m_bTransforms[TRANSFORM_ATTACKMINES] = on;
else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
else if( sBit == "holdrolls" ) m_bTransforms[TRANSFORM_HOLDROLLS] = on;
else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
else if ( sBit.find("reverse") != sBit.npos)
{
if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "reverse%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fReverse[i] )
break;
}
}
}
}
else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
else if( sBit == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
else if( sBit == "nolifts" ) m_bTransforms[TRANSFORM_NOLIFTS] = on;
else if( sBit == "nofakes" ) m_bTransforms[TRANSFORM_NOFAKES] = on;
else if( sBit.find("dark") != sBit.npos )
{
if( sBit == "dark" ) SET_FLOAT( fDark )
else
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "dark%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fDarks[i] )
break;
}
}
}
}
else if( sBit == "blind" ) SET_FLOAT( fBlind )
else if( sBit == "cover" ) SET_FLOAT( fCover )
else if( sBit == "randomattacks" ) SET_FLOAT( fRandAttack )
else if( sBit == "noattacks" ) SET_FLOAT( fNoAttack )
else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
else if( sBit == "overhead" ) { m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "space" ) { m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "hallway" ) { m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "distant" ) { m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) )
{
m_sNoteSkin = sBit;
}
else if( sBit == "skew" ) SET_FLOAT( fSkew )
else if( sBit == "tilt" ) SET_FLOAT( fPerspectiveTilt )
else if( sBit == "noteskin" && !on ) /* "no noteskin" */
{
m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME;
}
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
else if( sBit == "failarcade" ||
sBit == "failimmediate" ) m_FailType = FailType_Immediate;
else if( sBit == "failendofsong" ||
sBit == "failimmediatecontinue" ) m_FailType = FailType_ImmediateContinue;
else if( sBit == "failatend" ) m_FailType = FailType_EndOfSong;
else if( sBit == "failoff" ) m_FailType = FailType_Off;
else if( sBit == "faildefault" )
{
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
m_FailType = po.m_FailType;
}
else if( sBit == "muteonerror" ) m_bMuteOnError = on;
else if( sBit == "random" ) ChooseRandomModifiers();
else if( sBit.find("move") != sBit.npos)
{
if (sBit.find("x") != sBit.npos)
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "movex%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fMovesX[i] )
break;
}
}
}
else if (sBit.find("y") != sBit.npos)
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "movey%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fMovesY[i] )
break;
}
}
}
else if (sBit.find("z") != sBit.npos)
{
for (int i=0; i<16; i++)
{
sMod = ssprintf( "movez%d", i+1 );
if( sBit == sMod)
{
SET_FLOAT( fMovesZ[i] )
break;
}
}
}
}
else if( sBit == "zbuffer" ) m_bZBuffer = on;
else if( sBit == "cosecant" ) m_bCosecant = on;
else if( sBit == "visualdelay" ) m_fVisualDelay = level;
else if( level == 0 && disabledWindows.Compare(sBit)) // "No w1" etc.
{
// We come into this condition if there is at least a single window present but there may be more.
// To get all of the windows, we go through in a loop to extract all of them.
static Regex allDisabledWindows("(w[1-5])(.*)$");
RString input = sBit;
while (true)
{
if (!allDisabledWindows.Compare(input, matches))
break;
TimingWindow tw;
bool ret = StringConversion::FromString(matches[0].MakeUpper(), tw);
if (ret && TW_W1 <= tw && tw <= TW_W5)
{
m_twDisabledWindows.set(tw);
}
input = matches[1];
}
}
// deprecated mods/left in for compatibility
else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
// end of the list
else
{
// Maybe the original string is a noteskin name with a space. -Kyz
RString name= sOneMod;
name.MakeLower();
if(NOTESKIN && NOTESKIN->DoesNoteSkinExist(name))
{
m_sNoteSkin = name;
}
return false;
}
return true;
}
void NextFloat( float fValues[], int size )
{
int index = -1;
for( int i=0; i<size; i++ )
{
if( fValues[i] == 1 )
{
index = i;
break;
}
}
for( int 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 NextBool( bool bValues[], int size )
{
int index = -1;
for( int i=0; i<size; i++ )
{
if( bValues[i] )
{
index = i;
break;
}
}
for( int i=0; i<size; i++ )
bValues[i] = false;
if( index == size-1 ) // if true, then the last float in the list was selected
; // leave all off
else
bValues[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()
{
NextBool( m_bTurns, NUM_TURNS );
}
void PlayerOptions::NextTransform()
{
NextBool( m_bTransforms, 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::ChooseRandomModifiers()
{
if( RandomFloat(0,1)<RANDOM_SPEED_CHANCE )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)<RANDOM_REVERSE_CHANCE )
m_fScrolls[SCROLL_REVERSE] = 1;
if( RandomFloat(0,1)<RANDOM_DARK_CHANCE )
m_fDark = 1;
float f;
f = RandomFloat(0,1);
if( f<RANDOM_ACCEL_CHANCE )
m_fAccels[RandomInt(NUM_ACCELS)] = 1;
else if( f<RANDOM_EFFECT_CHANCE )
m_fEffects[RandomInt(NUM_EFFECTS)] = 1;
f = RandomFloat(0,1);
if( f<RANDOM_HIDDEN_CHANCE )
m_fAppearances[APPEARANCE_HIDDEN] = 1;
else if( f<RANDOM_SUDDEN_CHANCE )
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;
}
void PlayerOptions::ToggleOneTurn( Turn t )
{
bool bWasOn = m_bTurns[t];
ZERO( m_bTurns );
m_bTurns[t] = !bWasOn;
}
float PlayerOptions::GetReversePercentForColumn( int iCol ) const
{
float f = 0;
ASSERT(m_pn == PLAYER_1 || m_pn == PLAYER_2);
ASSERT(GAMESTATE->GetCurrentStyle(m_pn) != nullptr);
int iNumCols = GAMESTATE->GetCurrentStyle(m_pn)->m_iColsPerPlayer;
f += m_fScrolls[SCROLL_REVERSE];
f += m_fReverse[iCol];
if( iCol >= iNumCols/2 )
f += m_fScrolls[SCROLL_SPLIT];
if( (iCol%2)==1 )
f += m_fScrolls[SCROLL_ALTERNATE];
int iFirstCrossCol = iNumCols/4;
int iLastCrossCol = iNumCols-1-iFirstCrossCol;
if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol )
f += m_fScrolls[SCROLL_CROSS];
if( f > 2 )
f = std::fmod( f, 2 );
if( f > 1 )
f = SCALE( f, 1.f, 2.f, 1.f, 0.f );
return f;
}
bool PlayerOptions::operator==( const PlayerOptions &other ) const
{
#define COMPARE(x) { if( x != other.x ) return false; }
COMPARE(m_LifeType);
COMPARE(m_DrainType);
COMPARE(m_ModTimerType);
COMPARE(m_fModTimerMult);
COMPARE(m_fModTimerOffset);
COMPARE(m_fDrawSize);
COMPARE(m_fDrawSizeBack);
COMPARE(m_BatteryLives);
COMPARE(m_fTimeSpacing);
COMPARE(m_fScrollSpeed);
COMPARE(m_fScrollBPM);
COMPARE(m_fMaxScrollBPM);
COMPARE(m_fRandomSpeed);
COMPARE(m_FailType);
COMPARE(m_MinTNSToHideNotes);
COMPARE(m_bMuteOnError);
COMPARE(m_bStealthType);
COMPARE(m_bStealthPastReceptors);
COMPARE(m_bDizzyHolds);
COMPARE(m_bZBuffer);
COMPARE(m_bCosecant);
COMPARE(m_fDark);
COMPARE(m_fBlind);
COMPARE(m_fCover);
COMPARE(m_fRandAttack);
COMPARE(m_fNoAttack);
COMPARE(m_fPlayerAutoPlay);
COMPARE(m_fPerspectiveTilt);
COMPARE(m_fSkew);
// The noteskin name needs to be compared case-insensitively because the
// manager forces lowercase, but some obscure part of PlayerOptions
// uppercases the first letter. The previous code that used != probably
// relied on RString::operator!= misbehaving. -Kyz
if(strcasecmp(m_sNoteSkin, other.m_sNoteSkin) != 0)
{
return false;
}
COMPARE(m_fVisualDelay);
COMPARE(m_twDisabledWindows); // != is defined correctly for ordered sets.
