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+24
@@ -40,6 +40,20 @@ ipch/
|
||||
*.log
|
||||
rpl4.log
|
||||
|
||||
# Where the game window and the exploded view's panes were last dragged
|
||||
# to (RP412MFDLAYOUT). Per-machine by nature - it is screen coordinates
|
||||
# on somebody's desk.
|
||||
mfd_layout.cfg
|
||||
|
||||
# The pilot's callsign, remembered between sessions. Whoever is sitting
|
||||
# at this machine, which is not the repo's business.
|
||||
pilot.cfg
|
||||
|
||||
# Generated by stamp-version.ps1 as RP_L4's pre-build step. The patch
|
||||
# number in it IS this repository's commit count, so a committed copy
|
||||
# would be stale the moment it was committed.
|
||||
/RP_L4/rpl4build.h
|
||||
|
||||
# Build-output static libs that land in lib/ (the two committed dependency
|
||||
# libs, OpenAL32.lib and libsndfile-1.lib, stay tracked).
|
||||
/lib/Munga_L4.lib
|
||||
@@ -67,3 +81,13 @@ assets/RP411/startrp-800x600.ps1
|
||||
# ...but never the spool runtime output or Windows thumbnail caches.
|
||||
assets/**/*.spl
|
||||
assets/**/last.spl
|
||||
|
||||
# packaged releases (attached to Gitea releases, not tracked)
|
||||
RedPlanet-*.zip
|
||||
|
||||
# Crash dumps sent in by testers. Read them with cdb against the matching
|
||||
# Release\rpl4opt.pdb - the PE timestamp in the dump says which build, and
|
||||
# the symbols only mean anything if it matches. They are not ours to keep
|
||||
# in the history: a minidump carries process memory and the sender's own
|
||||
# file paths.
|
||||
/Crashdmp/
|
||||
|
||||
@@ -50,10 +50,57 @@ The solution is [WinTesla.sln](WinTesla.sln) with four v143 projects:
|
||||
Build order is resolved by `ProjectReference` (RP_L4 and RPL4TOOL both reference
|
||||
Munga_L4).
|
||||
|
||||
**Versioning:** the patch number *is* the repository's commit count, so a
|
||||
build always names the commit it came from and there is no question about
|
||||
which changes a given binary contains.
|
||||
[stamp-version.ps1](stamp-version.ps1) runs as RP_L4's pre-build step and
|
||||
writes the generated, uncommitted `RP_L4\rpl4build.h`:
|
||||
|
||||
```
|
||||
#define RP412_VERSION "4.12.96"
|
||||
#define RP412_VERSION_LONG "4.12.96 (a1b2c3d)"
|
||||
```
|
||||
|
||||
The game logs the long form on its first line. A trailing `+` on the hash
|
||||
means the tree had uncommitted changes to tracked files when it was built —
|
||||
useful when a test machine reports something a clean build cannot reproduce.
|
||||
Only the `4.12` product line is set by hand, at the top of the script.
|
||||
|
||||
**Test builds expire.** `$expireDays` at the top of the same script is the
|
||||
shelf life in days (currently **14**, counted from the day it was *built*,
|
||||
not the day the code was written — rebuilding an old commit gives a usable
|
||||
binary rather than one born stale). An expired build says so in a dialog,
|
||||
names its version and expiry date, points at the releases page, and exits
|
||||
without running. It stops a tester spending an afternoon on something that
|
||||
was fixed a week ago.
|
||||
|
||||
> ⚠️ **Set `$expireDays = 0` for a real release.** A shipped build that
|
||||
> expires is a catastrophe, and that one line is what decides it.
|
||||
|
||||
`RP412NOEXPIRY=1` waives the check when an old build has to be run on
|
||||
purpose, and says so in the log so a waived build is never mistaken for a
|
||||
current one. It is deliberately **not** listed in `environ.ini` — a bypass
|
||||
every tester can see is a bypass every tester will use. Negative
|
||||
`$expireDays` backdates the expiry, which is how the refusal gets tested
|
||||
without touching the machine's clock.
|
||||
|
||||
The header is deliberately not committed: the commit that recorded a
|
||||
hardcoded number would itself change the count, so the file would be stale
|
||||
the moment it landed. It is rewritten only when the stamp actually changes,
|
||||
so ordinary rebuilds do not recompile `RPL4.CPP` for nothing. Building
|
||||
outside a git checkout stamps `4.12.x (no repository)` rather than inventing
|
||||
a number that would sort against real ones.
|
||||
|
||||
**Packaging:** [pack-dist.ps1](pack-dist.ps1) assembles a runnable game into
|
||||
`dist\` (exe + PDB, game data, OpenAL/libsndfile runtimes, desktop
|
||||
`environ.ini`, `start-windowed.bat`, README). Pass `-Zip` to also produce
|
||||
`dist\RedPlanet412-prototype.zip` for handing to someone else.
|
||||
`dist\` (exe + PDB, game data, OpenAL/libsndfile runtimes, launch scripts,
|
||||
HANDBOOK.html, README). It deliberately does **not** write `environ.ini` —
|
||||
the exe carries that template and writes it on first run
|
||||
([RP_L4/RPL4ENVIRON.cpp](RP_L4/RPL4ENVIRON.cpp)), so a tester can drop a new
|
||||
build over an old folder without losing their settings. Pass `-Zip` to also produce
|
||||
`RedPlanet-<version>.zip` for handing to someone else. It reads the version
|
||||
from `rpl4build.h` rather than asking git again, so the package and the
|
||||
binary inside it cannot disagree, and it warns if the build it is packing
|
||||
came from a modified tree.
|
||||
|
||||
## 3. VS2022 migration notes (what changed and why)
|
||||
|
||||
|
||||
+52
-2
@@ -273,6 +273,35 @@ Scalar
|
||||
return mgr->GetFrameRate();
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// GetMissionElapsed
|
||||
//#############################################################################
|
||||
//
|
||||
Scalar
|
||||
Application::GetMissionElapsed()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
// gameStarted is only ever stamped by RunMissionMessageHandler, so before
|
||||
// the race it is uninitialized - and entities that are pre-runnable do get
|
||||
// performed before then. Answer zero until the clock actually exists.
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
if (
|
||||
GetApplicationState() != RunningMission
|
||||
&& GetApplicationState() != EndingMission
|
||||
)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
Scalar elapsed = Now() - gameStarted;
|
||||
return (elapsed > 0.0f) ? elapsed : 0.0f;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// Initialize
|
||||
@@ -649,8 +678,23 @@ Time endIntercom = Now();
|
||||
//
|
||||
if (GetApplicationState() == RunningMission)
|
||||
{
|
||||
secondsRemainingInGame =
|
||||
currentMission->GetGameLength() - (Now() - gameStarted);
|
||||
//
|
||||
// Ask the console first: it owns the clock that actually ends the
|
||||
// race, so this is the countdown the buzzer will agree with. Its
|
||||
// own reckoning is the fallback for everything with no console of
|
||||
// its own - see gMissionClockHook in APPMGR.h.
|
||||
//
|
||||
Scalar console_remaining;
|
||||
if (gMissionClockHook != NULL &&
|
||||
(*gMissionClockHook)(&console_remaining))
|
||||
{
|
||||
secondsRemainingInGame = console_remaining;
|
||||
}
|
||||
else
|
||||
{
|
||||
secondsRemainingInGame =
|
||||
currentMission->GetGameLength() - (Now() - gameStarted);
|
||||
}
|
||||
}
|
||||
routePacketFinished = False;
|
||||
|
||||
@@ -1125,6 +1169,12 @@ void
|
||||
Check(this);
|
||||
Check(egg_notation_file);
|
||||
|
||||
//
|
||||
// Forget every peer's clock offset: the hosts in the next race are not
|
||||
// the hosts in the last one, and a HostID gets reused.
|
||||
//
|
||||
NetClock_Reset();
|
||||
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
// Create mission from egg notation file
|
||||
|
||||
@@ -318,6 +318,15 @@ public:
|
||||
Scalar
|
||||
GetSecondsRemainingInGame()
|
||||
{return secondsRemainingInGame;}
|
||||
//
|
||||
// Seconds since the console's RunMission started the race, counting up.
|
||||
// Every machine anchors this on the same message, so anything derived
|
||||
// from it agrees across the mesh without being replicated - see the
|
||||
// clockwork doors in DOOR.cpp. Reads 0 outside a running mission
|
||||
// (gameStarted holds garbage until RunMission stamps it).
|
||||
//
|
||||
Scalar
|
||||
GetMissionElapsed();
|
||||
ApplicationID
|
||||
GetApplicationID()
|
||||
{return applicationID;}
|
||||
|
||||
@@ -15,6 +15,9 @@ Logical gConsoleMarshalsLaunch = False;
|
||||
// losing the console mid-mission ends it (lobby-member races)
|
||||
Logical gConsoleLossEndsMission = False;
|
||||
|
||||
// the console's countdown, when a console is marshalling (see APPMGR.h)
|
||||
Logical (*gMissionClockHook)(Scalar *seconds_remaining) = NULL;
|
||||
|
||||
ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
|
||||
|
||||
ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
|
||||
|
||||
@@ -20,6 +20,28 @@ extern Logical gConsoleMarshalsLaunch;
|
||||
// console to return, exactly as always.
|
||||
extern Logical gConsoleLossEndsMission;
|
||||
|
||||
//
|
||||
// The console's own countdown, when there is a console to ask.
|
||||
//
|
||||
// A mission ends when the console says so, but secondsRemainingInGame was
|
||||
// computed here from the engine clock and its own idea of when the race
|
||||
// started - a different clock, from a different epoch, than the one that
|
||||
// actually fires the buzzer. The two agree to within a frame or so, which
|
||||
// is why nobody noticed, but they are not the same number: the cockpit
|
||||
// clock could read 0:00 with the race still running, and the camera
|
||||
// directors' "last 30 seconds" behaviour switched on the engine's reading
|
||||
// rather than on the real remaining time.
|
||||
//
|
||||
// Set by the console when it is marshalling; NULL restores the engine's
|
||||
// own reckoning, which is what the arcade -net pods, lobby members and
|
||||
// mission review all use (none of them run a console locally, and their
|
||||
// clock is anchored by the console's RunMission arriving anyway).
|
||||
//
|
||||
// Returns False when it has no answer yet - the window between the
|
||||
// application reaching RunningMission and the console noticing.
|
||||
//
|
||||
extern Logical (*gMissionClockHook)(Scalar *seconds_remaining);
|
||||
|
||||
class ApplicationManager : public Node
|
||||
{
|
||||
public:
|
||||
|
||||
+10
-2
@@ -94,8 +94,16 @@ void
|
||||
}
|
||||
headEntitySocket.Add(entity);
|
||||
|
||||
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||
alDopplerFactor(0.3f);
|
||||
// FIDELITY (docs/SOUND.md F3/F10): the engine computes the AUTHORED distance
|
||||
// attenuation curve (AUDIO.INI amplitude_rolloff knee/exponent ->
|
||||
// AudioLocation::distanceVolumeScale) and the AUTHORED doppler-cents model
|
||||
// (doppler_range=600 / speed_of_sound=250) on every spatial update. Disable
|
||||
// OpenAL's own models so they cannot double-apply or fight them:
|
||||
// AL_LINEAR_DISTANCE faded distant audio to zero on a straight line where the
|
||||
// authored curve still sits near 44% at the clip edge, and AL doppler ran at
|
||||
// the wrong constants with a sign-inverted velocity feed.
|
||||
alDistanceModel(AL_NONE);
|
||||
alDopplerFactor(0.0f);
|
||||
|
||||
#if 0
|
||||
//
|
||||
|
||||
+65
-140
@@ -72,172 +72,96 @@ Door::AttributeIndexSet& Door::GetAttributeIndex()
|
||||
//#############################################################################
|
||||
// Model Support
|
||||
//
|
||||
void
|
||||
Door::ReadUpdateRecord(Simulation::UpdateRecord *message)
|
||||
{
|
||||
Check(this);
|
||||
Check_Pointer(message);
|
||||
Subsystem::ReadUpdateRecord(message);
|
||||
UpdateRecord* record = (UpdateRecord*) message;
|
||||
|
||||
percentOpen = record->percentOpen;
|
||||
switch (GetSimulationState())
|
||||
{
|
||||
case Opening:
|
||||
case Closing:
|
||||
phaseTimeRemaining = travelTime;
|
||||
break;
|
||||
case Opened:
|
||||
case Closed:
|
||||
phaseTimeRemaining = deadTime;
|
||||
break;
|
||||
}
|
||||
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door updated to state "
|
||||
// << GetSimulationState() << " @ "
|
||||
// << application->GetSecondsRemainingInGame() << endl;
|
||||
MoveCollisionVolume(percentOpen);
|
||||
Check_Fpu();
|
||||
}
|
||||
// There is no ReadUpdateRecord/WriteUpdateRecord pair here on purpose. Doors
|
||||
// are Hermit instances built independently on every host, so no door state is
|
||||
// ever sent or received - the phase function below is the only thing that
|
||||
// decides where a door is, and it reaches the same answer everywhere.
|
||||
//
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
void
|
||||
Door::WriteUpdateRecord(Simulation::UpdateRecord *record, int update_model)
|
||||
{
|
||||
Check(this);
|
||||
Check_Pointer(record);
|
||||
|
||||
Subsystem::WriteUpdateRecord(record, update_model);
|
||||
|
||||
UpdateRecord *update = (UpdateRecord*)record;
|
||||
update->percentOpen = percentOpen;
|
||||
update->recordLength = sizeof(*update);
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
void
|
||||
Door::SlideDoor(Scalar time_slice)
|
||||
Door::SlideDoor(Scalar)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//
|
||||
//------------------------------------------------------------
|
||||
// Advance the clock, then branch based upon our current state
|
||||
//------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------
|
||||
// The door is clockwork. Its position is a function of how long the race
|
||||
// has been running, not of a countdown integrated frame by frame, so:
|
||||
//
|
||||
int new_state;
|
||||
if (time_slice > 1.0f)
|
||||
// - every machine puts this door in the same place from the same mission
|
||||
// clock, without a byte crossing the wire,
|
||||
// - a frame hitch of any length costs nothing, because there is no
|
||||
// accumulated state left to fall behind (the old code dropped any slice
|
||||
// over a second outright and never got that time back).
|
||||
//
|
||||
// Phase zero is the instant the door starts to close, fully open, which is
|
||||
// where the original state machine began from DefaultState:
|
||||
//
|
||||
// [0, travel) Closing 1 -> 0
|
||||
// [travel, travel+dead) Closed 0
|
||||
// [travel+dead, 2travel+dead) Opening 0 -> 1
|
||||
// [2travel+dead, cycle) Opened 1
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
if (cycleTime <= 0.0f)
|
||||
{
|
||||
MoveCollisionVolume(0.0f);
|
||||
SetSimulationState(Closed);
|
||||
Check_Fpu();
|
||||
return;
|
||||
}
|
||||
phaseTimeRemaining -= time_slice;
|
||||
Scalar percent_open;
|
||||
switch (GetSimulationState())
|
||||
|
||||
Check(application);
|
||||
Scalar phase = fmod(application->GetMissionElapsed() - phaseOffset, cycleTime);
|
||||
if (phase < 0.0f)
|
||||
{
|
||||
phase += cycleTime;
|
||||
}
|
||||
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
// If the door is not done opening, set its new position, otherwise branch
|
||||
// to the opened state
|
||||
//------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------
|
||||
// Pick the band. Each division below is guarded by the comparison that
|
||||
// selected the branch, so a door with a zero travelTime or deadTime simply
|
||||
// loses that band rather than dividing by zero.
