Files
itgmania212121/stepmania/src/PlayerOptions.h
T
Glenn Maynard aac37ab883 const fix
2003-09-29 05:01:41 +00:00

118 lines
2.6 KiB
C

#ifndef PLAYEROPTIONS_H
#define PLAYEROPTIONS_H
/*
-----------------------------------------------------------------------------
Class: PlayerOptions
Desc: Per-player options that are not saved between sessions.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
struct PlayerOptions
{
PlayerOptions() { Init(); };
void Init();
void Approach( const PlayerOptions& other, float fDeltaSeconds );
CString GetString() const;
void FromString( CString sOptions );
void ChooseRandomMofifiers();
enum Accel {
ACCEL_BOOST,
ACCEL_BRAKE,
ACCEL_WAVE,
ACCEL_EXPAND,
ACCEL_BOOMERANG,
NUM_ACCELS
};
enum Effect {
EFFECT_DRUNK,
EFFECT_DIZZY,
EFFECT_MINI,
EFFECT_FLIP,
EFFECT_TORNADO,
EFFECT_TIPSY,
EFFECT_BUMPY,
EFFECT_BEAT,
NUM_EFFECTS
};
enum Appearance {
APPEARANCE_HIDDEN,
APPEARANCE_SUDDEN,
APPEARANCE_STEALTH,
APPEARANCE_BLINK,
APPEARANCE_RANDOMVANISH,
NUM_APPEARANCES
};
enum Turn {
TURN_NONE=0,
TURN_MIRROR,
TURN_LEFT,
TURN_RIGHT,
TURN_SHUFFLE,
TURN_SUPER_SHUFFLE,
NUM_TURNS
};
enum Transform {
TRANSFORM_NONE=0,
TRANSFORM_LITTLE,
TRANSFORM_WIDE,
TRANSFORM_BIG,
TRANSFORM_QUICK,
TRANSFORM_SKIPPY,
TRANSFORM_MINES,
NUM_TRANSFORMS
};
enum Scroll {
SCROLL_REVERSE=0,
SCROLL_SPLIT,
SCROLL_ALTERNATE,
NUM_SCROLLS
};
float GetReversePercentForColumn( int iCol ); // accounts for all Directions
bool m_bTimeSpacing; // instead of Beat spacing
float m_fScrollSpeed; // used if !m_bTimeSpacing
float m_fScrollBPM; // used if m_bTimeSpacing
float m_fAccels[NUM_ACCELS];
float m_fEffects[NUM_EFFECTS];
float m_fAppearances[NUM_APPEARANCES];
float m_fScrolls[NUM_SCROLLS];
float m_fDark;
float m_fBlind;
Turn m_Turn;
Transform m_Transform;
bool m_bHoldNotes;
bool m_bTimingAssist;
bool m_bProTiming;
float m_fPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
float m_fSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
CString m_sNoteSkin;
void NextAccel();
void NextEffect();
void NextAppearance();
void NextTurn();
void NextTransform();
void NextPerspective();
void NextScroll();
Accel GetFirstAccel();
Effect GetFirstEffect();
Appearance GetFirstAppearance();
Scroll GetFirstScroll();
void SetOneAccel( Accel a );
void SetOneEffect( Effect e );
void SetOneAppearance( Appearance a );
void SetOneScroll( Scroll s );
};
#endif