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]);
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
COMPARE(m_fEffects[i]);
for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
COMPARE(m_fAppearances[i]);
for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
COMPARE(m_fScrolls[i]);
for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
COMPARE(m_bTurns[i]);
for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
COMPARE(m_bTransforms[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fMovesX[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fMovesY[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fMovesZ[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fConfusionX[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fConfusionY[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fConfusionZ[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fDarks[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fStealth[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fTiny[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fBumpy[i]);
for( int i = 0; i < 16; ++i )
COMPARE(m_fReverse[i]);
#undef COMPARE
return true;
}
PlayerOptions& PlayerOptions::operator=(PlayerOptions const& other)
{
// Do not copy m_pn from the other, it must be preserved as what PlayerState set it to.
#define CPY(x) x= other.x;
#define CPY_SPEED(x) m_ ## x = other.m_ ## x; m_Speed ## x = other.m_Speed ## x;
CPY(m_LifeType);
CPY(m_DrainType);
CPY(m_ModTimerType);
CPY_SPEED(fModTimerMult);
CPY_SPEED(fModTimerOffset);
CPY_SPEED(fDrawSize);
CPY_SPEED(fDrawSizeBack);
CPY(m_BatteryLives);
CPY_SPEED(fTimeSpacing);
CPY_SPEED(fScrollSpeed);
CPY_SPEED(fScrollBPM);
CPY_SPEED(fMaxScrollBPM);
CPY_SPEED(fRandomSpeed);
CPY(m_FailType);
CPY(m_MinTNSToHideNotes);
CPY(m_bMuteOnError);
CPY(m_bStealthType);
CPY(m_bStealthPastReceptors);
CPY(m_bDizzyHolds);
CPY(m_bZBuffer);
CPY(m_bCosecant);
CPY(m_fVisualDelay);
CPY(m_twDisabledWindows);
CPY_SPEED(fDark);
CPY_SPEED(fBlind);
CPY_SPEED(fCover);
CPY_SPEED(fRandAttack);
CPY_SPEED(fNoAttack);
CPY_SPEED(fPlayerAutoPlay);
CPY_SPEED(fPerspectiveTilt);
CPY_SPEED(fSkew);
if(!other.m_sNoteSkin.empty() &&
NOTESKIN->DoesNoteSkinExist(other.m_sNoteSkin))
{
CPY(m_sNoteSkin);
}
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
{
CPY_SPEED(fAccels[i]);
}
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
{
CPY_SPEED(fEffects[i]);
}
for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
{
CPY_SPEED(fAppearances[i]);
}
for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
{
CPY_SPEED(fScrolls[i]);
}
for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
{
CPY(m_bTurns[i]);
}
for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
{
CPY(m_bTransforms[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fMovesX[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fMovesY[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fMovesZ[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fConfusionX[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fConfusionY[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fConfusionZ[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fDarks[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fStealth[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fTiny[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fBumpy[i]);
}
for( int i = 0; i < 16; ++i )
{
CPY_SPEED(fReverse[i]);
}
#undef CPY
#undef CPY_SPEED
return *this;
}
bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const
{
if( m_fTimeSpacing && pSteps->HasSignificantTimingChanges() )
return true;
const RadarValues &rv = pSteps->GetRadarValues( pn );
if( m_bTransforms[TRANSFORM_NOHOLDS] && rv[RadarCategory_Holds]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOROLLS] && rv[RadarCategory_Rolls]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOMINES] && rv[RadarCategory_Mines]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOHANDS] && rv[RadarCategory_Hands]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOQUADS] && rv[RadarCategory_Hands]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOJUMPS] && rv[RadarCategory_Jumps]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOLIFTS] && rv[RadarCategory_Lifts]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOFAKES] && rv[RadarCategory_Fakes]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOSTRETCH] )
return true;
// Inserted holds can be really easy on some songs, and scores will be
// highly hold-weighted, and very little tap score weighted.
if( m_bTransforms[TRANSFORM_LITTLE] ) return true;
if( m_bTransforms[TRANSFORM_PLANTED] ) return true;
if( m_bTransforms[TRANSFORM_FLOORED] ) return true;
if( m_bTransforms[TRANSFORM_TWISTER] ) return true;
// This makes songs with sparse notes easier.
if( m_bTransforms[TRANSFORM_ECHO] ) return true;
// Removing attacks is easier in general.
if ((m_fNoAttack && pSteps->HasAttacks()) || m_fRandAttack)
return true;
if( m_fCover ) return true;
// M-mods make songs with indefinite BPMs easier because
// they ensure that the song has a scrollable speed.
if( m_fMaxScrollBPM != 0 )
{
// BPM display is obfuscated
// if( pSong->m_DisplayBPMType == DISPLAY_BPM_RANDOM )
// return true;
DisplayBpms bpms;
if( GAMESTATE->IsCourseMode() )
{
Trail *pTrail = GAMESTATE->m_pCurCourse->GetTrail( GAMESTATE->GetCurrentStyle(m_pn)->m_StepsType );
pTrail->GetDisplayBpms( bpms );
}
else
{
GAMESTATE->m_pCurSong->GetDisplayBpms( bpms );
}
pSong->GetDisplayBpms( bpms );
// maximum BPM is obfuscated, so M-mods will set a playable speed.
