Files
itgmania212121/src/PlayerOptions.cpp
T

842 lines
28 KiB
C++

#include "global.h"
#include "PlayerOptions.h"
#include "RageUtil.h"
#include "GameState.h"
#include "NoteSkinManager.h"
#include "Song.h"
#include "Course.h"
#include "Steps.h"
#include "ThemeManager.h"
#include "Foreach.h"
#include "Style.h"
#include "CommonMetrics.h"
#include <float.h>
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
void PlayerOptions::Init()
{
m_bSetScrollSpeed = false;
m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
ZERO( m_fAccels ); ONE( m_SpeedfAccels );
ZERO( m_fEffects ); ONE( m_SpeedfEffects );
ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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_fSongAttack = 0; m_SpeedfSongAttack = 1.0f;
m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f;
m_bSetTiltOrSkew = false;
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;
ZERO( m_bTurns );
ZERO( m_bTransforms );
m_bMuteOnError = false;
m_FailType = FAIL_IMMEDIATE;
m_ScoreDisplay = SCORING_ADD;
m_sNoteSkin = "";
}
void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
{
#define APPROACH( opt ) \
fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt );
#define DO_COPY( x ) \
x = other.x;
APPROACH( fTimeSpacing );
APPROACH( fScrollSpeed );
fapproach( m_fScrollBPM, other.m_fScrollBPM, fDeltaSeconds * other.m_SpeedfScrollBPM*150 );
for( int i=0; i<NUM_ACCELS; i++ )
APPROACH( fAccels[i] );
for( int i=0; i<NUM_EFFECTS; i++ )
APPROACH( fEffects[i] );
for( int i=0; i<NUM_APPEARANCES; i++ )
APPROACH( fAppearances[i] );
for( int i=0; i<NUM_SCROLLS; i++ )
APPROACH( fScrolls[i] );
APPROACH( fDark );
APPROACH( fBlind );
APPROACH( fCover );
APPROACH( fRandAttack );
APPROACH( fSongAttack );
APPROACH( fPlayerAutoPlay );
APPROACH( fPerspectiveTilt );
APPROACH( fSkew );
APPROACH( fPassmark );
APPROACH( fRandomSpeed );
DO_COPY( m_bSetScrollSpeed );
DO_COPY( m_bSetTiltOrSkew );
for( int i=0; i<NUM_TURNS; i++ )
DO_COPY( m_bTurns[i] );
for( int i=0; i<NUM_TRANSFORMS; i++ )
DO_COPY( m_bTransforms[i] );
DO_COPY( m_bMuteOnError );
DO_COPY( m_ScoreDisplay );
DO_COPY( m_FailType );
DO_COPY( m_sNoteSkin );
#undef APPROACH
#undef DO_COPY
}
static void AddPart( vector<RString> &AddTo, float level, RString name )
{
if( level == 0 )
return;
const RString LevelStr = (level == 1)? RString(""): ssprintf( "%ld%% ", lrintf(level*100) );
AddTo.push_back( LevelStr + name );
}
RString PlayerOptions::GetString( bool bForceNoteSkin ) const
{
vector<RString> v;
GetMods( v, bForceNoteSkin );
return join( ", ", v );
}
void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
{
//RString sReturn;
if( !m_fTimeSpacing )
{
if( m_bSetScrollSpeed || m_fScrollSpeed != 1 )
{
/* -> 1.00 */
RString s = ssprintf( "%2.2f", m_fScrollSpeed );
if( s[s.size()-1] == '0' )
{
/* -> 1.0 */
s.erase( s.size()-1 ); // delete last char
if( s[s.size()-1] == '0' )
{
/* -> 1 */
s.erase( s.size()-2 ); // delete last 2 chars
}
}
AddTo.push_back( s + "x" );
}
}
else
{
RString s = ssprintf( "C%.0f", m_fScrollBPM );
