Files
itgmania212121/src/ArrowEffects.cpp
T
Devin J. Pohly ce507b9800 use empty TimingData in Steps to signify fallback on Song timing.
This required using the new Steps::GetTimingData function and the allowEmpty
parameter to TimingData::TidyUpData when appropriate, as well as clearing the
TimingData to remove step timing rather than coping the song timing over it.

Fixes some odd editor behavior when changing song timing, and is overall a
slightly less hacky way of doing things.
2013-01-23 14:51:18 -05:00

832 lines
33 KiB
C++

#include "global.h"
#include "ArrowEffects.h"
#include "Steps.h"
#include "GameConstantsAndTypes.h"
#include "GameManager.h"
#include "RageTimer.h"
#include "NoteDisplay.h"
#include "Song.h"
#include "RageMath.h"
#include "ScreenDimensions.h"
#include "PlayerState.h"
#include "GameState.h"
#include "Style.h"
#include "ThemeMetric.h"
#include <float.h>
static ThemeMetric<float> ARROW_SPACING( "ArrowEffects", "ArrowSpacing" );
static ThemeMetric<bool> QUANTIZE_ARROW_Y( "ArrowEffects", "QuantizeArrowYPosition");
static ThemeMetric<bool> HIDDEN_SUDDEN_PAST_RECEPTOR( "ArrowEffects", "DrawHiddenNotesAfterReceptor");
/* For better or for worse, allow the themes to modify the various mod
* effects for the different mods. In general, it is recommended to not
* edit the default values and instead use percentage mods when changes
* are wanted. Still, the option is available for those that want it.
*
* Is this a good idea? We'll find out. -aj & Wolfman2000 */
static ThemeMetric<float> BLINK_MOD_FREQUENCY( "ArrowEffects", "BlinkModFrequency" );
static ThemeMetric<float> BOOST_MOD_MIN_CLAMP( "ArrowEffects", "BoostModMinClamp" );
static ThemeMetric<float> BOOST_MOD_MAX_CLAMP( "ArrowEffects", "BoostModMaxClamp" );
static ThemeMetric<float> BRAKE_MOD_MIN_CLAMP( "ArrowEffects", "BrakeModMinClamp" );
static ThemeMetric<float> BRAKE_MOD_MAX_CLAMP( "ArrowEffects", "BrakeModMaxClamp" );
static ThemeMetric<float> WAVE_MOD_MAGNITUDE( "ArrowEffects", "WaveModMagnitude" );
static ThemeMetric<float> WAVE_MOD_HEIGHT( "ArrowEffects", "WaveModHeight" );
static ThemeMetric<float> BOOMERANG_PEAK_PERCENTAGE( "ArrowEffects", "BoomerangPeakPercentage" );
static ThemeMetric<float> EXPAND_MULTIPLIER_FREQUENCY( "ArrowEffects", "ExpandMultiplierFrequency" );
static ThemeMetric<float> EXPAND_MULTIPLIER_SCALE_FROM_LOW( "ArrowEffects", "ExpandMultiplierScaleFromLow" );
static ThemeMetric<float> EXPAND_MULTIPLIER_SCALE_FROM_HIGH( "ArrowEffects", "ExpandMultiplierScaleFromHigh" );
static ThemeMetric<float> EXPAND_MULTIPLIER_SCALE_TO_LOW( "ArrowEffects", "ExpandMultiplierScaleToLow" );
static ThemeMetric<float> EXPAND_MULTIPLIER_SCALE_TO_HIGH( "ArrowEffects", "ExpandMultiplierScaleToHigh" );
static ThemeMetric<float> EXPAND_SPEED_SCALE_FROM_LOW( "ArrowEffects", "ExpandSpeedScaleFromLow" );
static ThemeMetric<float> EXPAND_SPEED_SCALE_FROM_HIGH( "ArrowEffects", "ExpandSpeedScaleFromHigh" );
static ThemeMetric<float> EXPAND_SPEED_SCALE_TO_LOW( "ArrowEffects", "ExpandSpeedScaleToLow" );
static ThemeMetric<float> TIPSY_TIMER_FREQUENCY( "ArrowEffects", "TipsyTimerFrequency" );