if( bpms.GetMax() <= 0 )
return true;
}
if( m_fPlayerAutoPlay ) return true;
return false;
}
bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const
{
ASSERT( pCourse != nullptr );
ASSERT( pTrail != nullptr );
return std::any_of(pTrail->m_vEntries.begin(), pTrail->m_vEntries.end(), [&](TrailEntry const &e) {
return e.pSong && IsEasierForSongAndSteps(e.pSong, e.pSteps, PLAYER_1);
});
}
void PlayerOptions::GetLocalizedMods( std::vector<RString> &AddTo ) const
{
std::vector<RString> vMods;
GetMods( vMods );
for (RString const &sOneMod : vMods)
{
ASSERT( !sOneMod.empty() );
std::vector<RString> asTokens;
split( sOneMod, " ", asTokens );
if( asTokens.empty() )
continue;
// Strip the approach speed token, if any
if( asTokens[0][0] == '*' )
asTokens.erase( asTokens.begin() );
// capitalize NoteSkin names
asTokens.back() = Capitalize( asTokens.back() );
/* Theme the mod name (the last string). Allow this to not exist, since
* characters might use modifiers that don't exist in the theme. */
asTokens.back() = CommonMetrics::LocalizeOptionItem( asTokens.back(), true );
RString sLocalizedMod = join( " ", asTokens );
AddTo.push_back( sLocalizedMod );
}
}
bool PlayerOptions::ContainsTransformOrTurn() const
{
for( int i=0; i<NUM_TRANSFORMS; i++ )
{
if( m_bTransforms[i] )
return true;
}
for( int i=0; i<NUM_TURNS; i++ )
{
if( m_bTurns[i] )
return true;
}
return false;
}
RString PlayerOptions::GetSavedPrefsString() const
{
PlayerOptions po_prefs;
#define SAVE(x) po_prefs.x = this->x;
SAVE( m_fTimeSpacing );
SAVE( m_fScrollSpeed );
SAVE( m_fScrollBPM );
SAVE( m_fMaxScrollBPM );
SAVE( m_fScrolls[SCROLL_REVERSE] );
SAVE( m_fPerspectiveTilt );
SAVE( m_bTransforms[TRANSFORM_NOHOLDS] );
SAVE( m_bTransforms[TRANSFORM_NOROLLS] );
SAVE( m_bTransforms[TRANSFORM_NOMINES] );
SAVE( m_bTransforms[TRANSFORM_NOJUMPS] );
SAVE( m_bTransforms[TRANSFORM_NOHANDS] );
SAVE( m_bTransforms[TRANSFORM_NOQUADS] );
SAVE( m_bTransforms[TRANSFORM_NOSTRETCH] );
SAVE( m_bTransforms[TRANSFORM_NOLIFTS] );
SAVE( m_bTransforms[TRANSFORM_NOFAKES] );
SAVE( m_bMuteOnError );
SAVE( m_sNoteSkin );
SAVE( m_fVisualDelay );
SAVE( m_twDisabledWindows );
#undef SAVE
return po_prefs.GetString();
}
void PlayerOptions::ResetPrefs( ResetPrefsType type )
{
PlayerOptions defaults;
#define CPY(x) this->x = defaults.x;
switch( type )
{
DEFAULT_FAIL( type );
case saved_prefs:
CPY( m_fTimeSpacing );
CPY( m_fScrollSpeed );
CPY( m_fScrollBPM );
CPY( m_fMaxScrollBPM );
break;
case saved_prefs_invalid_for_course:
break;
}
CPY(m_LifeType);
CPY(m_DrainType);
CPY(m_BatteryLives);
CPY(m_ModTimerType);
CPY(m_fModTimerMult);
CPY(m_fModTimerOffset);
CPY(m_fDrawSize);
CPY(m_fDrawSizeBack);
CPY(m_bStealthType);
CPY(m_bStealthPastReceptors);
CPY(m_bDizzyHolds);
CPY(m_bZBuffer);
CPY(m_bCosecant);
CPY(m_MinTNSToHideNotes);
CPY( m_fPerspectiveTilt );
CPY( m_bTransforms[TRANSFORM_NOHOLDS] );
CPY( m_bTransforms[TRANSFORM_NOROLLS] );
CPY( m_bTransforms[TRANSFORM_NOMINES] );
CPY( m_bTransforms[TRANSFORM_NOJUMPS] );
CPY( m_bTransforms[TRANSFORM_NOHANDS] );
CPY( m_bTransforms[TRANSFORM_NOQUADS] );
CPY( m_bTransforms[TRANSFORM_NOSTRETCH] );
CPY( m_bTransforms[TRANSFORM_NOLIFTS] );
CPY( m_bTransforms[TRANSFORM_NOFAKES] );
// Don't clear this.
// CPY( m_sNoteSkin );
CPY(m_fVisualDelay);
CPY(m_twDisabledWindows);
#undef CPY
}
// lua start
#include "LuaBinding.h"
#include "OptionsBinding.h"
/** @brief Allow Lua to have access to PlayerOptions. */
class LunaPlayerOptions: public Luna<PlayerOptions>
{
public:
static int IsEasierForSongAndSteps( T *p, lua_State *L )
{
Song* pSong = Luna<Song>::check(L,1);
Steps* pSteps = Luna<Steps>::check(L,2);
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 3);
lua_pushboolean(L, p->IsEasierForSongAndSteps(pSong, pSteps, pn) );
return 1;
}
static int IsEasierForCourseAndTrail( T *p, lua_State *L )
{
// course, trail
Course* pCourse = Luna<Course>::check(L,1);
Trail* pTrail = Luna<Trail>::check(L,2);
lua_pushboolean(L, p->IsEasierForCourseAndTrail(pCourse, pTrail) );
return 1;
}
// Direct control functions, for themes that can handle it.
ENUM_INTERFACE(LifeSetting, LifeType, LifeType);
ENUM_INTERFACE(DrainSetting, DrainType, DrainType);
ENUM_INTERFACE(ModTimerSetting, ModTimerType, ModTimerType)
INT_INTERFACE(BatteryLives, BatteryLives);
FLOAT_INTERFACE(ModTimerMult, ModTimerMult, true);
FLOAT_INTERFACE(ModTimerOffset, ModTimerOffset, true);
FLOAT_INTERFACE(DrawSize, DrawSize, true);
FLOAT_INTERFACE(DrawSizeBack, DrawSizeBack, true);
FLOAT_INTERFACE(TimeSpacing, TimeSpacing, true);
FLOAT_INTERFACE(MaxScrollBPM, MaxScrollBPM, true);
FLOAT_INTERFACE(ScrollSpeed, ScrollSpeed, true);
FLOAT_INTERFACE(ScrollBPM, ScrollBPM, true);
FLOAT_INTERFACE(Boost, Accels[PlayerOptions::ACCEL_BOOST], true);
FLOAT_INTERFACE(Brake, Accels[PlayerOptions::ACCEL_BRAKE], true);
FLOAT_INTERFACE(Wave, Accels[PlayerOptions::ACCEL_WAVE], true);
FLOAT_INTERFACE(WavePeriod, Accels[PlayerOptions::ACCEL_WAVE_PERIOD], true);
FLOAT_INTERFACE(Expand, Accels[PlayerOptions::ACCEL_EXPAND], true);
FLOAT_INTERFACE(ExpandPeriod, Accels[PlayerOptions::ACCEL_EXPAND_PERIOD], true);
FLOAT_INTERFACE(TanExpand, Accels[PlayerOptions::ACCEL_TAN_EXPAND], true);
FLOAT_INTERFACE(TanExpandPeriod, Accels[PlayerOptions::ACCEL_TAN_EXPAND_PERIOD], true);
FLOAT_INTERFACE(Boomerang, Accels[PlayerOptions::ACCEL_BOOMERANG], true);
FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK], true);
FLOAT_INTERFACE(DrunkSpeed, Effects[PlayerOptions::EFFECT_DRUNK_SPEED], true);
