/* * 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 "starfield/supernova.h" #include "freespace2/freespace.h" #include "math/vecmat.h" #include "starfield/starfield.h" #include "particle/particle.h" #include "ship/ship.h" #include "io/timer.h" #include "popup/popupdead.h" #include "mission/missioncampaign.h" #include "gamesequence/gamesequence.h" #include "gamesnd/gamesnd.h" #include "cmdline/cmdline.h" #include "debugconsole/console.h" // -------------------------------------------------------------------------------------------------------------------------- // SUPERNOVA DEFINES/VARS // // supernova time 1 #define SUPERNOVA_SOUND_1_TIME 15.0f #define SUPERNOVA_SOUND_2_TIME 5.0f int Supernova_sound_1_played = 0; int Supernova_sound_2_played = 0; // countdown for supernova static float Supernova_time_total = -1.0f; static float Supernova_time = -1.0f; static int Supernova_finished = 0; static int Supernova_popup = 0; static float Supernova_fade_to_white = 0.0f; static int Supernova_particle_stamp = -1; int Supernova_status = SUPERNOVA_NONE; // -------------------------------------------------------------------------------------------------------------------------- // SUPERNOVA FUNCTIONS // // level init void supernova_level_init() { Supernova_time_total = -1.0f; Supernova_time = -1.0f; Supernova_finished = 0; Supernova_fade_to_white = 0.0f; Supernova_popup = 0; Supernova_particle_stamp = -1; Supernova_sound_1_played = 0; Supernova_sound_2_played = 0; Supernova_status = SUPERNOVA_NONE; } // start a supernova void supernova_start(int seconds) { // bogus time if((float)seconds < SUPERNOVA_CUT_TIME) { return; } // no supernova in multiplayer if(Game_mode & GM_MULTIPLAYER) { return; } Supernova_time_total = (float)seconds; Supernova_time = (float)seconds; Supernova_finished = 0; Supernova_fade_to_white = 0.0f; Supernova_popup = 0; Supernova_particle_stamp = -1; Supernova_status = SUPERNOVA_STARTED; } void supernova_stop() { // There's no currently active supernova if(Supernova_status != SUPERNOVA_STARTED) { return; } // We're too late. if(supernova_time_left() < SUPERNOVA_CUT_TIME) { return; } // A supernova? In MY multiplayer? if(Game_mode & GM_MULTIPLAYER) { return; } Supernova_time_total = -1.0f; Supernova_time = -1.0f; Supernova_finished = 0; Supernova_popup = 0; Supernova_fade_to_white = 0.0f; Supernova_particle_stamp = -1; Supernova_status = SUPERNOVA_NONE; } 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, ta, tb; vec3d norm, sun_temp; // no player ship if((Player_obj == NULL) || (Player_ship == NULL)) { return; } // timestamp if((Supernova_particle_stamp == -1) || timestamp_elapsed(Supernova_particle_stamp)) { Supernova_particle_stamp = 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_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++) { if ( Cmdline_old_collision_sys ) { submodel_get_two_random_points(Ship_info[Player_ship->ship_info_index].model_num, 0, &ta, &tb); } else { submodel_get_two_random_points_better(Ship_info[Player_ship->ship_info_index].model_num, 0, &ta, &tb); } // 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_FIRE, 0); vm_vec_unrotate(&b, &tb, &Player_obj->orient); vm_vec_add2(&b, &Player_obj->pos); whee.pos = b; particle_emit(&whee, 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() { int sn_stage; // if the supernova is running sn_stage = supernova_active(); if(sn_stage) { Supernova_time -= flFrametime; // sound stuff if((Supernova_time <= SUPERNOVA_SOUND_1_TIME) && !Supernova_sound_1_played) { Supernova_sound_1_played = 1; snd_play(&Snds[SND_SUPERNOVA_1], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY); } if((Supernova_time <= SUPERNOVA_SOUND_2_TIME) && !Supernova_sound_2_played) { Supernova_sound_2_played = 1; snd_play(&Snds[SND_SUPERNOVA_2], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY); } // if we've crossed from stage 1 to stage 2 kill all particles and stick a bunch on the player ship if((sn_stage == 1) && (supernova_active() == 2)) { // first kill all active particles so we have a bunch of free ones particle_kill_all(); } // if we're in stage 2, emit particles if((sn_stage >= 2) && (sn_stage != 5)) { supernova_do_particles(); } // if we've got negative. the supernova is done if(Supernova_time < 0.0f) { Supernova_finished = 1; Supernova_fade_to_white += flFrametime; // start the dead popup if(Supernova_fade_to_white >= SUPERNOVA_FADE_TO_WHITE_TIME) { if(!Supernova_popup) { // 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_popup = 1; } Supernova_finished = 2; } } } } // is there a supernova active int supernova_active() { // if not supernova has been set then just bail now if (Supernova_status == SUPERNOVA_NONE) { return 0; } // if the supernova has "finished". fade to white and dead popup if(Supernova_finished == 1) { Supernova_status = SUPERNOVA_HIT; return 4; } if(Supernova_finished == 2) { Supernova_status = SUPERNOVA_HIT; return 5; } // no supernova if( (Supernova_time_total <= 0.0f) || (Supernova_time <= 0.0f) ) { return 0; } // final stage, if(Supernova_time < (SUPERNOVA_CUT_TIME - SUPERNOVA_CAMERA_MOVE_TIME)) { Supernova_status = SUPERNOVA_HIT; return 3; } // 2nd stage if(Supernova_time < SUPERNOVA_CUT_TIME) { Supernova_status = SUPERNOVA_HIT; return 2; } // first stage return 1; } // time left before the supernova hits float supernova_time_left() { return Supernova_time; } // pct complete the supernova (0.0 to 1.0) float supernova_pct_complete() { // bogus if(!supernova_active()) { return -1.0f; } return (Supernova_time_total - Supernova_time) / Supernova_time_total; } // if the camera should cut to the "you-are-toast" cam int supernova_camera_cut() { // if we're not in a supernova if(!supernova_active()) { return 0; } // if we're past the critical time if(Supernova_time <= SUPERNOVA_CUT_TIME) { return 1; } // no cut yet return 0; } // 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_time < (SUPERNOVA_CUT_TIME - SUPERNOVA_CAMERA_MOVE_TIME)) { // *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_CUT_TIME - Supernova_time) / SUPERNOVA_CAMERA_MOVE_TIME); 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; }