2002-02-24 10:31:20 +00:00
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: ArrowEffects.cpp
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2002-03-19 07:09:49 +00:00
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Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
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2002-02-24 10:31:20 +00:00
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2002-05-19 01:59:48 +00:00
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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2002-02-24 10:31:20 +00:00
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ArrowEffects.h"
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2002-05-19 01:59:48 +00:00
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#include "Notes.h"
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2002-04-28 20:42:32 +00:00
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#include "ColorNote.h"
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2002-05-01 19:14:55 +00:00
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#include "GameConstantsAndTypes.h"
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2002-04-16 17:31:00 +00:00
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#include "GameManager.h"
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2002-07-23 01:41:40 +00:00
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#include "GameState.h"
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2002-02-24 10:31:20 +00:00
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float ArrowGetYOffset( const PlayerOptions& po, float fStepIndex, float fSongBeat )
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{
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2002-05-19 01:59:48 +00:00
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float fBeatsUntilStep = NoteRowToBeat( fStepIndex ) - fSongBeat;
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2002-02-24 10:31:20 +00:00
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float fYOffset = fBeatsUntilStep * ARROW_GAP;
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switch( po.m_EffectType )
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{
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case PlayerOptions::EFFECT_BOOST:
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fYOffset *= 1.4f / ((fYOffset+SCREEN_HEIGHT/1.6f)/SCREEN_HEIGHT);
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break;
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case PlayerOptions::EFFECT_WAVE:
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fYOffset += 15.0f*sinf( fYOffset/38.0f );
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break;
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}
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return fYOffset;
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}
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2002-04-16 17:31:00 +00:00
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float ArrowGetXPos( const PlayerOptions& po, int iColNum, float fYOffset, float fSongBeat )
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2002-02-24 10:31:20 +00:00
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{
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2002-07-23 01:41:40 +00:00
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[PLAYER_1][iColNum].fXOffset;
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2002-02-24 10:31:20 +00:00
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2002-07-14 00:05:39 +00:00
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// BUG OR FEATURE??? THIS IS WHERE THE REAL COLUMN PLACEMENT HAPPENS!!!
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// GAMEMANAGER SITS AROUND ON ITS ASS DOING NOTHING
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//
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// As I know very little about this system, and as this is the only place I can think of that I
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// can possibly change my arrow placements, Ez2dancer column setups will be here until
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// somebody makes some other system. In the meantime, if it works, i'm using it.
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2002-07-23 01:41:40 +00:00
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// Chris:
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// It's working now, so I'm commenting out your placement code below.
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/*
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if ( GAMESTATE->m_CurGame == GAME_EZ2 )
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2002-07-14 00:05:39 +00:00
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{
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fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.3f;
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2002-07-23 01:41:40 +00:00
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if ( GAEMSTATE->m_CurStyle == STYLE_EZ2_REAL || GAEMSTATE->m_CurStyle == STYLE_EZ2_REAL_VERSUS ) // real gets MEGA squashed
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2002-07-14 00:05:39 +00:00
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{
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2002-07-15 23:53:13 +00:00
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fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.6f;
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2002-07-14 00:05:39 +00:00
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}
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2002-07-23 01:41:40 +00:00
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else if ( GAEMSTATE->m_CurStyle == STYLE_EZ2_DOUBLE && GAEMSTATE->m_sMasterPlayerNumber == PLAYER_1)
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2002-07-14 00:05:39 +00:00
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{
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fPixelOffsetFromCenter = (fColOffsetFromCenter + 2.9f) * ARROW_SIZE / 1.3f;
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}
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2002-07-23 01:41:40 +00:00
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else if ( GAEMSTATE->m_CurStyle == STYLE_EZ2_DOUBLE && GAEMSTATE->m_sMasterPlayerNumber == PLAYER_2)
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2002-07-15 23:53:13 +00:00
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{
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fPixelOffsetFromCenter = (fColOffsetFromCenter - 3.1f) * ARROW_SIZE / 1.3f;
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}
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2002-07-14 00:05:39 +00:00
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}
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2002-07-23 01:41:40 +00:00
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*/
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2002-07-14 00:05:39 +00:00
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2002-02-24 10:31:20 +00:00
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switch( po.m_EffectType )
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{
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case PlayerOptions::EFFECT_DRUNK:
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2002-06-14 22:25:22 +00:00
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fPixelOffsetFromCenter += cosf( TIMER->GetTimeSinceStart()/4 + iColNum*0.4f + fYOffset/SCREEN_HEIGHT*4) * ARROW_SIZE/3;
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2002-02-24 10:31:20 +00:00
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break;
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}
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return fPixelOffsetFromCenter;
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}
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2002-04-16 17:31:00 +00:00
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float ArrowGetRotation( const PlayerOptions& po, int iColNum, float fYOffset )
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2002-02-24 10:31:20 +00:00
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{
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2002-04-01 02:04:43 +00:00
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float fRotation = 0; //StyleDef.m_ColumnToRotation[iColNum];
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2002-02-25 23:29:39 +00:00
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2002-02-24 10:31:20 +00:00
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switch( po.m_EffectType )
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{
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case PlayerOptions::EFFECT_DIZZY:
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fRotation += fYOffset/SCREEN_HEIGHT*6;
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break;
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}
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return fRotation;
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}
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float ArrowGetYPos( const PlayerOptions& po, float fYOffset )
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{
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return fYOffset * po.m_fArrowScrollSpeed * (po.m_bReverseScroll ? -1 : 1 );
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}
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float ArrowGetAlpha( const PlayerOptions& po, float fYPos )
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{
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float fAlpha;
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switch( po.m_AppearanceType )
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{
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case PlayerOptions::APPEARANCE_VISIBLE:
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fAlpha = 1;
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break;
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case PlayerOptions::APPEARANCE_HIDDEN:
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fAlpha = (fYPos-100)/200;
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break;
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case PlayerOptions::APPEARANCE_SUDDEN:
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2002-06-27 17:49:10 +00:00
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fAlpha = ((SCREEN_HEIGHT-fYPos)-260)/200;
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2002-02-24 10:31:20 +00:00
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break;
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case PlayerOptions::APPEARANCE_STEALTH:
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fAlpha = 0;
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break;
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2002-03-30 20:00:13 +00:00
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default:
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ASSERT( false );
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fAlpha = 0;
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2002-02-24 10:31:20 +00:00
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};
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if( fYPos < 0 )
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fAlpha = 1;
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return fAlpha;
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};
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