FLOAT_INTERFACE(DrunkOffset, Effects[PlayerOptions::EFFECT_DRUNK_OFFSET], true);
FLOAT_INTERFACE(DrunkPeriod, Effects[PlayerOptions::EFFECT_DRUNK_PERIOD], true);
FLOAT_INTERFACE(TanDrunk, Effects[PlayerOptions::EFFECT_TAN_DRUNK], true);
FLOAT_INTERFACE(TanDrunkSpeed, Effects[PlayerOptions::EFFECT_TAN_DRUNK_SPEED], true);
FLOAT_INTERFACE(TanDrunkOffset, Effects[PlayerOptions::EFFECT_TAN_DRUNK_OFFSET], true);
FLOAT_INTERFACE(TanDrunkPeriod, Effects[PlayerOptions::EFFECT_TAN_DRUNK_PERIOD], true);
FLOAT_INTERFACE(DrunkZ, Effects[PlayerOptions::EFFECT_DRUNK_Z], true);
FLOAT_INTERFACE(DrunkZSpeed, Effects[PlayerOptions::EFFECT_DRUNK_Z_SPEED], true);
FLOAT_INTERFACE(DrunkZOffset, Effects[PlayerOptions::EFFECT_DRUNK_Z_OFFSET], true);
FLOAT_INTERFACE(DrunkZPeriod, Effects[PlayerOptions::EFFECT_DRUNK_Z_PERIOD], true);
FLOAT_INTERFACE(TanDrunkZ, Effects[PlayerOptions::EFFECT_TAN_DRUNK_Z], true);
FLOAT_INTERFACE(TanDrunkZSpeed, Effects[PlayerOptions::EFFECT_TAN_DRUNK_Z_SPEED], true);
FLOAT_INTERFACE(TanDrunkZOffset, Effects[PlayerOptions::EFFECT_TAN_DRUNK_Z_OFFSET], true);
FLOAT_INTERFACE(TanDrunkZPeriod, Effects[PlayerOptions::EFFECT_TAN_DRUNK_Z_PERIOD], true);
FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY], true);
FLOAT_INTERFACE(AttenuateX, Effects[PlayerOptions::EFFECT_ATTENUATE_X], true);
FLOAT_INTERFACE(AttenuateY, Effects[PlayerOptions::EFFECT_ATTENUATE_Y], true);
FLOAT_INTERFACE(AttenuateZ, Effects[PlayerOptions::EFFECT_ATTENUATE_Z], true);
FLOAT_INTERFACE(ShrinkLinear, Effects[PlayerOptions::EFFECT_SHRINK_TO_LINEAR], true);
FLOAT_INTERFACE(ShrinkMult, Effects[PlayerOptions::EFFECT_SHRINK_TO_MULT], true);
FLOAT_INTERFACE(PulseInner, Effects[PlayerOptions::EFFECT_PULSE_INNER], true);
FLOAT_INTERFACE(PulseOuter, Effects[PlayerOptions::EFFECT_PULSE_OUTER], true);
FLOAT_INTERFACE(PulsePeriod, Effects[PlayerOptions::EFFECT_PULSE_PERIOD], true);
FLOAT_INTERFACE(PulseOffset, Effects[PlayerOptions::EFFECT_PULSE_OFFSET], true);
FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION], true);
FLOAT_INTERFACE(ConfusionOffset, Effects[PlayerOptions::EFFECT_CONFUSION_OFFSET], true);
FLOAT_INTERFACE(ConfusionX, Effects[PlayerOptions::EFFECT_CONFUSION_X], true);
FLOAT_INTERFACE(ConfusionXOffset, Effects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET], true);
FLOAT_INTERFACE(ConfusionY, Effects[PlayerOptions::EFFECT_CONFUSION_Y], true);
FLOAT_INTERFACE(ConfusionYOffset, Effects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET], true);
FLOAT_INTERFACE(Bounce, Effects[PlayerOptions::EFFECT_BOUNCE], true);
FLOAT_INTERFACE(BouncePeriod, Effects[PlayerOptions::EFFECT_BOUNCE_PERIOD], true);
FLOAT_INTERFACE(BounceOffset, Effects[PlayerOptions::EFFECT_BOUNCE_OFFSET], true);
FLOAT_INTERFACE(BounceZ, Effects[PlayerOptions::EFFECT_BOUNCE_Z], true);
FLOAT_INTERFACE(BounceZPeriod, Effects[PlayerOptions::EFFECT_BOUNCE_Z_PERIOD], true);
FLOAT_INTERFACE(BounceZOffset, Effects[PlayerOptions::EFFECT_BOUNCE_Z_OFFSET], true);
FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI], true);
FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY], true);
FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP], true);
FLOAT_INTERFACE(Invert, Effects[PlayerOptions::EFFECT_INVERT], true);
FLOAT_INTERFACE(Tornado, Effects[PlayerOptions::EFFECT_TORNADO], true);
FLOAT_INTERFACE(TornadoPeriod, Effects[PlayerOptions::EFFECT_TORNADO_PERIOD], true);
FLOAT_INTERFACE(TornadoOffset, Effects[PlayerOptions::EFFECT_TORNADO_OFFSET], true);
FLOAT_INTERFACE(TanTornado, Effects[PlayerOptions::EFFECT_TAN_TORNADO], true);
FLOAT_INTERFACE(TanTornadoPeriod, Effects[PlayerOptions::EFFECT_TAN_TORNADO_PERIOD], true);
FLOAT_INTERFACE(TanTornadoOffset, Effects[PlayerOptions::EFFECT_TAN_TORNADO_OFFSET], true);
FLOAT_INTERFACE(TornadoZ, Effects[PlayerOptions::EFFECT_TORNADO_Z], true);
FLOAT_INTERFACE(TornadoZPeriod, Effects[PlayerOptions::EFFECT_TORNADO_Z_PERIOD], true);
FLOAT_INTERFACE(TornadoZOffset, Effects[PlayerOptions::EFFECT_TORNADO_Z_OFFSET], true);
FLOAT_INTERFACE(TanTornadoZ, Effects[PlayerOptions::EFFECT_TAN_TORNADO_Z], true);
FLOAT_INTERFACE(TanTornadoZPeriod, Effects[PlayerOptions::EFFECT_TAN_TORNADO_Z_PERIOD], true);
FLOAT_INTERFACE(TanTornadoZOffset, Effects[PlayerOptions::EFFECT_TAN_TORNADO_Z_OFFSET], true);
FLOAT_INTERFACE(Tipsy, Effects[PlayerOptions::EFFECT_TIPSY], true);
FLOAT_INTERFACE(TipsySpeed, Effects[PlayerOptions::EFFECT_TIPSY_SPEED], true);
FLOAT_INTERFACE(TipsyOffset, Effects[PlayerOptions::EFFECT_TIPSY_OFFSET], true);
FLOAT_INTERFACE(TanTipsy, Effects[PlayerOptions::EFFECT_TAN_TIPSY], true);
FLOAT_INTERFACE(TanTipsySpeed, Effects[PlayerOptions::EFFECT_TAN_TIPSY_SPEED], true);
FLOAT_INTERFACE(TanTipsyOffset, Effects[PlayerOptions::EFFECT_TAN_TIPSY_OFFSET], true);
FLOAT_INTERFACE(Bumpy, Effects[PlayerOptions::EFFECT_BUMPY], true);
FLOAT_INTERFACE(BumpyOffset, Effects[PlayerOptions::EFFECT_BUMPY_OFFSET], true);
FLOAT_INTERFACE(BumpyPeriod, Effects[PlayerOptions::EFFECT_BUMPY_PERIOD], true);
FLOAT_INTERFACE(TanBumpy, Effects[PlayerOptions::EFFECT_TAN_BUMPY], true);
FLOAT_INTERFACE(TanBumpyOffset, Effects[PlayerOptions::EFFECT_TAN_BUMPY_OFFSET], true);
FLOAT_INTERFACE(TanBumpyPeriod, Effects[PlayerOptions::EFFECT_TAN_BUMPY_PERIOD], true);
FLOAT_INTERFACE(BumpyX, Effects[PlayerOptions::EFFECT_BUMPY_X], true);
FLOAT_INTERFACE(BumpyXOffset, Effects[PlayerOptions::EFFECT_BUMPY_X_OFFSET], true);
FLOAT_INTERFACE(BumpyXPeriod, Effects[PlayerOptions::EFFECT_BUMPY_X_PERIOD], true);