static ThemeMetric<float> TIPSY_COLUMN_FREQUENCY( "ArrowEffects", "TipsyColumnFrequency" );
static ThemeMetric<float> TIPSY_ARROW_MAGNITUDE( "ArrowEffects", "TipsyArrowMagnitude" );
static ThemeMetric<float> TIPSY_OFFSET_TIMER_FREQUENCY( "ArrowEffects", "TipsyOffsetTimerFrequency" );
static ThemeMetric<float> TIPSY_OFFSET_COLUMN_FREQUENCY( "ArrowEffects", "TipsyOffsetColumnFrequency" );
static ThemeMetric<float> TIPSY_OFFSET_ARROW_MAGNITUDE( "ArrowEffects", "TipsyOffsetArrowMagnitude" );
static ThemeMetric<float> TORNADO_POSITION_SCALE_TO_LOW( "ArrowEffects", "TornadoPositionScaleToLow" );
static ThemeMetric<float> TORNADO_POSITION_SCALE_TO_HIGH( "ArrowEffects", "TornadoPositionScaleToHigh" );
static ThemeMetric<float> TORNADO_OFFSET_FREQUENCY( "ArrowEffects", "TornadoOffsetFrequency" );
static ThemeMetric<float> TORNADO_OFFSET_SCALE_FROM_LOW( "ArrowEffects", "TornadoOffsetScaleFromLow" );
static ThemeMetric<float> TORNADO_OFFSET_SCALE_FROM_HIGH( "ArrowEffects", "TornadoOffsetScaleFromHigh" );
static ThemeMetric<float> DRUNK_COLUMN_FREQUENCY( "ArrowEffects", "DrunkColumnFrequency" );
static ThemeMetric<float> DRUNK_OFFSET_FREQUENCY( "ArrowEffects", "DrunkOffsetFrequency" );
static ThemeMetric<float> DRUNK_ARROW_MAGNITUDE( "ArrowEffects", "DrunkArrowMagnitude" );
static ThemeMetric<float> BEAT_OFFSET_HEIGHT( "ArrowEffects", "BeatOffsetHeight" );
static ThemeMetric<float> BEAT_PI_HEIGHT( "ArrowEffects", "BeatPIHeight" );
static ThemeMetric<float> TINY_PERCENT_BASE( "ArrowEffects", "TinyPercentBase" );
static ThemeMetric<float> TINY_PERCENT_GATE( "ArrowEffects", "TinyPercentGate" );
static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse );
static float GetNoteFieldHeight( const PlayerState* pPlayerState )
{
return SCREEN_HEIGHT + fabsf(pPlayerState->m_PlayerOptions.GetCurrent().m_fPerspectiveTilt)*200;
}
namespace
{
struct PerPlayerData
{
float m_fMinTornadoX[MAX_COLS_PER_PLAYER];
float m_fMaxTornadoX[MAX_COLS_PER_PLAYER];
float m_fInvertDistance[MAX_COLS_PER_PLAYER];
float m_fBeatFactor;
float m_fExpandSeconds;
};
PerPlayerData g_EffectData[NUM_PLAYERS];
};
void ArrowEffects::Update()
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
static float fLastTime = 0;
float fTime = RageTimer::GetTimeSinceStartFast();
FOREACH_EnabledPlayer( pn )
{
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
const SongPosition &position = GAMESTATE->m_bIsUsingStepTiming
? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
PerPlayerData &data = g_EffectData[pn];
if( !position.m_bFreeze || !position.m_bDelay )
{
data.m_fExpandSeconds += fTime - fLastTime;
data.m_fExpandSeconds = fmodf( data.m_fExpandSeconds, PI*2 );
}
// Update Tornado
for( int iColNum = 0; iColNum < MAX_COLS_PER_PLAYER; ++iColNum )
{
// TRICKY: Tornado is very unplayable in doubles, so use a smaller
// tornado width if there are many columns
/* the below makes an assumption for dance mode.
* perhaps check if we are actually playing on singles without,
* say more than 6 columns. That would exclude IIDX, pop'n, and
* techno-8, all of which would be very hectic.
* certain non-singles modes (like halfdoubles 6cols)
* could possibly have tornado enabled.
