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* use std::move() for local variables that are copied but not reused Addresses ~140 Coverity "Variable copied when it could be moved" defects across 74 files. Every std::move() targets a local variable whose value is consumed by push_back, emplace, assignment, lambda capture, or a function call and is never read again afterward. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]> * clang: use std::make_shared * clang: use std::make_unique * address feedback --------- Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
360 lines
11 KiB
C++
360 lines
11 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "cmdline/cmdline.h"
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#include "debugconsole/console.h"
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#include "freespace.h"
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#include "gamesequence/gamesequence.h"
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#include "gamesnd/gamesnd.h"
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#include "io/timer.h"
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#include "math/vecmat.h"
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#include "mission/missioncampaign.h"
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#include "particle/particle.h"
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#include "particle/ParticleEffect.h"
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#include "particle/volumes/LegacyAACuboidVolume.h"
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#include "popup/popupdead.h"
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#include "ship/ship.h"
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#include "starfield/starfield.h"
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#include "starfield/supernova.h"
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// --------------------------------------------------------------------------------------------------------------------------
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// SUPERNOVA DEFINES/VARS
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//
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// countdown for supernova
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static float Supernova_time_total = -1.0f;
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static float Supernova_time_left = -1.0f; // this is no longer updated directly, but calculated in supernova_process()
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static TIMESTAMP Supernova_timestamp;
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static TIMESTAMP Supernova_fade_to_white_timestamp;
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static TIMESTAMP Supernova_particle_timestamp;
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static particle::ParticleEffectHandle Supernova_particle_effect;
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auto Supernova_status = SUPERNOVA_STAGE::NONE;
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// --------------------------------------------------------------------------------------------------------------------------
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// SUPERNOVA FUNCTIONS
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//
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static particle::ParticleEffectHandle supernova_init_particle() {
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return particle::ParticleManager::get()->addEffect(particle::ParticleEffect(
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"", //Name
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::util::UniformFloatRange(2.f, 5.f), //Particle num
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particle::ParticleEffect::Duration::ONETIME, //Single Particle Emission
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::util::UniformFloatRange(), //No duration
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::util::UniformFloatRange (-1.f), //Single particle only
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particle::ParticleEffect::ShapeDirection::ALIGNED, //Particle direction
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::util::UniformFloatRange(1.f), //Velocity Inherit
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false, //Velocity Inherit absolute?
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std::make_unique<particle::LegacyAACuboidVolume>(0.75f, 1.f, true), //Velocity volume
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::util::UniformFloatRange(25.f, 50.f), //Velocity volume multiplier
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particle::ParticleEffect::VelocityScaling::NONE, //Velocity directional scaling
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std::nullopt, //Orientation-based velocity
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std::nullopt, //Position-based velocity
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nullptr, //Position volume
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particle::ParticleEffectHandle::invalid(), //Trail
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1.f, //Chance
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true, //Affected by detail
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1.f, //Culling range multiplier
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true, //Disregard Animation Length. Must be true for everything using particle::Anim_bitmap_X
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false, //Don't reverse animation
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false, //parent local
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false, //ignore velocity inherit if parented
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false, //position velocity inherit absolute?
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std::nullopt, //Local velocity offset
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std::nullopt, //Local offset
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::util::UniformFloatRange(0.6f, 1.f), //Lifetime
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::util::UniformFloatRange(0.5f, 1.25f), //Radius
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particle::Anim_bitmap_id_fire)); //Bitmap
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}
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// level init
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// (if this function is modified, check that its use in supernova_stop() is still valid)
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void supernova_level_init()
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{
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Supernova_time_total = -1.0f;
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Supernova_time_left = -1.0f;
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Supernova_timestamp = TIMESTAMP::invalid();
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Supernova_fade_to_white_timestamp = TIMESTAMP::invalid();
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Supernova_particle_timestamp = TIMESTAMP::immediate();
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static particle::ParticleEffectHandle supernova_particle = supernova_init_particle();
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Supernova_particle_effect = supernova_particle;
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Supernova_status = SUPERNOVA_STAGE::NONE;
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}
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// start a supernova
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void supernova_start(int seconds)
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{
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// bogus time
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if((float)seconds < SUPERNOVA_HIT_TIME) {
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return;
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}
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// no supernova in multiplayer
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if(Game_mode & GM_MULTIPLAYER) {
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return;
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}
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Supernova_time_total = (float)seconds;
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Supernova_time_left = (float)seconds;
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Supernova_timestamp = _timestamp(seconds * MILLISECONDS_PER_SECOND);
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Supernova_status = SUPERNOVA_STAGE::STARTED;
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}
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void supernova_stop()
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{
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// There's no currently active supernova
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if (Supernova_status == SUPERNOVA_STAGE::NONE)
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return;
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// We're too late.
