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itgmania212121/stepmania/src/ArrowEffects.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: ArrowEffects.cpp
Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
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#include "ArrowEffects.h"
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#include "Notes.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "RageException.h"
#include "RageTimer.h"
#include "NoteDisplay.h"
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float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
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{
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float fSongBeat = GAMESTATE->m_fSongBeat;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffset = fBeatsUntilStep * ARROW_GAP;
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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{
case PlayerOptions::EFFECT_BOOST:
fYOffset *= 1.4f / ((fYOffset+SCREEN_HEIGHT/1.6f)/SCREEN_HEIGHT);
break;
case PlayerOptions::EFFECT_WAVE:
fYOffset += 15.0f*sinf( fYOffset/38.0f );
break;
}
return fYOffset;
}
float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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{
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[PLAYER_1][iColNum].fXOffset;
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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{
case PlayerOptions::EFFECT_DRUNK:
fPixelOffsetFromCenter += cosf( TIMER->GetTimeSinceStart() + iColNum*0.2f + fYPos*6/SCREEN_HEIGHT) * ARROW_SIZE*0.5f;
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break;
}
return fPixelOffsetFromCenter;
}
float ArrowGetRotation( PlayerNumber pn, int iColNum, float fYOffset )
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{
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float fRotation = 0; //StyleDef.m_ColumnToRotation[iColNum];
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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{
case PlayerOptions::EFFECT_DIZZY:
fRotation += fYOffset/SCREEN_HEIGHT*6;
break;
}
return fRotation;
}
float ArrowGetYPos( PlayerNumber pn, float fYOffset )
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{
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return fYOffset * GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed * (GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? -1 : 1 );
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}
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const float fCenterLine = 160; // from fYPos == 0
const float fFadeDist = 100;
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
{
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll;
const float fCorrectedYPos = bReverse ? -fYPos : fYPos;
const float fDistFromCenterLine = fCorrectedYPos - fCenterLine;
float fAlpha;
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switch( GAMESTATE->m_PlayerOptions[pn].m_AppearanceType )
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{
case PlayerOptions::APPEARANCE_VISIBLE:
fAlpha = 1;
break;
case PlayerOptions::APPEARANCE_HIDDEN:
fAlpha = SCALE( fDistFromCenterLine, 0, fFadeDist, 0, 1 );
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break;
case PlayerOptions::APPEARANCE_SUDDEN:
fAlpha = SCALE( fDistFromCenterLine, 0, -fFadeDist, 0, 1 );
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break;
case PlayerOptions::APPEARANCE_STEALTH:
fAlpha = 0;
break;
case PlayerOptions::APPEARANCE_BLINK: // this is an Ez2dancer Appearance Mode
fAlpha = sinf( TIMER->GetTimeSinceStart() );
fAlpha = froundf( fAlpha, 0.3333f );
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break;
default:
ASSERT(0);
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fAlpha = 1;
}
if( fCorrectedYPos < 0 ) // past Gray Arrows
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fAlpha = 1;
return clamp( fAlpha, 0, 1 );
}
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float ArrowGetAlpha( PlayerNumber pn, float fYPos )
{
return (ArrowGetPercentVisible(pn,fYPos) > 0.5f) ? 1.0f : 0.0f;
}
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float ArrowGetGlow( PlayerNumber pn, float fYPos )
{
const float fDistFromHalf = fabsf( ArrowGetPercentVisible(pn,fYPos) - 0.5f );
return SCALE( fDistFromHalf, 0, 0.5f, 1, 0 );
}