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itgmania212121/src/PlayerOptions.h
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9.6 KiB
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#ifndef PLAYER_OPTIONS_H
#define PLAYER_OPTIONS_H
class Course;
class Song;
class Steps;
class Trail;
struct lua_State;
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
#include "GameConstantsAndTypes.h"
#include "PlayerNumber.h"
#include "PrefsManager.h"
enum LifeType
{
LifeType_Bar,
LifeType_Battery,
LifeType_Time,
NUM_LifeType,
LifeType_Invalid
};
const RString& LifeTypeToString( LifeType cat );
const RString& LifeTypeToLocalizedString( LifeType cat );
LuaDeclareType( LifeType );
enum DrainType
{
DrainType_Normal,
DrainType_NoRecover,
DrainType_SuddenDeath,
NUM_DrainType,
DrainType_Invalid
};
const RString& DrainTypeToString( DrainType cat );
const RString& DrainTypeToLocalizedString( DrainType cat );
LuaDeclareType( DrainType );
/** @brief Per-player options that are not saved between sessions. */
class PlayerOptions
{
public:
/**
* @brief Set up the PlayerOptions with some reasonable defaults.
*
* This code was taken from Init() to use proper initialization. */
PlayerOptions(): m_LifeType(LifeType_Bar), m_DrainType(DrainType_Normal),
m_BatteryLives(4),
m_bSetScrollSpeed(false),
m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f),
m_fMaxScrollBPM(0), m_SpeedfMaxScrollBPM(1.0f),
m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f),
m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f),
m_fDark(0), m_SpeedfDark(1.0f),
m_fBlind(0), m_SpeedfBlind(1.0f),
m_fCover(0), m_SpeedfCover(1.0f),
m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
m_fNoAttack(0), m_SpeedfNoAttack(1.0f),
m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
m_fSkew(0), m_SpeedfSkew(1.0f),
m_fPassmark(0), m_SpeedfPassmark(1.0f),
m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f),
m_bMuteOnError(false), m_FailType(FailType_Immediate),
m_MinTNSToHideNotes(PREFSMAN->m_MinTNSToHideNotes)
{
m_sNoteSkin = "";
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
ZERO( m_bTurns ); ZERO( m_bTransforms );
};
void Init();
void Approach( const PlayerOptions& other, float fDeltaSeconds );
RString GetString( bool bForceNoteSkin = false ) const;
RString GetSavedPrefsString() const; // only the basic options that players would want for every song
enum ResetPrefsType
{
saved_prefs,
saved_prefs_invalid_for_course
};
void ResetPrefs( ResetPrefsType type );
void ResetSavedPrefs() { ResetPrefs(saved_prefs); };
void ResetSavedPrefsInvalidForCourse() { ResetPrefs(saved_prefs_invalid_for_course); }
void GetMods( vector<RString> &AddTo, bool bForceNoteSkin = false ) const;
void GetLocalizedMods( vector<RString> &AddTo ) const;
void FromString( const RString &sMultipleMods );
bool FromOneModString( const RString &sOneMod, RString &sErrorDetailOut ); // On error, return false and optionally set sErrorDetailOut
void ChooseRandomModifiers();
bool ContainsTransformOrTurn() const;
// Lua
void PushSelf( lua_State *L );
bool operator==( const PlayerOptions &other ) const;
bool operator!=( const PlayerOptions &other ) const { return !operator==(other); }
PlayerOptions& operator=(PlayerOptions const& other);
/** @brief The various acceleration mods. */
enum Accel {
ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */
ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */
ACCEL_WAVE,
ACCEL_EXPAND,
ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */
NUM_ACCELS
};
enum Effect {
EFFECT_DRUNK,
EFFECT_DIZZY,
EFFECT_CONFUSION,
EFFECT_MINI,
EFFECT_TINY,
EFFECT_FLIP,
EFFECT_INVERT,
EFFECT_TORNADO,
EFFECT_TIPSY,
EFFECT_BUMPY,
EFFECT_BEAT,
EFFECT_XMODE,
EFFECT_TWIRL,
EFFECT_ROLL,
NUM_EFFECTS
};
/** @brief The various appearance mods. */
enum Appearance {
APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */
APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */
APPEARANCE_SUDDEN, /**< The arrows appear partway up. */
APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */
APPEARANCE_STEALTH, /**< The arrows are not shown at all. */
APPEARANCE_BLINK, /**< The arrows blink constantly. */
APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
NUM_APPEARANCES
};
/** @brief The various turn mods. */
enum Turn {
TURN_NONE=0, /**< No turning of the arrows is performed. */
TURN_MIRROR, /**< The arrows are mirrored from their normal position. */
TURN_BACKWARDS, /**< The arrows are turned 180 degrees. This does NOT always equal mirror. */
TURN_LEFT, /**< The arrows are turned 90 degrees to the left. */
TURN_RIGHT, /**< The arrows are turned 90 degress to the right. */
TURN_SHUFFLE, /**< Some of the arrow columns are changed throughout the whole song. */
TURN_SOFT_SHUFFLE, /**< Only shuffle arrow columns on an axis of symmetry. */
TURN_SUPER_SHUFFLE, /**< Every arrow is placed on a random column. */
NUM_TURNS
};
enum Transform {
TRANSFORM_NOHOLDS,
TRANSFORM_NOROLLS,
TRANSFORM_NOMINES,
TRANSFORM_LITTLE,
TRANSFORM_WIDE,
TRANSFORM_BIG,
TRANSFORM_QUICK,
TRANSFORM_BMRIZE,
TRANSFORM_SKIPPY,
TRANSFORM_MINES,
TRANSFORM_ATTACKMINES,
TRANSFORM_ECHO,
TRANSFORM_STOMP,
TRANSFORM_PLANTED,
TRANSFORM_FLOORED,
TRANSFORM_TWISTER,
TRANSFORM_HOLDROLLS,
TRANSFORM_NOJUMPS,
TRANSFORM_NOHANDS,
TRANSFORM_NOLIFTS,
TRANSFORM_NOFAKES,
TRANSFORM_NOQUADS,
TRANSFORM_NOSTRETCH,
NUM_TRANSFORMS
};
enum Scroll {
SCROLL_REVERSE=0,
SCROLL_SPLIT,
SCROLL_ALTERNATE,
SCROLL_CROSS,
SCROLL_CENTERED,
NUM_SCROLLS
};
float GetReversePercentForColumn( int iCol ) const; // accounts for all Directions
PlayerNumber m_pn; // Needed for fetching the style.
LifeType m_LifeType;
DrainType m_DrainType; // only used with LifeBar
int m_BatteryLives;
/* All floats have a corresponding speed setting, which determines how fast
* PlayerOptions::Approach approaches. */
bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString
float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing (CMods, mMods)
float m_fMaxScrollBPM, m_SpeedfMaxScrollBPM;
float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing (xMods)
float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing (CMod)
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_fRandAttack, m_SpeedfRandAttack;
float m_fNoAttack, m_SpeedfNoAttack;
float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
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;
float m_fRandomSpeed, m_SpeedfRandomSpeed;
bool m_bTurns[NUM_TURNS];
bool m_bTransforms[NUM_TRANSFORMS];
bool m_bMuteOnError;
/** @brief The method for which a player can fail a song. */
FailType m_FailType;
TapNoteScore m_MinTNSToHideNotes;
/**
* @brief The Noteskin to use.
*
* If an empty string, it means to not change from the default. */
RString 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, PlayerNumber pn ) const;
bool IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const;
};
#endif
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/