#include "global.h" /* ----------------------------------------------------------------------------- File: ArrowEffects.cpp Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ArrowEffects.h" #include "Notes.h" #include "GameConstantsAndTypes.h" #include "GameManager.h" #include "GameState.h" #include "RageException.h" #include "RageTimer.h" #include "NoteDisplay.h" #include "song.h" #include RageTimer g_timerExpand; float g_fExpandSeconds = 0; float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat ) { float fYOffset; if( !GAMESTATE->m_PlayerOptions[pn].m_bTimeSpacing ) { float fSongBeat = GAMESTATE->m_fSongBeat; float fBeatsUntilStep = fNoteBeat - fSongBeat; fYOffset = fBeatsUntilStep * ARROW_SPACING; } else { float fSongSeconds = GAMESTATE->m_fMusicSeconds; float fNoteSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fNoteBeat); float fSecondsUntilStep = fNoteSeconds - fSongSeconds; float fBPM = GAMESTATE->m_PlayerOptions[pn].m_fScrollBPM; float fBPS = fBPM/60.f; fYOffset = fSecondsUntilStep * fBPS * ARROW_SPACING; } // don't mess with the arrows after they've crossed 0 if( fYOffset < 0 ) return fYOffset; const float* fAccels = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAccels; float fYAdjust = 0; // fill this in depending on PlayerOptions if( fAccels[PlayerOptions::ACCEL_BOOST] > 0 ) { float fNewYOffset = fYOffset * 1.5f / ((fYOffset+SCREEN_HEIGHT/1.2f)/SCREEN_HEIGHT); fYAdjust += fAccels[PlayerOptions::ACCEL_BOOST] * (fNewYOffset - fYOffset); } if( fAccels[PlayerOptions::ACCEL_BRAKE] > 0 ) { float fNewYOffset = fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 0.25f, 1.5f ); fYAdjust += fAccels[PlayerOptions::ACCEL_BRAKE] * (fNewYOffset - fYOffset); } if( fAccels[PlayerOptions::ACCEL_WAVE] > 0 ) fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * 20.0f*sinf( fYOffset/38.0f ); if( fAccels[PlayerOptions::ACCEL_EXPAND] > 0 ) { if( !GAMESTATE->m_bFreeze ) g_fExpandSeconds += g_timerExpand.GetDeltaTime(); else g_timerExpand.GetDeltaTime(); // throw away fYAdjust += fAccels[PlayerOptions::ACCEL_EXPAND] * (fYOffset * SCALE( cosf(g_fExpandSeconds*3), -1, 1, 0.5f, 1.5f ) - fYOffset); } if( fAccels[PlayerOptions::ACCEL_BOOMERANG] > 0 ) fYAdjust += fAccels[PlayerOptions::ACCEL_BOOMERANG] * (fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 1.5f, 0.5f )- fYOffset); return fYOffset + fYAdjust; } float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos ) { float fPixelOffsetFromCenter = 0; const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects; if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 ) { float fMinX, fMaxX; GAMESTATE->GetCurrentStyleDef()->GetMinAndMaxColX( pn, fMinX, fMaxX ); float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset; float fPositionBetween = SCALE( fRealPixelOffset, fMinX, fMaxX, -1, 1 ); float fRads = acosf( fPositionBetween ); fRads += fYPos * 6 / SCREEN_HEIGHT; float fAdjustedPixelOffset = SCALE( cosf(fRads), -1, 1, fMinX, fMaxX ); fPixelOffsetFromCenter = fAdjustedPixelOffset - fRealPixelOffset; } if( fEffects[PlayerOptions::EFFECT_DRUNK] > 0 ) fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( cosf( RageTimer::GetTimeSinceStart() + iColNum*0.2f + fYPos*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f ); if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 ) fPixelOffsetFromCenter *= SCALE(fEffects[PlayerOptions::EFFECT_FLIP], 0.f, 1.f, 1.f, -1.f); return fPixelOffsetFromCenter; } float ArrowGetRotation( PlayerNumber pn, float fNoteBeat ) { if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_DIZZY] > 0 ) { float fSongBeat = GAMESTATE->m_fSongBeat; float fDizzyRotation = fNoteBeat - fSongBeat; fDizzyRotation = fmodf( fDizzyRotation, 2*PI ); fDizzyRotation *= 180/PI; return fDizzyRotation * GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_DIZZY]; } else return 0; } float ArrowGetYPosWithoutReverse( PlayerNumber pn, float fYOffset ) { float fYPos = fYOffset * GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed; return fYPos; } float ArrowGetYPos( PlayerNumber pn, float fYOffset ) { return ArrowGetYPosWithoutReverse(pn,fYOffset) * SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll, 0.f, 1.f, 1.f, -1.f ); } const float fCenterLine = 160; // from fYPos == 0 const float fFadeDist = 100; // used by ArrowGetAlpha and ArrowGetGlow below float ArrowGetPercentVisible( PlayerNumber pn, float fYPos ) { if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll > 0.5f ) fYPos *= -1; const float fDistFromCenterLine = fYPos - fCenterLine; if( fYPos < 0 ) // past Gray Arrows return 1; // totally visible const float* fAppearances = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAppearances; float fVisibleAdjust = 0; if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] > 0 ) fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * SCALE( fDistFromCenterLine, 0, fFadeDist, -1, 0 ); if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] > 0 ) fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_SUDDEN] * SCALE( fDistFromCenterLine, 0, -fFadeDist, -1, 0 ); if( fAppearances[PlayerOptions::APPEARANCE_STEALTH] > 0 ) fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_STEALTH] * -1; if( fAppearances[PlayerOptions::APPEARANCE_BLINK] > 0 ) { float f = sinf(RageTimer::GetTimeSinceStart()*10); f = froundf( f, 0.3333f ); fVisibleAdjust += SCALE( f, 0, 1, -1, 0 ); } return clamp( 1+fVisibleAdjust, 0, 1 ); } float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail ) { fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed; float fPercentVisible = ArrowGetPercentVisible(pn,fYPos); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; return (fPercentVisible>0.5f) ? 1.0f : 0.0f; } float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail ) { fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed; float fPercentVisible = ArrowGetPercentVisible(pn,fYPos); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; const float fDistFromHalf = fabsf( fPercentVisible - 0.5f ); return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 ); } float ArrowGetBrightness( PlayerNumber pn, float fNoteBeat ) { if( GAMESTATE->m_bEditing ) return 1; float fSongBeat = GAMESTATE->m_fSongBeat; float fBeatsUntilStep = fNoteBeat - fSongBeat; float fBrightness = SCALE( fBeatsUntilStep, 0, -1, 1.f, 0.f ); CLAMP( fBrightness, 0, 1 ); return fBrightness; }