AddTo.push_back( s );
}
AddPart( AddTo, m_fAccels[ACCEL_BOOST], "Boost" );
AddPart( AddTo, m_fAccels[ACCEL_BRAKE], "Brake" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" );
AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" );
AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" );
AddPart( AddTo, m_fDark, "Dark" );
AddPart( AddTo, m_fBlind, "Blind" );
AddPart( AddTo, m_fCover, "Cover" );
AddPart( AddTo, m_fRandAttack, "RandomAttacks" );
AddPart( AddTo, m_fSongAttack, "SongAttacks" );
AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" );
AddPart( AddTo, m_fPassmark, "Passmark" );
AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" );
if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" );
if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" );
if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" );
if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" );
if( m_bTransforms[TRANSFORM_NOROLLS] ) AddTo.push_back( "NoRolls" );
if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" );
if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" );
if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" );
if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" );
if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" );
if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" );
if( m_bTransforms[TRANSFORM_MINES] ) AddTo.push_back( "Mines" );
if( m_bTransforms[TRANSFORM_ATTACKMINES] ) AddTo.push_back( "AttackMines" );
if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" );
if( m_bTransforms[TRANSFORM_STOMP] ) AddTo.push_back( "Stomp" );
if( m_bTransforms[TRANSFORM_PLANTED] ) AddTo.push_back( "Planted" );
if( m_bTransforms[TRANSFORM_FLOORED] ) AddTo.push_back( "Floored" );
if( m_bTransforms[TRANSFORM_TWISTER] ) AddTo.push_back( "Twister" );
if( m_bTransforms[TRANSFORM_HOLDROLLS] ) AddTo.push_back( "HoldsToRolls" );
if( m_bTransforms[TRANSFORM_NOJUMPS] ) AddTo.push_back( "NoJumps" );
if( m_bTransforms[TRANSFORM_NOHANDS] ) AddTo.push_back( "NoHands" );
if( m_bTransforms[TRANSFORM_NOQUADS] ) AddTo.push_back( "NoQuads" );
if( m_bTransforms[TRANSFORM_NOSTRETCH] )AddTo.push_back( "NoStretch" );
if( m_bMuteOnError ) AddTo.push_back( "MuteOnError" );
switch( m_FailType )
{
case FAIL_IMMEDIATE: break;
case FAIL_IMMEDIATE_CONTINUE: AddTo.push_back("FailImmediateContinue"); break;
case FAIL_AT_END: AddTo.push_back("FailAtEnd"); break;
case FAIL_OFF: AddTo.push_back("FailOff"); break;
default: ASSERT(0);
}
if( m_fSkew==0 && m_fPerspectiveTilt==0 ) { if( m_bSetTiltOrSkew ) AddTo.push_back( "Overhead" ); }
else if( m_fSkew == 0 )
{
if( m_fPerspectiveTilt > 0 )
AddPart( AddTo, m_fPerspectiveTilt, "Distant" );
else
AddPart( AddTo, -m_fPerspectiveTilt, "Hallway" );
}
else if( fabsf(m_fSkew-m_fPerspectiveTilt) < 0.0001f )
{
AddPart( AddTo, m_fSkew, "Space" );
}
else if( fabsf(m_fSkew+m_fPerspectiveTilt) < 0.0001f )
{
AddPart( AddTo, m_fSkew, "Incoming" );
}
// Don't display a string if using the default NoteSkin unless we force it.
