a3eab2e7ab
* Added stealth control, ZBuffer & DizzyHolds mod Modifiers added: StealthPastReceptors DizzyHolds StealthType ZBuffer * Removed theme metrics that are now mods. Removed metrics: DrawHiddenNotesAfterReceptor DizzyHoldHeads * Implemented nITG's Shrink modifiers Modifiers Added: ShrinkLinear ShrinkMult * Implemented nITG's Attenuate mods. Modifiers added: AttenuateX AttenuateY AttenuateZ * Implemented nITG's pulse modifiers Modifiers added: PulseInner PulseOuter PulsePeriod PulseOffset * Implemented nITG's DrawSize and Bounce modifiers. Modifiers Added: Bounce BouncePeriod BounceOffset BounceZ BounceZPeriod BounceZOffset DrawSize DrawSizeBack * Added nITG's column specific Dark & Stealth mods Modifiers added: Stealth<1-n> Dark<1-n> * Finish adding nITG's column specific mods Modifiers added: ConfusionXOffset<1-n> ConfusionYOffset<1-n> ConfusionzOffset<1-n> Reverse<1-n> Tiny<1-n> Bumpy<1-n> * Documented new modififers * Changelog housekeeping Fixed a typo and added this branch's PR into the changelog. * Last bit of clean up. (#3) * Fixed up one line of the changelog * Add MrThatKid to credits.
144 lines
6.6 KiB
C++
144 lines
6.6 KiB
C++
#ifndef ARROWEFFECTS_H
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#define ARROWEFFECTS_H
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#include "RageTypes.h"
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#include "PlayerNumber.h"
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class PlayerState;
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class PlayerOptions;
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/** @brief Functions that return properties of arrows based on Style and PlayerOptions. */
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class ArrowEffects
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{
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public:
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static void Init(PlayerNumber pn);
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static float GetTime();
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static void Update();
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// SetCurrentOptions and the hidden static variable it set exists so that
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// ArrowEffects doesn't have to reach through the PlayerState to check
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// every option. Also, it will make it easier to implement per-column
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// mods later. -Kyz
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static void SetCurrentOptions(const PlayerOptions* options);
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// fYOffset is a vertical position in pixels relative to the center
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// (positive if has not yet been stepped on, negative if has already passed).
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// The ArrowEffect and ScrollSpeed is applied in this stage.
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static float GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, float &fPeakYOffsetOut, bool &bIsPastPeakYOffset, bool bAbsolute=false );
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static float GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, bool bAbsolute=false )
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{
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float fThrowAway;
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bool bThrowAway;
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return GetYOffset( pPlayerState, iCol, fNoteBeat, fThrowAway, bThrowAway, bAbsolute );
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}
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static void GetXYZPos(const PlayerState* player_state, int col, float y_offset, float y_reverse_offset, RageVector3& ret, bool with_reverse= true)
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{
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ret.x= GetMoveX(col) + GetXPos(player_state, col, y_offset);
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ret.y= GetMoveY(col) + GetYPos(player_state, col, y_offset, y_reverse_offset, with_reverse);
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ret.z= GetMoveZ(col) + GetZPos(player_state, col, y_offset);
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}
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/**
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* @brief Retrieve the actual display position.
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*
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* In this case, reverse and post-reverse-effects are factored in (fYOffset -> YPos).
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* @param pPlayerState the Player's state in question, including mods.
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* @param iCol the specific arrow column.
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* @param fYOffset the original display position.
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* @param fYReverseOffsetPixels the amount offset due to reverse.
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* @param WithReverse a flag to see if the Reverse mod is on.
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* @return the actual display position. */
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static float GetYPos(const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
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// Inverse of ArrowGetYPos (YPos -> fYOffset).
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static float GetYOffsetFromYPos(int iCol, float YPos, float fYReverseOffsetPixels);
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// fRotation is Z rotation of an arrow. This will depend on the column of
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// the arrow and possibly the Arrow effect and the fYOffset (in the case of
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// EFFECT_DIZZY).
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static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead, int iCol );
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static float ReceptorGetRotationZ( const PlayerState* pPlayerState, int iCol );
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// Due to the handling logic for holds on Twirl, we need to use an offset instead.
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// It's more intuitive for Roll to be based off offset, so use an offset there too.
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static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap, int iCol);
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static float GetRotationY(const PlayerState* pPlayerState, float fYOffset, int iCol);
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static float ReceptorGetRotationX( const PlayerState* pPlayerState, int iCol);
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static float ReceptorGetRotationY( const PlayerState* pPlayerState, int iCol);
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static float GetMoveX(int iCol);
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static float GetMoveY(int iCol);
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static float GetMoveZ(int iCol);
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// fXPos is a horizontal position in pixels relative to the center of the field.
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// This depends on the column of the arrow and possibly the Arrow effect and
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// fYPos (in the case of EFFECT_DRUNK).
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static float GetXPos( const PlayerState* pPlayerState, int iCol, float fYOffset );
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/**
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* @brief Retrieve the Z position.
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*
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* This is normally 0. This is only visible with perspective modes.
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* @param pPlayerState the Player's state, including the mods.
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* @param iCol the specific arrow column.
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* @param fYPos the Y position of the arrow.
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* @return the Z position. */
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static float GetZPos( const PlayerState* pPlayerState, int iCol, float fYPos);
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// Enable this if any ZPos effects are enabled.
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static bool NeedZBuffer();
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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static float GetAlpha(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar);
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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static float GetGlow(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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/**
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* @brief Retrieve the current brightness.
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*
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* Note that this depends on fYOffset.
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* @param pPlayerState the present PlayerState.
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* @param fNoteBeat the current beat.
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* @return the current brightness. */
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static float GetBrightness( const PlayerState* pPlayerState, float fNoteBeat );
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// This is the zoom of the individual tracks, not of the whole Player.
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static float GetZoom( const PlayerState* pPlayerState, float fYOffset, int iCol );
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static float GetZoomVariable( float fYOffset, int iCol, float fCurZoom );
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static float GetPulseInner();
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static float GetFrameWidthScale( const PlayerState* pPlayerState, float fYOffset, float fOverlappedTime );
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};
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#endif
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/**
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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