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if (Supernova_status >= SUPERNOVA_STAGE::HIT)
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return;
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// A supernova? In MY multiplayer?
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if (Game_mode & GM_MULTIPLAYER)
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return;
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supernova_level_init();
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}
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int sn_particles = 100;
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DCF_INT2(sn_part, sn_particles, 0, INT_MAX, "Sets number of supernova particles (default is 100)");
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void supernova_do_particles()
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{
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int idx;
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vec3d a, b;
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vec3d norm, sun_temp;
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// no player ship
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if((Player_obj == NULL) || (Player_ship == NULL)) {
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return;
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}
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// timestamp
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if (timestamp_elapsed(Supernova_particle_timestamp)) {
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Supernova_particle_timestamp = _timestamp(sn_particles);
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// get particle norm
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stars_get_sun_pos(0, &sun_temp);
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vm_vec_add2(&sun_temp, &Player_obj->pos);
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vm_vec_sub(&norm, &Player_obj->pos, &sun_temp);
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vm_vec_normalize(&norm);
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matrix orient;
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vm_vector_2_matrix_norm(&orient, &norm);
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// emit
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for(idx=0; idx<10; idx++) {
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vec3d ta = submodel_get_random_point(Ship_info[Player_ship->ship_info_index].model_num, 0);
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vec3d tb = submodel_get_random_point(Ship_info[Player_ship->ship_info_index].model_num, 0);
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// rotate into world space
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vm_vec_unrotate(&a, &ta, &Player_obj->orient);
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vm_vec_add2(&a, &Player_obj->pos);
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vec3d vel = norm;
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vm_vec_scale(&vel, 30.0f);
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vm_vec_add2(&vel, &Player_obj->phys_info.vel);
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vm_vec_unrotate(&b, &tb, &Player_obj->orient);
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vm_vec_add2(&b, &Player_obj->pos);
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auto source = particle::ParticleManager::get()->createSource(Supernova_particle_effect);
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source->setHost(std::make_unique<EffectHostVector>(a, orient, vel));
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source->finishCreation();
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auto source2 = particle::ParticleManager::get()->createSource(Supernova_particle_effect);
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source2->setHost(std::make_unique<EffectHostVector>(b, orient, vel));
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source2->finishCreation();
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}
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}
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}
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// call once per frame
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float sn_shudder = 0.45f;
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DCF_FLOAT2(sn_shud, sn_shudder, 0.0f, FLT_MAX, "Sets camera shudder rate for being in supernova shockwave (default is 0.45)");
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void supernova_process()
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{
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if (Supernova_status != SUPERNOVA_STAGE::NONE)
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Supernova_time_left = i2fl(timestamp_until(Supernova_timestamp)) / MILLISECONDS_PER_SECOND;
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switch (Supernova_status)
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{
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case SUPERNOVA_STAGE::NONE:
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break;
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case SUPERNOVA_STAGE::STARTED:
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if (Supernova_time_left <= SUPERNOVA_CLOSE_TIME)
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{
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snd_play(gamesnd_get_game_sound(GameSounds::SUPERNOVA_1), 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY);
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Supernova_status = SUPERNOVA_STAGE::CLOSE;
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}
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break;
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case SUPERNOVA_STAGE::CLOSE:
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if (Supernova_time_left <= SUPERNOVA_HIT_TIME)
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{
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snd_play(gamesnd_get_game_sound(GameSounds::SUPERNOVA_2), 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY);
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Supernova_status = SUPERNOVA_STAGE::HIT;
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// if we've crossed from stage 1 to stage 2 kill all particles and stick a bunch on the player ship
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particle::kill_all(); // kill all active particles so we have a bunch of free ones
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}
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break;
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case SUPERNOVA_STAGE::HIT:
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supernova_do_particles();
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if (Supernova_time_left <= (SUPERNOVA_HIT_TIME - SUPERNOVA_CAMERA_MOVE_DURATION))
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{
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Supernova_status = SUPERNOVA_STAGE::TOOLTIME;
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}
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break;
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case SUPERNOVA_STAGE::TOOLTIME:
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supernova_do_particles();
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// if the timestamp is done, so is the supernova
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if (timestamp_elapsed(Supernova_timestamp))
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{
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Supernova_fade_to_white_timestamp = _timestamp(fl2i(SUPERNOVA_FADE_TO_WHITE_DURATION * MILLISECONDS_PER_SECOND));
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Supernova_status = SUPERNOVA_STAGE::DEAD1;
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}
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break;
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case SUPERNOVA_STAGE::DEAD1:
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supernova_do_particles();
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// start the dead popup
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if (timestamp_elapsed(Supernova_fade_to_white_timestamp))
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{