if( bForceNoteSkin || (!m_sNoteSkin.empty() && m_sNoteSkin != CommonMetrics::DEFAULT_NOTESKIN_NAME.GetValue()) )
{
RString s = m_sNoteSkin;
Capitalize( s );
AddTo.push_back( s );
}
}
/* Options are added to the current settings; call Init() beforehand if
* you don't want this. */
void PlayerOptions::FromString( const RString &sMultipleMods )
{
RString sTemp = sMultipleMods;
vector<RString> vs;
split( sTemp, ",", vs, true );
RString sThrowAway;
FOREACH( RString, vs, s )
{
FromOneModString( *s, sThrowAway );
}
}
bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut )
{
ASSERT( NOTESKIN );
RString sBit = sOneMod;
sBit.MakeLower();
Trim( sBit );
/* "drunk"
* "no drunk"
* "150% drunk"
* "*2 100% drunk": approach at 2x normal speed */
float level = 1;
float speed = 1;
vector<RString> asParts;
split( sBit, " ", asParts, true );
FOREACH_CONST( RString, asParts, s )
{
if( *s == "no" )
{
level = 0;
}
else if( isdigit((*s)[0]) || (*s)[0] == '-' )
{
/* If the last character is a *, they probably said "123*" when
* they meant "*123". */
if( s->Right(1) == "*" )
{
/* XXX We know what they want, is there any reason not to handle it? */
/* Yes. We should be strict in handling the format. -Chris */
sErrorOut = ssprintf("Invalid player options \"%s\"; did you mean '*%d'?", s->c_str(), atoi(*s) );
return false;
}
else
{
level = StringToFloat( *s ) / 100.0f;
}
}
else if( *s[0]=='*' )
{
sscanf( *s, "*%f", &speed );
if( !isfinite(speed) )
speed = 1.0f;
}
}
sBit = asParts.back();
#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
const bool on = (level > 0.5f);
static Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
vector<RString> matches;
if( mult.Compare(sBit, matches) )
{
StringConversion::FromString( matches[0], level );
SET_FLOAT( fScrollSpeed )
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 0;
}
else if( sscanf( sBit, "c%f", &level ) == 1 )
{
if( !isfinite(level) || level <= 0.0f )
level = 200.0f; // Just pick some value.
SET_FLOAT( fScrollBPM )
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 1;
}
/* Port M-Mods from OpenITG, starting from r537 */
// Midiman
else if( sscanf( sBit, "m%f", &level ) == 1 )
{
if( !isfinite(level) || level <= 0.0f )
level = 200.0f; // Just pick some value.
SET_FLOAT( fScrollBPM )
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 1;
}
else if( sBit == "clearall" ) Init();
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
else if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
else if( sBit == "invert" ) SET_FLOAT( fEffects[EFFECT_INVERT] )
else if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
else if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] )
else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] )
else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
else if( sBit == "suddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN_OFFSET] )
else if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
else if( sBit == "blink" ) SET_FLOAT( fAppearances[APPEARANCE_BLINK] )
else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
else if( sBit == "mirror" ) m_bTurns[TURN_MIRROR] = on;
else if( sBit == "left" ) m_bTurns[TURN_LEFT] = on;
else if( sBit == "right" ) m_bTurns[TURN_RIGHT] = on;
else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
else if( sBit == "softshuffle" ) m_bTurns[TURN_SOFT_SHUFFLE] = on;
else if( sBit == "supershuffle" ) m_bTurns[TURN_SUPER_SHUFFLE] = on;
else if( sBit == "little" ) m_bTransforms[TRANSFORM_LITTLE] = on;
else if( sBit == "wide" ) m_bTransforms[TRANSFORM_WIDE] = on;
else if( sBit == "big" ) m_bTransforms[TRANSFORM_BIG] = on;