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
case Opening:
|
||||
Door_Opening:
|
||||
new_state = Opening;
|
||||
if (phaseTimeRemaining > 0.0f)
|
||||
{
|
||||
percent_open = 1.0f - phaseTimeRemaining/travelTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
phaseTimeRemaining += deadTime;
|
||||
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door opened @ "
|
||||
// << application->GetSecondsRemainingInGame() << endl;
|
||||
goto Door_Opened;
|
||||
}
|
||||
currentVelocity.Subtract(
|
||||
worldExtent,
|
||||
GetEntity()->localOrigin.linearPosition
|
||||
);
|
||||
currentVelocity /= travelTime;
|
||||
Check_Fpu();
|
||||
break;
|
||||
Scalar open_start = travelTime + deadTime;
|
||||
int new_state;
|
||||
Scalar percent_open;
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------
|
||||
// If the door is ready to start closing, jump to closing state
|
||||
//-------------------------------------------------------------
|
||||
//
|
||||
case Opened:
|
||||
Door_Opened:
|
||||
new_state = Opened;
|
||||
if (phaseTimeRemaining <= 0.0f)
|
||||
{
|
||||
phaseTimeRemaining += travelTime;
|
||||
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door closing @ "
|
||||
// << application->GetSecondsRemainingInGame() << endl;
|
||||
goto Door_Closing;
|
||||
}
|
||||
percent_open = 1.0f;
|
||||
currentVelocity = Vector3D::Identity;
|
||||
Check_Fpu();
|
||||
break;
|
||||
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
// If the door is not done closing, set its new position, otherwise branch
|
||||
// to the closed state
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
case DefaultState:
|
||||
phaseTimeRemaining = travelTime;
|
||||
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door default @ "
|
||||
// << application->GetSecondsRemainingInGame() << endl;
|
||||
case Closing:
|
||||
Door_Closing:
|
||||
if (phase < travelTime)
|
||||
{
|
||||
new_state = Closing;
|
||||
if (phaseTimeRemaining > 0.0f)
|
||||
{
|
||||
percent_open = phaseTimeRemaining/travelTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
phaseTimeRemaining += deadTime;
|
||||
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door closed @ "
|
||||
// << application->GetSecondsRemainingInGame() << endl;
|
||||
goto Door_Closed;
|
||||
}
|
||||
percent_open = 1.0f - phase/travelTime;
|
||||
currentVelocity.Subtract(
|
||||
GetEntity()->localOrigin.linearPosition,
|
||||
worldExtent
|
||||
);
|
||||
currentVelocity /= travelTime;
|
||||
Check_Fpu();
|
||||
break;
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------
|
||||
// If the door is ready to start opening, jump to opening state
|
||||
//-------------------------------------------------------------
|
||||
//
|
||||
case Closed:
|
||||
Door_Closed:
|
||||
}
|
||||
else if (phase < open_start)
|
||||
{
|
||||
new_state = Closed;
|
||||
if (phaseTimeRemaining <= 0.0f)
|
||||
{
|
||||
phaseTimeRemaining += travelTime;
|
||||
// DEBUG_STREAM << GetEntity()->GetEntityID() << " door opening @ "
|
||||
// << application->GetSecondsRemainingInGame() << endl;
|
||||
goto Door_Opening;
|
||||
}
|
||||
percent_open = 0.0f;
|
||||
currentVelocity = Vector3D::Identity;
|
||||
Check_Fpu();
|
||||
break;
|
||||
|
||||
}
|
||||
else if (phase < open_start + travelTime)
|
||||
{
|
||||
new_state = Opening;
|
||||
percent_open = (phase - open_start)/travelTime;
|
||||
currentVelocity.Subtract(
|
||||
worldExtent,
|
||||
GetEntity()->localOrigin.linearPosition
|
||||
);
|
||||
currentVelocity /= travelTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
new_state = Opened;
|
||||
percent_open = 1.0f;
|
||||
currentVelocity = Vector3D::Identity;
|
||||
}
|
||||
|
||||
//
|
||||
@@ -344,7 +268,8 @@ Door::Door(
|
||||
//
|
||||
// Initialize variables
|
||||
//
|
||||
phaseTimeRemaining = 0.0f;
|
||||
phaseOffset = 0.0f;
|
||||
cycleTime = 2.0f*(travelTime + deadTime);
|
||||
currentPosition = Point3D::Identity;
|
||||
|
||||
SetPerformance(&Door::SlideDoor);
|
||||
|
||||
+16
-19
@@ -20,16 +20,11 @@ struct Door__SubsystemResource:
|
||||
collisionID;
|
||||
};
|
||||
|
||||
//##########################################################################
|
||||
//##################### Chute::UpdateRecord #####################
|
||||
//##########################################################################
|
||||
|
||||
struct Door__UpdateRecord :
|
||||
public Subsystem::UpdateRecord
|
||||
{
|
||||
Scalar
|
||||
percentOpen;
|
||||
};
|
||||
//
|
||||
// A door has no update record. It is Hermit clockwork - every host builds
|
||||
// its own out of the map stream and derives the position from the mission
|
||||
// clock, so there is nothing to publish and nothing to receive.
|
||||
//
|
||||
|
||||
//##########################################################################
|
||||
//######################### CLASS Door ########################
|
||||
@@ -91,7 +86,6 @@ public:
|
||||
|
||||
typedef void
|
||||
(Door::*Performance)(Scalar time_slice);
|
||||
typedef Door__UpdateRecord UpdateRecord;
|
||||
|
||||
void
|
||||
SetPerformance(Performance performance)
|
||||
@@ -109,12 +103,6 @@ public:
|
||||
GetFirstBoxedSolid()
|
||||
{Check(this); return collisionVolumes;}
|
||||
|
||||
protected:
|
||||
void
|
||||
WriteUpdateRecord(Simulation::UpdateRecord *message, int update_model);
|
||||
void
|
||||
ReadUpdateRecord(Simulation::UpdateRecord *message);
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Construction and Destruction
|
||||
//
|
||||
@@ -152,9 +140,18 @@ private:
|
||||
worldExtent;
|
||||
|
||||
Scalar
|
||||
phaseTimeRemaining,
|
||||
travelTime,
|
||||
deadTime;
|
||||
deadTime,
|
||||
//
|
||||
// Where in the cycle this door sits at mission time zero, and the
|
||||
// length of one full open-close-open cycle. phaseOffset is not in
|
||||
// the subsystem resource yet: every door in the game is in lockstep,
|
||||
// and adding a field to Door__SubsystemResource changes its sizeof,
|
||||
// which invalidates every prebuilt .res. Wire it to a "PhaseOffset"
|
||||
// notation entry when there is a reason to rebuild resources.
|
||||
//
|
||||
phaseOffset,
|
||||
cycleTime;
|
||||
|
||||
int collisionVolumeCount;
|
||||
|
||||
|
||||
+8
-1
@@ -126,8 +126,15 @@ Logical
|
||||
}
|
||||
|
||||
creation_message->classToCreate = RegisteredClass::DoorFrameClassID;
|
||||
//
|
||||
// Hermit, not Master: every host builds its own doorframe out of the map
|
||||
// stream (see the DoorFrameClassID exemption in LoadMapStream) and runs it
|
||||
// off the mission clock. Hermit is the instance kind DynamicEntityCreation
|
||||
// does NOT broadcast, which is what stops N machines each announcing the
|
||||
// same doorframe and producing N-squared of them.
|
||||
//
|
||||
creation_message->instanceFlags =
|
||||
MasterInstance|DynamicFlag|MapFlag|TrappedFlag;
|
||||
HermitInstance|DynamicFlag|MapFlag|TrappedFlag;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -377,8 +377,28 @@ void
|
||||
//------------------------------------------------------------------------
|
||||
// Step through each block until there are no more remaining, and send the
|
||||
// update out the the simulation indicated by the subsystemID
|
||||
//
|
||||
// This is the only point on the receive path that knows WHOSE update
|
||||
// this is - the records themselves carry a timestamp but not an owner -
|
||||
// so the sender is published here for the net clock to align against.
|
||||
// Every record in the message, and the damage zones nested inside them,
|
||||
// came from the same machine in the same frame.
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
// Only for an entity somebody else owns. Our own clock needs no
|
||||
// aligning, and an update we somehow handed ourselves would otherwise
|
||||
// drag lastUpdate back by a frame for no reason.
|
||||
//
|
||||
Check(application);
|
||||
Check(application->GetHostManager());
|
||||
Logical remote_owner =
|
||||
GetOwnerID() != application->GetHostManager()->GetLocalHostID();
|
||||
if (remote_owner)
|
||||
{
|
||||
NetClock_BeginUpdate(GetOwnerID());
|
||||
}
|
||||
|
||||
while (stream.GetBytesRemaining())
|
||||
{
|
||||
Simulation::UpdateRecord *update =
|
||||
@@ -389,6 +409,11 @@ void
|
||||
simulation->ReadUpdateRecord(update);
|
||||
stream.AdvancePointer(update->recordLength);
|
||||
}
|
||||
|
||||
if (remote_owner)
|
||||
{
|
||||
NetClock_EndUpdate();
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
|
||||
+46
-1
@@ -21,6 +21,31 @@
|
||||
BitTrace Gauge_Renderer("Gauge Renderer");
|
||||
#endif
|
||||
|
||||
//
|
||||
// How long a single background pass may spend drawing gauges, in
|
||||
// milliseconds. RP412GAUGESLICE tunes it; 0 restores the original
|
||||
// behaviour of exactly one gauge per pass.
|
||||
//
|
||||
static long
|
||||
GaugeSliceMs()
|
||||
{
|
||||
static long
|
||||
slice = -1L;
|
||||
|
||||
if (slice < 0L)
|
||||
{
|
||||
const char
|
||||
*setting = getenv("RP412GAUGESLICE");
|
||||
|
||||
slice = (setting != NULL) ? atol(setting) : 2L;
|
||||
if (slice < 0L)
|
||||
{
|
||||
slice = 0L;
|
||||
}
|
||||
}
|
||||
return slice;
|
||||
}
|
||||
|
||||
//#######################################################################
|
||||
// Miscellaneous utilities
|
||||
//#######################################################################
|
||||
@@ -3683,7 +3708,27 @@ Logical
|
||||
|
||||
case background:
|
||||
{
|
||||
result = ProcessOneActiveGauge();
|
||||
//-----------------------------------------------------------
|
||||
// Draw gauges until the slice is spent, rather than exactly
|
||||
// one per pass.
|
||||
//
|
||||
// The background loop is only guaranteed a single pass per
|
||||
// frame; it gets more only while time remains before the
|
||||
// frame is due. On a busy map the 3D foreground eats the
|
||||
// whole budget, so a cycle of ninety-odd gauges takes
|
||||
// ninety-odd frames to come round and the displays sit
|
||||
// frozen for seconds. Working to a slice makes the refresh
|
||||
// rate depend on elapsed time instead of on how much spare
|
||||
// frame there happened to be.
|
||||
//-----------------------------------------------------------
|
||||
Time slice_end = Now();
|
||||
slice_end += GaugeSliceMs();
|
||||
|
||||
do
|
||||
{
|
||||
result = ProcessOneActiveGauge();
|
||||
}
|
||||
while (result && taskMode == background && Now() < slice_end);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
+13
-1
@@ -411,8 +411,20 @@ void
|
||||
// supposed to
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
// Doorframes are exempt: they are clockwork, computed identically on
|
||||
// every machine from the mission clock, so each host builds its own
|
||||
// Hermit copy instead of one host owning it and replicating. That
|
||||
// also means they survive a peer dropping, which owned doors do not -
|
||||
// ownership transfer is not implemented. Note this changes how many
|
||||
// times the cursor below is advanced, so old and new builds deal the
|
||||
// remaining map entities differently: they cannot share a session.
|
||||
//
|
||||
Logical post_make_message = True;
|
||||
if (Entity::EntityFlagsIsMap(message->instanceFlags))
|
||||
if (
|
||||
Entity::EntityFlagsIsMap(message->instanceFlags)
|
||||
&& message->classToCreate != DoorFrameClassID
|
||||
)
|
||||
{
|
||||
Check(application);
|
||||
HostManager *host_manager = application->GetHostManager();
|
||||
|
||||
+181
-1
@@ -264,6 +264,109 @@ Simulation::SharedData
|
||||
// Model support
|
||||
//
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
//##########################################################################
|
||||
// Net clock - see SIMULATE.h for why the sender's timestamp is estimated
|
||||
// rather than used as it stands.
|
||||
//##########################################################################
|
||||
|
||||
namespace
|
||||
{
|
||||
enum
|
||||
{
|
||||
netClockMaxPeers = 16,
|
||||
|
||||
// Samples per rolling minimum. A peer sends one record per
|
||||
// simulation per frame, so at eight vehicles and 60 fps this is
|
||||
// well under a second - fast enough to follow a route change,
|
||||
// long enough that the minimum means something.
|
||||
netClockWindow = 128,
|
||||
|
||||
// The furthest back we will believe a timestamp. Beyond this the
|
||||
// packet is stale or the estimate is wrong, and extrapolating a
|
||||
// vehicle half a second forward does more harm than the lag we
|
||||
// are correcting.
|
||||
netClockMaxLagTicks = 500
|
||||
};
|
||||
|
||||
struct PeerClock
|
||||
{
|
||||
HostID host;
|
||||
Logical inUse;
|
||||
Logical settled;
|
||||
long offsetTicks; // our clock - their clock
|
||||
long windowMinTicks;
|
||||
int windowCount;
|
||||
};
|
||||
|
||||
PeerClock gPeerClocks[netClockMaxPeers];
|
||||
HostID gUpdateSender = 0;
|
||||
Logical gUpdateSenderValid = False;
|
||||
|
||||
Logical NetClockEnabled()
|
||||
{
|
||||
static int enabled = -1;
|
||||
if (enabled < 0)
|
||||
{
|
||||
const char *setting = getenv("RP412NETCLOCK");
|
||||
enabled = (setting != NULL && atoi(setting) == 0) ? 0 : 1;
|
||||
if (!enabled)
|
||||
{
|
||||
DEBUG_STREAM << "NetClock: disabled by RP412NETCLOCK=0 - "
|
||||
<< "replicants dead-reckon from arrival time\n" << std::flush;
|
||||
}
|
||||
}
|
||||
return enabled ? True : False;
|
||||
}
|
||||
|
||||
PeerClock *FindPeer(HostID host)
|
||||
{
|
||||
PeerClock *free_slot = NULL;
|
||||
for (int i = 0; i < netClockMaxPeers; ++i)
|
||||
{
|
||||
if (gPeerClocks[i].inUse)
|
||||
{
|
||||
if (gPeerClocks[i].host == host)
|
||||
{
|
||||
return &gPeerClocks[i];
|
||||
}
|
||||
}
|
||||
else if (free_slot == NULL)
|
||||
{
|
||||
free_slot = &gPeerClocks[i];
|
||||
}
|
||||
}
|
||||
if (free_slot != NULL)
|
||||
{
|
||||
free_slot->inUse = True;
|
||||
free_slot->host = host;
|
||||
free_slot->settled = False;
|
||||
free_slot->offsetTicks = 0;
|
||||
free_slot->windowMinTicks = 0;
|
||||
free_slot->windowCount = 0;
|
||||
}
|
||||
return free_slot;
|
||||
}
|
||||
}
|
||||
|
||||
void NetClock_BeginUpdate(HostID sender)
|
||||
{
|
||||
gUpdateSender = sender;
|
||||
gUpdateSenderValid = True;
|
||||
}
|
||||
|
||||
void NetClock_EndUpdate()
|
||||
{
|
||||
gUpdateSenderValid = False;
|
||||
}
|
||||
|
||||
void NetClock_Reset()
|
||||
{
|
||||
memset(gPeerClocks, 0, sizeof(gPeerClocks));
|
||||
gUpdateSenderValid = False;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
void
|
||||
@@ -272,7 +375,84 @@ void
|
||||
Check(this);
|
||||
Check_Pointer(message);
|
||||
|
||||
lastUpdate = Now(); // HACK - should be based upon message->timeStamp
|
||||
//
|
||||
//------------------------------------------------------------------
|
||||
// When this update arrived is not when it was taken. Put lastUpdate
|
||||
// at the sender's sampling moment, expressed in our clock, so the
|
||||
// dead reckoner extrapolates over the network latency instead of
|
||||
// starting from scratch once it has already elapsed.
