Files
itgmania212121/stepmania/src/PlayerOptions.cpp
T

241 lines
6.7 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"
void PlayerOptions::Init()
{
m_fScrollSpeed = 1.0f;
m_AccelType = ACCEL_OFF;
ZERO( m_bEffects );
m_AppearanceType = APPEARANCE_VISIBLE;
m_TurnType = TURN_NONE;
m_Transform = TRANSFORM_NONE;
m_bReverseScroll = false;
m_ColorType = COLOR_VIVID;
m_bHoldNotes = true;
m_bDark = false;
}
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, ";
}
switch( m_AccelType )
{
case ACCEL_OFF: break;
case ACCEL_BOOST: sReturn += "Boost, "; break;
case ACCEL_LAND: sReturn += "Land, "; break;
case ACCEL_WAVE: sReturn += "Wave, "; break;
case ACCEL_EXPAND: sReturn += "Expand, "; break;
case ACCEL_BOOMERANG: sReturn += "Boomerang, "; break;
default: ASSERT(0);
}
if( m_bEffects[EFFECT_DRUNK] ) sReturn += "Drunk, ";
if( m_bEffects[EFFECT_DIZZY] ) sReturn += "Dizzy, ";
if( m_bEffects[EFFECT_SPACE] ) sReturn += "Space, ";
if( m_bEffects[EFFECT_MINI] ) sReturn += "Mini, ";
if( m_bEffects[EFFECT_FLIP] ) sReturn += "Flip, ";
if( m_bEffects[EFFECT_TORNADO] )sReturn += "Tornado, ";
switch( m_AppearanceType )
{
case APPEARANCE_VISIBLE: break;
case APPEARANCE_HIDDEN: sReturn += "Hidden, "; break;
case APPEARANCE_SUDDEN: sReturn += "Sudden, "; break;
case APPEARANCE_STEALTH: sReturn += "Stealth, "; break;
case APPEARANCE_BLINK: sReturn += "Blink, "; break;
default: ASSERT(0); // invalid
}
switch( m_TurnType )
{
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_BIG: sReturn += "Big, "; break;
default: ASSERT(0); // invalid
}
if( m_bReverseScroll )
sReturn += "Reverse, ";
switch( m_ColorType )
{
case COLOR_VIVID: break;
case COLOR_NOTE: sReturn += "Note, "; break;
case COLOR_FLAT: sReturn += "Flat, "; break;
default: ASSERT(0); // invalid COLOR
};
if( !m_bHoldNotes )
sReturn += "NoHolds, ";
if( m_bDark )
sReturn += "Dark, ";
if( sReturn.GetLength() > 2 )
sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", "
return sReturn;
}
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_AccelType = ACCEL_BOOST;
else if( sBit == "land" ) m_AccelType = ACCEL_LAND;
else if( sBit == "wave" ) m_AccelType = ACCEL_WAVE;
else if( sBit == "expand" ) m_AccelType = ACCEL_EXPAND;
else if( sBit == "boomerang" ) m_AccelType = ACCEL_BOOMERANG;
else if( sBit == "drunk" ) m_bEffects[EFFECT_DRUNK] = true;
else if( sBit == "dizzy" ) m_bEffects[EFFECT_DIZZY] = true;
else if( sBit == "space" ) m_bEffects[EFFECT_SPACE] = true;
else if( sBit == "mini" ) m_bEffects[EFFECT_MINI] = true;
else if( sBit == "flip" ) m_bEffects[EFFECT_FLIP] = true;
else if( sBit == "tornado" ) m_bEffects[EFFECT_TORNADO] = true;
else if( sBit == "hidden" ) m_AppearanceType = APPEARANCE_HIDDEN;
else if( sBit == "sudden" ) m_AppearanceType = APPEARANCE_SUDDEN;
else if( sBit == "stealth" ) m_AppearanceType = APPEARANCE_STEALTH;
else if( sBit == "blink" ) m_AppearanceType = APPEARANCE_BLINK;
else if( sBit == "mirror" ) m_TurnType = TURN_MIRROR;
else if( sBit == "left" ) m_TurnType = TURN_LEFT;
else if( sBit == "right" ) m_TurnType = TURN_RIGHT;
else if( sBit == "shuffle" ) m_TurnType = TURN_SHUFFLE;
else if( sBit == "supershuffle" )m_TurnType = TURN_SUPER_SHUFFLE;
else if( sBit == "little" ) m_Transform = TRANSFORM_LITTLE;
else if( sBit == "big" ) m_Transform = TRANSFORM_BIG;
else if( sBit == "reverse" ) m_bReverseScroll = true;
else if( sBit == "note" ) m_ColorType = COLOR_NOTE;
else if( sBit == "flat" ) m_ColorType = COLOR_FLAT;
else if( sBit == "noholds" ) m_bHoldNotes = false;
else if( sBit == "nofreeze" ) m_bHoldNotes = false;
else if( sBit == "dark" ) m_bDark = true;
}
}
void PlayerOptions::NextAccel()
{
m_AccelType = (AccelType) ((m_AccelType+1)%NUM_ACCEL_TYPES);
}
void PlayerOptions::NextEffect()
{
if( m_bEffects[NUM_EFFECT_TYPES-1] ) // last effect is on
{
ZERO( m_bEffects );
return;
}
for( int i=0; i<NUM_EFFECT_TYPES-1; i++ )
{
if( m_bEffects[i] )
{
ZERO( m_bEffects );
m_bEffects[i+1] = true;
return;
}
}
// if we get here, no effects are on
m_bEffects[0] = true;
}
void PlayerOptions::NextColor()
{
m_ColorType = (ColorType) ((m_ColorType+1)%NUM_COLOR_TYPES);
}
void PlayerOptions::NextAppearance()
{
m_AppearanceType = (AppearanceType) ((m_AppearanceType+1)%NUM_APPEARANCE_TYPES);
}
void PlayerOptions::NextTurn()
{
m_TurnType = (TurnType) ((m_TurnType+1)%NUM_TURN_TYPES);
}
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_bReverseScroll = true;
if( RandomFloat(0,1)>0.9f )
m_bDark = true;
float f;
f = RandomFloat(0,1);
if( f>0.66f )
m_AccelType = (AccelType)(rand()%NUM_ACCEL_TYPES);
else if( f>0.33f )
m_bEffects[ rand()%NUM_EFFECT_TYPES ] = true;
f = RandomFloat(0,1);
if( f>0.95f )
m_AppearanceType = APPEARANCE_HIDDEN;
else if( f>0.9f )
m_AppearanceType = APPEARANCE_SUDDEN;
}