Most PlayerOptions now represented by floats

Appearance PlayerOptions are now not mutually exclusive
Accel PlayerOptions are now not mutually exclusive
Most PlayerOptions linearly interpolate if changed during song
This commit is contained in:
Chris Danford
2003-02-26 23:26:57 +00:00
parent f9bc3f125f
commit 66a6f0017f
22 changed files with 397 additions and 304 deletions
+8 -8
View File
@@ -107,7 +107,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
if( !GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes )
NoteDataUtil::RemoveHoldNotes(*this);
switch( GAMESTATE->m_PlayerOptions[pn].m_TurnType )
switch( GAMESTATE->m_PlayerOptions[pn].m_Turn )
{
case PlayerOptions::TURN_NONE: break;
case PlayerOptions::TURN_MIRROR: NoteDataUtil::Turn( *this, NoteDataUtil::mirror ); break;
@@ -132,12 +132,12 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
// If both options are on, we *do* need to multiply it twice.
if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI]==1 )
{
iStartDrawingAtPixels *= 2;
iStopDrawingAtPixels *= 2;
}
if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_SPACE] )
if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_SPACE]==1 )
{
iStartDrawingAtPixels *= 2;
iStopDrawingAtPixels *= 2;
@@ -148,7 +148,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
m_GrayArrowRow.Load( pn );
m_GhostArrowRow.Load( pn );
bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll;
bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
@@ -163,7 +163,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
{
m_NoteField.SetZoom( 0.5f );
m_GrayArrowRow.SetZoom( 0.5f );
@@ -272,14 +272,14 @@ void Player::DrawPrimitives()
{
m_Combo.Draw(); // draw this below everything else
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_SPACE] == 1 )
{
DISPLAY->PushMatrix();
DISPLAY->EnterPerspective(45, false);
// construct view and project matrix
RageVector3 Eye, At, Up( 0.0f, 1.0f, 0.0f );
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1 ) {
Eye = RageVector3( CENTER_X, -300.0f, 400.0f );
At = RageVector3( CENTER_X, 100.0f, 0.0f );
} else {
@@ -296,7 +296,7 @@ void Player::DrawPrimitives()
m_NoteField.Draw();
m_GhostArrowRow.Draw();
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_SPACE]==1 )
{
DISPLAY->ExitPerspective();
DISPLAY->PopMatrix();