* let's also take default resolution (640x480) into mind. -aj */
bool bWideField = pStyle->m_iColsPerPlayer > 4;
int iTornadoWidth = bWideField ? 2 : 3;
int iStartCol = iColNum - iTornadoWidth;
int iEndCol = iColNum + iTornadoWidth;
CLAMP( iStartCol, 0, pStyle->m_iColsPerPlayer-1 );
CLAMP( iEndCol, 0, pStyle->m_iColsPerPlayer-1 );
data.m_fMinTornadoX[iColNum] = FLT_MAX;
data.m_fMaxTornadoX[iColNum] = FLT_MIN;
for( int i=iStartCol; i<=iEndCol; i++ )
{
data.m_fMinTornadoX[iColNum] = min( data.m_fMinTornadoX[iColNum], pCols[i].fXOffset );
data.m_fMaxTornadoX[iColNum] = max( data.m_fMaxTornadoX[iColNum], pCols[i].fXOffset );
}
}
// Update Invert
for( int iColNum = 0; iColNum < MAX_COLS_PER_PLAYER; ++iColNum )
{
const int iNumCols = pStyle->m_iColsPerPlayer;
const int iNumSides = (pStyle->m_StyleType==StyleType_OnePlayerTwoSides ||
pStyle->m_StyleType==StyleType_TwoPlayersSharedSides) ? 2 : 1;
const int iNumColsPerSide = iNumCols / iNumSides;
const int iSideIndex = iColNum / iNumColsPerSide;
const int iColOnSide = iColNum % iNumColsPerSide;
const int iColLeftOfMiddle = (iNumColsPerSide-1)/2;
const int iColRightOfMiddle = (iNumColsPerSide+1)/2;
int iFirstColOnSide = -1;
int iLastColOnSide = -1;
if( iColOnSide <= iColLeftOfMiddle )
{
iFirstColOnSide = 0;
iLastColOnSide = iColLeftOfMiddle;
}
else if( iColOnSide >= iColRightOfMiddle )
{
iFirstColOnSide = iColRightOfMiddle;
iLastColOnSide = iNumColsPerSide-1;
}
else
{
iFirstColOnSide = iColOnSide/2;
iLastColOnSide = iColOnSide/2;
}
// mirror
int iNewColOnSide;
if( iFirstColOnSide == iLastColOnSide )
iNewColOnSide = 0;
else
iNewColOnSide = SCALE( iColOnSide, iFirstColOnSide, iLastColOnSide, iLastColOnSide, iFirstColOnSide );
const int iNewCol = iSideIndex*iNumColsPerSide + iNewColOnSide;
const float fOldPixelOffset = pCols[iColNum].fXOffset;
const float fNewPixelOffset = pCols[iNewCol].fXOffset;
data.m_fInvertDistance[iColNum] = fNewPixelOffset - fOldPixelOffset;
}
// Update Beat
do {
float fAccelTime = 0.2f, fTotalTime = 0.5f;
float fBeat = position.m_fSongBeatVisible + fAccelTime;
const bool bEvenBeat = ( int(fBeat) % 2 ) != 0;
data.m_fBeatFactor = 0;
if( fBeat < 0 )
break;
// -100.2 -> -0.2 -> 0.2
fBeat -= truncf( fBeat );
fBeat += 1;
fBeat -= truncf( fBeat );
if( fBeat >= fTotalTime )
break;
if( fBeat < fAccelTime )
{
data.m_fBeatFactor = SCALE( fBeat, 0.0f, fAccelTime, 0.0f, 1.0f);
data.m_fBeatFactor *= data.m_fBeatFactor;
} else /* fBeat < fTotalTime */ {
data.m_fBeatFactor = SCALE( fBeat, fAccelTime, fTotalTime, 1.0f, 0.0f);
data.m_fBeatFactor = 1 - (1-data.m_fBeatFactor) * (1-data.m_fBeatFactor);
}
if( bEvenBeat )
data.m_fBeatFactor *= -1;
data.m_fBeatFactor *= 20.0f;
} while( false );
}
fLastTime = fTime;
}
static float GetDisplayedBeat( const PlayerState* pPlayerState, float beat )
{
// do a binary search here
const vector<CacheDisplayedBeat> &data = pPlayerState->m_CacheDisplayedBeat;
int max = data.size() - 1;
int l = 0, r = max;
while( l <= r )
{
int m = ( l + r ) / 2;
if( ( m == 0 || data[m].beat <= beat ) && ( m == max || beat < data[m + 1].beat ) )
{
return data[m].displayedBeat + data[m].velocity * (beat - data[m].beat);
}
else if( data[m].beat <= beat )
{
l = m + 1;
}
else
{
r = m - 1;
}
}
return beat;
}
/* For visibility testing: if bAbsolute is false, random modifiers must return
* the minimum possible scroll speed. */
float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, float &fPeakYOffsetOut, bool &bIsPastPeakOut, bool bAbsolute )
{
// Default values that are returned if boomerang is off.