|
||||
//------------------------------------------------------------------
|
||||
//
|
||||
long now_ticks = Now().ticks;
|
||||
long local_ticks = now_ticks;
|
||||
|
||||
PeerClock *peer = gUpdateSenderValid && NetClockEnabled()
|
||||
? FindPeer(gUpdateSender) : NULL;
|
||||
if (peer != NULL)
|
||||
{
|
||||
//
|
||||
// sample = trueOffset + oneWayLatency, so the running minimum
|
||||
// converges on the offset from above.
|
||||
//
|
||||
long sample = now_ticks - message->timeStamp.ticks;
|
||||
|
||||
if (!peer->settled)
|
||||
{
|
||||
peer->settled = True;
|
||||
peer->offsetTicks = sample;
|
||||
peer->windowMinTicks = sample;
|
||||
peer->windowCount = 0;
|
||||
DEBUG_STREAM << "NetClock: host " << peer->host
|
||||
<< " first sample, offset " << sample << " ms\n" << std::flush;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sample < peer->windowMinTicks)
|
||||
{
|
||||
peer->windowMinTicks = sample;
|
||||
}
|
||||
if (sample < peer->offsetTicks)
|
||||
{
|
||||
peer->offsetTicks = sample; // a shorter path: believe it now
|
||||
}
|
||||
if (++peer->windowCount >= netClockWindow)
|
||||
{
|
||||
//
|
||||
// Close the window: adopt its minimum even if it is
|
||||
// LARGER than the running estimate, which is how the
|
||||
// figure follows clock drift and a route that got
|
||||
// slower rather than staying pinned to one old packet.
|
||||
//
|
||||
long moved = peer->windowMinTicks - peer->offsetTicks;
|
||||
if (moved > 50 || moved < -50)
|
||||
{
|
||||
DEBUG_STREAM << "NetClock: host " << peer->host
|
||||
<< " offset " << peer->offsetTicks << " -> "
|
||||
<< peer->windowMinTicks << " ms\n" << std::flush;
|
||||
}
|
||||
peer->offsetTicks = peer->windowMinTicks;
|
||||
peer->windowMinTicks = sample;
|
||||
peer->windowCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
local_ticks = message->timeStamp.ticks + peer->offsetTicks;
|
||||
|
||||
//
|
||||
// Never ahead of our own clock, and never further back than we
|
||||
// are willing to extrapolate.
|
||||
//
|
||||
if (local_ticks > now_ticks)
|
||||
{
|
||||
local_ticks = now_ticks;
|
||||
}
|
||||
else if (now_ticks - local_ticks > netClockMaxLagTicks)
|
||||
{
|
||||
local_ticks = now_ticks - netClockMaxLagTicks;
|
||||
}
|
||||
}
|
||||
|
||||
lastUpdate.ticks = local_ticks;
|
||||
SetSimulationState(message->simulationState);
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
@@ -4,6 +4,41 @@
|
||||
#include "receiver.h"
|
||||
#include "time.h"
|
||||
#include "resource.h"
|
||||
#include "hostid.h"
|
||||
|
||||
//##########################################################################
|
||||
//########################### Net clock ##############################
|
||||
//##########################################################################
|
||||
//
|
||||
// Aligning a peer's clock with ours, so a replicant is dead-reckoned from
|
||||
// when its update was SENT rather than when it happened to arrive.
|
||||
//
|
||||
// Every update record carries the sender's own timestamp. The receiver
|
||||
// used to throw it away and stamp lastUpdate with its own Now() - the
|
||||
// original code says so: "HACK - should be based upon message->timeStamp".
|
||||
// The dead reckoner then extrapolates over (lastPerformance - lastUpdate),
|
||||
// so starting that clock at ARRIVAL rather than at SEND leaves every
|
||||
// remote vehicle exactly one network latency behind where it should be.
|
||||
// On the 1 ms arcade LAN that was invisible. Over Steam Datagram Relay it
|
||||
// is a constant 50-150 ms of positional lag - a bias, not jitter.
|
||||
//
|
||||
// The timestamp cannot be used raw: two machines' clocks share no epoch,
|
||||
// both being QueryPerformanceCounter since their own boot. So we estimate
|
||||
// the offset per peer. Each arriving record gives
|
||||
//
|
||||
// sample = ourNow - theirStamp = trueOffset + oneWayLatency
|
||||
//
|
||||
// and since latency is never negative, the SMALLEST sample seen is the
|
||||
// closest to the true offset. Taking a minimum over a short rolling
|
||||
// window tracks crystal drift and re-adapts when the route changes,
|
||||
// instead of being pinned forever by one lucky packet.
|
||||
//
|
||||
// RP412NETCLOCK=0 turns the whole thing off and restores the arrival-time
|
||||
// behaviour, so a test machine can A/B it without a rebuild.
|
||||
//
|
||||
void NetClock_BeginUpdate(HostID sender); // around one message's records
|
||||
void NetClock_EndUpdate();
|
||||
void NetClock_Reset(); // forget every peer (new mission)
|
||||
|
||||
class Simulation__SharedData;
|
||||
class Simulation__IndexData;
|
||||
|
||||
+12
-2
@@ -168,10 +168,20 @@ void
|
||||
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
// If update message is not null then send the change
|
||||
// If update message is not null then send the change.
|
||||
//
|
||||
// The dynamic master socket holds Independant and Hermit instances as
|
||||
// well as masters, and neither of those publishes: an Independant runs
|
||||
// its own simulation on every host, and a Hermit is not replicated at
|
||||
// all. EntityUpdateReplicants asserts MasterInstance, so the caller is
|
||||
// the one that has to make that true - the clockwork doorframes are
|
||||
// Hermits and would otherwise arrive there.
|
||||
//-----------------------------------------------------------------------
|
||||
//
|
||||
if (update_message != NULL)
|
||||
if (
|
||||
update_message != NULL
|
||||
&& entity->GetInstance() == Entity::MasterInstance
|
||||
)
|
||||
{
|
||||
Check(update_message);
|
||||
|
||||
|
||||
@@ -79,6 +79,9 @@ public:
|
||||
static unsigned int GetScreenWidth() { return mScreenWidth; }
|
||||
static unsigned int GetScreenHeight() { return mScreenHeight; }
|
||||
static bool GetFullscreen() { return mFullscreen; }
|
||||
// -fit: borderless window filling the monitor, with the render size
|
||||
// chosen to match the cockpit canvas it will be presented into.
|
||||
static bool GetFitDisplay() { return mFitDisplay; }
|
||||
static Logical GetSeeSolids() { return seeSolids; }
|
||||
static unsigned long GetNetworkCommonFlatAddress() { return networkCommonFlatAddress; }
|
||||
// The front end's multiplayer path turns network mode on at launch
|
||||
@@ -93,10 +96,17 @@ public:
|
||||
static CString GetRIORecordingFileName() { return rioRecordingFileName; }
|
||||
|
||||
protected:
|
||||
// Pick mScreenWidth/mScreenHeight from the monitor. Runs after the
|
||||
// whole command line is parsed, so an explicit -res always wins no
|
||||
// matter which side of -fit it appears on.
|
||||
static void ChooseFitResolution();
|
||||
|
||||
static HINSTANCE mhInstance;
|
||||
static unsigned int mScreenWidth;
|
||||
static unsigned int mScreenHeight;
|
||||
static bool mFullscreen;
|
||||
static bool mFitDisplay;
|
||||
static bool mResExplicit;
|
||||
static Logical seeSolids;
|
||||
static CString eggNotationFileName;
|
||||
static CString spoolFileName;
|
||||
|
||||
+80
-1
@@ -94,6 +94,8 @@ HINSTANCE L4Application::mhInstance = NULL;
|
||||
unsigned int L4Application::mScreenWidth = 800;
|
||||
unsigned int L4Application::mScreenHeight = 600;
|
||||
bool L4Application::mFullscreen = true;
|
||||
bool L4Application::mFitDisplay = false;
|
||||
bool L4Application::mResExplicit = false;
|
||||
Logical L4Application::seeSolids = False;
|
||||
CString L4Application::eggNotationFileName;
|
||||
CString L4Application::spoolFileName;
|
||||
@@ -205,6 +207,7 @@ Logical
|
||||
{
|
||||
mScreenWidth = atoi(W2A(argv[++(*arguement)]));
|
||||
mScreenHeight = atoi(W2A(argv[++(*arguement)]));
|
||||
mResExplicit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -217,18 +220,88 @@ Logical
|
||||
mFullscreen = false;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// -fit: borderless window over the whole monitor, and a render size
|
||||
// picked to match. Spelled out as -windowed-fullscreen too, since
|
||||
// that is what the rest of the world calls it.
|
||||
//-------------------------------------------------------------------
|
||||
else if (
|
||||
!stricmp(W2A(argv[*arguement]), "-fit") ||
|
||||
!stricmp(W2A(argv[*arguement]), "-windowed-fullscreen")
|
||||
)
|
||||
{
|
||||
mFullscreen = false;
|
||||
mFitDisplay = true;
|
||||
}
|
||||
|
||||
else if (
|
||||
!stricmp(W2A(argv[*arguement]), "-h") || !stricmp(W2A(argv[*arguement]), "-help")
|
||||
)
|
||||
{
|
||||
DEBUG_STREAM << "\n" << argv[0] <<
|
||||
" -egg <filename> -net <memory_address> -solids -h -help\n";
|
||||
" -egg <filename> -net <memory_address> -solids -h -help\n"
|
||||
" -windowed windowed, title bar and all\n"
|
||||
" -fit borderless over the whole monitor,\n"
|
||||
" render size chosen to match\n"
|
||||
" (long form: -windowed-fullscreen)\n"
|
||||
" -res <width> <height> explicit render size; overrides the\n"
|
||||
" size -fit would have picked\n";
|
||||
return False;
|
||||
}
|
||||
|
||||
return True;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// ChooseFitResolution
|
||||
//#############################################################################
|
||||
//
|
||||
// The cockpit presents the 3D into a viewscreen that fills its 1920x1080
|
||||
// canvas, and that canvas is fitted to the window at one uniform scale.
|
||||
// So the render size that lands 1:1 on screen is the canvas at the same
|
||||
// scale the cockpit will choose - work it out with identical arithmetic
|
||||
// here and the stretch becomes a copy.
|
||||
//
|
||||
void
|
||||
L4Application::ChooseFitResolution()
|
||||
{
|
||||
int monitor_w = GetSystemMetrics(SM_CXSCREEN);
|
||||
int monitor_h = GetSystemMetrics(SM_CYSCREEN);
|
||||
if (monitor_w <= 0 || monitor_h <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const int canvas_w = 1920;
|
||||
const int canvas_h = 1080;
|
||||
|
||||
int fit_w = (monitor_w * 100) / canvas_w;
|
||||
int fit_h = (monitor_h * 100) / canvas_h;
|
||||
int scale = (fit_w < fit_h) ? fit_w : fit_h;
|
||||
if (scale < 25) scale = 25;
|
||||
|
||||
unsigned int width = (canvas_w * scale) / 100;
|
||||
unsigned int height = (canvas_h * scale) / 100;
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// A 1995 engine on a 5K panel would be asked for a back buffer well
|
||||
// past anything it was built for; cap and let D3D scale the last bit.
|
||||
//-------------------------------------------------------------------
|
||||
if (width > 3840)
|
||||
{
|
||||
width = 3840;
|
||||
height = 2160;
|
||||
}
|
||||
|
||||
mScreenWidth = width;
|
||||
mScreenHeight = height;
|
||||
|
||||
DEBUG_STREAM << "L4Application: -fit chose -res " << width << " "
|
||||
<< height << " (" << scale << "% canvas) for the "
|
||||
<< monitor_w << "x" << monitor_h << " monitor\n" << std::flush;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// ParseCommandLine
|
||||
@@ -270,6 +343,12 @@ Logical
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// after the whole line, so -res wins from either side of -fit
|
||||
if (mFitDisplay && !mResExplicit)
|
||||
{
|
||||
ChooseFitResolution();
|
||||
}
|
||||
return True;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,177 @@
|
||||
//###########################################################################
|
||||
//
|
||||
// L4AUDEFX.cpp -- OpenAL EFX bridge (docs/SOUND.md, findings F9 and F11).
|
||||
// See L4AUDEFX.h for the fidelity rationale.