FLOAT_INTERFACE(TanBumpyX, Effects[PlayerOptions::EFFECT_TAN_BUMPY_X], true);
FLOAT_INTERFACE(TanBumpyXOffset, Effects[PlayerOptions::EFFECT_TAN_BUMPY_X_OFFSET], true);
FLOAT_INTERFACE(TanBumpyXPeriod, Effects[PlayerOptions::EFFECT_TAN_BUMPY_X_PERIOD], true);
FLOAT_INTERFACE(Beat, Effects[PlayerOptions::EFFECT_BEAT], true);
FLOAT_INTERFACE(BeatOffset, Effects[PlayerOptions::EFFECT_BEAT_OFFSET], true);
FLOAT_INTERFACE(BeatPeriod, Effects[PlayerOptions::EFFECT_BEAT_PERIOD], true);
FLOAT_INTERFACE(BeatMult, Effects[PlayerOptions::EFFECT_BEAT_MULT], true);
FLOAT_INTERFACE(BeatY, Effects[PlayerOptions::EFFECT_BEAT_Y], true);
FLOAT_INTERFACE(BeatYOffset, Effects[PlayerOptions::EFFECT_BEAT_Y_OFFSET], true);
FLOAT_INTERFACE(BeatYPeriod, Effects[PlayerOptions::EFFECT_BEAT_Y_PERIOD], true);
FLOAT_INTERFACE(BeatYMult, Effects[PlayerOptions::EFFECT_BEAT_Y_MULT], true);
FLOAT_INTERFACE(BeatZ, Effects[PlayerOptions::EFFECT_BEAT_Z], true);
FLOAT_INTERFACE(BeatZOffset, Effects[PlayerOptions::EFFECT_BEAT_Z_OFFSET], true);
FLOAT_INTERFACE(BeatZPeriod, Effects[PlayerOptions::EFFECT_BEAT_Z_PERIOD], true);
FLOAT_INTERFACE(BeatZMult, Effects[PlayerOptions::EFFECT_BEAT_Z_MULT], true);
FLOAT_INTERFACE(Zigzag, Effects[PlayerOptions::EFFECT_ZIGZAG], true);
FLOAT_INTERFACE(ZigzagPeriod, Effects[PlayerOptions::EFFECT_ZIGZAG_PERIOD], true);
FLOAT_INTERFACE(ZigzagOffset, Effects[PlayerOptions::EFFECT_ZIGZAG_OFFSET], true);
FLOAT_INTERFACE(ZigzagZ, Effects[PlayerOptions::EFFECT_ZIGZAG_Z], true);
FLOAT_INTERFACE(ZigzagZPeriod, Effects[PlayerOptions::EFFECT_ZIGZAG_Z_PERIOD], true);
FLOAT_INTERFACE(ZigzagZOffset, Effects[PlayerOptions::EFFECT_ZIGZAG_Z_OFFSET], true);
FLOAT_INTERFACE(Sawtooth, Effects[PlayerOptions::EFFECT_SAWTOOTH], true);
FLOAT_INTERFACE(SawtoothPeriod, Effects[PlayerOptions::EFFECT_SAWTOOTH_PERIOD], true);
FLOAT_INTERFACE(SawtoothZ, Effects[PlayerOptions::EFFECT_SAWTOOTH_Z], true);
FLOAT_INTERFACE(SawtoothZPeriod, Effects[PlayerOptions::EFFECT_SAWTOOTH_Z_PERIOD], true);
FLOAT_INTERFACE(Square, Effects[PlayerOptions::EFFECT_SQUARE], true);
FLOAT_INTERFACE(SquareOffset, Effects[PlayerOptions::EFFECT_SQUARE_OFFSET], true);
FLOAT_INTERFACE(SquarePeriod, Effects[PlayerOptions::EFFECT_SQUARE_PERIOD], true);
FLOAT_INTERFACE(SquareZ, Effects[PlayerOptions::EFFECT_SQUARE_Z], true);
FLOAT_INTERFACE(SquareZOffset, Effects[PlayerOptions::EFFECT_SQUARE_Z_OFFSET], true);
FLOAT_INTERFACE(SquareZPeriod, Effects[PlayerOptions::EFFECT_SQUARE_Z_PERIOD], true);
FLOAT_INTERFACE(Digital, Effects[PlayerOptions::EFFECT_DIGITAL], true);
FLOAT_INTERFACE(DigitalSteps, Effects[PlayerOptions::EFFECT_DIGITAL_STEPS], true);
FLOAT_INTERFACE(DigitalPeriod, Effects[PlayerOptions::EFFECT_DIGITAL_PERIOD], true);
FLOAT_INTERFACE(DigitalOffset, Effects[PlayerOptions::EFFECT_DIGITAL_OFFSET], true);
FLOAT_INTERFACE(TanDigital, Effects[PlayerOptions::EFFECT_TAN_DIGITAL], true);
FLOAT_INTERFACE(TanDigitalSteps, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_STEPS], true);
FLOAT_INTERFACE(TanDigitalPeriod, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_PERIOD], true);
FLOAT_INTERFACE(TanDigitalOffset, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_OFFSET], true);
FLOAT_INTERFACE(DigitalZ, Effects[PlayerOptions::EFFECT_DIGITAL_Z], true);
FLOAT_INTERFACE(DigitalZSteps, Effects[PlayerOptions::EFFECT_DIGITAL_Z_STEPS], true);
FLOAT_INTERFACE(DigitalZPeriod, Effects[PlayerOptions::EFFECT_DIGITAL_Z_PERIOD], true);
FLOAT_INTERFACE(DigitalZOffset, Effects[PlayerOptions::EFFECT_DIGITAL_Z_OFFSET], true);
FLOAT_INTERFACE(TanDigitalZ, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_Z], true);
FLOAT_INTERFACE(TanDigitalZSteps, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_Z_STEPS], true);
FLOAT_INTERFACE(TanDigitalZPeriod, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_Z_PERIOD], true);
FLOAT_INTERFACE(TanDigitalZOffset, Effects[PlayerOptions::EFFECT_TAN_DIGITAL_Z_OFFSET], true);
FLOAT_INTERFACE(ParabolaX, Effects[PlayerOptions::EFFECT_PARABOLA_X], true);
FLOAT_INTERFACE(ParabolaY, Effects[PlayerOptions::EFFECT_PARABOLA_Y], true);
FLOAT_INTERFACE(ParabolaZ, Effects[PlayerOptions::EFFECT_PARABOLA_Z], true);
FLOAT_INTERFACE(Xmode, Effects[PlayerOptions::EFFECT_XMODE], true);
FLOAT_INTERFACE(Twirl, Effects[PlayerOptions::EFFECT_TWIRL], true);
FLOAT_INTERFACE(Roll, Effects[PlayerOptions::EFFECT_ROLL], true);
FLOAT_INTERFACE(Hidden, Appearances[PlayerOptions::APPEARANCE_HIDDEN], true);
FLOAT_INTERFACE(HiddenOffset, Appearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET], true);
FLOAT_INTERFACE(Sudden, Appearances[PlayerOptions::APPEARANCE_SUDDEN], true);
FLOAT_INTERFACE(SuddenOffset, Appearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET], true);
FLOAT_INTERFACE(Stealth, Appearances[PlayerOptions::APPEARANCE_STEALTH], true);
FLOAT_INTERFACE(Blink, Appearances[PlayerOptions::APPEARANCE_BLINK], true);
FLOAT_INTERFACE(RandomVanish, Appearances[PlayerOptions::APPEARANCE_RANDOMVANISH], true);
FLOAT_INTERFACE(Reverse, Scrolls[PlayerOptions::SCROLL_REVERSE], true);
FLOAT_INTERFACE(Split, Scrolls[PlayerOptions::SCROLL_SPLIT], true);
FLOAT_INTERFACE(Alternate, Scrolls[PlayerOptions::SCROLL_ALTERNATE], true);
FLOAT_INTERFACE(Cross, Scrolls[PlayerOptions::SCROLL_CROSS], true);
FLOAT_INTERFACE(Centered, Scrolls[PlayerOptions::SCROLL_CENTERED], true);
FLOAT_INTERFACE(Dark, Dark, true);
FLOAT_INTERFACE(Blind, Blind, true);
FLOAT_INTERFACE(Cover, Cover, true);
FLOAT_INTERFACE(RandAttack, RandAttack, true);
