281 lines
9.6 KiB
C++
281 lines
9.6 KiB
C++
#ifndef PLAYER_OPTIONS_H
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#define PLAYER_OPTIONS_H
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class Course;
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class Song;
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class Steps;
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class Trail;
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struct lua_State;
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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#include "PrefsManager.h"
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enum LifeType
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{
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LifeType_Bar,
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LifeType_Battery,
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LifeType_Time,
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NUM_LifeType,
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LifeType_Invalid
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};
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const RString& LifeTypeToString( LifeType cat );
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const RString& LifeTypeToLocalizedString( LifeType cat );
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LuaDeclareType( LifeType );
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enum DrainType
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{
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DrainType_Normal,
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DrainType_NoRecover,
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DrainType_SuddenDeath,
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NUM_DrainType,
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DrainType_Invalid
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};
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const RString& DrainTypeToString( DrainType cat );
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const RString& DrainTypeToLocalizedString( DrainType cat );
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LuaDeclareType( DrainType );
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/** @brief Per-player options that are not saved between sessions. */
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class PlayerOptions
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{
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public:
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/**
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* @brief Set up the PlayerOptions with some reasonable defaults.
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*
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* This code was taken from Init() to use proper initialization. */
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PlayerOptions(): m_LifeType(LifeType_Bar), m_DrainType(DrainType_Normal),
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m_BatteryLives(4),
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m_bSetScrollSpeed(false),
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m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f),
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m_fMaxScrollBPM(0), m_SpeedfMaxScrollBPM(1.0f),
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m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f),
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m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f),
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m_fDark(0), m_SpeedfDark(1.0f),
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m_fBlind(0), m_SpeedfBlind(1.0f),
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m_fCover(0), m_SpeedfCover(1.0f),
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m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
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m_fNoAttack(0), m_SpeedfNoAttack(1.0f),
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m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
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m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
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m_fSkew(0), m_SpeedfSkew(1.0f),
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m_fPassmark(0), m_SpeedfPassmark(1.0f),
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m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f),
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m_bMuteOnError(false), m_FailType(FailType_Immediate),
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m_MinTNSToHideNotes(PREFSMAN->m_MinTNSToHideNotes)
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{
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m_sNoteSkin = "";
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ZERO( m_fAccels ); ONE( m_SpeedfAccels );
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ZERO( m_fEffects ); ONE( m_SpeedfEffects );
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ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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ZERO( m_bTurns ); ZERO( m_bTransforms );
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};
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void Init();
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void Approach( const PlayerOptions& other, float fDeltaSeconds );
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RString GetString( bool bForceNoteSkin = false ) const;
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RString GetSavedPrefsString() const; // only the basic options that players would want for every song
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enum ResetPrefsType
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{
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saved_prefs,
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saved_prefs_invalid_for_course
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};
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void ResetPrefs( ResetPrefsType type );
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void ResetSavedPrefs() { ResetPrefs(saved_prefs); };
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void ResetSavedPrefsInvalidForCourse() { ResetPrefs(saved_prefs_invalid_for_course); }
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void GetMods( vector<RString> &AddTo, bool bForceNoteSkin = false ) const;
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void GetLocalizedMods( vector<RString> &AddTo ) const;
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void FromString( const RString &sMultipleMods );
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bool FromOneModString( const RString &sOneMod, RString &sErrorDetailOut ); // On error, return false and optionally set sErrorDetailOut
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void ChooseRandomModifiers();
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bool ContainsTransformOrTurn() const;
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// Lua
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void PushSelf( lua_State *L );
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bool operator==( const PlayerOptions &other ) const;
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bool operator!=( const PlayerOptions &other ) const { return !operator==(other); }
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PlayerOptions& operator=(PlayerOptions const& other);
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/** @brief The various acceleration mods. */
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enum Accel {
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ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */
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ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */
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ACCEL_WAVE,
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ACCEL_EXPAND,
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ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */
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NUM_ACCELS
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};
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enum Effect {
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EFFECT_DRUNK,
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EFFECT_DIZZY,
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EFFECT_CONFUSION,
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EFFECT_MINI,
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EFFECT_TINY,
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EFFECT_FLIP,
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EFFECT_INVERT,
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EFFECT_TORNADO,
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EFFECT_TIPSY,
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EFFECT_BUMPY,
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EFFECT_BEAT,
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EFFECT_XMODE,
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EFFECT_TWIRL,
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EFFECT_ROLL,
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NUM_EFFECTS
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};