|
||||
//
|
||||
//###########################################################################
|
||||
#include "mungal4.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4audefx.h"
|
||||
#include "openal/alc.h"
|
||||
#include "openal/efx.h"
|
||||
|
||||
#ifndef AL_EFFECT_EAXREVERB
|
||||
#define AL_EFFECT_EAXREVERB 0x8000 // newer efx.h constant; OpenAL Soft supports it
|
||||
#endif
|
||||
|
||||
namespace
|
||||
{
|
||||
bool s_available = false;
|
||||
ALuint s_reverbSlot = 0;
|
||||
ALuint s_reverbEffect = 0;
|
||||
ALuint s_scratchFilter = 0;
|
||||
|
||||
LPALGENEFFECTS p_alGenEffects = 0;
|
||||
LPALEFFECTI p_alEffecti = 0;
|
||||
LPALEFFECTF p_alEffectf = 0;
|
||||
LPALGENAUXILIARYEFFECTSLOTS p_alGenAuxiliaryEffectSlots = 0;
|
||||
LPALAUXILIARYEFFECTSLOTI p_alAuxiliaryEffectSloti = 0;
|
||||
LPALAUXILIARYEFFECTSLOTF p_alAuxiliaryEffectSlotf = 0;
|
||||
LPALGENFILTERS p_alGenFilters = 0;
|
||||
LPALFILTERI p_alFilteri = 0;
|
||||
LPALFILTERF p_alFilterf = 0;
|
||||
}
|
||||
|
||||
bool EFX_Available()
|
||||
{
|
||||
return s_available;
|
||||
}
|
||||
|
||||
bool EFX_Initialize(float global_reverb_scale)
|
||||
{
|
||||
ALCcontext *context = alcGetCurrentContext();
|
||||
if (context == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ALCdevice *device = alcGetContextsDevice(context);
|
||||
if (device == 0 || !alcIsExtensionPresent(device, "ALC_EXT_EFX"))
|
||||
{
|
||||
Tell("L4AUDEFX: ALC_EXT_EFX not present - filters and reverb inert\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
p_alGenEffects = (LPALGENEFFECTS)alGetProcAddress("alGenEffects");
|
||||
p_alEffecti = (LPALEFFECTI)alGetProcAddress("alEffecti");
|
||||
p_alEffectf = (LPALEFFECTF)alGetProcAddress("alEffectf");
|
||||
p_alGenAuxiliaryEffectSlots = (LPALGENAUXILIARYEFFECTSLOTS)alGetProcAddress("alGenAuxiliaryEffectSlots");
|
||||
p_alAuxiliaryEffectSloti = (LPALAUXILIARYEFFECTSLOTI)alGetProcAddress("alAuxiliaryEffectSloti");
|
||||
p_alAuxiliaryEffectSlotf = (LPALAUXILIARYEFFECTSLOTF)alGetProcAddress("alAuxiliaryEffectSlotf");
|
||||
p_alGenFilters = (LPALGENFILTERS)alGetProcAddress("alGenFilters");
|
||||
p_alFilteri = (LPALFILTERI)alGetProcAddress("alFilteri");
|
||||
p_alFilterf = (LPALFILTERF)alGetProcAddress("alFilterf");
|
||||
|
||||
if (!p_alGenEffects || !p_alEffecti || !p_alEffectf
|
||||
|| !p_alGenAuxiliaryEffectSlots || !p_alAuxiliaryEffectSloti || !p_alAuxiliaryEffectSlotf
|
||||
|| !p_alGenFilters || !p_alFilteri || !p_alFilterf)
|
||||
{
|
||||
Tell("L4AUDEFX: EFX entry points missing - filters and reverb inert\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
alGetError();
|
||||
p_alGenAuxiliaryEffectSlots(1, &s_reverbSlot);
|
||||
p_alGenEffects(1, &s_reverbEffect);
|
||||
if (alGetError() != AL_NO_ERROR)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// EAXReverb where available (OpenAL Soft: yes), plain reverb otherwise.
|
||||
//
|
||||
p_alEffecti(s_reverbEffect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
|
||||
if (alGetError() != AL_NO_ERROR)
|
||||
{
|
||||
p_alEffecti(s_reverbEffect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
|
||||
}
|
||||
p_alAuxiliaryEffectSloti(s_reverbSlot, AL_EFFECTSLOT_EFFECT, (ALint)s_reverbEffect);
|
||||
|
||||
//
|
||||
// The authentic wet level: the original sent CC91 = global_reverb_scale on
|
||||
// every 3D channel, so one global slot gain reproduces the same uniform
|
||||
// send. RP authors 0.35 (AUDIO.INI); BT used 0.3.
|
||||
//
|
||||
p_alAuxiliaryEffectSlotf(s_reverbSlot, AL_EFFECTSLOT_GAIN,
|
||||
(global_reverb_scale < 0.0f) ? 0.0f :
|
||||
(global_reverb_scale > 1.0f) ? 1.0f : global_reverb_scale);
|
||||
|
||||
//
|
||||
// LOWPASS only, deliberately. A bandpass would have been convenient -- one
|
||||
// direct filter carrying both the authored brightness model and a bass trim
|
||||
// -- but the OpenAL this game ships (Creative's, via oalinst.exe; renderer
|
||||
// reports "Generic Software") implements ONLY AL_FILTER_LOWPASS. It rejects
|
||||
// both HIGHPASS and BANDPASS, verified on the build machine. Asking for one
|
||||
// leaves an error pending, which the check below would read as total EFX
|
||||
// failure and silently take the reverb down with it.
|
||||
//
|
||||
p_alGenFilters(1, &s_scratchFilter);
|
||||
p_alFilteri(s_scratchFilter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
|
||||
|
||||
if (alGetError() != AL_NO_ERROR)
|
||||
{
|
||||
//
|
||||
// No usable direct filter. The reverb slot above is independent of it,
|
||||
// so keep the bridge alive and just make the filter path a no-op rather
|
||||
// than losing F11 as well.
|
||||
//
|
||||
s_scratchFilter = 0;
|
||||
Tell("L4AUDEFX: no lowpass filter available - brightness path inert\n");
|
||||
}
|
||||
|
||||
s_available = (alGetError() == AL_NO_ERROR);
|
||||
Tell("L4AUDEFX: " << (s_available ? "ready" : "failed")
|
||||
<< " (reverb slot gain " << global_reverb_scale << ")\n");
|
||||
return s_available;
|
||||
}
|
||||
|
||||
void EFX_SetSourceLowpassGainHF(ALuint source, float gainhf)
|
||||
{
|
||||
if (!s_available || s_scratchFilter == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (gainhf < 0.001f) gainhf = 0.001f;
|
||||
if (gainhf > 1.0f) gainhf = 1.0f;
|
||||
|
||||
//
|
||||
// Nothing to do at unity -- detach rather than attach a filter that would
|
||||
// only cost mixing work to achieve nothing.
|
||||
//
|
||||
if (gainhf >= 0.999f)
|
||||
{
|
||||
alSourcei(source, AL_DIRECT_FILTER, AL_FILTER_NULL);
|
||||
alGetError();
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Filter parameters are COPIED at attach time, so one scratch filter object
|
||||
// serves every source -- no per-source filter allocation is needed.
|
||||
//
|
||||
p_alFilterf(s_scratchFilter, AL_LOWPASS_GAIN, 1.0f);
|
||||
p_alFilterf(s_scratchFilter, AL_LOWPASS_GAINHF, gainhf);
|
||||
alSourcei(source, AL_DIRECT_FILTER, (ALint)s_scratchFilter);
|
||||
alGetError();
|
||||
}
|
||||
|
||||
void EFX_AttachReverbSend(ALuint source)
|
||||
{
|
||||
if (!s_available)
|
||||
{
|
||||
return;
|
||||
}
|
||||
alSource3i(source, AL_AUXILIARY_SEND_FILTER, (ALint)s_reverbSlot, 0, AL_FILTER_NULL);
|
||||
}
|
||||
|
||||
void EFX_ClearSourceEffects(ALuint source)
|
||||
{
|
||||
if (!s_available)
|
||||
{
|
||||
return;
|
||||
}
|
||||
alSourcei(source, AL_DIRECT_FILTER, AL_FILTER_NULL);
|
||||
alSource3i(source, AL_AUXILIARY_SEND_FILTER, AL_EFFECTSLOT_NULL, 0, AL_FILTER_NULL);
|
||||
alGetError(); // swallow any property complaint
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
//###########################################################################
|
||||
//
|
||||
// L4AUDEFX.h -- OpenAL EFX bridge for the authored filter/reverb chains
|
||||
// (docs/SOUND.md, findings F9 and F11).
|
||||
//
|
||||
// The original drove the AWE32's initial-filter-cutoff NRPN (21) every frame
|
||||
// -- brightness x the distance high-frequency rolloff -- and sent CC91 reverb
|
||||
// on the 3D channels (global_reverb_scale=0.35 in RP's AUDIO.INI) while
|
||||
// keeping the cockpit DirectPatch channels dry. The OpenAL port computed
|
||||
// both and applied neither: GetHighFreqCutoffScale() had no callers at all
|
||||
// and every CC91 send site sat inside a comment block, so RP played
|
||||
// spectrally full-bright at every distance and bone-dry everywhere.
|
||||
//
|
||||
// This bridge reproduces both through OpenAL Soft's EFX extension: one
|
||||
// EAXReverb auxiliary slot plus a scratch AL_FILTER_LOWPASS whose parameters
|
||||
// are copied at attach time. Without ALC_EXT_EFX it stays inert and every
|
||||
// entry point below is a no-op, so the game still runs on a bare OpenAL.
|
||||
//
|
||||
//###########################################################################
|
||||
|
||||
#include "openal/al.h"
|
||||
|
||||
//
|
||||
// Load the EFX entry points, create the reverb slot (gain = the authored
|
||||
// global_reverb_scale) and the scratch lowpass. Call once, with the AL
|
||||
// context current. Returns false (and stays inert) without ALC_EXT_EFX.
|
||||
//
|
||||
bool EFX_Initialize(float global_reverb_scale);
|
||||
|
||||
bool EFX_Available();
|
||||
|
||||
//
|
||||
// Per-frame direct-path filter: gainhf is the linear high-frequency gain at the
|
||||
// EFX 5 kHz reference, carrying the authored brightness x distance model.
|
||||
// Callers map the AWE cutoff through EFX_CutoffScaleToGainHF below.
|
||||
//
|
||||
// At unity the filter is detached rather than attached at no-op settings.
|
||||
//
|
||||
// NOTE: this is a LOWPASS and can only ever be one. The OpenAL this game ships
|
||||
// (Creative's) implements no other filter type -- see L4AUDEFX.cpp -- so the
|
||||
// bass trim could not ride here as a bandpass GAINLF and lives in the resource
|
||||
// loader instead (RPApplyBassTrim, L4AUDRES.cpp).
|
||||
//
|
||||
void EFX_SetSourceLowpassGainHF(ALuint source, float gainhf);
|
||||
|
||||
//
|
||||
// AWE NRPN 21 curve -> EFX gainhf. cutoff_scale is [0,1] of the 100-8000 Hz
|
||||
// span; approximated as the attenuation of a 2-pole lowpass at the 5 kHz
|
||||
// reference. Curve shape is approximate, endpoints exact.
|
||||
//
|
||||
inline float EFX_CutoffScaleToGainHF(float cutoff_scale)
|
||||
{
|
||||
if (cutoff_scale < 0.0f) cutoff_scale = 0.0f;
|
||||
if (cutoff_scale > 1.0f) cutoff_scale = 1.0f;
|
||||
float cutoff_hz = 100.0f + cutoff_scale * 7900.0f;
|
||||
float g = (cutoff_hz / 5000.0f) * (cutoff_hz / 5000.0f);
|
||||
return (g > 1.0f) ? 1.0f : ((g < 0.001f) ? 0.001f : g);
|
||||
}
|
||||
|
||||
//
|
||||
// Wet-exterior routing: attach the source's auxiliary send to the reverb slot
|
||||
// (Dynamic3D / Static3D). Direct cockpit sources stay dry.
|
||||
//
|
||||
void EFX_AttachReverbSend(ALuint source);
|
||||
|
||||
//
|
||||
// Drop both the direct-path filter and the reverb send. Required when a source
|
||||
// is recycled through the pool: without it a dry cockpit sound can inherit the
|
||||
// wet send of the 3D source that used the name before it, and a full-bright
|
||||
// source can inherit a distant source's lowpass.
|
||||
//
|
||||
void EFX_ClearSourceEffects(ALuint source);
|
||||
+269
-32
@@ -2,6 +2,7 @@
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4audio.h"
|
||||
#include "l4audefx.h"
|
||||
#include "l4audlvl.h"
|
||||
#include "l4app.h"
|
||||
#include "l4audrnd.h"
|
||||
@@ -9,6 +10,49 @@
|
||||
#include "..\munga\player.h"
|
||||
#include "..\rp\vtv.h"
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md): the AWE32 played each patch at the requested MIDI
|
||||
// note relative to the sample root (60). RP's authored 4.10 content predates
|
||||
// NoteAudioControlID -- its AudioControlID enum stops at AttackTimeAudioControlID
|
||||
// -- so every source runs at DEFAULT_NOTE and this factor is 1.0 today. It is
|
||||
// applied anyway so the pitch path is complete if authored notes ever appear,
|
||||
// and to keep the shared MUNGA engine in step with the BT tree.
|
||||
//
|
||||
static inline float RPNotePitchFactor(int note_value)
|
||||
{
|
||||
return (float)pow(2.0, ((double)note_value - 60.0) / 12.0);
|
||||
}
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F12): the authored DirectPatchSource `position=`
|
||||
// enum picked a SOUND CARD (front pair for Front/FrontLeft/FrontRight, rear
|
||||
// pair for Rear/RearLeft/RearRight) and a MIDI pan (CC10 centre/left/right).
|
||||
// The port read audioPosition from the stream and then discarded it -- every
|
||||
// cockpit sound played dead centre because SetupPatch pins each source
|
||||
// AL_SOURCE_RELATIVE at the origin.
|
||||
//
|
||||
// Sources are listener-relative and no AL_ORIENTATION is ever set, so OpenAL's
|
||||
// default listener frame applies: facing -Z with +Y up. Front is therefore
|
||||
// -Z, rear +Z, left -X, right +X; the corner values combine both at equal
|
||||
// weight. RP's own content only ever authors Front (28 sites) and Rear (13),
|
||||
// but the corners are mapped for completeness since the enum allows them.
|
||||
//
|
||||
static void RPGetDirectPatchPosition(DirectPatchPosition p, float *x, float *z)
|
||||
{
|
||||
const float diag = 0.7071068f; // unit vector split across both axes
|
||||
|
||||
switch (p)
|
||||
{
|
||||
case FrontDirectPatchPosition: *x = 0.0f; *z = -1.0f; break;
|
||||
case RearDirectPatchPosition: *x = 0.0f; *z = 1.0f; break;
|
||||
case FrontLeftDirectPatchPosition: *x = -diag; *z = -diag; break;
|
||||
case FrontRightDirectPatchPosition: *x = diag; *z = -diag; break;
|
||||
case RearLeftDirectPatchPosition: *x = -diag; *z = diag; break;
|
||||
case RearRightDirectPatchPosition: *x = diag; *z = diag; break;
|
||||
default: *x = 0.0f; *z = 0.0f; break;
|
||||
}
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
//####################### L4AudioSpatialization #########################
|
||||
//#############################################################################
|
||||
@@ -658,6 +702,19 @@ L4AudioSource::L4AudioSource(
|
||||
AudioSource(stream, entity)
|
||||
{
|
||||
channelSet.count = GetAudioVoiceCount();
|
||||
|
||||
//
|
||||
// sources[] was left uninitialized here, and RequestAudioChannels decides
|
||||
// whether a slot already holds a source by asking alIsSource about it.
|
||||
// Garbage that happened to match a live name meant silently sharing another
|
||||
// source -- a real hazard now that the pool recycles small integer names.
|
||||
// 0 is never a valid AL name.
|
||||
//
|
||||
for (int i = 0; i < (int)(sizeof(channelSet.sources) / sizeof(channelSet.sources[0])); i++)
|
||||
{
|
||||
channelSet.sources[i] = 0;
|
||||
}
|
||||
|
||||
L4AudioSourceX();
|
||||
}
|
||||
|
||||
@@ -923,6 +980,22 @@ void
|
||||
patch_resource->SetDistance(GetDistanceToSource());
|
||||
patch_resource->SetupPatch(channelSet);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F12): place the source per the authored position
|
||||
// enum. SetupPatch has just pinned it AL_SOURCE_RELATIVE at the origin, so
|
||||
// this must run after it. With AL_NONE as the distance model the unit
|
||||
// radius costs no attenuation -- it only supplies direction.