fPeakYOffsetOut = FLT_MAX;
bIsPastPeakOut = true;
float fYOffset = 0;
const SongPosition &position = pPlayerState->GetDisplayedPosition();
float fSongBeat = position.m_fSongBeatVisible;
Steps *pCurSteps = GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber];
/* 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_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
{
float bShowEffects = !( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming );
float fBeatsUntilStep = fNoteBeat - fSongBeat;
if( bShowEffects )
fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat);
float fYOffsetBeatSpacing = fBeatsUntilStep;
float fSpeedMultiplier = bShowEffects ?
pCurSteps->GetTimingData()->GetDisplayedSpeedPercent(
position.m_fSongBeatVisible,
position.m_fMusicSecondsVisible ) : 1.0f;
fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
}
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
{
float fSongSeconds = GAMESTATE->m_Position.m_fMusicSecondsVisible;
float fNoteSeconds = pCurSteps->GetTimingData()->GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
float fBPS = fBPM/60.f;
float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS;
fYOffset += fYOffsetTimeSpacing * pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing;
}
// TODO: If we allow noteskins to have metricable row spacing
// (per issue 24), edit this to reflect that. -aj
fYOffset *= ARROW_SPACING;
// don't mess with the arrows after they've crossed 0
if( fYOffset < 0 )
return fYOffset * pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed;
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
if( fAccels[PlayerOptions::ACCEL_BOOST] != 0 )
{
float fEffectHeight = GetNoteFieldHeight(pPlayerState);
float fNewYOffset = fYOffset * 1.5f / ((fYOffset+fEffectHeight/1.2f)/fEffectHeight);
float fAccelYAdjust = fAccels[PlayerOptions::ACCEL_BOOST] * (fNewYOffset - fYOffset);
// TRICKY: Clamp this value, or else BOOST+BOOMERANG will draw a ton of arrows on the screen.
CLAMP( fAccelYAdjust, BOOST_MOD_MIN_CLAMP, BOOST_MOD_MAX_CLAMP );
fYAdjust += fAccelYAdjust;
}
if( fAccels[PlayerOptions::ACCEL_BRAKE] != 0 )
{
float fEffectHeight = GetNoteFieldHeight(pPlayerState);
float fScale = SCALE( fYOffset, 0.f, fEffectHeight, 0, 1.f );
float fNewYOffset = fYOffset * fScale;
float fBrakeYAdjust = fAccels[PlayerOptions::ACCEL_BRAKE] * (fNewYOffset - fYOffset);
// TRICKY: Clamp this value the same way as BOOST so that in BOOST+BRAKE, BRAKE doesn't overpower BOOST
CLAMP( fBrakeYAdjust, BRAKE_MOD_MIN_CLAMP, BRAKE_MOD_MAX_CLAMP );
fYAdjust += fBrakeYAdjust;
}
if( fAccels[PlayerOptions::ACCEL_WAVE] != 0 )
fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * WAVE_MOD_MAGNITUDE *RageFastSin( fYOffset/WAVE_MOD_HEIGHT );
fYOffset += fYAdjust;
// Factor in boomerang
if( fAccels[PlayerOptions::ACCEL_BOOMERANG] != 0 )
{
float fPeakAtYOffset = SCREEN_HEIGHT * BOOMERANG_PEAK_PERCENTAGE; // zero point of boomerang function
fPeakYOffsetOut = (-1*fPeakAtYOffset*fPeakAtYOffset/SCREEN_HEIGHT) + 1.5f*fPeakAtYOffset;
bIsPastPeakOut = fYOffset < fPeakAtYOffset;
fYOffset = (-1*fYOffset*fYOffset/SCREEN_HEIGHT) + 1.5f*fYOffset;
}
// Factor in scroll speed
float fScrollSpeed = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed;
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fRandomSpeed > 0 && !bAbsolute )
{
// Generate a deterministically "random" speed for each arrow.