else if( sBit == "quick" ) m_bTransforms[TRANSFORM_QUICK] = on;
else if( sBit == "bmrize" ) m_bTransforms[TRANSFORM_BMRIZE] = on;
else if( sBit == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on;
else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
else if( sBit == "attackmines" ) m_bTransforms[TRANSFORM_ATTACKMINES] = on;
else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
else if( sBit == "holdrolls" ) m_bTransforms[TRANSFORM_HOLDROLLS] = on;
else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
else if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
else if( sBit == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
else if( sBit == "dark" ) SET_FLOAT( fDark )
else if( sBit == "blind" ) SET_FLOAT( fBlind )
else if( sBit == "cover" ) SET_FLOAT( fCover )
else if( sBit == "randomattacks" ) SET_FLOAT( fRandAttack )
else if( sBit == "songattacks" ) SET_FLOAT( fSongAttack )
else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME;
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
else if( sBit == "failarcade" ||
sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
else if( sBit == "failendofsong" ||
sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
else if( sBit == "faildefault" )
{
PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po );
m_FailType = po.m_FailType;
}
else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE;
else if( sBit == "muteonerror" ) m_bMuteOnError = on;
else if( sBit == "random" ) ChooseRandomModifiers();
// deprecated mods/left in for compatibility
else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
// end of the list
else
{
return false;
}
return true;
}
void NextFloat( float fValues[], int size )
{
int index = -1;
for( int i=0; i<size; i++ )
{
if( fValues[i] == 1 )
{
index = i;
break;
}
}
for( int i=0; i<size; i++ )
fValues[i] = 0;
if( index == size-1 ) // if true, then the last float in the list was selected
; // leave all off
else
fValues[index+1] = 1;
}
void NextBool( bool bValues[], int size )
{
int index = -1;
for( int i=0; i<size; i++ )
{
if( bValues[i] )
{
index = i;
break;
}
}
for( int i=0; i<size; i++ )
bValues[i] = false;
if( index == size-1 ) // if true, then the last float in the list was selected
; // leave all off
else
bValues[index+1] = 1;
}
void PlayerOptions::NextAccel()
{
NextFloat( m_fAccels, NUM_ACCELS );
}
void PlayerOptions::NextEffect()
{
NextFloat( m_fEffects, NUM_EFFECTS );
}
void PlayerOptions::NextAppearance()
{
NextFloat( m_fAppearances, NUM_APPEARANCES );
}
void PlayerOptions::NextTurn()
{
NextBool( m_bTurns, NUM_TURNS );
}
void PlayerOptions::NextTransform()
{
NextBool( m_bTransforms, NUM_TRANSFORMS );
}
void PlayerOptions::NextScroll()
{
NextFloat( m_fScrolls, NUM_SCROLLS );
}
void PlayerOptions::NextPerspective()
{
switch( (int)m_fPerspectiveTilt )
{
case -1: m_fPerspectiveTilt = 0; break;
case 0: m_fPerspectiveTilt = +1; break;
case +1: default: m_fPerspectiveTilt = -1; break;
}
}
void PlayerOptions::ChooseRandomModifiers()
{
if( RandomFloat(0,1)>0.8f )
m_fScrollSpeed = 1.5f;
if( RandomFloat(0,1)>0.8f )
m_fScrolls[SCROLL_REVERSE] = 1;
if( RandomFloat(0,1)>0.9f )
m_fDark = 1;
float f;
f = RandomFloat(0,1);
if( f>0.66f )
m_fAccels[RandomInt(NUM_ACCELS)] = 1;
else if( f>0.33f )
m_fEffects[RandomInt(NUM_EFFECTS)] = 1;
f = RandomFloat(0,1);
if( f>0.95f )
m_fAppearances[APPEARANCE_HIDDEN] = 1;
else if( f>0.9f )
m_fAppearances[APPEARANCE_SUDDEN] = 1;
}
PlayerOptions::Accel PlayerOptions::GetFirstAccel()
{
for( int i=0; i<NUM_ACCELS; i++ )
if( m_fAccels[i] == 1.f )
return (Accel)i;
return (Accel)-1;
}
PlayerOptions::Effect PlayerOptions::GetFirstEffect()
{
for( int i=0; i<NUM_EFFECTS; i++ )
