Files
itgmania212121/stepmania/src/PlayerOptions.h
T
Glenn Maynard ab7e7b1afa fix brake/boost tweening
allow tweening to/from constant speed mods
2004-04-09 04:49:29 +00:00

149 lines
3.9 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
-----------------------------------------------------------------------------
*/
class Song;
class Steps;
class Course;
#include "GameConstantsAndTypes.h"
struct PlayerOptions
{
PlayerOptions() { Init(); };
void Init();
void Approach( const PlayerOptions& other, float fDeltaSeconds );
CString GetString() const;
void FromString( CString sOptions );
void ChooseRandomMofifiers();
bool operator==( const PlayerOptions &other ) const;
bool operator!=( const PlayerOptions &other ) const { return !operator==(other); }
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_NOHOLDS,
TRANSFORM_NOMINES,
TRANSFORM_LITTLE,
TRANSFORM_WIDE,
TRANSFORM_BIG,
TRANSFORM_QUICK,
TRANSFORM_BMRIZE,
TRANSFORM_SKIPPY,
TRANSFORM_MINES,
TRANSFORM_ECHO,
TRANSFORM_PLANTED,
TRANSFORM_STOMP,
TRANSFORM_TWISTER,
TRANSFORM_NOJUMPS,
TRANSFORM_NOHANDS,
TRANSFORM_NOQUADS,
NUM_TRANSFORMS
};
enum Scroll {
SCROLL_REVERSE=0,
SCROLL_SPLIT,
SCROLL_ALTERNATE,
SCROLL_CROSS,
SCROLL_CONVERGE,
NUM_SCROLLS
};
float GetReversePercentForColumn( int iCol ); // accounts for all Directions
/* All floats have a corresponding speed setting, which determines how fast
* PlayerOptions::Approach approaches. */
float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing
float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS];
float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS];
float m_fDark, m_SpeedfDark;
float m_fBlind, m_SpeedfBlind;
float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
/* If this is > 0, then the player must have life above this value at the end of
* the song to pass. This is independent of SongOptions::m_FailType. */
float m_fPassmark, m_SpeedfPassmark;
bool m_bTurns[NUM_TURNS];
bool m_bTransforms[NUM_TRANSFORMS];
bool m_bProTiming;
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 );
void ToggleOneTurn( Turn t );
// return true if any mods being used will make the song(s) easier
bool IsEasierForSongAndSteps( Song* pSong, Steps* pSteps );
bool IsEasierForCourse( Course* pCourse, StepsType st, CourseDifficulty cd );
};
#endif