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/** @brief The various appearance mods. */
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enum Appearance {
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APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */
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APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */
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APPEARANCE_SUDDEN, /**< The arrows appear partway up. */
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APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */
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APPEARANCE_STEALTH, /**< The arrows are not shown at all. */
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APPEARANCE_BLINK, /**< The arrows blink constantly. */
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APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
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NUM_APPEARANCES
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};
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/** @brief The various turn mods. */
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enum Turn {
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TURN_NONE=0, /**< No turning of the arrows is performed. */
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TURN_MIRROR, /**< The arrows are mirrored from their normal position. */
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TURN_BACKWARDS, /**< The arrows are turned 180 degrees. This does NOT always equal mirror. */
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TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */
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TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */
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TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */
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TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */
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TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */
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NUM_TURNS
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};
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enum Transform {
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TRANSFORM_NOHOLDS,
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TRANSFORM_NOROLLS,
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TRANSFORM_NOMINES,
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TRANSFORM_LITTLE,
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TRANSFORM_WIDE,
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TRANSFORM_BIG,
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TRANSFORM_QUICK,
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TRANSFORM_BMRIZE,
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TRANSFORM_SKIPPY,
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TRANSFORM_MINES,
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TRANSFORM_ATTACKMINES,
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TRANSFORM_ECHO,
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TRANSFORM_STOMP,
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TRANSFORM_PLANTED,
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TRANSFORM_FLOORED,
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TRANSFORM_TWISTER,
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TRANSFORM_HOLDROLLS,
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TRANSFORM_NOJUMPS,
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TRANSFORM_NOHANDS,
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TRANSFORM_NOLIFTS,
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TRANSFORM_NOFAKES,
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TRANSFORM_NOQUADS,
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TRANSFORM_NOSTRETCH,
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NUM_TRANSFORMS
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};
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enum Scroll {
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SCROLL_REVERSE=0,
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SCROLL_SPLIT,
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SCROLL_ALTERNATE,
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SCROLL_CROSS,
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SCROLL_CENTERED,
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NUM_SCROLLS
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};
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float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions
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PlayerNumber m_pn; // Needed for fetching the style.
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LifeType m_LifeType;
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DrainType m_DrainType; // only used with LifeBar
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int m_BatteryLives;
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/* All floats have a corresponding speed setting, which determines how fast
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* PlayerOptions::Approach approaches. */
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bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString
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float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing (CMods, mMods)
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float m_fMaxScrollBPM, m_SpeedfMaxScrollBPM;
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing (xMods)
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing (CMod)
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float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS], m_SpeedfEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS], m_SpeedfScrolls[NUM_SCROLLS];
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float m_fDark, m_SpeedfDark;
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float m_fBlind, m_SpeedfBlind;
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float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
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float m_fRandAttack, m_SpeedfRandAttack;
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float m_fNoAttack, m_SpeedfNoAttack;
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float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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/* If this is > 0, then the player must have life above this value at the end of
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* the song to pass. This is independent of SongOptions::m_FailType. */
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float m_fPassmark, m_SpeedfPassmark;
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float m_fRandomSpeed, m_SpeedfRandomSpeed;
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bool m_bTurns[NUM_TURNS];
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bool m_bTransforms[NUM_TRANSFORMS];
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bool m_bMuteOnError;
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/** @brief The method for which a player can fail a song. */
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FailType m_FailType;
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TapNoteScore m_MinTNSToHideNotes;
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/**
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* @brief The Noteskin to use.
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*
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* If an empty string, it means to not change from the default. */
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RString m_sNoteSkin;
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void NextAccel();
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void NextEffect();
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void NextAppearance();
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void NextTurn();
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void NextTransform();
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void NextPerspective();
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void NextScroll();
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Accel GetFirstAccel();
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Effect GetFirstEffect();
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Appearance GetFirstAppearance();
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Scroll GetFirstScroll();
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void SetOneAccel( Accel a );
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void SetOneEffect( Effect e );
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void SetOneAppearance( Appearance a );
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void SetOneScroll( Scroll s );
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void ToggleOneTurn( Turn t );
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// return true if any mods being used will make the song(s) easier
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bool IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const;
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bool IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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