if( m_fEffects[i] == 1.f )
return (Effect)i;
return (Effect)-1;
}
PlayerOptions::Appearance PlayerOptions::GetFirstAppearance()
{
for( int i=0; i<NUM_APPEARANCES; i++ )
if( m_fAppearances[i] == 1.f )
return (Appearance)i;
return (Appearance)-1;
}
PlayerOptions::Scroll PlayerOptions::GetFirstScroll()
{
for( int i=0; i<NUM_SCROLLS; i++ )
if( m_fScrolls[i] == 1.f )
return (Scroll)i;
return (Scroll)-1;
}
void PlayerOptions::SetOneAccel( Accel a )
{
ZERO( m_fAccels );
m_fAccels[a] = 1;
}
void PlayerOptions::SetOneEffect( Effect e )
{
ZERO( m_fEffects );
m_fEffects[e] = 1;
}
void PlayerOptions::SetOneAppearance( Appearance a )
{
ZERO( m_fAppearances );
m_fAppearances[a] = 1;
}
void PlayerOptions::SetOneScroll( Scroll s )
{
ZERO( m_fScrolls );
m_fScrolls[s] = 1;
}
void PlayerOptions::ToggleOneTurn( Turn t )
{
bool bWasOn = m_bTurns[t];
ZERO( m_bTurns );
m_bTurns[t] = !bWasOn;
}
float PlayerOptions::GetReversePercentForColumn( int iCol ) const
{
float f = 0;
int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
f += m_fScrolls[SCROLL_REVERSE];
if( iCol >= iNumCols/2 )
f += m_fScrolls[SCROLL_SPLIT];
if( (iCol%2)==1 )
f += m_fScrolls[SCROLL_ALTERNATE];
int iFirstCrossCol = iNumCols/4;
int iLastCrossCol = iNumCols-1-iFirstCrossCol;
if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol )
f += m_fScrolls[SCROLL_CROSS];
if( f > 2 )
f = fmodf( f, 2 );
if( f > 1 )
f = SCALE( f, 1.f, 2.f, 1.f, 0.f );
return f;
}
bool PlayerOptions::operator==( const PlayerOptions &other ) const
{
#define COMPARE(x) { if( x != other.x ) return false; }
COMPARE(m_fTimeSpacing);
COMPARE(m_fScrollSpeed);
COMPARE(m_fScrollBPM);
COMPARE(m_fRandomSpeed);
COMPARE(m_ScoreDisplay);
COMPARE(m_FailType);
COMPARE(m_bMuteOnError);
COMPARE(m_fDark);
COMPARE(m_fBlind);
COMPARE(m_fCover);
COMPARE(m_fRandAttack);
COMPARE(m_fSongAttack);
COMPARE(m_fPlayerAutoPlay);
COMPARE(m_fPerspectiveTilt);
COMPARE(m_fSkew);
COMPARE(m_sNoteSkin);
for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
COMPARE(m_fAccels[i]);
for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
COMPARE(m_fEffects[i]);
for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
COMPARE(m_fAppearances[i]);
for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
COMPARE(m_fScrolls[i]);
for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
COMPARE(m_bTurns[i]);
for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
COMPARE(m_bTransforms[i]);
#undef COMPARE
return true;
}
bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerNumber pn ) const
{
if( m_fTimeSpacing && pSong->HasSignificantBpmChangesOrStops() )
return true;
const RadarValues &rv = pSteps->GetRadarValues( pn );
if( m_bTransforms[TRANSFORM_NOHOLDS] && rv[RadarCategory_Holds]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOROLLS] && rv[RadarCategory_Rolls]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOMINES] && rv[RadarCategory_Mines]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOHANDS] && rv[RadarCategory_Hands]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOQUADS] && rv[RadarCategory_Hands]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOJUMPS] && rv[RadarCategory_Jumps]>0 )
return true;
if( m_bTransforms[TRANSFORM_NOSTRETCH] )
return true;
// Inserted holds can be really easy on some songs, and scores will be
// highly hold-weighted, and very little tap score weighted.
if( m_bTransforms[TRANSFORM_LITTLE] ) return true;
if( m_bTransforms[TRANSFORM_PLANTED] ) return true;
if( m_bTransforms[TRANSFORM_FLOORED] ) return true;
if( m_bTransforms[TRANSFORM_TWISTER] ) return true;
// This makes songs with sparse notes easier.