FLOAT_INTERFACE(NoAttack, NoAttack, true);
FLOAT_INTERFACE(PlayerAutoPlay, PlayerAutoPlay, true);
FLOAT_INTERFACE(Skew, Skew, true);
FLOAT_INTERFACE(Tilt, PerspectiveTilt, true);
FLOAT_INTERFACE(Passmark, Passmark, true); // Passmark is not sanity checked to the [0, 1] range because LifeMeterBar::IsFailing is the only thing that uses it, and it's used in a <= test. Any theme passing a value outside the [0, 1] range probably expects the result they get. -Kyz
FLOAT_INTERFACE(RandomSpeed, RandomSpeed, true);
MULTICOL_FLOAT_INTERFACE(MoveX, MovesX, true);
MULTICOL_FLOAT_INTERFACE(MoveY, MovesY, true);
MULTICOL_FLOAT_INTERFACE(MoveZ, MovesZ, true);
MULTICOL_FLOAT_INTERFACE(ConfusionXOffset, ConfusionX, true);
MULTICOL_FLOAT_INTERFACE(ConfusionYOffset, ConfusionY, true);
MULTICOL_FLOAT_INTERFACE(ConfusionOffset, ConfusionZ, true);
MULTICOL_FLOAT_INTERFACE(Dark, Darks, true);
MULTICOL_FLOAT_INTERFACE(Stealth, Stealth, true);
MULTICOL_FLOAT_INTERFACE(Tiny, Tiny, true);
MULTICOL_FLOAT_INTERFACE(Bumpy, Bumpy, true);
MULTICOL_FLOAT_INTERFACE(Reverse, Reverse, true);
BOOL_INTERFACE(StealthType, StealthType);
BOOL_INTERFACE(StealthPastReceptors, StealthPastReceptors);
BOOL_INTERFACE(DizzyHolds, DizzyHolds);
BOOL_INTERFACE(ZBuffer, ZBuffer);
BOOL_INTERFACE(Cosecant, Cosecant);
BOOL_INTERFACE(TurnNone, Turns[PlayerOptions::TURN_NONE]);
BOOL_INTERFACE(Mirror, Turns[PlayerOptions::TURN_MIRROR]);
BOOL_INTERFACE(LRMirror, Turns[PlayerOptions::TURN_LRMIRROR]);
BOOL_INTERFACE(UDMirror, Turns[PlayerOptions::TURN_UDMIRROR]);
BOOL_INTERFACE(Backwards, Turns[PlayerOptions::TURN_BACKWARDS]);
BOOL_INTERFACE(Left, Turns[PlayerOptions::TURN_LEFT]);
BOOL_INTERFACE(Right, Turns[PlayerOptions::TURN_RIGHT]);
BOOL_INTERFACE(Shuffle, Turns[PlayerOptions::TURN_SHUFFLE]);
BOOL_INTERFACE(SoftShuffle, Turns[PlayerOptions::TURN_SOFT_SHUFFLE]);
BOOL_INTERFACE(SuperShuffle, Turns[PlayerOptions::TURN_SUPER_SHUFFLE]);
BOOL_INTERFACE(HyperShuffle, Turns[PlayerOptions::TURN_HYPER_SHUFFLE]);
BOOL_INTERFACE(NoHolds, Transforms[PlayerOptions::TRANSFORM_NOHOLDS]);
BOOL_INTERFACE(NoRolls, Transforms[PlayerOptions::TRANSFORM_NOROLLS]);
BOOL_INTERFACE(NoMines, Transforms[PlayerOptions::TRANSFORM_NOMINES]);
BOOL_INTERFACE(Little, Transforms[PlayerOptions::TRANSFORM_LITTLE]);
BOOL_INTERFACE(Wide, Transforms[PlayerOptions::TRANSFORM_WIDE]);
BOOL_INTERFACE(Big, Transforms[PlayerOptions::TRANSFORM_BIG]);
BOOL_INTERFACE(Quick, Transforms[PlayerOptions::TRANSFORM_QUICK]);
BOOL_INTERFACE(BMRize, Transforms[PlayerOptions::TRANSFORM_BMRIZE]);
BOOL_INTERFACE(Skippy, Transforms[PlayerOptions::TRANSFORM_SKIPPY]);
BOOL_INTERFACE(Mines, Transforms[PlayerOptions::TRANSFORM_MINES]);
BOOL_INTERFACE(AttackMines, Transforms[PlayerOptions::TRANSFORM_ATTACKMINES]);
BOOL_INTERFACE(Echo, Transforms[PlayerOptions::TRANSFORM_ECHO]);
BOOL_INTERFACE(Stomp, Transforms[PlayerOptions::TRANSFORM_STOMP]);
BOOL_INTERFACE(Planted, Transforms[PlayerOptions::TRANSFORM_PLANTED]);
BOOL_INTERFACE(Floored, Transforms[PlayerOptions::TRANSFORM_FLOORED]);
BOOL_INTERFACE(Twister, Transforms[PlayerOptions::TRANSFORM_TWISTER]);
BOOL_INTERFACE(HoldRolls, Transforms[PlayerOptions::TRANSFORM_HOLDROLLS]);
BOOL_INTERFACE(NoJumps, Transforms[PlayerOptions::TRANSFORM_NOJUMPS]);
BOOL_INTERFACE(NoHands, Transforms[PlayerOptions::TRANSFORM_NOHANDS]);
BOOL_INTERFACE(NoLifts, Transforms[PlayerOptions::TRANSFORM_NOLIFTS]);
BOOL_INTERFACE(NoFakes, Transforms[PlayerOptions::TRANSFORM_NOFAKES]);
BOOL_INTERFACE(NoQuads, Transforms[PlayerOptions::TRANSFORM_NOQUADS]);
BOOL_INTERFACE(NoStretch, Transforms[PlayerOptions::TRANSFORM_NOSTRETCH]);
BOOL_INTERFACE(MuteOnError, MuteOnError);
ENUM_INTERFACE(FailSetting, FailType, FailType);
ENUM_INTERFACE(MinTNSToHideNotes, MinTNSToHideNotes, TapNoteScore);
FLOAT_NO_SPEED_INTERFACE(VisualDelay, VisualDelay, true);
static int DisableTimingWindow(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if (original_top >= 1 && !lua_isnil(L, 1))
{
// Insert the specified TimingWindow into the disabled windows set.
p->m_twDisabledWindows.set(Enum::Check<TimingWindow>(L, 1));
}
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
static int ResetDisabledTimingWindows(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
p->m_twDisabledWindows.reset();
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
static int GetDisabledTimingWindows(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
lua_newtable( L );
int j = 0;
for (int i=TW_W1; i <= TW_W5; ++i) {
if (p->m_twDisabledWindows[i]) {
Enum::Push(L, static_cast<TimingWindow>(i));
lua_rawseti( L, -2, j+1 );
++j;
}
}
return 1;
}
// NoteSkins
static int NoteSkin(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if( p->m_sNoteSkin.empty() )
{
lua_pushstring( L, CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue() );
}
else
{
lua_pushstring( L, p->m_sNoteSkin );
}
if(original_top >= 1 && lua_isstring(L, 1))
{
RString skin= SArg(1);
if(NOTESKIN->DoesNoteSkinExist(skin))
{
p->m_sNoteSkin = skin;
lua_pushboolean(L, true);
}
else
{
lua_pushnil(L);
}
}
else
{
lua_pushnil(L);
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static void SetSpeedModApproaches(T* p, float speed)
{
p->m_SpeedfScrollBPM= speed;
p->m_SpeedfScrollSpeed= speed;
p->m_SpeedfMaxScrollBPM= speed;
p->m_SpeedfTimeSpacing= speed;
}
// Speed Mods
// Sanity checked functions for speed mods, for themes that want to use the
// engine's enforcement of sane separation between speed mod types.
