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TITANIC: Properly implement and hookup constellation map
The original also had a cool sphere showing stick-line constellations, but it wasn't ever shown. This fixes the display and adds c as a toggle for it when viewing the starmap
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@ -1751,6 +1751,7 @@ games and other games.
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l - starmap lock coordinate
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d - starmap unlock coordinate
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b - starmap show boundary sphere
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c - starmap show constellations sphere
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The Feeble Files:
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Ctrl-d - Starts the debugger
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@ -97,9 +97,9 @@ void CConstBoundaries::draw(CSurfaceArea *surface, CStarCamera *camera) {
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for (uint idx = 1; idx < _data.size(); ++idx) {
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// Process the next point
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wc = _data[idx];
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ec1._z = wc._x * pose._row1._z + wc._y * pose._row2._z + wc._z * pose._row3._z + pose._vector._z;
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ec1._x = wc._x * pose._row1._x + wc._y * pose._row2._x + wc._z * pose._row3._x + pose._vector._x;
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ec1._y = wc._x * pose._row1._y + wc._y * pose._row2._y + wc._z * pose._row3._y + pose._vector._y;
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ec1._z = wc._x * pose._row1._z + wc._y * pose._row2._z + wc._z * pose._row3._z + pose._vector._z;
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// Is this connected to the previous point?
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if (_data[idx]._isDrawn) {
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@ -22,6 +22,7 @@
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#include "titanic/star_control/constellations.h"
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#include "titanic/star_control/star_camera.h"
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#include "titanic/star_control/star_field.h"
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#include "titanic/star_control/surface_area.h"
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#include "titanic/support/files_manager.h"
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#include "titanic/titanic.h"
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@ -30,34 +31,37 @@
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namespace Titanic {
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#define ARRAY_COUNT 80
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#define TOTAL_CONSTELLATIONS 80
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bool CConstellations::initialize() {
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double ra, dec, phi, theta;
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// Get a reference to the starfield points resource
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Common::SeekableReadStream *stream = g_vm->_filesManager->getResource("STARFIELD/POINTS2");
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_data.resize(ARRAY_COUNT);
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for (int rootCtr = 0; rootCtr < ARRAY_COUNT; ++rootCtr) {
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// Get the number of sub-entries for this entry
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_data.resize(TOTAL_CONSTELLATIONS);
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for (int rootCtr = 0; rootCtr < TOTAL_CONSTELLATIONS; ++rootCtr) {
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// Get the number of points in the constellation
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int count = stream->readUint32LE();
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double v1, v2;
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// Read in the sub-entries
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RootEntry &rootEntry = _data[rootCtr];
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// Read in the points
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Constellation &rootEntry = _data[rootCtr];
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rootEntry.resize(count);
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for (int idx = 0; idx < count; ++idx) {
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CStarPointEntry &se = rootEntry[idx];
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FVector *vectors[2] = { &se._v1, &se._v2 };
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ConstellationLine &cl = rootEntry[idx];
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FVector *vectors[2] = { &cl._start, &cl._end};
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for (int fctr = 0; fctr < 2; ++fctr) {
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v1 = stream->readSint32LE();
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v2 = stream->readSint32LE();
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v1 *= Common::deg2rad<double>(0.015);
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v2 *= Common::deg2rad<double>(0.01);
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ra = (double)stream->readSint32LE() * 360.0f / 24000.0f;
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dec = (double)stream->readSint32LE() / 100.0f;
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vectors[fctr]->_x = cos(v1) * 3000000.0 * cos(v2);
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vectors[fctr]->_y = sin(v1) * 3000000.0 * cos(v2);
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vectors[fctr]->_z = sin(v2) * 3000000.0;
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// Work the polar coordinates
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phi = Common::deg2rad<double>(ra);
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theta = Common::deg2rad<double>(dec);
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vectors[fctr]->_x = UNIVERSE_SCALE * cos(theta) * cos(phi);
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vectors[fctr]->_y = UNIVERSE_SCALE * cos(theta) * sin(phi);
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vectors[fctr]->_z = UNIVERSE_SCALE * sin(theta);
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}
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}
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}
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@ -72,49 +76,45 @@ void CConstellations::draw(CSurfaceArea *surface, CStarCamera *camera) {
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FPose pose = camera->getPose();
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double threshold = camera->getThreshold();
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FVector vector1, vector2, vector3, vector4;
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double vWidth2 = (double)surface->_width * 0.5;
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double vHeight2 = (double)surface->_height * 0.5;
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FRect r;
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double centerX = (double)surface->_width / 2.0F;
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double centerY = (double)surface->_height / 2.0F;
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FVector ec0, ec1;
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FVector sc0, sc1;
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// Set the drawing mode, saving the old mode
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surface->_pixel = 0xffff00;
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uint oldPixel = surface->_pixel;
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surface->setColorFromPixel();
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SurfaceAreaMode oldMode = surface->setMode(SA_SOLID);
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for (uint rootCtr = 0; rootCtr < _data.size(); ++rootCtr) {
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const RootEntry &re = _data[rootCtr];
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if (!re._visible || re.empty())
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// Iterate through the constellations
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for (uint conCtr = 0; conCtr < _data.size(); ++conCtr) {