unsigned seed = GAMESTATE->m_iStageSeed + ( BeatToNoteRow( fNoteBeat ) << 8 ) + (iCol * 100);
for( int i = 0; i < 3; ++i )
seed = ((seed * 1664525u) + 1013904223u) & 0xFFFFFFFF;
float fRandom = seed / 4294967296.0f;
/* Random speed always increases speed: a random speed of 10 indicates
* [1,11]. This keeps it consistent with other mods: 0 means no effect. */
fScrollSpeed *=
SCALE( fRandom,
0.0f, 1.0f,
1.0f, pPlayerState->m_PlayerOptions.GetCurrent().m_fRandomSpeed + 1.0f );
}
if( fAccels[PlayerOptions::ACCEL_EXPAND] != 0 )
{
// TODO: Don't index by PlayerNumber.
PerPlayerData &data = g_EffectData[pPlayerState->m_PlayerNumber];
float fExpandMultiplier = SCALE( RageFastCos(data.m_fExpandSeconds*EXPAND_MULTIPLIER_FREQUENCY),
EXPAND_MULTIPLIER_SCALE_FROM_LOW, EXPAND_MULTIPLIER_SCALE_FROM_HIGH,
EXPAND_MULTIPLIER_SCALE_TO_LOW, EXPAND_MULTIPLIER_SCALE_TO_HIGH );
fScrollSpeed *= SCALE( fAccels[PlayerOptions::ACCEL_EXPAND],
EXPAND_SPEED_SCALE_FROM_LOW, EXPAND_SPEED_SCALE_FROM_HIGH,
EXPAND_SPEED_SCALE_TO_LOW, fExpandMultiplier );
}
fYOffset *= fScrollSpeed;
fPeakYOffsetOut *= fScrollSpeed;
return fYOffset;
}
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 fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
float fZoom = 1 - fMiniPercent*0.5f;
// don't divide by 0
if( fabsf(fZoom) < 0.01 )
fZoom = 0.01f;
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_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 );
}
float ArrowEffects::GetYPos( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse )
{
float f = fYOffset;
if( WithReverse )
{
float fShift, fScale;
ArrowGetReverseShiftAndScale( pPlayerState, iCol, fYReverseOffsetPixels, fShift, fScale );
f *= fScale;
f += fShift;
}
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 )
f += fEffects[PlayerOptions::EFFECT_TIPSY]
* ( RageFastCos( RageTimer::GetTimeSinceStartFast()*TIPSY_TIMER_FREQUENCY
+ iCol*TIPSY_COLUMN_FREQUENCY) * ARROW_SIZE*TIPSY_ARROW_MAGNITUDE );
// In beware's DDR Extreme-focused fork of StepMania 3.9, this value is
// floored, making arrows show on integer Y coordinates. Supposedly it makes
// the arrows look better, but testing needs to be done.
// todo: make this a noteskin metric instead of a theme metric? -aj
return QUANTIZE_ARROW_Y ? floor(f) : f;
}
float ArrowEffects::GetYOffsetFromYPos( const PlayerState* pPlayerState, int iCol, float YPos, float fYReverseOffsetPixels )
{
float f = YPos;
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 )
f -= fEffects[PlayerOptions::EFFECT_TIPSY]
* ( RageFastCos( RageTimer::GetTimeSinceStartFast()*TIPSY_OFFSET_TIMER_FREQUENCY
+ iCol*TIPSY_OFFSET_COLUMN_FREQUENCY) * ARROW_SIZE*TIPSY_OFFSET_ARROW_MAGNITUDE );
float fShift, fScale;
ArrowGetReverseShiftAndScale( pPlayerState, iCol, fYReverseOffsetPixels, fShift, fScale );
f -= fShift;
if( fScale )
f /= fScale;
return f;
}
float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float fYOffset )
{
float fPixelOffsetFromCenter = 0; // fill this in below
const Style* pStyle = GAMESTATE->GetCurrentStyle();
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];