static int CMod(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if(p->m_fTimeSpacing)
{
lua_pushnumber(L, p->m_fScrollBPM);
lua_pushnumber(L, p->m_SpeedfScrollBPM);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(original_top >= 1 && lua_isnumber(L, 1))
{
float speed= FArg(1);
if(!std::isfinite(speed) || speed <= 0.0f)
{
luaL_error(L, "CMod speed must be finite and greater than 0.");
}
p->m_fScrollBPM= speed;
p->m_fTimeSpacing = 1;
p->m_fScrollSpeed = 1;
p->m_fMaxScrollBPM = 0;
}
if(original_top >= 2 && lua_isnumber(L, 2))
{
SetSpeedModApproaches(p, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static int XMod(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if(!p->m_fTimeSpacing)
{
lua_pushnumber(L, p->m_fScrollSpeed);
lua_pushnumber(L, p->m_SpeedfScrollSpeed);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(lua_isnumber(L, 1) && original_top >= 1)
{
p->m_fScrollSpeed = FArg(1);
p->m_fTimeSpacing = 0;
p->m_fScrollBPM= CMOD_DEFAULT;
p->m_fMaxScrollBPM = 0;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetSpeedModApproaches(p, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static int MMod(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if(!p->m_fTimeSpacing && p->m_fMaxScrollBPM)
{
lua_pushnumber(L, p->m_fMaxScrollBPM);
lua_pushnumber(L, p->m_SpeedfMaxScrollBPM);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(lua_isnumber(L, 1) && original_top >= 1)
{
float speed= FArg(1);
if(!std::isfinite(speed) || speed <= 0.0f)
{
luaL_error(L, "MMod speed must be finite and greater than 0.");
}
p->m_fScrollBPM= CMOD_DEFAULT;
p->m_fTimeSpacing = 0;
p->m_fScrollSpeed= 1;
p->m_fMaxScrollBPM = speed;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetSpeedModApproaches(p, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static void SetPerspectiveApproach(T* p, lua_State* L, float speed)
{
p->m_SpeedfPerspectiveTilt= speed;
p->m_SpeedfSkew= speed;
}
static int Overhead(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
lua_pushboolean(L, (p->m_fPerspectiveTilt == 0.0f && p->m_fSkew == 0.0f));
if(lua_toboolean(L, 1))
{
p->m_fPerspectiveTilt= 0;
p->m_fSkew= 0;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetPerspectiveApproach(p, L, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
static int Incoming(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt < 0.0f) ||
(p->m_fSkew < 0.0f && p->m_fPerspectiveTilt > 0.0f))
{
lua_pushnumber(L, p->m_fSkew);
lua_pushnumber(L, p->m_SpeedfSkew);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(lua_isnumber(L, 1) && original_top >= 1)
{
float value= FArg(1);
p->m_fPerspectiveTilt= -value;
p->m_fSkew= value;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetPerspectiveApproach(p, L, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static int Space(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if((p->m_fSkew > 0.0f && p->m_fPerspectiveTilt > 0.0f) ||
(p->m_fSkew < 0.0f && p->m_fPerspectiveTilt < 0.0f))
{
lua_pushnumber(L, p->m_fSkew);
lua_pushnumber(L, p->m_SpeedfSkew);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(lua_isnumber(L, 1) && original_top >= 1)
{
float value= FArg(1);
p->m_fPerspectiveTilt= value;
p->m_fSkew= value;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetPerspectiveApproach(p, L, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static int Hallway(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt < 0.0f)
{
lua_pushnumber(L, -p->m_fPerspectiveTilt);
lua_pushnumber(L, p->m_SpeedfPerspectiveTilt);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(lua_isnumber(L, 1) && original_top >= 1)
{
p->m_fPerspectiveTilt= -FArg(1);
p->m_fSkew= 0;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetPerspectiveApproach(p, L, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
static int Distant(T* p, lua_State* L)
{
int original_top= lua_gettop(L);
if(p->m_fSkew == 0.0f && p->m_fPerspectiveTilt > 0.0f)
{
lua_pushnumber(L, p->m_fPerspectiveTilt);
lua_pushnumber(L, p->m_SpeedfPerspectiveTilt);
}
else
{
lua_pushnil(L);
lua_pushnil(L);
}
if(lua_isnumber(L, 1) && original_top >= 1)
{
p->m_fPerspectiveTilt= FArg(1);
p->m_fSkew= 0;
}
if(lua_isnumber(L, 2) && original_top >= 2)
{
SetPerspectiveApproach(p, L, FArgGTEZero(L, 2));
}
OPTIONAL_RETURN_SELF(original_top);
return 2;
}
DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1.0f );
static int GetReversePercentForColumn( T *p, lua_State *L )
{
const int colNum = IArg(1);
const int numColumns = GAMESTATE->GetCurrentStyle(p->m_pn)->m_iColsPerPlayer;
// We don't want to go outside the bounds.
if(colNum < 0 || colNum > numColumns)
lua_pushnil(L);
else
lua_pushnumber( L, p->GetReversePercentForColumn(colNum) );
return 1;
}
static int GetStepAttacks( T *p, lua_State *L )
{
lua_pushnumber(L,
(p->m_fNoAttack > 0 || p->m_fRandAttack > 0 ? false : true ));
return 1;
}
static int FromString(T* p, lua_State* L)
{
p->FromString(SArg(1));
COMMON_RETURN_SELF;
}
LunaPlayerOptions()
{
ADD_METHOD( IsEasierForSongAndSteps );
ADD_METHOD( IsEasierForCourseAndTrail );
ADD_METHOD(LifeSetting);
ADD_METHOD(DrainSetting);
ADD_METHOD(ModTimerSetting);
ADD_METHOD(ModTimerMult);
ADD_METHOD(ModTimerOffset);
ADD_METHOD(DrawSize);
ADD_METHOD(DrawSizeBack);
ADD_METHOD(BatteryLives);
ADD_METHOD(TimeSpacing);
ADD_METHOD(MaxScrollBPM);
ADD_METHOD(ScrollSpeed);
ADD_METHOD(ScrollBPM);
ADD_METHOD(Boost);
ADD_METHOD(Brake);
ADD_METHOD(Wave);
ADD_METHOD(WavePeriod);
ADD_METHOD(Expand);
