Files
itgmania212121/stepmania/src/ArrowEffects.cpp
T
Chris Danford 99f817953a fix warnings
2005-04-07 08:28:13 +00:00

501 lines
18 KiB
C++

#include "global.h"
#include "ArrowEffects.h"
#include "Steps.h"
#include "GameConstantsAndTypes.h"
#include "GameManager.h"
#include "RageException.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 <float.h>
const float ARROW_SPACING = ARROW_SIZE;// + 2;
float g_fExpandSeconds = 0;
static float GetNoteFieldHeight( const PlayerState* pPlayerState )
{
return SCREEN_HEIGHT + fabsf(pPlayerState->m_CurrentPlayerOptions.m_fPerspectiveTilt)*200;
}
/* 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;
/* 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 )
{
float fSongBeat = GAMESTATE->m_fSongBeat;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
float fYOffsetBeatSpacing = fBeatsUntilStep * ARROW_SPACING;
fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_CurrentPlayerOptions.m_fTimeSpacing);
}
if( pPlayerState->m_CurrentPlayerOptions.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 fBPS = fBPM/60.f;
float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS * ARROW_SPACING;
fYOffset += fYOffsetTimeSpacing * pPlayerState->m_CurrentPlayerOptions.m_fTimeSpacing;
}
// don't mess with the arrows after they've crossed 0
if( fYOffset < 0 )
return fYOffset * pPlayerState->m_CurrentPlayerOptions.m_fScrollSpeed;
const float* fAccels = pPlayerState->m_CurrentPlayerOptions.m_fAccels;
//const float* fEffects = pPlayerState->m_CurrentPlayerOptions.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, -400.f, 400.f );
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, -400.f, 400.f );
fYAdjust += fBrakeYAdjust;
}
if( fAccels[PlayerOptions::ACCEL_WAVE] > 0 )
fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * 20.0f*RageFastSin( fYOffset/38.0f );
fYOffset += fYAdjust;
//
// Factor in boomerang
//
if( fAccels[PlayerOptions::ACCEL_BOOMERANG] > 0 )
{
float fOriginalYOffset = fYOffset;
fYOffset = (-1*fOriginalYOffset*fOriginalYOffset/SCREEN_HEIGHT) + 1.5f*fOriginalYOffset;
float fPeakAtYOffset = SCREEN_HEIGHT * 0.75f; // zero point of function above
fPeakYOffsetOut = (-1*fPeakAtYOffset*fPeakAtYOffset/SCREEN_HEIGHT) + 1.5f*fPeakAtYOffset;
bIsPastPeakOut = fOriginalYOffset < fPeakAtYOffset;
}
//
// Factor in scroll speed
//
float fScrollSpeed = pPlayerState->m_CurrentPlayerOptions.m_fScrollSpeed;
if( pPlayerState->m_CurrentPlayerOptions.m_fRandomSpeed > 0 && !bAbsolute )
{
int seed = GAMESTATE->m_iStageSeed + ( BeatToNoteRow( fNoteBeat ) << 8 ) + (iCol * 100);
/* Temporary hack: the first call to RandomFloat isn't "random"; it takes an extra
* call to get the RNG rolling. */
RandomFloat( seed );
float fRandom = RandomFloat( seed );
/* 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_CurrentPlayerOptions.m_fRandomSpeed + 1.0f );
}
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( RageFastCos(g_fExpandSeconds*3), -1, 1, 0.75f, 1.75f );
fScrollSpeed *= SCALE( fAccels[PlayerOptions::ACCEL_EXPAND], 0.f, 1.f, 1.f, fExpandMultiplier );
}
fYOffset *= fScrollSpeed;
fPeakYOffsetOut *= fScrollSpeed;
return fYOffset;
}
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_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
float fZoom = 1 - fMiniPercent*0.5f;
float fPercentReverse = pPlayerState->m_CurrentPlayerOptions.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];
fShiftOut = SCALE( fPercentCentered, 0.f, 1.f, fShiftOut, 0.5f );
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_CurrentPlayerOptions.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 );
return f;
}
float ArrowEffects::GetYOffsetFromYPos( const PlayerState* pPlayerState, int iCol, float YPos, float fYReverseOffsetPixels )
{
float f = YPos;
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.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 );
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;
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 )
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
// TRICKY: Tornado is very unplayable in doubles, so use a smaller
// tornado width if there are many columns
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 );
float fMinX = FLT_MAX;
float fMaxX = FLT_MIN;
// TODO: Don't index by PlayerNumber.
