Files
itgmania212121/stepmania/src/PlayerOptions.cpp
T
Chris Danford 66a6f0017f Most PlayerOptions now represented by floats
Appearance PlayerOptions are now not mutually exclusive
Accel PlayerOptions are now not mutually exclusive
Most PlayerOptions linearly interpolate if changed during song
2003-02-26 23:26:57 +00:00

293 lines
8.2 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"
void PlayerOptions::Init()
{
m_fScrollSpeed = 1.0f;
ZERO( m_fAccels );
ZERO( m_fEffects );
ZERO( m_fAppearances );
m_fReverseScroll = 0;
m_fDark = 0;
m_Turn = TURN_NONE;
m_Transform = TRANSFORM_NONE;
m_bHoldNotes = true;
}
void FLOAT_APPROACH( float& val, float other_val, float deltaPercent )
{
if( val == other_val )
return;
float fDelta = other_val - val;
float fSign = fDelta / fabsf( fDelta );
float fToMove = fSign*deltaPercent;
if( fabsf(fToMove) > fabsf(fDelta) )
fToMove = fDelta; // snap
val += fToMove;
}
void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
int i;
FLOAT_APPROACH( m_fScrollSpeed, other.m_fScrollSpeed, fDeltaSeconds*max(m_fScrollSpeed,other.m_fScrollSpeed) ); // make big jumps in scroll speed move faster
for( i=0; i<NUM_ACCELS; i++ )
FLOAT_APPROACH( m_fAccels[i], other.m_fAccels[i], fDeltaSeconds );
for( i=0; i<NUM_EFFECTS; i++ )
FLOAT_APPROACH( m_fEffects[i], other.m_fEffects[i], fDeltaSeconds );
for( i=0; i<NUM_APPEARANCES; i++ )
FLOAT_APPROACH( m_fAppearances[i], other.m_fAppearances[i], fDeltaSeconds );
FLOAT_APPROACH( m_fReverseScroll, other.m_fReverseScroll, fDeltaSeconds );
FLOAT_APPROACH( m_fDark, other.m_fDark, fDeltaSeconds );
}
CString PlayerOptions::GetString()
{
CString sReturn;
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, ";
}
if( m_fAccels[ACCEL_BOOST]==1 ) sReturn += "Boost, ";
if( m_fAccels[ACCEL_LAND]==1 ) sReturn += "Land, ";
if( m_fAccels[ACCEL_WAVE]==1 ) sReturn += "Wave, ";
if( m_fAccels[ACCEL_EXPAND]==1 ) sReturn += "Expand, ";
if( m_fAccels[ACCEL_BOOMERANG]==1 ) sReturn += "Boomerang, ";
if( m_fEffects[EFFECT_DRUNK]==1 ) sReturn += "Drunk, ";
if( m_fEffects[EFFECT_DIZZY]==1 ) sReturn += "Dizzy, ";
if( m_fEffects[EFFECT_SPACE]==1 ) sReturn += "Space, ";
if( m_fEffects[EFFECT_MINI]==1 ) sReturn += "Mini, ";
if( m_fEffects[EFFECT_FLIP]==1 ) sReturn += "Flip, ";
if( m_fEffects[EFFECT_TORNADO]==1 ) sReturn += "Tornado, ";
if( m_fAppearances[APPEARANCE_HIDDEN]==1 ) sReturn += "Hidden, ";
if( m_fAppearances[APPEARANCE_SUDDEN]==1 ) sReturn += "Sudden, ";
if( m_fAppearances[APPEARANCE_STEALTH]==1 ) sReturn += "Stealth, ";
if( m_fAppearances[APPEARANCE_BLINK]==1 ) sReturn += "Blink, ";
if( m_fReverseScroll == 1 ) sReturn += "Reverse, ";
if( m_fDark == 1) sReturn += "Dark, ";
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;
default: ASSERT(0); // invalid
}
if( !m_bHoldNotes ) sReturn += "NoHolds, ";
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 )
{
// 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);
if( sBit == "0.25x" ) m_fScrollSpeed = 0.25f;
else if( sBit == "0.5x" ) m_fScrollSpeed = 0.5f;
else if( sBit == "0.75x" ) m_fScrollSpeed = 0.75f;
else if( sBit == "1.5x" ) m_fScrollSpeed = 1.5f;
else if( sBit == "2.0x" ) m_fScrollSpeed = 2.0f;
else if( sBit == "3.0x" ) m_fScrollSpeed = 3.0f;
else if( sBit == "4.0x" ) m_fScrollSpeed = 4.0f;
else if( sBit == "5.0x" ) m_fScrollSpeed = 5.0f;
else if( sBit == "8.0x" ) m_fScrollSpeed = 8.0f;
else if( sBit == "boost" ) m_fAccels[ACCEL_BOOST] = 1;
else if( sBit == "land" ) m_fAccels[ACCEL_LAND] = 1;
else if( sBit == "wave" ) m_fAccels[ACCEL_WAVE] = 1;
else if( sBit == "expand" ) m_fAccels[ACCEL_EXPAND] = 1;
else if( sBit == "boomerang" ) m_fAccels[ACCEL_BOOMERANG] = 1;
else if( sBit == "drunk" ) m_fEffects[EFFECT_DRUNK] = 1;
else if( sBit == "dizzy" ) m_fEffects[EFFECT_DIZZY] = 1;
else if( sBit == "space" ) m_fEffects[EFFECT_SPACE] = 1;
else if( sBit == "mini" ) m_fEffects[EFFECT_MINI] = 1;
else if( sBit == "flip" ) m_fEffects[EFFECT_FLIP] = 1;
else if( sBit == "tornado" ) m_fEffects[EFFECT_TORNADO] = 1;
else if( sBit == "hidden" ) m_fAppearances[APPEARANCE_HIDDEN] = 1;
else if( sBit == "sudden" ) m_fAppearances[APPEARANCE_SUDDEN] = 1;
else if( sBit == "stealth" ) m_fAppearances[APPEARANCE_STEALTH] = 1;
else if( sBit == "blink" ) m_fAppearances[APPEARANCE_BLINK] = 1;
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 == "reverse" ) m_fReverseScroll = 1;
else if( sBit == "noholds" ) m_bHoldNotes = false;
else if( sBit == "nofreeze" ) m_bHoldNotes = false;
else if( sBit == "dark" ) m_fDark = 1;
}
}
void NextFloat( float fValues[], int size )
{
int index = -1;
for( int i=0; i<size; i++ )
{
if( fValues[i] == 1 )
{
index = i;
break;
}
}
memset( fValues, 0, size );
index++;
if( index == size ) // if true, then the last float in the list was selected
; // leave all off
else
fValues[index] = 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::ChooseRandomMofifiers()
{
if( RandomFloat(0,1)>0.8f )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)>0.8f )
m_fReverseScroll = 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;
}
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;
}