if( m_bTransforms[TRANSFORM_ECHO] ) return true;
if( m_fCover ) return true;
if( m_fPlayerAutoPlay ) return true;
return false;
}
bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const
{
ASSERT( pCourse );
ASSERT( pTrail );
FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
{
if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->pSteps, PLAYER_1) )
return true;
}
return false;
}
void PlayerOptions::GetLocalizedMods( vector<RString> &AddTo ) const
{
vector<RString> vMods;
GetMods( vMods );
FOREACH_CONST( RString, vMods, s )
{
const RString& sOneMod = *s;
ASSERT( !sOneMod.empty() );
vector<RString> asTokens;
split( sOneMod, " ", asTokens );
if( asTokens.empty() )
continue;
// Strip the approach speed token, if any
if( asTokens[0][0] == '*' )
asTokens.erase( asTokens.begin() );
// capitalize NoteSkin names
asTokens.back() = Capitalize( asTokens.back() );
/* Theme the mod name (the last string). Allow this to not exist, since
* characters might use modifiers that don't exist in the theme. */
asTokens.back() = CommonMetrics::LocalizeOptionItem( asTokens.back(), true );
RString sLocalizedMod = join( " ", asTokens );
AddTo.push_back( sLocalizedMod );
}
}
bool PlayerOptions::ContainsTransformOrTurn() const
{
for( int i=0; i<NUM_TRANSFORMS; i++ )
{
if( m_bTransforms[i] )
return true;
}
for( int i=0; i<NUM_TURNS; i++ )
{
if( m_bTurns[i] )
return true;
}
return false;
}
RString PlayerOptions::GetSavedPrefsString() const
{
PlayerOptions po_prefs;
#define SAVE(x) po_prefs.x = this->x;
SAVE( m_fTimeSpacing );
SAVE( m_fScrollSpeed );
SAVE( m_fScrollBPM );
SAVE( m_fScrolls[SCROLL_REVERSE] );
SAVE( m_fPerspectiveTilt );
SAVE( m_bTransforms[TRANSFORM_NOHOLDS] );
SAVE( m_bTransforms[TRANSFORM_NOROLLS] );
SAVE( m_bTransforms[TRANSFORM_NOMINES] );
SAVE( m_bTransforms[TRANSFORM_NOJUMPS] );
SAVE( m_bTransforms[TRANSFORM_NOHANDS] );
SAVE( m_bTransforms[TRANSFORM_NOQUADS] );
SAVE( m_bTransforms[TRANSFORM_NOSTRETCH] );
SAVE( m_ScoreDisplay );
SAVE( m_bMuteOnError );
SAVE( m_sNoteSkin );
#undef SAVE
return po_prefs.GetString();
}
void PlayerOptions::ResetPrefs( ResetPrefsType type )
{
PlayerOptions defaults;
#define CPY(x) this->x = defaults.x;
switch( type )
{
DEFAULT_FAIL( type );
case saved_prefs:
CPY( m_fTimeSpacing );
CPY( m_fScrollSpeed );
CPY( m_fScrollBPM );
break;
case saved_prefs_invalid_for_course:
break;
}
CPY( m_fPerspectiveTilt );
CPY( m_bTransforms[TRANSFORM_NOHOLDS] );
CPY( m_bTransforms[TRANSFORM_NOROLLS] );
CPY( m_bTransforms[TRANSFORM_NOMINES] );
CPY( m_bTransforms[TRANSFORM_NOJUMPS] );
CPY( m_bTransforms[TRANSFORM_NOHANDS] );
CPY( m_bTransforms[TRANSFORM_NOQUADS] );
CPY( m_bTransforms[TRANSFORM_NOSTRETCH] );
// Don't clear this.
// CPY( m_sNoteSkin );
#undef CPY
}
/*
* (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.
*/