PlayerNumber pn = pPlayerState->m_PlayerNumber;
for( int i=iStartCol; i<=iEndCol; i++ )
{
fMinX = min( fMinX, pStyle->m_ColumnInfo[pn][i].fXOffset );
fMaxX = max( fMaxX, pStyle->m_ColumnInfo[pn][i].fXOffset );
}
const float fRealPixelOffset = GAMESTATE->GetCurrentStyle()->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( RageFastCos(fRads), -1, 1, fMinX, fMaxX );
fPixelOffsetFromCenter += (fAdjustedPixelOffset - fRealPixelOffset) * fEffects[PlayerOptions::EFFECT_TORNADO];
}
if( fEffects[PlayerOptions::EFFECT_DRUNK] > 0 )
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( RageFastCos( RageTimer::GetTimeSinceStartFast() + iColNum*0.2f + fYOffset*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f );
if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 )
{
// TODO: Don't index by PlayerNumber.
PlayerNumber pn = pPlayerState->m_PlayerNumber;
// fPixelOffsetFromCenter *= SCALE(fEffects[PlayerOptions::EFFECT_FLIP], 0.f, 1.f, 1.f, -1.f);
const float fRealPixelOffset = GAMESTATE->GetCurrentStyle()->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*RageFastSin( fYOffset / 15.0f + PI/2.0f );
fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
} while(0);
return fPixelOffsetFromCenter;
}
float ArrowEffects::GetRotation( const PlayerState* pPlayerState, float fNoteBeat )
{
if( pPlayerState->m_CurrentPlayerOptions.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 = 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( const PlayerState* pPlayerState )
{
const float fMiniPercent = pPlayerState->m_CurrentPlayerOptions.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( const PlayerState* pPlayerState )
{
const float* fAppearances = pPlayerState->m_CurrentPlayerOptions.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 );
}
static float GetHiddenStartLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, +0.0f, -0.25f );
}
static float GetSuddenEndLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, -0.0f, +0.25f );
}
static float GetSuddenStartLine( const PlayerState* pPlayerState )
{
return GetCenterLine( pPlayerState ) + FADE_DIST_Y * SCALE( GetHiddenSudden(pPlayerState), 0.f, 1.f, +1.0f, +1.25f );
}
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels )
{
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPos = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
const float fDistFromCenterLine = fYPos - GetCenterLine( pPlayerState );
if( fYPos < 0 ) // past Gray Arrows
return 1; // totally visible
const float* fAppearances = pPlayerState->m_CurrentPlayerOptions.m_fAppearances;
float fVisibleAdjust = 0;
if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] > 0 )
{
float fHiddenVisibleAdjust = SCALE( fYPos, 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( fYPos, 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, 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 ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,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 ArrowEffects::GetBrightness( const PlayerState* pPlayerState, 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 ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fYOffset )
{
float fZPos=0;
const float* fEffects = pPlayerState->m_CurrentPlayerOptions.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_CurrentPlayerOptions.m_fEffects;
if( fEffects[PlayerOptions::EFFECT_BUMPY] > 0 )
return true;
return false;
}
float ArrowEffects::GetZoom( const PlayerState* pPlayerState )
{
// FIXME: Move the zoom values into Style
if( GAMESTATE->m_pCurStyle->m_bNeedsZoomOutWith2Players &&
(GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) )
return 0.6f;
return 1.0f;
}
/*
* (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.
*/