PerPlayerData &data = g_EffectData[pPlayerState->m_PlayerNumber];
if( fEffects[PlayerOptions::EFFECT_TORNADO] != 0 )
{
const float fRealPixelOffset = pCols[iColNum].fXOffset;
const float fPositionBetween = SCALE( fRealPixelOffset, data.m_fMinTornadoX[iColNum], data.m_fMaxTornadoX[iColNum],
TORNADO_POSITION_SCALE_TO_LOW, TORNADO_POSITION_SCALE_TO_HIGH );
float fRads = acosf( fPositionBetween );
fRads += fYOffset * TORNADO_OFFSET_FREQUENCY / SCREEN_HEIGHT;
const float fAdjustedPixelOffset = SCALE( RageFastCos(fRads), TORNADO_OFFSET_SCALE_FROM_LOW, TORNADO_OFFSET_SCALE_FROM_HIGH,
data.m_fMinTornadoX[iColNum], data.m_fMaxTornadoX[iColNum] );
fPixelOffsetFromCenter += (fAdjustedPixelOffset - fRealPixelOffset) * fEffects[PlayerOptions::EFFECT_TORNADO];
}
if( fEffects[PlayerOptions::EFFECT_DRUNK] != 0 )
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] *
( RageFastCos( RageTimer::GetTimeSinceStartFast() + iColNum*DRUNK_COLUMN_FREQUENCY
+ fYOffset*DRUNK_OFFSET_FREQUENCY/SCREEN_HEIGHT) * ARROW_SIZE*DRUNK_ARROW_MAGNITUDE );
if( fEffects[PlayerOptions::EFFECT_FLIP] != 0 )
{
const int iFirstCol = 0;
const int iLastCol = pStyle->m_iColsPerPlayer-1;
const int iNewCol = SCALE( iColNum, iFirstCol, iLastCol, iLastCol, iFirstCol );
const float fOldPixelOffset = pCols[iColNum].fXOffset;
const float fNewPixelOffset = pCols[iNewCol].fXOffset;
const float fDistance = fNewPixelOffset - fOldPixelOffset;
fPixelOffsetFromCenter += fDistance * fEffects[PlayerOptions::EFFECT_FLIP];
}
if( fEffects[PlayerOptions::EFFECT_INVERT] != 0 )
fPixelOffsetFromCenter += data.m_fInvertDistance[iColNum] * fEffects[PlayerOptions::EFFECT_INVERT];
if( fEffects[PlayerOptions::EFFECT_BEAT] != 0 )
{
const float fShift = data.m_fBeatFactor*RageFastSin( fYOffset / BEAT_OFFSET_HEIGHT + PI/BEAT_PI_HEIGHT );
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
}
if( fEffects[PlayerOptions::EFFECT_XMODE] != 0 )
{
// based off of code by v1toko for StepNXA, except it should work on
// any gametype now.
switch( pStyle->m_StyleType )
{
case StyleType_OnePlayerTwoSides:
case StyleType_TwoPlayersSharedSides: // fall through?
{
// find the middle, and split based on iColNum
// it's unknown if this will work for routine.
const int iMiddleColumn = static_cast<int>(floor(pStyle->m_iColsPerPlayer/2.0f));
if( iColNum > iMiddleColumn-1 )
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_XMODE]*-(fYOffset);
else
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_XMODE]*fYOffset;
}
break;
case StyleType_OnePlayerOneSide:
case StyleType_TwoPlayersTwoSides: // fall through
{
// the code was the same for both of these cases in StepNXA.
if( pPlayerState->m_PlayerNumber == PLAYER_2 )
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_XMODE]*-(fYOffset);
else
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_XMODE]*fYOffset;
}
break;
DEFAULT_FAIL(pStyle->m_StyleType);
}
}
fPixelOffsetFromCenter += pCols[iColNum].fXOffset;
if( fEffects[PlayerOptions::EFFECT_TINY] != 0 )
{
// Allow Tiny to pull tracks together, but not to push them apart.