|
||||
//
|
||||
{
|
||||
float pos_x, pos_z;
|
||||
|
||||
RPGetDirectPatchPosition(audioPosition, &pos_x, &pos_z);
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
alSource3f(channelSet.sources[i], AL_POSITION, pos_x, 0.0f, pos_z);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Set the channel to default control values
|
||||
//
|
||||
@@ -1039,6 +1112,8 @@ void
|
||||
// Apply filter scale
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
float direct_gainhf = 1.0f;
|
||||
|
||||
if (UseSourceBrightnessScale())
|
||||
{
|
||||
const MIDINRPNValue filter_resolution = 2;// HACK - should come from audio.ini
|
||||
@@ -1058,6 +1133,32 @@ void
|
||||
{
|
||||
lastMIDIFilterCutoff = midi_filter_cutoff;
|
||||
}
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9): this block previously computed the AWE
|
||||
// initial-filter-cutoff (NRPN 21) and then only updated its own
|
||||
// bookkeeping member -- the cutoff was never applied to anything, so
|
||||
// authored brightness (ctl 5) was inert. Route it through EFX instead.
|
||||
// Direct sources take brightness alone; the distance rolloff belongs to
|
||||
// the 3D paths.
|
||||
//
|
||||
direct_gainhf = EFX_CutoffScaleToGainHF(
|
||||
(float)midi_filter_cutoff / (float)MIDI_MAX_CONTROL_VALUE
|
||||
);
|
||||
}
|
||||
|
||||
//
|
||||
// Applied OUTSIDE the brightness gate: a source that does not use brightness
|
||||
// still has to be told, because the same call carries the player's bass trim.
|
||||
// At unity on both axes it detaches the filter, so this costs nothing in the
|
||||
// default configuration.
|
||||
//
|
||||
if (EFX_Available())
|
||||
{
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
EFX_SetSourceLowpassGainHF(channelSet.sources[i], direct_gainhf);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
@@ -1069,17 +1170,24 @@ void
|
||||
const MIDIValue volume_resolution = 2; // HACK - should come from audio.ini
|
||||
|
||||
volume_scale = CalculateSourceVolumeScale();
|
||||
L4AudioLocation *audio_location = Cast_Object(L4AudioLocation*, GetAudioLocation());
|
||||
Check(application);
|
||||
L4AudioRenderer *audio_renderer =
|
||||
Cast_Object(L4AudioRenderer*, application->GetAudioRenderer());
|
||||
Check(audio_renderer);
|
||||
AudioHead *audio_head = audio_renderer->GetAudioHead();
|
||||
Check(audio_head);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F4): the original ended its volume path in MIDI
|
||||
// CC7, whose GM/SoundFont curve is concave -- amplitude ~ (v/127)^2. Writing
|
||||
// volume_scale linearly to AL_GAIN played every intermediate level about
|
||||
// +6 dB hot at mid-scale and compressed the authored dynamic range.
|
||||
//
|
||||
// AL_MAX_DISTANCE is no longer written here: the distance model is AL_NONE
|
||||
// (see MUNGA/AUDIO.cpp) so it has no effect, and DirectPatch is the
|
||||
// non-positional cockpit path which never took distance attenuation anyway.
|
||||
//
|
||||
const float direct_note_pitch = RPNotePitchFactor((int)GetCurrentNoteValue());
|
||||
PatchResource *direct_patch = Cast_Object(PatchResource*, GetAudioResource());
|
||||
for (int i=0; i < channelSet.count; i++)
|
||||
{
|
||||
alSourcef(channelSet.sources[i],AL_MAX_DISTANCE,audio_location->getMaxDistance(audio_head));
|
||||
alSourcef(channelSet.sources[i], AL_GAIN, volume_scale);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN,
|
||||
volume_scale * volume_scale * direct_patch->GetZoneBassGain(i));
|
||||
alSourcef(channelSet.sources[i], AL_PITCH, (float)relativePitch * direct_note_pitch);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1206,6 +1314,17 @@ void
|
||||
patch_resource->SetDistance(GetDistanceToSource());
|
||||
patch_resource->SetupPatch(channelSet);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F11): wet exterior. The original sent CC91 =
|
||||
// global_reverb_scale on all four channels of a 3D source and CC91 = 0 on
|
||||
// the cockpit DirectPatch channels -- a deliberate outside/inside contrast
|
||||
// that the port lost when every send site was commented out.
|
||||
//
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
EFX_AttachReverbSend(channelSet.sources[i]);
|
||||
}
|
||||
|
||||
/*patch_resource->SetDistance(GetDistanceToSource());
|
||||
for (i = 0; i < AudioChannelSetSize; i++)
|
||||
{
|
||||
@@ -1405,15 +1524,71 @@ void
|
||||
|
||||
pitch_offset = CalculateSourcePitchOffset();
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F10): add the AUTHORED doppler. AUDIO.INI's
|
||||
// doppler_range=600 / speed_of_sound=250 are computed into
|
||||
// AudioLocation::dopplerCents on every spatial update, and the original
|
||||
// applied it on this dynamic path only -- static and direct sources stayed
|
||||
// doppler-free. GetDopplerCents() previously had no callers at all.
|
||||
//
|
||||
pitch_offset += GetAudioLocation()->GetDopplerCents();
|
||||
|
||||
double relativePitch = pow(2.0,pitch_offset/1200.0);
|
||||
Clamp(relativePitch,0.5,2.0);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md): relativePitch was computed here and never
|
||||
// applied -- there was no AL_PITCH call anywhere in the tree, so the whole
|
||||
// authored pitch chain (pitch_mix_offset / PitchAudioControlID, authored 97
|
||||
// times across RP's sequences) was inert along with doppler.
|
||||
//
|
||||
// AL_VELOCITY is still written for bookkeeping but is now inert: doppler
|
||||
// factor is 0 (see MUNGA/AUDIO.cpp) because this feed is sign-inverted
|
||||
// relative to the AL_POSITION frame and never subtracted head velocity.
|
||||
// AL_MAX_DISTANCE is dropped -- the distance model is AL_NONE and the
|
||||
// authored curve is applied in CalculateSourceVolumeScale instead.
|
||||
//
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9): the AUTHORED high-frequency rolloff. The
|
||||
// original drove the AWE filter cutoff on this path from
|
||||
// highFreqCutoffScale x brightnessScale, ungated, on all four quadrant
|
||||
// channels -- every moving 3D sound got duller with distance. AUDIO.INI
|
||||
// still computes highFreqCutoffScale each frame (rolloff 2.0, knee 60,
|
||||
// scale 0.005) and GetHighFreqCutoffScale() previously had zero callers.
|
||||
//
|
||||
float dynamic_gainhf = 1.0f;
|
||||
|
||||
if (EFX_Available())
|
||||
{
|
||||
PatchResource *filter_patch =
|
||||
Cast_Object(PatchResource*, GetAudioResource());
|
||||
Check(filter_patch);
|
||||
|
||||
Scalar filter_scale =
|
||||
GetAudioLocation()->GetHighFreqCutoffScale() *
|
||||
CalculateSourceBrightnessScale();
|
||||
Scalar max_cutoff = (Scalar)filter_patch->GetMaxMIDIFilterCutoff();
|
||||
Scalar midi_cutoff = filter_scale * max_cutoff;
|
||||
|
||||
dynamic_gainhf = EFX_CutoffScaleToGainHF(
|
||||
(float)(midi_cutoff / (Scalar)MIDI_MAX_CONTROL_VALUE)
|
||||
);
|
||||
}
|
||||
|
||||
const float dynamic_note_pitch = RPNotePitchFactor((int)GetCurrentNoteValue());
|
||||
PatchResource *dynamic_patch = Cast_Object(PatchResource*, GetAudioResource());
|
||||
for (int i=0; i < channelSet.count; i++)
|
||||
{
|
||||
alSource3f(channelSet.sources[i],AL_POSITION,pos.x,pos.y,pos.z);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN, volume_scale);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN,
|
||||
volume_scale * volume_scale * dynamic_patch->GetZoneBassGain(i));
|
||||
alSourcef(channelSet.sources[i], AL_PITCH, (float)relativePitch * dynamic_note_pitch);
|
||||
alSource3f(channelSet.sources[i],AL_VELOCITY,-relative_velocity.x,-relative_velocity.y,-relative_velocity.z);
|
||||
alSourcef(channelSet.sources[i],AL_MAX_DISTANCE,audio_location->getMaxDistance(audio_head));
|
||||
|
||||
if (EFX_Available())
|
||||
{
|
||||
EFX_SetSourceLowpassGainHF(channelSet.sources[i], dynamic_gainhf);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1430,24 +1605,27 @@ AudioControlValue
|
||||
//
|
||||
// Call inherited method to calculate volume scale
|
||||
//
|
||||
Scalar
|
||||
Scalar
|
||||
volume_scale = L4AudioSource::CalculateSourceVolumeScale();
|
||||
return volume_scale;
|
||||
|
||||
//
|
||||
// Update the spatial model that will result in the value
|
||||
// for distance related volume attenuation
|
||||
//
|
||||
/*Check(application);
|
||||
Check(application->GetAudioRenderer());
|
||||
UpdateSpatialModel(application->GetAudioRenderer()->GetAudioHead());
|
||||
|
||||
//
|
||||
// Apply distance attenuation to the volume scale
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F3): apply the AUTHORED distance attenuation.
|
||||
// AUDIO.INI's knee/rolloff curve (amplitude_rolloff=2.0, knee=60,
|
||||
// distance_scale=0.003, clipping_radius=550) is computed into
|
||||
// distanceVolumeScale on every spatial update; this multiply was commented
|
||||
// out behind an early return and AL_LINEAR_DISTANCE substituted, which faded
|
||||
// distant audio on a straight line to zero instead of the authored
|
||||
// 1/(1+(k(d-knee))^2). Restoring it also un-blinds the volume-based
|
||||
// transient cull, the AudioWeighting voice-steal, and the CalculateMix
|
||||
// ducking chain, all of which key off this value and were treating far
|
||||
// sources as full-presence.
|
||||
//
|
||||
// The spatial model is already refreshed each Execute, so the
|
||||
// UpdateSpatialModel call the original comment carried is not needed here.
|
||||
//
|
||||
Check(GetAudioLocation());
|
||||
volume_scale *= GetAudioLocation()->GetDistanceVolumeScale();
|
||||
return volume_scale;*/
|
||||
return volume_scale;
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
@@ -1468,6 +1646,26 @@ Static3DPatchSource::Static3DPatchSource(
|
||||
MemoryStream_Read(stream, &useInternalSpatialization);
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
AudioControlValue
|
||||
Static3DPatchSource::CalculateSourceVolumeScale()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F3): same authored distance attenuation as the
|
||||
// dynamic path. The spatial model computes distanceVolumeScale on every
|
||||
// execute; without this multiply statics were left to AL_LINEAR_DISTANCE.
|
||||
//
|
||||
Scalar volume_scale = L4AudioSource::CalculateSourceVolumeScale();
|
||||
Check(GetAudioLocation());
|
||||
volume_scale *= GetAudioLocation()->GetDistanceVolumeScale();
|
||||
return volume_scale;
|
||||
}
|
||||
|
||||
Logical Static3DPatchSource::IsAudioSourceClipped(AudioHead *audio_head)
|
||||
{
|
||||
if (AudioSource::IsAudioSourceClipped(audio_head) || l4_application->GetMissionPlayer()->GetPlayerVehicle()->GetSimulationState() == VTV::BurningState)
|
||||
@@ -1694,6 +1892,16 @@ void
|
||||
Check(patch_resource);
|
||||
patch_resource->SetDistance(GetDistanceToSource());
|
||||
patch_resource->SetupPatch(channelSet);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F11): statics are exterior sources too, so they
|
||||
// take the same wet send as the dynamic path.
|
||||
//
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
EFX_AttachReverbSend(channelSet.sources[i]);
|
||||
}
|
||||
|
||||
/*for (i = 0; i < AudioChannelSetSize; i++)
|
||||
{
|
||||
if ((channel = channelSet.GetNth(i)) != NULL)
|
||||
@@ -1909,12 +2117,6 @@ void
|
||||
|
||||
Scalar volume_scale = CalculateSourceVolumeScale();
|
||||
L4AudioLocation *audio_location = Cast_Object(L4AudioLocation*, GetAudioLocation());
|
||||
Check(application);
|
||||
L4AudioRenderer *audio_renderer =
|
||||
Cast_Object(L4AudioRenderer*, application->GetAudioRenderer());
|
||||
Check(audio_renderer);
|
||||
AudioHead *audio_head = audio_renderer->GetAudioHead();
|
||||
Check(audio_head);
|
||||
|
||||
Scalar pitch_offset;
|
||||
|
||||
@@ -1933,12 +2135,47 @@ void
|
||||
relative_position = audio_location->GetVectorToSource();
|
||||
}
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F4 + pitch): squared CC7 volume law, and the
|
||||
// authored pitch chain applied -- see the DirectPatch/Dynamic3D paths. The
|
||||
// original left static sources doppler-free, so no doppler term here.
|
||||
// AL_MAX_DISTANCE dropped with the AL_NONE distance model; the authored
|
||||
// curve is applied in CalculateSourceVolumeScale.
|
||||
//
|
||||
//Static models have their position freely available as relative positions and stand still
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9): statics took brightness alone in the
|
||||
// original -- no distance term on this path.
|
||||
//
|
||||
float static_gainhf = 1.0f;
|
||||
|
||||
if (EFX_Available() && UseSourceBrightnessScale())
|
||||
{
|
||||
PatchResource *filter_patch =
|
||||
Cast_Object(PatchResource*, GetAudioResource());
|
||||
Check(filter_patch);
|
||||
|
||||
Scalar midi_cutoff =
|
||||
CalculateSourceBrightnessScale() *
|
||||
(Scalar)filter_patch->GetMaxMIDIFilterCutoff();
|
||||
|
||||
static_gainhf = EFX_CutoffScaleToGainHF(
|
||||
(float)(midi_cutoff / (Scalar)MIDI_MAX_CONTROL_VALUE)
|
||||
);
|
||||
}
|
||||
|
||||
const float static_note_pitch = RPNotePitchFactor((int)GetCurrentNoteValue());
|
||||
for (int i=0; i < channelSet.count; i++)
|
||||
{
|
||||
alSourcef(channelSet.sources[i], AL_GAIN, volume_scale);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN,
|
||||
volume_scale * volume_scale * patch_resource->GetZoneBassGain(i));
|
||||
alSourcef(channelSet.sources[i], AL_PITCH, (float)relativePitch * static_note_pitch);
|
||||
alSource3f(channelSet.sources[i],AL_POSITION,relative_position.x,relative_position.y,relative_position.z);
|
||||
alSourcef(channelSet.sources[i],AL_MAX_DISTANCE,audio_location->getMaxDistance(audio_head));
|
||||
|
||||
if (EFX_Available())
|
||||
{
|
||||
EFX_SetSourceLowpassGainHF(channelSet.sources[i], static_gainhf);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
@@ -541,6 +541,13 @@ public:
|
||||
|
||||
virtual Logical IsAudioSourceClipped(AudioHead *audio_head);
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Mix levels
|
||||
//
|
||||
public:
|
||||
AudioControlValue
|
||||
CalculateSourceVolumeScale();
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// SetPosition
|
||||
//
|
||||
|
||||
+34
-1
@@ -128,8 +128,25 @@ void
|
||||
// #endif
|
||||
SAMPLEINFO info;
|
||||
|
||||
//
|
||||
// Ask this patch for no more zones than it has.
|
||||
//
|
||||
// sourceSet.count was fixed when the audio source was built, from
|
||||
// whichever level of detail was selected at the time. SetDistance
|
||||
// re-picks the level of detail by distance immediately before this
|
||||
// runs (see Static3DPatchSource::StartImplementation), and a
|
||||
// further-away patch can have fewer zones than the one the source was
|
||||
// sized for - so the count outruns this patch's zone list, and the
|
||||
// zones past the end come back as "no such zone".
