save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.

This commit is contained in:
Chris Danford
2006-08-05 02:38:05 +00:00
parent 5440a7b613
commit 7ac45c24e4
47 changed files with 389 additions and 363 deletions
+30 -30
View File
@@ -18,7 +18,7 @@ const float ARROW_SPACING = ARROW_SIZE;// + 2;
static float GetNoteFieldHeight( const PlayerState* pPlayerState )
{
return SCREEN_HEIGHT + fabsf(pPlayerState->m_CurrentPlayerOptions.m_fPerspectiveTilt)*200;
return SCREEN_HEIGHT + fabsf(pPlayerState->m_PlayerOptions.GetCurrent().m_fPerspectiveTilt)*200;
}
namespace
@@ -180,31 +180,31 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
/* Usually, fTimeSpacing is 0 or 1, in which case we use entirely beat spacing or
* entirely time spacing (respectively). Occasionally, we tween between them. */
if( pPlayerState->m_CurrentPlayerOptions.m_fTimeSpacing != 1.0f )
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
{
float fSongBeat = GAMESTATE->m_fSongBeat;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
float fYOffsetBeatSpacing = fBeatsUntilStep * ARROW_SPACING;
fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_CurrentPlayerOptions.m_fTimeSpacing);
fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
}
if( pPlayerState->m_CurrentPlayerOptions.m_fTimeSpacing != 0.0f )
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
{
float fSongSeconds = GAMESTATE->m_fMusicSeconds;
float fNoteSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = pPlayerState->m_CurrentPlayerOptions.m_fScrollBPM;
float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
float fBPS = fBPM/60.f;
float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS * ARROW_SPACING;
fYOffset += fYOffsetTimeSpacing * pPlayerState->m_CurrentPlayerOptions.m_fTimeSpacing;
fYOffset += fYOffsetTimeSpacing * pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing;
}
// don't mess with the arrows after they've crossed 0
if( fYOffset < 0 )
return fYOffset * pPlayerState->m_CurrentPlayerOptions.m_fScrollSpeed;
return fYOffset * pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed;
const float* fAccels = pPlayerState->m_CurrentPlayerOptions.m_fAccels;
//const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
const float* fAccels = pPlayerState->m_PlayerOptions.GetCurrent().m_fAccels;
//const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
float fYAdjust = 0; // fill this in depending on PlayerOptions
@@ -248,8 +248,8 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
//
// Factor in scroll speed
//
float fScrollSpeed = pPlayerState->m_CurrentPlayerOptions.m_fScrollSpeed;
if( pPlayerState->m_CurrentPlayerOptions.m_fRandomSpeed > 0 && !bAbsolute )
float fScrollSpeed = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed;
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fRandomSpeed > 0 && !bAbsolute )
{
int seed = GAMESTATE->m_iStageSeed + ( BeatToNoteRow( fNoteBeat ) << 8 ) + (iCol * 100);
@@ -263,7 +263,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
fScrollSpeed *=
SCALE( fRandom,
0.0f, 1.0f,
1.0f, pPlayerState->m_CurrentPlayerOptions.m_fRandomSpeed + 1.0f );
1.0f, pPlayerState->m_PlayerOptions.GetCurrent().m_fRandomSpeed + 1.0f );
}
@@ -282,16 +282,16 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
static void ArrowGetReverseShiftAndScale( const PlayerState* pPlayerState, int iCol, float fYReverseOffsetPixels, float &fShiftOut, float &fScaleOut )
{
/* XXX: Hack: we need to scale the reverse shift by the zoom. */
float fTinyPercent = pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_TINY];
float fTinyPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
float fZoom = 1 - fTinyPercent*0.5f;
// don't divide by 0
if( fabsf(fZoom) < 0.01 )
fZoom = 0.01f;
float fPercentReverse = pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol);
float fPercentReverse = pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol);
fShiftOut = SCALE( fPercentReverse, 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
float fPercentCentered = pPlayerState->m_CurrentPlayerOptions.m_fScrolls[PlayerOptions::SCROLL_CENTERED];
float fPercentCentered = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrolls[PlayerOptions::SCROLL_CENTERED];
fShiftOut = SCALE( fPercentCentered, 0.f, 1.f, fShiftOut, 0.0f );
fScaleOut = SCALE( fPercentReverse, 0.f, 1.f, 1.f, -1.f );
@@ -310,7 +310,7 @@ float ArrowEffects::GetYPos( const PlayerState* pPlayerState, int iCol, float fY
f += fShift;
}
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 )
f += fEffects[PlayerOptions::EFFECT_TIPSY] * ( RageFastCos( RageTimer::GetTimeSinceStartFast()*1.2f + iCol*1.8f) * ARROW_SIZE*0.4f );
@@ -321,7 +321,7 @@ float ArrowEffects::GetYOffsetFromYPos( const PlayerState* pPlayerState, int iCo
{
float f = YPos;
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 )
f -= fEffects[PlayerOptions::EFFECT_TIPSY] * ( RageFastCos( RageTimer::GetTimeSinceStartFast()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f );
@@ -340,7 +340,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
float fPixelOffsetFromCenter = 0; // fill this in below
const Style* pStyle = GAMESTATE->GetCurrentStyle();
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
// TODO: Don't index by PlayerNumber.