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// main freespace 2 campaign? if so - end it now
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//
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// don't actually check for a specific campaign here since others may want to end this way but we
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// should test positive here if in campaign mode and sexp_end_campaign() got called - taylor
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if (Campaign_ending_via_supernova && (Game_mode & GM_CAMPAIGN_MODE) /*&& !stricmp(Campaign.filename, "freespace2")*/) {
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gameseq_post_event(GS_EVENT_END_CAMPAIGN);
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} else {
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popupdead_start();
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}
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Supernova_status = SUPERNOVA_STAGE::DEAD2;
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}
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break;
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case SUPERNOVA_STAGE::DEAD2:
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// popup etc. was already handled when the state switched, so nothing else to do
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break;
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}
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}
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// is there a supernova active
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bool supernova_active()
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{
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return Supernova_status != SUPERNOVA_STAGE::NONE;
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}
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SUPERNOVA_STAGE supernova_stage()
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{
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return Supernova_status;
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}
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float supernova_hud_time_left()
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{
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auto time_left = Supernova_time_left;
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if (Supernova_hits_at_zero)
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time_left -= SUPERNOVA_HIT_TIME;
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return MAX(time_left, 0.0f);
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}
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float supernova_pct_complete()
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{
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// bogus
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if(!supernova_active()) {
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return -1.0f;
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}
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return (Supernova_time_total - Supernova_time_left) / Supernova_time_total;
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}
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float supernova_sunspot_pct()
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{
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return 1.0f - (Supernova_time_left / SUPERNOVA_HIT_TIME);
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}
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// if the camera should cut to the "you-are-toast" cam
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bool supernova_camera_cut()
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{
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return Supernova_status >= SUPERNOVA_STAGE::HIT;
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}
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// get view params from supernova
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float sn_distance = 300.0f; // shockwave moving at 1000/ms ?
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float sn_cam_distance = 25.0f;
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DCF_FLOAT2(sn_dist, sn_distance, 0.0f, FLT_MAX, "Sets supernova shockwave distance (default is 300.0f)");
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DCF_FLOAT2(sn_cam_dist, sn_cam_distance, 0.0f, FLT_MAX, "Sets supernova camera distance (default is 25.0f)");
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void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient)
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{
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// supernova camera pos
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vec3d Supernova_camera_pos;
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static matrix Supernova_camera_orient;
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vec3d at;
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vec3d sun_temp, sun_vec;
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vec3d view;
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// set the controls for the heart of the sun
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stars_get_sun_pos(0, &sun_temp);
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vm_vec_add2(&sun_temp, &Player_obj->pos);
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vm_vec_sub(&sun_vec, &sun_temp, &Player_obj->pos);
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vm_vec_normalize(&sun_vec);
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// always set the camera pos
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vec3d move;
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matrix whee;
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vm_vector_2_matrix(&whee, &move, NULL, NULL);
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vm_vec_scale_add(&Supernova_camera_pos, &Player_obj->pos, &whee.vec.rvec, sn_cam_distance);
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vm_vec_scale_add2(&Supernova_camera_pos, &whee.vec.uvec, 30.0f);
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//cam->set_position(&Supernova_camera_pos);
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*eye_pos = Supernova_camera_pos;
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// if we're no longer moving the camera
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if (Supernova_status >= SUPERNOVA_STAGE::TOOLTIME) {
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// *eye_pos = Supernova_camera_pos;
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//cam->set_rotation(&Supernova_camera_orient);
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*eye_orient = Supernova_camera_orient;
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}
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// otherwise move it
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else {
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// get a vector somewhere between the supernova shockwave and the player ship
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at = Player_obj->pos;
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vm_vec_scale_add2(&at, &sun_vec, sn_distance);
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vm_vec_sub(&move, &Player_obj->pos, &at);
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vm_vec_normalize(&move);
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// linearly move towards the player pos
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float pct = ((SUPERNOVA_HIT_TIME - Supernova_time_left) / SUPERNOVA_CAMERA_MOVE_DURATION);
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vm_vec_scale_add2(&at, &move, sn_distance * pct);
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vm_vec_normalized_dir(&view, &at, &Supernova_camera_pos);
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vm_vector_2_matrix_norm(&Supernova_camera_orient, &view, nullptr, nullptr);
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//cam->set_rotation(&Supernova_camera_orient);
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*eye_orient = Supernova_camera_orient;
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}
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//return supernova_camera;
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}
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