Files
itgmania212121/src/ArrowEffects.h
T
MrThatKid a3eab2e7ab Added nITG's various column specific & other misc modifiers (#1468)
* 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.
2017-06-09 21:10:17 -07:00

144 lines
6.6 KiB
C++

#ifndef ARROWEFFECTS_H
#define ARROWEFFECTS_H
#include "RageTypes.h"
#include "PlayerNumber.h"
class PlayerState;
class PlayerOptions;
/** @brief Functions that return properties of arrows based on Style and PlayerOptions. */
class ArrowEffects
{
public:
static void Init(PlayerNumber pn);
static float GetTime();
static void Update();
// SetCurrentOptions and the hidden static variable it set exists so that
// ArrowEffects doesn't have to reach through the PlayerState to check
// every option. Also, it will make it easier to implement per-column
// mods later. -Kyz
static void SetCurrentOptions(const PlayerOptions* options);
// fYOffset is a vertical position in pixels relative to the center
// (positive if has not yet been stepped on, negative if has already passed).
// The ArrowEffect and ScrollSpeed is applied in this stage.
static float GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, float &fPeakYOffsetOut, bool &bIsPastPeakYOffset, bool bAbsolute=false );
static float GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, bool bAbsolute=false )
{
float fThrowAway;
bool bThrowAway;
return GetYOffset( pPlayerState, iCol, fNoteBeat, fThrowAway, bThrowAway, bAbsolute );
}
static void GetXYZPos(const PlayerState* player_state, int col, float y_offset, float y_reverse_offset, RageVector3& ret, bool with_reverse= true)
{
ret.x= GetMoveX(col) + GetXPos(player_state, col, y_offset);
ret.y= GetMoveY(col) + GetYPos(player_state, col, y_offset, y_reverse_offset, with_reverse);
ret.z= GetMoveZ(col) + GetZPos(player_state, col, y_offset);
}
/**
* @brief Retrieve the actual display position.
*
* In this case, reverse and post-reverse-effects are factored in (fYOffset -> YPos).
* @param pPlayerState the Player's state in question, including mods.
* @param iCol the specific arrow column.
* @param fYOffset the original display position.
* @param fYReverseOffsetPixels the amount offset due to reverse.
* @param WithReverse a flag to see if the Reverse mod is on.
* @return the actual display position. */
static float GetYPos(const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
// Inverse of ArrowGetYPos (YPos -> fYOffset).
static float GetYOffsetFromYPos(int iCol, float YPos, float fYReverseOffsetPixels);
// fRotation is Z rotation of an arrow. This will depend on the column of
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
// EFFECT_DIZZY).
static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead, int iCol );
static float ReceptorGetRotationZ( const PlayerState* pPlayerState, int iCol );
// Due to the handling logic for holds on Twirl, we need to use an offset instead.
// It's more intuitive for Roll to be based off offset, so use an offset there too.
static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap, int iCol);
static float GetRotationY(const PlayerState* pPlayerState, float fYOffset, int iCol);
static float ReceptorGetRotationX( const PlayerState* pPlayerState, int iCol);
static float ReceptorGetRotationY( const PlayerState* pPlayerState, int iCol);
static float GetMoveX(int iCol);
static float GetMoveY(int iCol);
static float GetMoveZ(int iCol);
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
// fYPos (in the case of EFFECT_DRUNK).
static float GetXPos( const PlayerState* pPlayerState, int iCol, float fYOffset );
/**
* @brief Retrieve the Z position.
*
* This is normally 0. This is only visible with perspective modes.
* @param pPlayerState the Player's state, including the mods.
* @param iCol the specific arrow column.
* @param fYPos the Y position of the arrow.
* @return the Z position. */
static float GetZPos( const PlayerState* pPlayerState, int iCol, float fYPos);
// Enable this if any ZPos effects are enabled.
static bool NeedZBuffer();
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
static float GetAlpha(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar);
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
static float GetGlow(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
/**
* @brief Retrieve the current brightness.
*
* Note that this depends on fYOffset.
* @param pPlayerState the present PlayerState.
* @param fNoteBeat the current beat.
* @return the current brightness. */
static float GetBrightness( const PlayerState* pPlayerState, float fNoteBeat );
// This is the zoom of the individual tracks, not of the whole Player.
static float GetZoom( const PlayerState* pPlayerState, float fYOffset, int iCol );
static float GetZoomVariable( float fYOffset, int iCol, float fCurZoom );
static float GetPulseInner();
static float GetFrameWidthScale( const PlayerState* pPlayerState, float fYOffset, float fOverlappedTime );
};
#endif
/**
* @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* 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.
*/