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const Constellation &con = _data[conCtr];
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if (con.empty())
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continue;
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for (uint idx = 0; idx < re.size(); ++idx) {
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const CStarPointEntry &se = re[idx];
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vector1._z = pose._row2._z * se._v1._y + pose._row3._z * se._v1._z
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+ pose._row1._z * se._v1._x + pose._vector._z;
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vector1._x = pose._row2._x * se._v1._y + pose._row3._x * se._v1._z
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+ pose._row1._x * se._v1._x + pose._vector._x;
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vector1._y = pose._row2._y * se._v1._y + pose._row3._y * se._v1._z
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+ pose._row1._y * se._v1._x + pose._vector._y;
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vector3._z = pose._row2._z * se._v2._y + pose._row2._x * se._v2._z
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+ pose._row1._z * se._v2._x + pose._vector._y;
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vector3._x = pose._row3._z * se._v2._y + pose._row3._x * se._v2._z
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+ pose._row1._x * se._v2._x + pose._vector._y;
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vector3._y = pose._row2._y * se._v2._y + pose._row3._y * se._v2._z
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+ pose._row1._y * se._v2._x + pose._vector._y;
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for (uint idx = 0; idx < con.size(); ++idx) {
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const FVector &ps = con[idx]._start;
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ec0._x = ps._x * pose._row1._x + ps._y * pose._row2._x + ps._z * pose._row3._x + pose._vector._x;
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ec0._y = ps._x * pose._row1._y + ps._y * pose._row2._y + ps._z * pose._row3._y + pose._vector._y;
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ec0._z = ps._x * pose._row1._z + ps._y * pose._row2._z + ps._z * pose._row3._z + pose._vector._z;
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if (vector1._z > threshold && vector3._z > threshold) {
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vector2 = camera->getRelativePos(2, vector1);
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vector4 = camera->getRelativePos(2, vector3);
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const FVector &pe = con[idx]._end;
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ec1._x = pe._x * pose._row1._x + pe._y * pose._row2._x + pe._z * pose._row3._x + pose._vector._x;
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ec1._y = pe._x * pose._row1._y + pe._y * pose._row2._y + pe._z * pose._row3._y + pose._vector._y;
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ec1._z = pe._x * pose._row1._z + pe._y * pose._row2._z + pe._z * pose._row3._z + pose._vector._z;
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r.bottom = vector4._y + vHeight2;
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r.right = vector4._x + vWidth2;
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r.top = vector2._y + vHeight2;
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r.left = vector2._x + vWidth2;
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surface->drawLine(r);
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// Draw if the constellation line is visible
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if (ec0._z > threshold && ec1._z > threshold) {
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sc0 = camera->getRelativePos(2, ec0);
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sc1 = camera->getRelativePos(2, ec1);
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surface->drawLine(Point(sc0._x + centerX, sc0._y + centerY),
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Point(sc1._x + centerX, sc1._y + centerY));
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}
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}
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}
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// Restore the old state
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surface->_pixel = oldPixel;
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surface->setColorFromPixel();
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surface->setMode(oldMode);
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@ -20,8 +20,8 @@
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*
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*/
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#ifndef TITANIC_STAR_POINTS2_H
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#define TITANIC_STAR_POINTS2_H
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#ifndef TITANIC_CONSTELLATIONS_H
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#define TITANIC_CONSTELLATIONS_H
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#include "titanic/star_control/fvector.h"
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#include "common/array.h"
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@ -32,16 +32,12 @@ class CStarCamera;
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class CSurfaceArea;
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class CConstellations {
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struct CStarPointEntry {
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FVector _v1, _v2;
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};
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class RootEntry : public Common::Array<CStarPointEntry> {
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public:
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bool _visible;
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RootEntry() : _visible(false) {}
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struct ConstellationLine {
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FVector _start, _end;
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};
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typedef Common::Array<ConstellationLine> Constellation;
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private:
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Common::Array<RootEntry> _data;
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Common::Array<Constellation> _data;
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public:
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/**
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* Initializes the data
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@ -56,4 +52,4 @@ public:
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} // End of namespace Titanic
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#endif /* TITANIC_STAR_POINTS2_H */
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#endif /* TITANIC_CONSTELLATIONS_H */
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@ -245,12 +245,18 @@ bool CStarView::KeyCharMsg(int key, CErrorCode *errorCode) {
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}
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break;
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// New for ScummVM to show the boundaries code the original implemented,
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// New for ScummVM to show the boundaries sphere code the original implemented,
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// but wasn't actually hooked up to any player action
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case Common::KEYCODE_b:
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viewBoundaries();
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return true;
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// New for ScummVM to show the constellations sphere code the original implemented,
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// but wasn't actually hooked up to any player action
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case Common::KEYCODE_c:
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viewConstellations();
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return true;
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default:
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break;
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}
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