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/*
* 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.
*
*/
#ifndef __FS2_SUPERNOVA_FUN_HEADER_FILE
#define __FS2_SUPERNOVA_FUN_HEADER_FILE
// --------------------------------------------------------------------------------------------------------------------------
// SUPERNOVA DEFINES/VARS
//
struct vec3d;
struct matrix;
// supernova timing stuff
constexpr float SUPERNOVA_CLOSE_TIME = 15.0f; // must be at least 15 seconds out
constexpr float SUPERNOVA_HIT_TIME = 5.0f; // note this is also the minimum time for the supernova sexpression
constexpr float SUPERNOVA_CAMERA_MOVE_DURATION = 2.0f; // this is the amount of time the camera will cut from the sun to the player
constexpr float SUPERNOVA_FADE_TO_WHITE_DURATION = 1.0f; // fade to white over this amount of time
// how much bigger the sun will be when the effect hits
constexpr float SUPERNOVA_SUN_SCALE = 3.0f;
// stages for the supernova this mission
enum class SUPERNOVA_STAGE
{
NONE, // not active.
STARTED, // player still in control. shockwave approaching.
CLOSE, // shockwave still approaching, but very close. sound1 has started
HIT, // camera cut. player controls locked. letterbox. sound2 has started. particles start
TOOLTIME, // tooltime. lots of particles. camera stops moving
DEAD1, // player is effectively dead. fade to white. stop simulation
DEAD2, // give dead popup
};
// --------------------------------------------------------------------------------------------------------------------------
// SUPERNOVA FUNCTIONS
//
// level init
void supernova_level_init();
// start a supernova
void supernova_start(int seconds);
// stop a supernova
void supernova_stop();
// call once per frame
void supernova_process();
// is there a supernova active
SUPERNOVA_STAGE supernova_stage();
bool supernova_active();
// time left before the supernova hits - for displaying on HUD
float supernova_hud_time_left();
// percent to complete the supernova (0.0 to 1.0)
// note: this covers total time, not time until the camera cuts
float supernova_pct_complete();
// special sunspot percent calculation (0.0 to 1.0)
float supernova_sunspot_pct();
// if the camera should cut to the "you-are-toast" cam
bool supernova_camera_cut();
// get view params from supernova
void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient);
#endif
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