1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325
|
/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "cmdline/cmdline.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "io/timer.h"
#include "math/vecmat.h"
#include "mission/missioncampaign.h"
#include "particle/particle.h"
#include "popup/popupdead.h"
#include "ship/ship.h"
#include "starfield/starfield.h"
#include "starfield/supernova.h"
// --------------------------------------------------------------------------------------------------------------------------
// SUPERNOVA DEFINES/VARS
//
// countdown for supernova
static float Supernova_time_total = -1.0f;
static float Supernova_time_left = -1.0f; // this is no longer updated directly, but calculated in supernova_process()
static TIMESTAMP Supernova_timestamp;
static TIMESTAMP Supernova_fade_to_white_timestamp;
static TIMESTAMP Supernova_particle_timestamp;
auto Supernova_status = SUPERNOVA_STAGE::NONE;
// --------------------------------------------------------------------------------------------------------------------------
// SUPERNOVA FUNCTIONS
//
// level init
// (if this function is modified, check that its use in supernova_stop() is still valid)
void supernova_level_init()
{
Supernova_time_total = -1.0f;
Supernova_time_left = -1.0f;
Supernova_timestamp = TIMESTAMP::invalid();
Supernova_fade_to_white_timestamp = TIMESTAMP::invalid();
Supernova_particle_timestamp = TIMESTAMP::immediate();
Supernova_status = SUPERNOVA_STAGE::NONE;
}
// start a supernova
void supernova_start(int seconds)
{
// bogus time
if((float)seconds < SUPERNOVA_HIT_TIME) {
return;
}
// no supernova in multiplayer
if(Game_mode & GM_MULTIPLAYER) {
return;
}
Supernova_time_total = (float)seconds;
Supernova_time_left = (float)seconds;
Supernova_timestamp = _timestamp(seconds * MILLISECONDS_PER_SECOND);
Supernova_status = SUPERNOVA_STAGE::STARTED;
}
void supernova_stop()
{
// There's no currently active supernova
if (Supernova_status == SUPERNOVA_STAGE::NONE)
return;
// We're too late.
if (Supernova_status >= SUPERNOVA_STAGE::HIT)
return;
// A supernova? In MY multiplayer?
if (Game_mode & GM_MULTIPLAYER)
return;
supernova_level_init();
}
int sn_particles = 100;
DCF_INT2(sn_part, sn_particles, 0, INT_MAX, "Sets number of supernova particles (default is 100)");
void supernova_do_particles()
{
int idx;
vec3d a, b;
vec3d norm, sun_temp;
// no player ship
if((Player_obj == NULL) || (Player_ship == NULL)) {
return;
}
// timestamp
if (timestamp_elapsed(Supernova_particle_timestamp)) {
Supernova_particle_timestamp = _timestamp(sn_particles);
// get particle norm
stars_get_sun_pos(0, &sun_temp);
vm_vec_add2(&sun_temp, &Player_obj->pos);
vm_vec_sub(&norm, &Player_obj->pos, &sun_temp);
vm_vec_normalize(&norm);
particle::particle_emitter whee;
whee.max_life = 1.0f;
whee.min_life = 0.6f;
whee.max_vel = 50.0f;
whee.min_vel = 25.0f;
whee.normal_variance = 0.75f;
whee.num_high = 5;
whee.num_low = 2;
whee.min_rad = 0.5f;
whee.max_rad = 1.25f;
// emit
for(idx=0; idx<10; idx++) {
vec3d ta = submodel_get_random_point(Ship_info[Player_ship->ship_info_index].model_num, 0);
vec3d tb = submodel_get_random_point(Ship_info[Player_ship->ship_info_index].model_num, 0);
// rotate into world space
vm_vec_unrotate(&a, &ta, &Player_obj->orient);
vm_vec_add2(&a, &Player_obj->pos);
whee.pos = a;
whee.vel = norm;
vm_vec_scale(&whee.vel, 30.0f);
vm_vec_add2(&whee.vel, &Player_obj->phys_info.vel);
whee.normal = norm;
particle::emit(&whee, particle::PARTICLE_FIRE, 0);
vm_vec_unrotate(&b, &tb, &Player_obj->orient);
vm_vec_add2(&b, &Player_obj->pos);
whee.pos = b;
particle::emit(&whee, particle::PARTICLE_FIRE, 0);
}
}
}
// call once per frame
float sn_shudder = 0.45f;
DCF_FLOAT2(sn_shud, sn_shudder, 0.0, FLT_MAX, "Sets camera shudder rate for being in supernova shockwave (default is 0.45)");
void supernova_process()
{
if (Supernova_status != SUPERNOVA_STAGE::NONE)
Supernova_time_left = i2fl(timestamp_until(Supernova_timestamp)) / MILLISECONDS_PER_SECOND;
switch (Supernova_status)
{
case SUPERNOVA_STAGE::NONE:
break;
case SUPERNOVA_STAGE::STARTED:
if (Supernova_time_left <= SUPERNOVA_CLOSE_TIME)
{
snd_play(gamesnd_get_game_sound(GameSounds::SUPERNOVA_1), 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY);
Supernova_status = SUPERNOVA_STAGE::CLOSE;
}
break;
case SUPERNOVA_STAGE::CLOSE:
if (Supernova_time_left <= SUPERNOVA_HIT_TIME)
{
snd_play(gamesnd_get_game_sound(GameSounds::SUPERNOVA_2), 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY);
Supernova_status = SUPERNOVA_STAGE::HIT;
// if we've crossed from stage 1 to stage 2 kill all particles and stick a bunch on the player ship
particle::kill_all(); // kill all active particles so we have a bunch of free ones
}
break;
case SUPERNOVA_STAGE::HIT:
supernova_do_particles();
if (Supernova_time_left <= (SUPERNOVA_HIT_TIME - SUPERNOVA_CAMERA_MOVE_DURATION))
{
Supernova_status = SUPERNOVA_STAGE::TOOLTIME;
}
break;
case SUPERNOVA_STAGE::TOOLTIME:
supernova_do_particles();
// if the timestamp is done, so is the supernova
if (timestamp_elapsed(Supernova_timestamp))
{
Supernova_fade_to_white_timestamp = _timestamp(fl2i(SUPERNOVA_FADE_TO_WHITE_DURATION * MILLISECONDS_PER_SECOND));
Supernova_status = SUPERNOVA_STAGE::DEAD1;
}
break;
case SUPERNOVA_STAGE::DEAD1:
supernova_do_particles();
// start the dead popup
if (timestamp_elapsed(Supernova_fade_to_white_timestamp))
{
// main freespace 2 campaign? if so - end it now
//
// don't actually check for a specific campaign here since others may want to end this way but we
// should test positive here if in campaign mode and sexp_end_campaign() got called - taylor
if (Campaign_ending_via_supernova && (Game_mode & GM_CAMPAIGN_MODE) /*&& !stricmp(Campaign.filename, "freespace2")*/) {
gameseq_post_event(GS_EVENT_END_CAMPAIGN);
} else {
popupdead_start();
}
Supernova_status = SUPERNOVA_STAGE::DEAD2;
}
break;
case SUPERNOVA_STAGE::DEAD2:
// popup etc. was already handled when the state switched, so nothing else to do
break;
}
}
// is there a supernova active
bool supernova_active()
{
return Supernova_status != SUPERNOVA_STAGE::NONE;
}
SUPERNOVA_STAGE supernova_stage()
{
return Supernova_status;
}
float supernova_hud_time_left()
{
auto time_left = Supernova_time_left;
if (Supernova_hits_at_zero)
time_left -= SUPERNOVA_HIT_TIME;
return MAX(time_left, 0.0f);
}
float supernova_pct_complete()
{
// bogus
if(!supernova_active()) {
return -1.0f;
}
return (Supernova_time_total - Supernova_time_left) / Supernova_time_total;
}
float supernova_sunspot_pct()
{
return 1.0f - (Supernova_time_left / SUPERNOVA_HIT_TIME);
}
// if the camera should cut to the "you-are-toast" cam
bool supernova_camera_cut()
{
return Supernova_status >= SUPERNOVA_STAGE::HIT;
}
// get view params from supernova
float sn_distance = 300.0f; // shockwave moving at 1000/ms ?
float sn_cam_distance = 25.0f;
DCF_FLOAT2(sn_dist, sn_distance, 0.0, FLT_MAX, "Sets supernova shockwave distance (default is 300.0f)");
DCF_FLOAT2(sn_cam_dist, sn_cam_distance, 0.0, FLT_MAX, "Sets supernova camera distance (default is 25.0f)");
void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient)
{
// supernova camera pos
vec3d Supernova_camera_pos;
static matrix Supernova_camera_orient;
vec3d at;
vec3d sun_temp, sun_vec;
vec3d view;
// set the controls for the heart of the sun
stars_get_sun_pos(0, &sun_temp);
vm_vec_add2(&sun_temp, &Player_obj->pos);
vm_vec_sub(&sun_vec, &sun_temp, &Player_obj->pos);
vm_vec_normalize(&sun_vec);
// always set the camera pos
vec3d move;
matrix whee;
vm_vector_2_matrix(&whee, &move, NULL, NULL);
vm_vec_scale_add(&Supernova_camera_pos, &Player_obj->pos, &whee.vec.rvec, sn_cam_distance);
vm_vec_scale_add2(&Supernova_camera_pos, &whee.vec.uvec, 30.0f);
//cam->set_position(&Supernova_camera_pos);
*eye_pos = Supernova_camera_pos;
// if we're no longer moving the camera
if (Supernova_status >= SUPERNOVA_STAGE::TOOLTIME) {
// *eye_pos = Supernova_camera_pos;
//cam->set_rotation(&Supernova_camera_orient);
*eye_orient = Supernova_camera_orient;
}
// otherwise move it
else {
// get a vector somewhere between the supernova shockwave and the player ship
at = Player_obj->pos;
vm_vec_scale_add2(&at, &sun_vec, sn_distance);
vm_vec_sub(&move, &Player_obj->pos, &at);
vm_vec_normalize(&move);
// linearly move towards the player pos
float pct = ((SUPERNOVA_HIT_TIME - Supernova_time_left) / SUPERNOVA_CAMERA_MOVE_DURATION);
vm_vec_scale_add2(&at, &move, sn_distance * pct);
vm_vec_sub(&view, &at, &Supernova_camera_pos);
vm_vec_normalize(&view);
vm_vector_2_matrix(&Supernova_camera_orient, &view, NULL, NULL);
//cam->set_rotation(&Supernova_camera_orient);
*eye_orient = Supernova_camera_orient;
}
//return supernova_camera;
}
|