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fs2open.github.com/code/starfield/supernova.cpp
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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.
*
*/
#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"
// --------------------------------------------------------------------------------------------------------------------------
// 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(sn_part, "")
{
dc_get_arg(ARG_INT);
sn_particles = Dc_arg_int;
}
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(sn_shud, "")
{
dc_get_arg(ARG_FLOAT);
sn_shudder = Dc_arg_float;
}
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(sn_dist, "")
{
dc_get_arg(ARG_FLOAT);
sn_distance = Dc_arg_float;
}
DCF(sn_cam_dist, "")
{
dc_get_arg(ARG_FLOAT);
sn_cam_distance = Dc_arg_float;
}
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;
}