float fTinyPercent = fEffects[PlayerOptions::EFFECT_TINY];
fTinyPercent = min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
fPixelOffsetFromCenter *= fTinyPercent;
}
return fPixelOffsetFromCenter;
}
float ArrowEffects::GetRotationX( const PlayerState *pPlayerState, float fYOffset )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_ROLL] != 0 )
{
fRotation = fEffects[PlayerOptions::EFFECT_ROLL] * fYOffset/2;
}
return fRotation;
}
float ArrowEffects::GetRotationY( const PlayerState *pPlayerState, float fYOffset )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_TWIRL] != 0 )
{
fRotation = fEffects[PlayerOptions::EFFECT_TWIRL] * fYOffset/2;
}
return fRotation;
}
float ArrowEffects::GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
fRotation += ReceptorGetRotationZ( pPlayerState );
// As usual, enable dizzy hold heads at your own risk. -Wolfman2000
if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && ( DIZZY_HOLD_HEADS || !bIsHoldHead ) )
{
const float fSongBeat = pPlayerState->m_Position.m_fSongBeatVisible;
float fDizzyRotation = fNoteBeat - fSongBeat;
fDizzyRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
fDizzyRotation *= 180/PI;
fRotation += fDizzyRotation;
}
return fRotation;
}
float ArrowEffects::ReceptorGetRotationZ( const PlayerState* pPlayerState )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
{
float fConfRotation = pPlayerState->m_Position.m_fSongBeatVisible;
fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION];
fConfRotation = fmodf( fConfRotation, 2*PI );
fConfRotation *= -180/PI;
fRotation += fConfRotation;
}
return fRotation;
}
#define CENTER_LINE_Y 160 // from fYOffset == 0
#define FADE_DIST_Y 40
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_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
const float fZoom = 1 - fMiniPercent*0.5f;
return CENTER_LINE_Y / fZoom;
}
static float GetHiddenSudden( const PlayerState* pPlayerState )
{
const float* fAppearances = pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances;
return fAppearances[PlayerOptions::APPEARANCE_HIDDEN] *
fAppearances[PlayerOptions::APPEARANCE_SUDDEN];
}
//
// -gray arrows-
//
// ...invisible...
// -hidden end line-
// -hidden start line-
// ...visible...
// -sudden end line-
// -sudden start line-
// ...invisible...
//
// TRICKY: We fudge hidden and sudden to be farther apart if they're both on.
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_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_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_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_PlayerOptions.GetCurrent().m_fAppearances[PlayerOptions::APPEARANCE_SUDDEN_OFFSET];
}
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse )
{
const float fDistFromCenterLine = fYPosWithoutReverse - GetCenterLine( pPlayerState );
if( fYPosWithoutReverse < 0 && HIDDEN_SUDDEN_PAST_RECEPTOR) // past Gray Arrows
return 1; // totally visible
const float* fAppearances = pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances;
float fVisibleAdjust = 0;
if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] != 0 )
{
float fHiddenVisibleAdjust = SCALE( fYPosWithoutReverse, GetHiddenStartLine(pPlayerState), GetHiddenEndLine(pPlayerState), 0, -1 );
CLAMP( fHiddenVisibleAdjust, -1, 0 );
fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * fHiddenVisibleAdjust;
}
if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] != 0 )
{
float fSuddenVisibleAdjust = SCALE( fYPosWithoutReverse, GetSuddenStartLine(pPlayerState), GetSuddenEndLine(pPlayerState), -1, 0 );
CLAMP( fSuddenVisibleAdjust, -1, 0 );
fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_SUDDEN] * fSuddenVisibleAdjust;
}
if( fAppearances[PlayerOptions::APPEARANCE_STEALTH] != 0 )
fVisibleAdjust -= fAppearances[PlayerOptions::APPEARANCE_STEALTH];
if( fAppearances[PlayerOptions::APPEARANCE_BLINK] != 0 )
{
float f = RageFastSin(RageTimer::GetTimeSinceStartFast()*10);
f = Quantize( f, BLINK_MOD_FREQUENCY );
fVisibleAdjust += SCALE( f, 0, 1, -1, 0 );
}
if( fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] != 0 )
{
const float fRealFadeDist = 80;
fVisibleAdjust += SCALE( fabsf(fDistFromCenterLine), fRealFadeDist, 2*fRealFadeDist, -1, 0 )
* fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH];
}
return clamp( 1+fVisibleAdjust, 0, 1 );
}
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
// Get the YPos without reverse (that is, factor in EFFECT_TIPSY).
float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
float fPercentVisible = ArrowGetPercentVisible( pPlayerState, fYPosWithoutReverse );
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar);
if( fYPosWithoutReverse > fFullAlphaY )
{
float f = SCALE( fYPosWithoutReverse, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f );
return f;
}
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
// Get the YPos without reverse (that is, factor in EFFECT_TIPSY).
