Files
itgmania212121/stepmania/src/ArrowEffects.cpp
T
Steve Checkoway 20a8bab45c Clean up includes.
2004-04-05 05:22:32 +00:00

425 lines
14 KiB
C++

#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 "Steps.h"
#include "GameConstantsAndTypes.h"
#include "GameManager.h"
#include "GameState.h"
#include "RageException.h"
#include "RageTimer.h"
#include "NoteDisplay.h"
#include "song.h"
#include "RageMath.h"
const float ARROW_SPACING = ARROW_SIZE;// + 2;
float g_fExpandSeconds = 0;
static float GetNoteFieldHeight( PlayerNumber pn )
{
return SCREEN_HEIGHT + fabsf(GAMESTATE->m_PlayerOptions[pn].m_fPerspectiveTilt)*200;
}
float ArrowGetYOffset( PlayerNumber pn, int iCol, 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 * GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
const float* fAccels = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAccels;
//const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
float fYAdjust = 0; // fill this in depending on PlayerOptions
if( fAccels[PlayerOptions::ACCEL_BOOST] > 0 )
{
float fEffectHeight = GetNoteFieldHeight(pn);
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, -400.f, 400.f );
fYAdjust += fAccelYAdjust;
}
if( fAccels[PlayerOptions::ACCEL_BRAKE] > 0 )
{
float fEffectHeight = GetNoteFieldHeight(pn);
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, -400.f, 400.f );
fYAdjust += fBrakeYAdjust;
}
if( fAccels[PlayerOptions::ACCEL_WAVE] > 0 )
fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * 20.0f*sinf( fYOffset/38.0f );
fYOffset += fYAdjust;
if( fAccels[PlayerOptions::ACCEL_BOOMERANG] > 0 )
fYOffset += fAccels[PlayerOptions::ACCEL_BOOMERANG] * (fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 1.5f, 0.5f )- fYOffset);
float fScrollSpeed = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
if( fAccels[PlayerOptions::ACCEL_EXPAND] > 0 )
{
/* Timers can't be global, since they'll be initialized before SDL. */
static RageTimer timerExpand;
if( !GAMESTATE->m_bFreeze )
g_fExpandSeconds += timerExpand.GetDeltaTime();
else
timerExpand.GetDeltaTime(); // throw away
float fExpandMultiplier = SCALE( cosf(g_fExpandSeconds*3), -1, 1, 0.5f, 1.5f );
fScrollSpeed *= SCALE( fAccels[PlayerOptions::ACCEL_EXPAND], 0.f, 1.f, 1.f, fExpandMultiplier );
}
fYOffset *= fScrollSpeed;
return fYOffset;
}
static void ArrowGetReverseShiftAndScale( PlayerNumber pn, int iCol, float fYReverseOffsetPixels, float &fShiftOut, float &fScaleOut )
{
/* XXX: Hack: we need to scale the reverse shift by the zoom. */
float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI];
float fZoom = 1 - fMiniPercent*0.5f;
float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol);
fShiftOut = SCALE( fPercentReverse, 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
float fPercentConverge = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrolls[PlayerOptions::SCROLL_CONVERGE];
fShiftOut = SCALE( fPercentConverge, 0.f, 1.f, fShiftOut, 0.5f );
fScaleOut = SCALE( fPercentReverse, 0.f, 1.f, 1.f, -1.f);
}
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse )
{
float f = fYOffset;
if( WithReverse )
{
float fShift, fScale;
ArrowGetReverseShiftAndScale( pn, iCol, fYReverseOffsetPixels, fShift, fScale );
f *= fScale;
f += fShift;
}
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 )
f += fEffects[PlayerOptions::EFFECT_TIPSY] * ( cosf( RageTimer::GetTimeSinceStart()*1.2f + iCol*1.8f) * ARROW_SIZE*0.4f );
return f;
}
float ArrowGetYOffsetFromYPos( PlayerNumber pn, int iCol, float YPos, float fYReverseOffsetPixels )
{
float f = YPos;
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 )
f -= fEffects[PlayerOptions::EFFECT_TIPSY] * ( cosf( RageTimer::GetTimeSinceStart()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f );
float fShift, fScale;
ArrowGetReverseShiftAndScale( pn, iCol, fYReverseOffsetPixels, fShift, fScale );
f -= fShift;
if( fScale )
f /= fScale;
return f;
}
float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYOffset )
{
float fPixelOffsetFromCenter = 0;
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 )
{
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
// TRICKY: Tornado is very unplayable in doubles, so use a smaller
// tornado width if there are many columns
bool bWideField = pStyleDef->m_iColsPerPlayer > 4;
int iTornadoWidth = bWideField ? 2 : 3;
int iStartCol = iColNum - iTornadoWidth;
int iEndCol = iColNum + iTornadoWidth;
CLAMP( iStartCol, 0, pStyleDef->m_iColsPerPlayer-1 );
CLAMP( iEndCol, 0, pStyleDef->m_iColsPerPlayer-1 );
float fMinX = +100000;
float fMaxX = -100000;
for( int i=iStartCol; i<=iEndCol; i++ )
{
fMinX = min( fMinX, pStyleDef->m_ColumnInfo[pn][i].fXOffset );
fMaxX = max( fMaxX, pStyleDef->m_ColumnInfo[pn][i].fXOffset );
}
const float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset;
const float fPositionBetween = SCALE( fRealPixelOffset, fMinX, fMaxX, -1, 1 );
float fRads = acosf( fPositionBetween );