|
||||
//
|
||||
int zone_count = PRESET_getNumSamples(bankID,patchID);
|
||||
if (zone_count > sourceSet.count)
|
||||
{
|
||||
zone_count = sourceSet.count;
|
||||
}
|
||||
|
||||
//Attach buffers
|
||||
for (int i=0; i < sourceSet.count; i++)
|
||||
for (int i=0; i < zone_count; i++)
|
||||
{
|
||||
info = PRESET_getSampleInfo(bankID,patchID,i);
|
||||
if (info.bufferIndex >= 0)
|
||||
@@ -310,3 +327,19 @@ MIDINRPNValue
|
||||
Check(patch_level_of_detail);
|
||||
return patch_level_of_detail->GetMaxMIDIFilterCutoff();
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
float
|
||||
PatchResource::GetZoneBassGain(int zone_index)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
PatchLevelOfDetail *patch_level_of_detail =
|
||||
Cast_Object(PatchLevelOfDetail*, GetAudioLevelOfDetail());
|
||||
|
||||
Check(patch_level_of_detail);
|
||||
return patch_level_of_detail->GetZoneBassGain(zone_index);
|
||||
}
|
||||
|
||||
@@ -37,6 +37,12 @@ struct PRESETINFO
|
||||
|
||||
extern PRESETINFO allPresets[2][100];
|
||||
|
||||
//
|
||||
// Defined in L4AUDRES.cpp; declared here rather than including that header so
|
||||
// the level-of-detail and resource headers stay independent of each other.
|
||||
//
|
||||
float RPBufferBassGain(int buffer_index);
|
||||
|
||||
bool PRESET_isImplemented(int bank, int preset);
|
||||
int PRESET_getNumSamples(int bank, int preset);
|
||||
SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd);
|
||||
@@ -69,6 +75,14 @@ public:
|
||||
GetVoiceCount()
|
||||
{return PRESET_getNumSamples(bankID,patchID);}
|
||||
|
||||
//
|
||||
// Gain this zone takes from the Home/End bass trim, 1.0 when untouched.
|
||||
//
|
||||
float
|
||||
GetZoneBassGain(int zone_index)
|
||||
{return RPBufferBassGain(
|
||||
PRESET_getSampleInfo(bankID,patchID,zone_index).bufferIndex);}
|
||||
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
// BuildFromPage
|
||||
@@ -163,6 +177,12 @@ public:
|
||||
void
|
||||
SetupPatch(SourceSet sourceSet);
|
||||
|
||||
//
|
||||
// Gain this zone takes from the Home/End bass trim, 1.0 when untouched.
|
||||
//
|
||||
float
|
||||
GetZoneBassGain(int zone_index);
|
||||
|
||||
MIDINRPNValue
|
||||
GetMaxMIDIFilterCutoff();
|
||||
};
|
||||
|
||||
@@ -18,6 +18,130 @@
|
||||
ALuint *g_buffers;
|
||||
int g_numBuffers;
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bass trim ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// RP412AUDIOBASS, 0.0..1.0, default 1.0 (the mix exactly as authored), stepped
|
||||
// live by the Home/End keys.
|
||||
//
|
||||
// The arcade pod ran the game at unity and did its volume and tone shaping in
|
||||
// hardware -- an external amplifier and a 3-way crossover. A desktop player has
|
||||
// neither, so the low band needs a control in software. This is the crossover's
|
||||
// low trim; the master volume (L4AUDRND.cpp) is the amplifier's.
|
||||
//
|
||||
// It cannot be an EFX filter: the OpenAL this game ships implements only
|
||||
// AL_FILTER_LOWPASS, so there is no low shelf or bandpass to lean on, and the
|
||||
// one direct filter a source gets is already carrying the authored brightness
|
||||
// model. So the trim is a GAIN, applied per zone in the mix.
|
||||
//
|
||||
// That works because of HOW the low end is built. RP's soundbanks carry their
|
||||
// weight in discrete deep layer zones whose per-zone tuning bakes out to a very
|
||||
// low playback rate -- 13 zones sit below 8 kHz, between 3.4 and 5.2 octaves
|
||||
// below their recorded pitch, against 81% of the set at 22 kHz and up. A zone's
|
||||
// baked rate is therefore a reliable proxy for which band it occupies, so
|
||||
// attenuating the low-rate zones is a genuine low-band trim rather than a blunt
|
||||
// overall cut.
|
||||
//
|
||||
// Ramp: untouched at or above 22050 Hz, full trim at or below 5512 Hz, log
|
||||
// interpolated between, so nothing steps abruptly at a threshold. Each buffer's
|
||||
// DEPTH is fixed at load; the trim itself is read at mix time, which is what
|
||||
// lets the keys move it while sounds are playing.
|
||||
//
|
||||
static const ALsizei kBassTrimFullRate = 5512; // at/below: full trim
|
||||
static const ALsizei kBassTrimNoneRate = 22050; // at/above: untouched
|
||||
static const char kBassTrimFile[] = "bass.cfg";
|
||||
static const float kBassTrimStep = 0.05f;
|
||||
|
||||
static float *g_bufferBassDepth = NULL; // one per loaded buffer
|
||||
static float g_bassTrim = 1.0f;
|
||||
|
||||
//
|
||||
// How much of the trim a buffer at this rate takes: 0 = untouched, 1 = fully.
|
||||
//
|
||||
static float
|
||||
RPBassDepthForRate(ALsizei rate)
|
||||
{
|
||||
if (rate >= kBassTrimNoneRate) return 0.0f;
|
||||
if (rate <= kBassTrimFullRate) return 1.0f;
|
||||
|
||||
const float span = (float)log((double)kBassTrimNoneRate / (double)kBassTrimFullRate);
|
||||
|
||||
return (float)log((double)kBassTrimNoneRate / (double)rate) / span;
|
||||
}
|
||||
|
||||
void
|
||||
RPBassTrimInitialize()
|
||||
{
|
||||
g_bassTrim = 1.0f;
|
||||
|
||||
if (const char *setting = getenv("RP412AUDIOBASS"))
|
||||
{
|
||||
float value = (float)atof(setting);
|
||||
|
||||
if (value >= 0.0f && value <= 1.0f)
|
||||
{
|
||||
g_bassTrim = value;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Whatever the player last set with the keys wins, exactly as the master
|
||||
// volume behaves -- environ.ini only decides where an untouched machine
|
||||
// starts out.
|
||||
//
|
||||
if (FILE *cfg = fopen(kBassTrimFile, "rt"))
|
||||
{
|
||||
float value = -1.0f;
|
||||
|
||||
if (fscanf(cfg, "%f", &value) == 1 && value >= 0.0f && value <= 1.0f)
|
||||
{
|
||||
g_bassTrim = value;
|
||||
}
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
Tell("Audio bass trim " << (int)(g_bassTrim * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
void
|
||||
RPBassTrimStep(int direction)
|
||||
{
|
||||
g_bassTrim += (direction > 0) ? kBassTrimStep : -kBassTrimStep;
|
||||
|
||||
if (g_bassTrim < 0.0f) g_bassTrim = 0.0f;
|
||||
if (g_bassTrim > 1.0f) g_bassTrim = 1.0f;
|
||||
|
||||
g_bassTrim = (float)((int)(g_bassTrim / kBassTrimStep + 0.5f)) * kBassTrimStep;
|
||||
|
||||
if (FILE *cfg = fopen(kBassTrimFile, "wt"))
|
||||
{
|
||||
fprintf(cfg, "%.2f\n", g_bassTrim);
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
Tell("Audio bass trim " << (int)(g_bassTrim * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
float
|
||||
RPBassTrim()
|
||||
{
|
||||
return g_bassTrim;
|
||||
}
|
||||
|
||||
//
|
||||
// The gain a zone takes at the current trim. 1.0 whenever the player has not
|
||||
// touched it, so the default costs one multiply by one.
|
||||
//
|
||||
float
|
||||
RPBufferBassGain(int buffer_index)
|
||||
{
|
||||
if (g_bassTrim >= 0.999f || g_bufferBassDepth == NULL
|
||||
|| buffer_index < 0 || buffer_index >= g_numBuffers)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
return 1.0f - (1.0f - g_bassTrim) * g_bufferBassDepth[buffer_index];
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
//####################### AudioObjectStream #############################
|
||||
//#############################################################################
|
||||
@@ -566,6 +690,18 @@ void
|
||||
g_buffers = NULL;
|
||||
g_numBuffers = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
//
|
||||
// Parallel to g_buffers: how much of the bass trim each zone takes.
|
||||
//
|
||||
RPBassTrimInitialize();
|
||||
g_bufferBassDepth = new float[g_numBuffers];
|
||||
for (int b = 0; b < g_numBuffers; b++)
|
||||
{
|
||||
g_bufferBassDepth[b] = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int bufferInd = 0;
|
||||
@@ -647,6 +783,15 @@ void
|
||||
sf_read_raw(file,data,size);
|
||||
sf_close(file);
|
||||
|
||||
//
|
||||
// Record which band this zone sits in, for the Home/End bass
|
||||
// trim. Fixed per buffer; the trim itself is read at mix time.
|
||||
//
|
||||
if (g_bufferBassDepth != NULL)
|
||||
{
|
||||
g_bufferBassDepth[bufferInd] = RPBassDepthForRate(alSampleRate);
|
||||
}
|
||||
|
||||
//Feed the buffer
|
||||
alBufferData(g_buffers[bufferInd],format,data,size,alSampleRate);
|
||||
PRESET_setBufferIndex(i,j,k,bufferInd);
|
||||
@@ -726,6 +871,16 @@ void
|
||||
|
||||
ALuint AL_getBuffer(int index)
|
||||
{
|
||||
//
|
||||
// 0 is AL_NONE - "no buffer" - which alSourcei accepts and which detaches
|
||||
// the source rather than crashing. An index that is out of range means a
|
||||
// zone that does not exist, and the only thing an unchecked lookup here
|
||||
// can do about it is read whatever lies past the array.
|
||||
//
|
||||
if (g_buffers == NULL || index < 0 || index >= g_numBuffers)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return g_buffers[index];
|
||||
}
|
||||
|
||||
|
||||
@@ -9,6 +9,16 @@ ALuint AL_getBuffer(int index);
|
||||
extern ALuint *g_buffers;
|
||||
extern int g_numBuffers;
|
||||
|
||||
//
|
||||
// RP412AUDIOBASS low-band trim, stepped live by the Home/End keys. Applied as
|
||||
// a per-zone gain in the mix; see the comment block in L4AUDRES.cpp for why it
|
||||
// lives here and not in EFX.
|
||||
//
|
||||
void RPBassTrimInitialize();
|
||||
void RPBassTrimStep(int direction);
|
||||
float RPBassTrim();
|
||||
float RPBufferBassGain(int buffer_index);
|
||||
|
||||
|
||||
//class AudioHardware;
|
||||
|
||||
|
||||
+311
-28
@@ -2,9 +2,20 @@
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4audrnd.h"
|
||||
#include "l4audefx.h"
|
||||
#include "..\munga\notation.h"
|
||||
#include "openal/alc.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
//
|
||||
// Master volume limits, shared by the startup load and the PgUp/PgDn step.
|
||||
// The file sits beside the exe with the other runtime state.
|
||||
//
|
||||
static const char kAudioVolumeFile[] = "volume.cfg";
|
||||
static const float kAudioVolumeStep = 0.05f;
|
||||
static const float kAudioVolumeMax = 2.0f;
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// L4AudioRenderer
|
||||
@@ -379,6 +390,66 @@ void
|
||||
{
|
||||
ALCcontext *context = alcCreateContext(device,NULL);
|
||||
alcMakeContextCurrent(context);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9/F11): bring up the EFX bridge that carries
|
||||
// the authored brightness/distance lowpass and the wet-exterior reverb
|
||||
// send. Needs the context current, and the reverb gain has already been
|
||||
// read from AUDIO.INI into the head above. Inert without ALC_EXT_EFX.
|
||||
//
|
||||
EFX_Initialize(audio_head->GetGlobalReverbScale());
|
||||
|
||||
//
|
||||
// Master volume. There was no listener gain at all before -- the mix
|
||||
// always ran at unity -- so restoring the authored dynamics gave players
|
||||
// no way to pull the whole thing down. This lives in environ.ini rather
|
||||
// than AUDIO.INI deliberately: AUDIO.INI is byte-identical to the file
|
||||
// that shipped in 1995 and is worth keeping that way.
|
||||
//
|
||||
// Default is 1.0, i.e. exactly the previous behaviour -- the knob only
|
||||
// does something when someone asks for it.
|
||||
//
|
||||
{
|
||||
float master_volume = 1.0f;
|
||||
|
||||
if (const char *setting = getenv("RP412AUDIOVOLUME"))
|
||||
{
|
||||
float value = (float)atof(setting);
|
||||
|
||||
if (value >= 0.0f && value <= kAudioVolumeMax)
|
||||
{
|
||||
master_volume = value;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Whatever the player last set with the volume keys wins over the
|
||||
// environ.ini figure: the keys are the amplifier knob, and a knob
|
||||
// stays where it was left. environ.ini sets where it starts on a
|
||||
// machine that has never been touched.
|
||||
//
|
||||
if (FILE *cfg = fopen(kAudioVolumeFile, "rt"))
|
||||
{
|
||||
float value = -1.0f;
|
||||
|
||||
if (fscanf(cfg, "%f", &value) == 1
|
||||
&& value >= 0.0f && value <= kAudioVolumeMax)
|
||||
{
|
||||
master_volume = value;
|
||||
}
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
gRPMasterVolume = master_volume;
|
||||
alListenerf(AL_GAIN, master_volume);
|
||||
Tell("Audio master volume " << (int)(master_volume * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
//
|
||||
// The bass trim is not set here: it is a per-zone gain owned by the
|
||||
// resource manager (L4AUDRES.cpp), which needs the buffers to exist
|
||||
// first. PreloadResources initialises it below.
|
||||
//
|
||||
}
|
||||
|
||||
//
|
||||
@@ -1257,6 +1328,190 @@ Logical
|
||||
return resources_available;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Master volume ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// The pod ran at unity and left volume to an external amplifier, so the game
|
||||
// never had a level control. Standing in for that amplifier means the player
|
||||
// needs to reach it while playing, not only through environ.ini -- hence the
|
||||
// PgUp/PgDn binding in L4Application::KeyCommandMessageHandler.
|
||||
//
|
||||
// Page keys specifically: they produce no typed character, so they cannot
|
||||
// collide with any of the engine's character-keyed commands the way '+'/'-'
|
||||
// would, they are bound to nothing in any RP layout, and they exist on
|
||||
// tenkeyless keyboards.
|
||||
//
|
||||
float gRPMasterVolume = 1.0f;
|
||||
|
||||
void
|
||||
RPAudioMasterVolumeStep(int direction)
|
||||
{
|
||||
gRPMasterVolume += (direction > 0) ? kAudioVolumeStep : -kAudioVolumeStep;
|
||||
|
||||
if (gRPMasterVolume < 0.0f) gRPMasterVolume = 0.0f;
|
||||
if (gRPMasterVolume > kAudioVolumeMax) gRPMasterVolume = kAudioVolumeMax;
|
||||
|
||||
//
|
||||
// Snap to the step grid so repeated presses cannot drift on float error and
|
||||
// land somewhere that never reads back as a round number.