float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
float fPercentVisible = ArrowGetPercentVisible( pPlayerState, fYPosWithoutReverse );
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
const float fDistFromHalf = fabsf( fPercentVisible - 0.5f );
return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 );
}
float ArrowEffects::GetBrightness( const PlayerState* pPlayerState, float fNoteBeat )
{
if( GAMESTATE->IsEditing() )
return 1;
float fSongBeat = pPlayerState->m_Position.m_fSongBeatVisible;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
float fBrightness = SCALE( fBeatsUntilStep, 0, -1, 1.f, 0.f );
CLAMP( fBrightness, 0, 1 );
return fBrightness;
}
float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fYOffset )
{
float fZPos=0;
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 );
return fZPos;
}
bool ArrowEffects::NeedZBuffer( const PlayerState* pPlayerState )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
// We also need to use the Z buffer if twirl is in play, because of
// hold modulation. -vyhd (OpenITG r623)
if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 ||
fEffects[PlayerOptions::EFFECT_TWIRL] != 0 )
return true;
return false;
}
float ArrowEffects::GetZoom( const PlayerState* pPlayerState )
{
float fZoom = 1.0f;
// FIXME: Move the zoom values into Style
if( GAMESTATE->GetCurrentStyle()->m_bNeedsZoomOutWith2Players &&
(GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) )
fZoom *= 0.6f;
float fTinyPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
if( fTinyPercent != 0 )
{
fTinyPercent = powf( 0.5f, fTinyPercent );
fZoom *= fTinyPercent;
}
return fZoom;
}
static ThemeMetric<float> FRAME_WIDTH_EFFECTS_PIXELS_PER_SECOND( "ArrowEffects", "FrameWidthEffectsPixelsPerSecond" );
static ThemeMetric<float> FRAME_WIDTH_EFFECTS_MIN_MULTIPLIER( "ArrowEffects", "FrameWidthEffectsMinMultiplier" );
static ThemeMetric<float> FRAME_WIDTH_EFFECTS_MAX_MULTIPLIER( "ArrowEffects", "FrameWidthEffectsMaxMultiplier" );
static ThemeMetric<bool> FRAME_WIDTH_LOCK_EFFECTS_TO_OVERLAPPING( "ArrowEffects", "FrameWidthLockEffectsToOverlapping" );
static ThemeMetric<float> FRAME_WIDTH_LOCK_EFFECTS_TWEEN_PIXELS( "ArrowEffects", "FrameWidthLockEffectsTweenPixels" );
float ArrowEffects::GetFrameWidthScale( const PlayerState* pPlayerState, float fYOffset, float fOverlappedTime )
{
float fFrameWidthMultiplier = 1.0f;
float fPixelsPerSecond = FRAME_WIDTH_EFFECTS_PIXELS_PER_SECOND;
float fSecond = fYOffset / fPixelsPerSecond;
float fWidthEffect = pPlayerState->m_EffectHistory.GetSample( fSecond );
if( fWidthEffect != 0 && FRAME_WIDTH_LOCK_EFFECTS_TO_OVERLAPPING )
{
// Don't display effect data that happened before this hold overlapped the top.
float fFromEndOfOverlapped = fOverlappedTime - fSecond;
float fTrailingPixels = FRAME_WIDTH_LOCK_EFFECTS_TWEEN_PIXELS;
float fTrailingSeconds = fTrailingPixels / fPixelsPerSecond;
float fScaleEffect = SCALE( fFromEndOfOverlapped, 0.0f, fTrailingSeconds, 0.0f, 1.0f );
CLAMP( fScaleEffect, 0.0f, 1.0f );
fWidthEffect *= fScaleEffect;
}
if( fWidthEffect > 0 )
fFrameWidthMultiplier *= SCALE( fWidthEffect, 0.0f, 1.0f, 1.0f, FRAME_WIDTH_EFFECTS_MAX_MULTIPLIER );
else if( fWidthEffect < 0 )
fFrameWidthMultiplier *= SCALE( fWidthEffect, 0.0f, -1.0f, 1.0f, FRAME_WIDTH_EFFECTS_MIN_MULTIPLIER );
return fFrameWidthMultiplier;
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/