fRads += fYOffset * 6 / SCREEN_HEIGHT;
const float fAdjustedPixelOffset = SCALE( cosf(fRads), -1, 1, fMinX, fMaxX );
fPixelOffsetFromCenter += (fAdjustedPixelOffset - fRealPixelOffset) * fEffects[PlayerOptions::EFFECT_TORNADO];
}
if( fEffects[PlayerOptions::EFFECT_DRUNK] > 0 )
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( cosf( RageTimer::GetTimeSinceStart() + iColNum*0.2f + fYOffset*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);
const float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset;
const float fDistance = -fRealPixelOffset * 2;
fPixelOffsetFromCenter += fDistance * fEffects[PlayerOptions::EFFECT_FLIP];
}
if( fEffects[PlayerOptions::EFFECT_BEAT] > 0 )
do {
float fAccelTime = 0.2f, fTotalTime = 0.5f;
/* If the song is really fast, slow down the rate, but speed up the
* acceleration to compensate or it'll look weird. */
const float fBPM = GAMESTATE->m_fCurBPS * 60;
const float fDiv = max(1.0f, truncf( fBPM / 150.0f ));
fAccelTime /= fDiv;
fTotalTime /= fDiv;
float fBeat = GAMESTATE->m_fSongBeat + fAccelTime;
fBeat /= fDiv;
const bool bEvenBeat = ( int(fBeat) % 2 ) != 0;
/* -100.2 -> -0.2 -> 0.2 */
if( fBeat < 0 )
break;
fBeat -= truncf( fBeat );
fBeat += 1;
fBeat -= truncf( fBeat );
if( fBeat >= fTotalTime )
break;
float fAmount;
if( fBeat < fAccelTime )
{
fAmount = SCALE( fBeat, 0.0f, fAccelTime, 0.0f, 1.0f);
fAmount *= fAmount;
} else /* fBeat < fTotalTime */ {
fAmount = SCALE( fBeat, fAccelTime, fTotalTime, 1.0f, 0.0f);
fAmount = 1 - (1-fAmount) * (1-fAmount);
}
if( bEvenBeat )
fAmount *= -1;
const float fShift = 20.0f*fAmount*sinf( fYOffset / 15.0f + PI/2.0f );
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
} while(0);
return fPixelOffsetFromCenter;
}
float ArrowGetRotation( PlayerNumber pn, float fNoteBeat )
{
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_DIZZY] > 0 )
{
const float fSongBeat = GAMESTATE->m_fSongBeat;
float fDizzyRotation = fNoteBeat - fSongBeat;
fDizzyRotation *= GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_DIZZY];
fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
fDizzyRotation *= 180/PI;
return fDizzyRotation;
}
else
return 0;
}
#define CENTER_LINE_Y 160 // from fYOffset == 0
#define FADE_DIST_Y 40
static float GetCenterLine( PlayerNumber pn )
{
const float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI];
const float fZoom = 1 - fMiniPercent*0.5f;
/* Another mini hack: if EFFECT_MINI is on, then our center line is at eg. 320,
* not 160. */
return CENTER_LINE_Y / fZoom;
}
static float GetHiddenSudden( PlayerNumber pn )
{
const float* fAppearances = GAMESTATE->m_CurrentPlayerOptions[pn].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( PlayerNumber pn )
{
return GetCenterLine( pn ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pn), 0.f, 1.f, -1.0f, -1.25f );
}
static float GetHiddenStartLine( PlayerNumber pn )
{
return GetCenterLine( pn ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pn), 0.f, 1.f, +0.0f, -0.25f );
}
static float GetSuddenEndLine( PlayerNumber pn )
{
return GetCenterLine( pn ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pn), 0.f, 1.f, -0.0f, +0.25f );
}
static float GetSuddenStartLine( PlayerNumber pn )
{
return GetCenterLine( pn ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pn), 0.f, 1.f, +1.0f, +1.25f );
}
// used by ArrowGetAlpha and ArrowGetGlow below
static float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
{
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPos = ArrowGetYPos( pn, iCol, fYOffset, fYReverseOffsetPixels, false );
const float fDistFromCenterLine = fYPos - GetCenterLine( pn );
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 )
{
float fHiddenVisibleAdjust = SCALE( fYPos, GetHiddenStartLine(pn), GetHiddenEndLine(pn), 0, -1 );
CLAMP( fHiddenVisibleAdjust, -1, 0 );
fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * fHiddenVisibleAdjust;
}
if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] > 0 )
{
float fSuddenVisibleAdjust = SCALE( fYPos, GetSuddenStartLine(pn), GetSuddenEndLine(pn), -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 = sinf(RageTimer::GetTimeSinceStart()*10);
f = froundf( f, 0.3333f );
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 ArrowGetAlpha( PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYOffset,fYReverseOffsetPixels);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
float ArrowGetGlow( PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYOffset,fYReverseOffsetPixels);
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;
}
float ArrowGetZPos( PlayerNumber pn, int iCol, float fYOffset )
{
float fZPos=0;
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_BUMPY] > 0 )
fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*sinf( fYOffset/16.0f );
return fZPos;
}
bool ArrowsNeedZBuffer( PlayerNumber pn )
{
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_BUMPY] > 0 )
return true;
return false;
}