|
||||
//
|
||||
gRPMasterVolume =
|
||||
(float)((int)(gRPMasterVolume / kAudioVolumeStep + 0.5f)) * kAudioVolumeStep;
|
||||
|
||||
alListenerf(AL_GAIN, gRPMasterVolume);
|
||||
|
||||
//
|
||||
// Persist immediately. A pod operator setting the level expects it to still
|
||||
// be there after the cabinet is power-cycled, and there is no settings UI to
|
||||
// hang it off.
|
||||
//
|
||||
if (FILE *cfg = fopen(kAudioVolumeFile, "wt"))
|
||||
{
|
||||
fprintf(cfg, "%.2f\n", gRPMasterVolume);
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
Tell("Audio master volume " << (int)(gRPMasterVolume * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OpenAL source pool ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// Sources are expensive to create and destroy and are a HARD per-context
|
||||
// resource (this driver grants 256 mono). Generating one per sound event and
|
||||
// deleting it on release burns through that ceiling during busy play even
|
||||
// though steady-state demand is modest, which shows up as sounds silently
|
||||
// failing to start. Generate once, recycle forever.
|
||||
//
|
||||
// The cap sits below the driver grant with a reserve, so growth stops on our
|
||||
// terms rather than on an alGenSources failure. Growth also stops by itself if
|
||||
// a driver offers fewer sources than the cap -- a failed generate simply ends
|
||||
// growth and the pool recycles what it already has.
|
||||
//
|
||||
static const int kAudioPoolMax = 512; // free-list array size
|
||||
static const int kAudioPoolCap = 240; // grow no further than this
|
||||
|
||||
static ALuint gAudioPoolFree[kAudioPoolMax];
|
||||
static int gAudioPoolFreeCount = 0; // entries parked in gAudioPoolFree
|
||||
static int gAudioPoolTotal = 0; // sources ever generated (<= cap)
|
||||
static long gAudioPoolReuses = 0; // diagnostics
|
||||
|
||||
int RPAudioPoolSize() { return gAudioPoolTotal; }
|
||||
int RPAudioPoolFree() { return gAudioPoolFreeCount; }
|
||||
long RPAudioPoolReuses() { return gAudioPoolReuses; }
|
||||
|
||||
//
|
||||
// Reset a source to a neutral state so nothing carries across owners.
|
||||
//
|
||||
static void
|
||||
RPAudioScrubSource(ALuint src)
|
||||
{
|
||||
ALint state = AL_STOPPED;
|
||||
|
||||
alGetSourcei(src, AL_SOURCE_STATE, &state);
|
||||
if (state == AL_PLAYING || state == AL_PAUSED)
|
||||
{
|
||||
alSourceStop(src);
|
||||
}
|
||||
|
||||
alSourcei(src, AL_BUFFER, 0); // detach (nothing is queued here)
|
||||
alSourcei(src, AL_LOOPING, AL_FALSE); // or the next owner inherits a loop
|
||||
alSourcef(src, AL_GAIN, 1.0f);
|
||||
alSourcef(src, AL_PITCH, 1.0f);
|
||||
alSourcei(src, AL_SOURCE_RELATIVE, AL_FALSE);
|
||||
alSource3f(src, AL_POSITION, 0.0f, 0.0f, 0.0f);
|
||||
alSource3f(src, AL_VELOCITY, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
//
|
||||
// Drop the EFX state too. Without this a recycled name can carry a 3D
|
||||
// source's reverb send into a dry cockpit sound, or a distant source's
|
||||
// lowpass into a close one.
|
||||
//
|
||||
EFX_ClearSourceEffects(src);
|
||||
|
||||
alGetError(); // swallow any property complaint
|
||||
}
|
||||
|
||||
//
|
||||
// Hand out a source: recycle first, generate only while under the cap.
|
||||
// False means genuinely out, and the caller retries after the steal loop runs.
|
||||
//
|
||||
Logical
|
||||
RPAudioPoolAcquire(ALuint *out)
|
||||
{
|
||||
Check_Pointer(out);
|
||||
|
||||
while (gAudioPoolFreeCount > 0)
|
||||
{
|
||||
ALuint src = gAudioPoolFree[--gAudioPoolFreeCount];
|
||||
|
||||
if (alIsSource(src)) // a context reset invalidates names
|
||||
{
|
||||
++gAudioPoolReuses;
|
||||
*out = src;
|
||||
return True;
|
||||
}
|
||||
--gAudioPoolTotal; // stale name: forget it
|
||||
}
|
||||
|
||||
if (gAudioPoolTotal >= kAudioPoolCap)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
|
||||
ALuint src = 0;
|
||||
|
||||
alGetError();
|
||||
alGenSources(1, &src);
|
||||
if (alGetError() != AL_NO_ERROR || !alIsSource(src))
|
||||
{
|
||||
return False; // driver said no before our cap
|
||||
}
|
||||
|
||||
++gAudioPoolTotal;
|
||||
|
||||
#if DEBUG_LEVEL>0
|
||||
{
|
||||
//
|
||||
// One line per high-water band, so a log shows how close real play gets
|
||||
// to the ceiling without spamming.
|
||||
//
|
||||
static int s_notified = 0;
|
||||
|
||||
if (gAudioPoolTotal >= s_notified + 25)
|
||||
{
|
||||
s_notified = gAudioPoolTotal;
|
||||
Tell("Audio source pool high-water: " << gAudioPoolTotal
|
||||
<< " of " << kAudioPoolCap << "\n");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
*out = src;
|
||||
return True;
|
||||
}
|
||||
|
||||
//
|
||||
// Take a source back. Scrubbed and parked, never deleted.
|
||||
//
|
||||
void
|
||||
RPAudioPoolRelease(ALuint src)
|
||||
{
|
||||
if (!alIsSource(src))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RPAudioScrubSource(src);
|
||||
|
||||
if (gAudioPoolFreeCount < kAudioPoolMax)
|
||||
{
|
||||
gAudioPoolFree[gAudioPoolFreeCount++] = src;
|
||||
return;
|
||||
}
|
||||
|
||||
alDeleteSources(1, &src); // unreachable: cap < array size
|
||||
--gAudioPoolTotal;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// RequestAudioChannels
|
||||
@@ -1271,30 +1526,54 @@ Logical
|
||||
Check(this);
|
||||
Check(source_request);
|
||||
|
||||
//Do we have enough?
|
||||
//
|
||||
// SOURCE POOLING (docs/SOUND.md). This used to alGenSources per sound
|
||||
// event, with ReleaseSourceSet alDeleteSources'ing on release -- so play
|
||||
// activity CHURNED through OpenAL's per-context source limit (the driver
|
||||
// grants 256 mono here). Recovering the soundbanks took the voice count
|
||||
// per sound from about 1.1 zones to about 2.6, roughly doubling that churn.
|
||||
//
|
||||
// The BT tree measured this exact problem: raising the budget was NOT the
|
||||
// fix, recycling was, and it was a net CPU win besides. Sources are now
|
||||
// generated once and handed back to a free list, so steady-state play costs
|
||||
// no allocation at all.
|
||||
//
|
||||
int requested = source_request->count;
|
||||
|
||||
bool failed = true;
|
||||
|
||||
alGetError();
|
||||
if (requested > (int)(sizeof(source_request->sources) / sizeof(source_request->sources[0])))
|
||||
{
|
||||
requested = (int)(sizeof(source_request->sources) / sizeof(source_request->sources[0]));
|
||||
source_request->count = requested;
|
||||
}
|
||||
|
||||
for (int i = 0; i < requested; i++)
|
||||
{
|
||||
if (!alIsSource(source_request->sources[i]))
|
||||
if (source_request->sources[i] != 0 && alIsSource(source_request->sources[i]))
|
||||
{
|
||||
alGenSources(1, source_request->sources + i);
|
||||
continue; // slot already holds a live source
|
||||
}
|
||||
}
|
||||
|
||||
ALenum error = alGetError();
|
||||
if (error == AL_NO_ERROR)
|
||||
{
|
||||
failed = false;
|
||||
}
|
||||
|
||||
if (failed)
|
||||
{
|
||||
return False;
|
||||
ALuint src = 0;
|
||||
|
||||
if (!RPAudioPoolAcquire(&src))
|
||||
{
|
||||
//
|
||||
// Out of sources. Hand back everything acquired on THIS attempt so a
|
||||
// failed request cannot strand voices -- the renderer's steal loop
|
||||
// will free some and retry.
|
||||
//
|
||||
for (int j = 0; j < i; j++)
|
||||
{
|
||||
if (source_request->sources[j] != 0)
|
||||
{
|
||||
RPAudioPoolRelease(source_request->sources[j]);
|
||||
source_request->sources[j] = 0;
|
||||
}
|
||||
}
|
||||
return False;
|
||||
}
|
||||
|
||||
source_request->sources[i] = src;
|
||||
}
|
||||
|
||||
return True;
|
||||
@@ -1375,23 +1654,27 @@ Logical
|
||||
|
||||
void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
|
||||
{
|
||||
//
|
||||
// SOURCE POOLING (docs/SOUND.md): park each source on the free list rather
|
||||
// than destroying it. RPAudioPoolRelease stops it, detaches its buffer and
|
||||
// scrubs the state -- including the EFX filter and reverb send -- so the
|
||||
// next owner starts clean.
|
||||
//
|
||||
// The bulk alDeleteSources(count, sources) this replaces was also a leak
|
||||
// waiting to happen: per the AL spec it is ATOMIC, so ONE invalid name in
|
||||
// the array (an empty slot of a partial set, or the old -1 sentinel on a
|
||||
// double release) meant NOTHING was deleted and the whole set leaked.
|
||||
// Slots are parked at 0, which is never a valid AL name -- unlike -1, which
|
||||
// alIsSource would be asked about as 0xFFFFFFFF.
|
||||
//
|
||||
for (int i = 0; i < sourceSet.count; i++)
|
||||
{
|
||||
ALenum state;
|
||||
alGetSourcei(sourceSet.sources[i], AL_SOURCE_STATE, &state);
|
||||
|
||||
if (state == AL_PLAYING)
|
||||
if (sourceSet.sources[i] != 0)
|
||||
{
|
||||
alSourceStop(sourceSet.sources[i]);
|
||||
RPAudioPoolRelease(sourceSet.sources[i]);
|
||||
sourceSet.sources[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
alDeleteSources(sourceSet.count, sourceSet.sources);
|
||||
|
||||
for (int i = 0; i < sourceSet.count; i++)
|
||||
{
|
||||
sourceSet.sources[i] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer profile bits ~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -6,6 +6,14 @@
|
||||
#include "l4audres.h"
|
||||
#include "openal/al.h"
|
||||
|
||||
//
|
||||
// Master volume, standing in for the amplifier the cabinets had. Stepped by
|
||||
// PgUp/PgDn (L4APP.cpp) and persisted to volume.cfg; see L4AUDRND.cpp.
|
||||
//
|
||||
extern float gRPMasterVolume;
|
||||
|
||||
void RPAudioMasterVolumeStep(int direction);
|
||||
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
#include "l4ctrl.h"
|
||||
#include "l4keybd.h"
|
||||
#include "l4app.h"
|
||||
#include "l4audrnd.h" // RPAudioMasterVolumeStep, for the PgUp/PgDn keys
|
||||
#include "l4audres.h" // RPBassTrimStep, for the Home/End keys
|
||||
#include "l4dinput.h"
|
||||
#include "..\munga\appmgr.h"
|
||||
#include "dxutils.h"
|
||||
@@ -1513,6 +1515,78 @@ void
|
||||
// Update the PC keyboard mapping group
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// Master volume, PgUp louder / PgDn quieter.
|
||||
//
|
||||
// The cabinets ran the game at unity and left level to an external
|
||||
// amplifier and crossover; without that hardware the player has to be able
|
||||
// to reach the volume while playing.
|
||||
//
|
||||
// POLLED, not taken off the key message below, and that is deliberate. The
|
||||
// pump below only ever consumes WM_KEYUP / WM_SYSKEYUP / WM_CHAR from the
|
||||
// front of the queue, and the front-end runs message loops of its own, so
|
||||
// key messages are raced for and routinely lost -- measured here at roughly
|
||||
// two of every six presses arriving. That is survivable for a one-shot like
|
||||
// the abort chord; it is not survivable for a control you tap repeatedly to
|
||||
// find a level. Reading the key state directly costs nothing and cannot be
|
||||
// dropped.
|
||||
//
|
||||
// Page keys because they produce no typed character, so they cannot collide
|
||||
// with the character-keyed commands the pump feeds, nothing else in RP binds
|
||||
// them, and they exist on tenkeyless keyboards.
|
||||
//
|
||||
// The foreground check keeps an alt-tabbed game from eating the volume keys
|
||||
// of whatever the player switched to.
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
// Home/End do the same for the bass trim - the crossover's low band to
|
||||
// PgUp/PgDn's amplifier.
|
||||
//
|
||||
{
|
||||
static int volume_up_held = 0;
|
||||
static int volume_down_held = 0;
|
||||
static int bass_up_held = 0;
|
||||
static int bass_down_held = 0;
|
||||
|
||||
int focused = 0;
|
||||
|
||||
if (HWND foreground = GetForegroundWindow())
|
||||
{
|
||||
DWORD foreground_process = 0;
|
||||
|
||||
GetWindowThreadProcessId(foreground, &foreground_process);
|
||||
focused = (foreground_process == GetCurrentProcessId());
|
||||
}
|
||||
|
||||
const int up = focused && (GetAsyncKeyState(VK_PRIOR) & 0x8000) != 0;
|
||||
const int down = focused && (GetAsyncKeyState(VK_NEXT) & 0x8000) != 0;
|
||||
const int bass_up = focused && (GetAsyncKeyState(VK_HOME) & 0x8000) != 0;
|
||||
const int bass_down = focused && (GetAsyncKeyState(VK_END) & 0x8000) != 0;
|
||||
|
||||
if (up && !volume_up_held)
|
||||
{
|
||||
RPAudioMasterVolumeStep(+1);
|
||||
}
|
||||
if (down && !volume_down_held)
|
||||
{
|
||||
RPAudioMasterVolumeStep(-1);
|
||||
}
|
||||
if (bass_up && !bass_up_held)
|
||||
{
|
||||
RPBassTrimStep(+1);
|
||||
}
|
||||
if (bass_down && !bass_down_held)
|
||||
{
|
||||
RPBassTrimStep(-1);
|
||||
}
|
||||
|
||||
volume_up_held = up;
|
||||
volume_down_held = down;
|
||||
bass_up_held = bass_up;
|
||||
bass_down_held = bass_down;
|
||||
}
|
||||
|
||||
if (flags.keyboardExists)
|
||||
{
|
||||
//RB 1/20/07
|
||||
|
||||
+78
-1
@@ -13,6 +13,7 @@ L4TEXOP::WrapType d3d_OBJECT::mLastWrapV = L4TEXOP::WrapType::REPEAT;
|
||||
bool d3d_OBJECT::mLastTexturingState = true;
|
||||
long d3d_OBJECT::mNextID = 1;
|
||||
stdext::hash_map<std::string, L4TEXOP> d3d_OBJECT::mTextureCache;
|
||||
LPDIRECT3DTEXTURE9 d3d_OBJECT::mNamePlateMarkers[d3d_OBJECT::kNamePlateCount + 1] = { NULL };
|
||||
|
||||
void chgext(char *filePath, const char *newExtension)
|
||||
{
|
||||
@@ -156,7 +157,36 @@ d3d_OBJECT *d3d_OBJECT::LoadObject(LPDIRECT3DDEVICE9 device, char *fileName)
|
||||
{
|
||||
sprintf(textureFilename, "VIDEO\\%s", materials[i].pTextureFilename);
|
||||
}
|
||||
object->mDrawOps[i].texture = LoadTexture(device, textureFilename);
|
||||
//
|
||||
// playerN is not a file - it is a pilot's callsign, drawn into
|
||||
// a texture at run time, so loading it always fails. Give the
|
||||
// plate its marker texture instead: it keeps the eight sign
|
||||
// faces as eight separate draw ops through consolidation, and
|
||||
// the Winners Circle swaps the real callsign in later.
