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itgmania212121/src/ArrowEffects.cpp
T

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27 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 float GetNoteFieldHeight( const PlayerState* pPlayerState )
{
return SCREEN_HEIGHT + fabsf(pPlayerState->m_PlayerOptions.GetCurrent().m_fPerspectiveTilt)*200;
}
namespace
{
float g_fExpandSeconds = 0;
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;
};
PerPlayerData g_EffectData[NUM_PLAYERS];
};
void ArrowEffects::Update()
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
{
static float fLastTime = 0;
float fTime = RageTimer::GetTimeSinceStartFast();
if( !GAMESTATE->m_bFreeze || !GAMESTATE->m_bDelay )
{
g_fExpandSeconds += fTime - fLastTime;
g_fExpandSeconds = fmodf( g_fExpandSeconds, PI*2 );
}
fLastTime = fTime;
}
FOREACH_PlayerNumber( pn )
{
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
PerPlayerData &data = g_EffectData[pn];
// 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 = GAMESTATE->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 );
}
}
/* 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_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
{
float fSongBeat = GAMESTATE->m_fSongBeatVisible;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
float fYOffsetBeatSpacing = fBeatsUntilStep;
fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
}
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
{
float fSongSeconds = GAMESTATE->m_fMusicSecondsVisible;
float fNoteSeconds = GAMESTATE->m_pCurSong->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;
}
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, -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 fPeakAtYOffset = SCREEN_HEIGHT * 0.75f; // 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 )
{
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;
}
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_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_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()*1.2f + iCol*1.8f) * ARROW_SIZE*0.4f );
// 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 ("QuantizeArrowYPosition") -aj
return f;
//return floor(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()*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; // 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], -1, 1 );
float fRads = acosf( fPositionBetween );
fRads += fYOffset * 6 / SCREEN_HEIGHT;
const float fAdjustedPixelOffset = SCALE( RageFastCos(fRads), -1, 1, 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*0.2f + fYOffset*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f );
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 / 15.0f + PI/2.0f );
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 = 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:
ASSERT("What the hell kind of styletype are you passing me anyways?");
break;
}
}
fPixelOffsetFromCenter += pCols[iColNum].fXOffset;
if( fEffects[PlayerOptions::EFFECT_MINI] != 0 )
{
// Allow Mini to pull tracks together, but not to push them apart.
float fMiniPercent = fEffects[PlayerOptions::EFFECT_MINI];
fMiniPercent = min( powf(0.5f, fMiniPercent), 1.0f );
fPixelOffsetFromCenter *= fMiniPercent;
}
return fPixelOffsetFromCenter;
}
float ArrowEffects::GetXOffset( const PlayerState* pPlayerState, float fMidiNote )
{
if( fMidiNote == MIDI_NOTE_INVALID )
return 0;
Steps *pSteps = GAMESTATE->m_pCurSteps[ pPlayerState->m_PlayerNumber ];
const RadarValues &rv = pSteps->GetRadarValues( pPlayerState->m_PlayerNumber );
float fMinMidiNote = rv.m_Values.v.fMinMidiNote;
float fMaxMidiNote = rv.m_Values.v.fMaxMidiNote;
if( fMinMidiNote == -1 || fMaxMidiNote == -1 )
return 0;
float fXOffset = SCALE( fMidiNote, fMinMidiNote, fMaxMidiNote, -200.0f, 200.0f );
fXOffset = roundf( fXOffset );
return fXOffset;
}
float ArrowEffects::GetRotation( 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 += ReceptorGetRotation( pPlayerState );
// Doesn't affect hold heads, unlike confusion
if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && !bIsHoldHead )
{
const float fSongBeat = GAMESTATE->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::ReceptorGetRotation( const PlayerState* pPlayerState )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
{
float fConfRotation = GAMESTATE->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_TINY];
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 ) // 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, 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 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 = GAMESTATE->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;
if( fEffects[PlayerOptions::EFFECT_BUMPY] != 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 fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
if( fMiniPercent != 0 )
{
fMiniPercent = powf( 0.5f, fMiniPercent );
fZoom *= fMiniPercent;
}
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.
*/