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pPlayerState->m_PlayerNumber];
@@ -394,11 +394,11 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
float ArrowEffects::GetRotation( const PlayerState* pPlayerState, float fNoteBeat )
{
if( pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_DIZZY] != 0 )
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY] != 0 )
{
const float fSongBeat = GAMESTATE->m_fSongBeat;
float fDizzyRotation = fNoteBeat - fSongBeat;
fDizzyRotation *= pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_DIZZY];
fDizzyRotation *= pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY];
fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
fDizzyRotation *= 180/PI;
return fDizzyRotation;
@@ -415,14 +415,14 @@ static float GetCenterLine( const PlayerState* pPlayerState )
{
/* Another mini hack: if EFFECT_MINI is on, then our center line is at eg. 320,
* not 160. */
const float fMiniPercent = pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_TINY];
const float fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
const float fZoom = 1 - fMiniPercent*0.5f;
return CENTER_LINE_Y / fZoom;
}
static float GetHiddenSudden( const PlayerState* pPlayerState )
{
const float* fAppearances = pPlayerState->m_CurrentPlayerOptions.m_fAppearances;
const float* fAppearances = pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances;
return fAppearances[PlayerOptions::APPEARANCE_HIDDEN] *
fAppearances[PlayerOptions::APPEARANCE_SUDDEN];
}
@@ -443,28 +443,28 @@ static float GetHiddenEndLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) +
FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, -1.0f, -1.25f ) +
GetCenterLine( pPlayerState ) * pPlayerState->m_CurrentPlayerOptions.m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET];
GetCenterLine( pPlayerState ) * pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET];
}
static float GetHiddenStartLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) +
FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, +0.0f, -0.25f ) +
GetCenterLine( pPlayerState ) * pPlayerState->m_CurrentPlayerOptions.m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET];
GetCenterLine( pPlayerState ) * pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN_OFFSET];
}
static float GetSuddenEndLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) +
FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, -0.0f, +0.25f ) +
GetCenterLine( pPlayerState ) * pPlayerState->m_CurrentPlayerOptions.m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET];
GetCenterLine( pPlayerState ) * pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET];
}
static float GetSuddenStartLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) +
FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, +1.0f, +1.25f ) +
GetCenterLine( pPlayerState ) * pPlayerState->m_CurrentPlayerOptions.m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET];
GetCenterLine( pPlayerState ) * pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET];
}
// used by ArrowGetAlpha and ArrowGetGlow below
@@ -478,7 +478,7 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f
if( fYPos < 0 ) // past Gray Arrows
return 1; // totally visible
const float* fAppearances = pPlayerState->m_CurrentPlayerOptions.m_fAppearances;
const float* fAppearances = pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances;
float fVisibleAdjust = 0;
@@ -551,7 +551,7 @@ float ArrowEffects::GetBrightness( const PlayerState* pPlayerState, float fNoteB
float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fYOffset )
{
float fZPos=0;
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 )
fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*RageFastSin( fYOffset/16.0f );
@@ -561,7 +561,7 @@ float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fY
bool ArrowEffects::NeedZBuffer( const PlayerState* pPlayerState )
{
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 )
return true;
@@ -576,7 +576,7 @@ float ArrowEffects::GetZoom( const PlayerState* pPlayerState )
(GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) )
fZoom *= 0.6f;
float fMiniPercent = pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
float fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
if( fMiniPercent != 0 )
{
fMiniPercent = powf( 0.5f, fMiniPercent );