ADD_METHOD(ExpandPeriod);
ADD_METHOD(TanExpand);
ADD_METHOD(TanExpandPeriod);
ADD_METHOD(Boomerang);
ADD_METHOD(Drunk);
ADD_METHOD(DrunkSpeed);
ADD_METHOD(DrunkOffset);
ADD_METHOD(DrunkPeriod);
ADD_METHOD(TanDrunk);
ADD_METHOD(TanDrunkSpeed);
ADD_METHOD(TanDrunkOffset);
ADD_METHOD(TanDrunkPeriod);
ADD_METHOD(DrunkZ);
ADD_METHOD(DrunkZSpeed);
ADD_METHOD(DrunkZOffset);
ADD_METHOD(DrunkZPeriod);
ADD_METHOD(TanDrunkZ);
ADD_METHOD(TanDrunkZSpeed);
ADD_METHOD(TanDrunkZOffset);
ADD_METHOD(TanDrunkZPeriod);
ADD_METHOD(Dizzy);
ADD_METHOD(ShrinkLinear);
ADD_METHOD(ShrinkMult);
ADD_METHOD(PulseInner);
ADD_METHOD(PulseOuter);
ADD_METHOD(PulseOffset);
ADD_METHOD(PulsePeriod);
ADD_METHOD(AttenuateX);
ADD_METHOD(AttenuateY);
ADD_METHOD(AttenuateZ);
ADD_METHOD(Confusion);
ADD_METHOD(ConfusionOffset);
ADD_METHOD(ConfusionX);
ADD_METHOD(ConfusionXOffset);
ADD_METHOD(ConfusionY);
ADD_METHOD(ConfusionYOffset);
ADD_METHOD(Bounce);
ADD_METHOD(BouncePeriod);
ADD_METHOD(BounceOffset);
ADD_METHOD(BounceZ);
ADD_METHOD(BounceZPeriod);
ADD_METHOD(BounceZOffset);
ADD_METHOD(Mini);
ADD_METHOD(Tiny);
ADD_METHOD(Flip);
ADD_METHOD(Invert);
ADD_METHOD(Tornado);
ADD_METHOD(TornadoPeriod);
ADD_METHOD(TornadoOffset);
ADD_METHOD(TanTornado);
ADD_METHOD(TanTornadoPeriod);
ADD_METHOD(TanTornadoOffset);
ADD_METHOD(TornadoZ);
ADD_METHOD(TornadoZPeriod);
ADD_METHOD(TornadoZOffset);
ADD_METHOD(TanTornadoZ);
ADD_METHOD(TanTornadoZPeriod);
ADD_METHOD(TanTornadoZOffset);
ADD_METHOD(Tipsy);
ADD_METHOD(TipsySpeed);
ADD_METHOD(TipsyOffset);
ADD_METHOD(TanTipsy);
ADD_METHOD(TanTipsySpeed);
ADD_METHOD(TanTipsyOffset);
ADD_METHOD(Bumpy);
ADD_METHOD(BumpyOffset);
ADD_METHOD(BumpyPeriod);
ADD_METHOD(TanBumpy);
ADD_METHOD(TanBumpyOffset);
ADD_METHOD(TanBumpyPeriod);
ADD_METHOD(BumpyX);
ADD_METHOD(BumpyXOffset);
ADD_METHOD(BumpyXPeriod);
ADD_METHOD(TanBumpyX);
ADD_METHOD(TanBumpyXOffset);
ADD_METHOD(TanBumpyXPeriod);
ADD_METHOD(Beat);
ADD_METHOD(BeatOffset);
ADD_METHOD(BeatPeriod);
ADD_METHOD(BeatMult);
ADD_METHOD(BeatY);
ADD_METHOD(BeatYOffset);
ADD_METHOD(BeatYPeriod);
ADD_METHOD(BeatYMult);
ADD_METHOD(BeatZ);
ADD_METHOD(BeatZOffset);
ADD_METHOD(BeatZPeriod);
ADD_METHOD(BeatZMult);
ADD_METHOD(Zigzag);
ADD_METHOD(ZigzagPeriod);
ADD_METHOD(ZigzagOffset);
ADD_METHOD(ZigzagZ);
ADD_METHOD(ZigzagZPeriod);
ADD_METHOD(ZigzagZOffset);
ADD_METHOD(Sawtooth);
ADD_METHOD(SawtoothPeriod);
ADD_METHOD(SawtoothZ);
ADD_METHOD(SawtoothZPeriod);
ADD_METHOD(Square);
ADD_METHOD(SquareOffset);
ADD_METHOD(SquarePeriod);
ADD_METHOD(SquareZ);
ADD_METHOD(SquareZOffset);
ADD_METHOD(SquareZPeriod);
ADD_METHOD(Digital);
ADD_METHOD(DigitalSteps);
ADD_METHOD(DigitalPeriod);
ADD_METHOD(DigitalOffset);
ADD_METHOD(TanDigital);
ADD_METHOD(TanDigitalSteps);
ADD_METHOD(TanDigitalPeriod);
ADD_METHOD(TanDigitalOffset);
ADD_METHOD(DigitalZ);
ADD_METHOD(DigitalZSteps);
ADD_METHOD(DigitalZPeriod);
ADD_METHOD(DigitalZOffset);
ADD_METHOD(TanDigitalZ);
ADD_METHOD(TanDigitalZSteps);
ADD_METHOD(TanDigitalZPeriod);
ADD_METHOD(TanDigitalZOffset);
ADD_METHOD(ParabolaX);
ADD_METHOD(ParabolaY);
ADD_METHOD(ParabolaZ);
ADD_METHOD(Xmode);
ADD_METHOD(Twirl);
ADD_METHOD(Roll);
ADD_METHOD(Hidden);
ADD_METHOD(HiddenOffset);
ADD_METHOD(Sudden);
ADD_METHOD(SuddenOffset);
ADD_METHOD(Stealth);
ADD_METHOD(Blink);
ADD_METHOD(RandomVanish);
ADD_METHOD(Reverse);
ADD_METHOD(Split);
ADD_METHOD(Alternate);
ADD_METHOD(Cross);
ADD_METHOD(Centered);
ADD_METHOD(Dark);
ADD_METHOD(Blind);
ADD_METHOD(Cover);
ADD_METHOD(StealthType);
ADD_METHOD(StealthPastReceptors);
ADD_METHOD(DizzyHolds);
ADD_METHOD(ZBuffer);
ADD_METHOD(Cosecant);
ADD_METHOD(RandAttack);
ADD_METHOD(NoAttack);
ADD_METHOD(PlayerAutoPlay);
ADD_METHOD(Tilt);
ADD_METHOD(Skew);
ADD_METHOD(Passmark);
ADD_METHOD(RandomSpeed);
ADD_METHOD(TurnNone);
ADD_METHOD(Mirror);
ADD_METHOD(LRMirror);
ADD_METHOD(UDMirror);
ADD_METHOD(Backwards);
ADD_METHOD(Left);
ADD_METHOD(Right);
ADD_METHOD(Shuffle);
ADD_METHOD(SoftShuffle);
ADD_METHOD(SuperShuffle);
ADD_METHOD(HyperShuffle);
ADD_METHOD(NoHolds);
ADD_METHOD(NoRolls);
ADD_METHOD(NoMines);
ADD_METHOD(Little);
ADD_METHOD(Wide);
ADD_METHOD(Big);
ADD_METHOD(Quick);
ADD_METHOD(BMRize);
ADD_METHOD(Skippy);
ADD_METHOD(Mines);
ADD_METHOD(AttackMines);
ADD_METHOD(Echo);
ADD_METHOD(Stomp);
ADD_METHOD(Planted);
ADD_METHOD(Floored);
ADD_METHOD(Twister);
ADD_METHOD(HoldRolls);
ADD_METHOD(NoJumps);
ADD_METHOD(NoHands);
ADD_METHOD(NoLifts);
ADD_METHOD(NoFakes);
ADD_METHOD(NoQuads);
ADD_METHOD(NoStretch);
ADD_METHOD(MuteOnError);
ADD_MULTICOL_METHOD(MoveX);
ADD_MULTICOL_METHOD(MoveY);
ADD_MULTICOL_METHOD(MoveZ);
ADD_MULTICOL_METHOD(ConfusionOffset);
ADD_MULTICOL_METHOD(ConfusionXOffset);
ADD_MULTICOL_METHOD(ConfusionYOffset);
ADD_MULTICOL_METHOD(Dark);
ADD_MULTICOL_METHOD(Stealth);
ADD_MULTICOL_METHOD(Tiny);
ADD_MULTICOL_METHOD(Bumpy);
ADD_MULTICOL_METHOD(Reverse);
ADD_METHOD(NoteSkin);
ADD_METHOD(FailSetting);
ADD_METHOD(MinTNSToHideNotes);
ADD_METHOD(VisualDelay);
ADD_METHOD(DisableTimingWindow);
ADD_METHOD(ResetDisabledTimingWindows);
ADD_METHOD(GetDisabledTimingWindows);
// Speed
ADD_METHOD( CMod );
ADD_METHOD( XMod );
ADD_METHOD( MMod );
ADD_METHOD(Overhead);
ADD_METHOD(Incoming);
ADD_METHOD(Space);
ADD_METHOD(Hallway);
ADD_METHOD(Distant);
ADD_METHOD( UsingReverse );
ADD_METHOD( GetReversePercentForColumn );
ADD_METHOD( GetStepAttacks );
ADD_METHOD(FromString);
}
};
LUA_REGISTER_CLASS( PlayerOptions )
// lua end
/*
* (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.
*/