|
||||
//
|
||||
const char *base = strrchr(textureFilename, '\\');
|
||||
base = (base != NULL) ? base + 1 : textureFilename;
|
||||
int plate = 0;
|
||||
if (_strnicmp(base, "player", 6) == 0 &&
|
||||
base[6] >= '1' && base[6] <= '8')
|
||||
{
|
||||
plate = base[6] - '0';
|
||||
}
|
||||
|
||||
if (plate != 0)
|
||||
{
|
||||
memset(&object->mDrawOps[i].texture, 0, sizeof(L4TEXOP));
|
||||
object->mDrawOps[i].texture.texture =
|
||||
NamePlateMarker(device, plate);
|
||||
if (object->mDrawOps[i].texture.texture != NULL)
|
||||
{
|
||||
object->mDrawOps[i].texture.texture->AddRef();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
object->mDrawOps[i].texture = LoadTexture(device, textureFilename);
|
||||
}
|
||||
}
|
||||
|
||||
if (nextDetailOp < numDetailOps && detailOps[nextDetailOp] == i)
|
||||
@@ -286,6 +316,53 @@ void d3d_OBJECT::FlushTextureCache()
|
||||
(*iter).second.texture->Release();
|
||||
}
|
||||
mTextureCache.clear();
|
||||
|
||||
for (int plate = 0; plate <= kNamePlateCount; ++plate)
|
||||
{
|
||||
if (mNamePlateMarkers[plate] != NULL)
|
||||
{
|
||||
mNamePlateMarkers[plate]->Release();
|
||||
mNamePlateMarkers[plate] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// A distinct 1x1 texture per plate, so the eight sign faces stay eight
|
||||
// separate draw ops through mesh consolidation instead of merging into one.
|
||||
// Its content never shows - the callsign replaces it before the podium.
|
||||
//
|
||||
LPDIRECT3DTEXTURE9 d3d_OBJECT::NamePlateMarker(LPDIRECT3DDEVICE9 device, int plate)
|
||||
{
|
||||
if (plate < 1 || plate > kNamePlateCount || device == NULL)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
if (mNamePlateMarkers[plate] == NULL)
|
||||
{
|
||||
device->CreateTexture(1, 1, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED,
|
||||
&mNamePlateMarkers[plate], NULL);
|
||||
}
|
||||
return mNamePlateMarkers[plate];
|
||||
}
|
||||
|
||||
//
|
||||
// Which plate a texture is the marker for, or 0 if it is not one.
|
||||
//
|
||||
int d3d_OBJECT::NamePlateFor(LPDIRECT3DTEXTURE9 texture)
|
||||
{
|
||||
if (texture == NULL)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
for (int plate = 1; plate <= kNamePlateCount; ++plate)
|
||||
{
|
||||
if (mNamePlateMarkers[plate] == texture)
|
||||
{
|
||||
return plate;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
d3d_OBJECT::d3d_OBJECT(LPDIRECT3DDEVICE9 device, int vertCount)
|
||||
|
||||
@@ -111,6 +111,27 @@ public:
|
||||
// race loop tears the renderer down between missions).
|
||||
static void FlushTextureCache();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Pilot name plates.
|
||||
//
|
||||
// The Winners Circle signs ask for textures called player1..player8,
|
||||
// which are not files - the renderer draws each pilot's callsign into
|
||||
// a texture at run time. Loading them fails and the plates come out
|
||||
// blank, so the draw ops that wanted them are noted here as the
|
||||
// geometry loads, and bound to the real textures once the finishing
|
||||
// order is known.
|
||||
//
|
||||
// Cleared with the texture cache: the entries point at objects that
|
||||
// belong to the mission being torn down.
|
||||
//------------------------------------------------------------------
|
||||
// Each plate is given a distinct marker texture as it loads. Without
|
||||
// one they are eight identical untextured draw ops, and consolidation
|
||||
// merges every static mesh by material - all eight plates would
|
||||
// collapse into a single shared op that can only ever show one name.
|
||||
enum { kNamePlateCount = 8 };
|
||||
static LPDIRECT3DTEXTURE9 NamePlateMarker(LPDIRECT3DDEVICE9 device, int plate);
|
||||
static int NamePlateFor(LPDIRECT3DTEXTURE9 texture);
|
||||
|
||||
private:
|
||||
static d3d_OBJECT* LoadSpheres(LPDIRECT3DDEVICE9 device, char *fileName);
|
||||
|
||||
@@ -150,6 +171,9 @@ private:
|
||||
|
||||
static long mNextID;
|
||||
static stdext::hash_map< std::string , L4TEXOP > mTextureCache;
|
||||
|
||||
// index 1..8; [0] unused so the index is the plate number
|
||||
static LPDIRECT3DTEXTURE9 mNamePlateMarkers[kNamePlateCount + 1];
|
||||
};
|
||||
|
||||
extern int gNumBatches;
|
||||
|
||||
+1392
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,85 @@
|
||||
//===========================================================================//
|
||||
// File: l4joy.h //
|
||||
// Project: MUNGA Brick: generic joystick reader //
|
||||
// Contents: DirectInput 8 sticks, HOTAS throttles and pedals //
|
||||
//---------------------------------------------------------------------------//
|
||||
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
|
||||
// PROPRIETARY AND CONFIDENTIAL //
|
||||
//===========================================================================//
|
||||
|
||||
#pragma once
|
||||
|
||||
//########################################################################
|
||||
//
|
||||
// L4JOY - the generic-joystick reader.
|
||||
//
|
||||
// PadRIO reads XInput, which covers Xbox-class pads and nothing else.
|
||||
// This layer adds every OTHER game device Windows knows - flight sticks,
|
||||
// HOTAS throttles, twist grips, rudder pedals, wheels - through
|
||||
// DirectInput 8, the standard generic-HID game API. It exposes up to
|
||||
// joyMaxDevices attached devices as normalized state blocks; the PadRIO
|
||||
// poll maps them onto the pod's control channels through the joydev /
|
||||
// joyaxis / joybutton / joyhat rows of bindings.txt (L4PADBINDINGS.h),
|
||||
// the same binding machinery the pad and keyboard already use.
|
||||
//
|
||||
// XInput-class devices are EXCLUDED here, or they would double-feed
|
||||
// through both APIs and every input would count twice. A DirectInput
|
||||
// device whose VID/PID also appears in a RawInput device path containing
|
||||
// the "IG_" marker is an XInput device - the documented detection that
|
||||
// does not drag in WMI.
|
||||
//
|
||||
// This is distinct from the legacy L4DINPUT.cpp DIJoystick, the 1995-era
|
||||
// single-device `Joystick` engine interface reachable only through the
|
||||
// old L4CONTROLS=DIJOYSTICK profile. That path is untouched.
|
||||
//
|
||||
// RP412JOYCONFIG=1 runs the interactive setup wizard at boot: it asks
|
||||
// the player to move each control, works out which device and axis moved
|
||||
// and which way, and writes the joystick section of bindings.txt.
|
||||
// RP412JOYLOG=1 logs device attach/detach.
|
||||
//
|
||||
// Ported from BT411, whose glass cockpit needed the same thing.
|
||||
//
|
||||
//########################################################################
|
||||
|
||||
enum
|
||||
{
|
||||
joyMaxDevices = 4,
|
||||
joyAxisCount = 8, // X Y Z RX RY RZ SL0 SL1 (DIJOYSTATE2 order)
|
||||
joyButtonCount = 32, // buttons exposed to bindings (DI carries 128)
|
||||
joyHatCount = 4
|
||||
};
|
||||
|
||||
struct RPJoyDeviceState
|
||||
{
|
||||
int attached;
|
||||
float axis[joyAxisCount]; // normalized -1..1, raw: deadzones
|
||||
// are the binding layer's business
|
||||
unsigned buttons; // bit n = button n held
|
||||
int hat[joyHatCount]; // POV in centidegrees, -1 = centered
|
||||
char name[64]; // product name ("T.16000M", ...)
|
||||
};
|
||||
|
||||
//
|
||||
// Lifecycle. Init is lazy-safe (Poll calls it) and returns the attached
|
||||
// non-XInput device count. Re-enumeration for hot-plug happens inside
|
||||
// Poll on a ~3 s cadence whenever nothing is attached.
|
||||
//
|
||||
int RPJoyInit(void);
|
||||
void RPJoyShutdown(void);
|
||||
void RPJoyPoll(void);
|
||||
|
||||
int RPJoyDeviceCount(void);
|
||||
const RPJoyDeviceState *RPJoyDevice(int index); // NULL out of range/detached
|
||||
|
||||
//
|
||||
// Case-insensitive product-name substring match to a device index, -1 for
|
||||
// no match. This is what a named joydev slot resolves through.
|
||||
//
|
||||
int RPJoyFindDevice(const char *name_substring);
|
||||
|
||||
//
|
||||
// The RP412JOYCONFIG capture wizard (console UI; called from RPL4.CPP
|
||||
// before the front end). Returns 0 if it wrote a config, non-zero on
|
||||
// abort or no device.
|
||||
//
|
||||
int RPJoyConfigWizard(void);
|
||||
+497
-31
@@ -10,6 +10,101 @@ namespace
|
||||
|
||||
const int buttonGap = 4;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Sticky placement for the exploded view. See L4MFDVIEW.h; ported
|
||||
// from BT411's BT_GLASS_LAYOUT.
|
||||
//---------------------------------------------------------------
|
||||
enum { LayoutOff = 0, LayoutLoad, LayoutSave };
|
||||
|
||||
const char layoutFileName[] = "mfd_layout.cfg";
|
||||
|
||||
// every window taking part, so Save can walk them
|
||||
enum { maxLayoutWindows = 12 };
|
||||
struct LayoutWindow
|
||||
{
|
||||
void *window;
|
||||
const char *title;
|
||||
Logical withSize;
|
||||
Logical bare; // frame stripped, per the file
|
||||
};
|
||||
LayoutWindow layoutWindows[maxLayoutWindows];
|
||||
int layoutWindowCount = 0;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Take a window's frame off: no title bar, no border, nothing to
|
||||
// drag it by. WS_SYSMENU stays - it draws nothing once the caption
|
||||
// is gone, but without one DefWindowProc will not honour Alt+F4,
|
||||
// and a bare window with no way to close it is a trap.
|
||||
//---------------------------------------------------------------
|
||||
void StripWindowFrame(HWND window)
|
||||
{
|
||||
LONG_PTR style = GetWindowLongPtrA(window, GWL_STYLE);
|
||||
style &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZEBOX |
|
||||
WS_MAXIMIZEBOX | WS_BORDER | WS_DLGFRAME);
|
||||
style |= WS_POPUP;
|
||||
SetWindowLongPtrA(window, GWL_STYLE, style);
|
||||
}
|
||||
|
||||
int LayoutMode()
|
||||
{
|
||||
static int mode = -1;
|
||||
if (mode < 0)
|
||||
{
|
||||
const char *setting = getenv("RP412MFDLAYOUT");
|
||||
if (setting == NULL || setting[0] == '\0')
|
||||
{
|
||||
mode = LayoutOff;
|
||||
}
|
||||
else if (!stricmp(setting, "off") || !stricmp(setting, "0"))
|
||||
{
|
||||
mode = LayoutOff;
|
||||
}
|
||||
else if (!stricmp(setting, "load") || !stricmp(setting, "restore"))
|
||||
{
|
||||
mode = LayoutLoad;
|
||||
}
|
||||
else // save / adjust / on / 1
|
||||
{
|
||||
mode = LayoutSave;
|
||||
}
|
||||
|
||||
if (mode != LayoutOff)
|
||||
{
|
||||
DEBUG_STREAM << "MFDLayout: RP412MFDLAYOUT="
|
||||
<< ((mode == LayoutSave) ? "save" : "load")
|
||||
<< " (" << layoutFileName << ")\n" << std::flush;
|
||||
}
|
||||
}
|
||||
return mode;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Button banks run UNDER the glass: a button reaches this far in
|
||||
// from the display edge, but only the indicator strip clears that
|
||||
// edge - the rest sits behind the picture, which is what the
|
||||
// player actually clicks. Applies to both the MFD strips (depth
|
||||
// measured vertically) and the map's side columns (horizontally).
|
||||
//---------------------------------------------------------------
|
||||
// 240 against the 480 glass: the two banks reach in far enough to
|
||||
// meet in the middle bar the strips' own width, so practically the
|
||||
// whole display is a press target and neither bank overlaps the
|
||||
// other. The clamps below keep that true on a scaled-down cockpit.
|
||||
const int buttonDepth = 240;
|
||||
const int indicatorStrip = 10;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// The map paints its own legend beside each side button, and that
|
||||
// grid is not the naive height/6: measured off the 640-tall map,
|
||||
// the first cell starts 13 rows down and the six cells are 102
|
||||
// tall on a 105 pitch (13 + 6*102 + 5*3 = 640). Spacing the
|
||||
// buttons evenly from the top instead left every one of them
|
||||
// riding high of its label. Scaled to the live glass height.
|
||||
//---------------------------------------------------------------
|
||||
const int mapLegendSpan = 640;
|
||||
const int mapLegendTop = 13;
|
||||
const int mapLegendCell = 102;
|
||||
const int mapLegendPitch = 105;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Button fill colors by lamp brightness (0 off / 1-2 dim / 3
|
||||
// bright), red family for MFD strips, amber for the side columns.
|
||||
@@ -81,6 +176,15 @@ namespace
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_EXITSIZEMOVE:
|
||||
//
|
||||
// A drag just finished. Write the whole arrangement now rather
|
||||
// than trusting teardown, so a hard kill still leaves the
|
||||
// layout that was on screen. No-op unless the mode is save.
|
||||
//
|
||||
RPWindowLayout_Save();
|
||||
return 0;
|
||||
|
||||
case WM_CLOSE:
|
||||
// Part of the cockpit; just hide it.
|
||||
ShowWindow(hwnd, SW_HIDE);
|
||||
@@ -121,6 +225,8 @@ MFDSplitView::MFDSplitView(
|
||||
sourceHeight = source_height;
|
||||
buttonCount = 0;
|
||||
pressedIndex = -1;
|
||||
paneTitle = title;
|
||||
ownWindow = (parent == NULL) ? True : False;
|
||||
|
||||
pixels = new unsigned long[source_width * source_height];
|
||||
memset(pixels, 0, source_width * source_height * sizeof(unsigned long));
|
||||
@@ -135,6 +241,10 @@ MFDSplitView::MFDSplitView(
|
||||
header->biCompression = BI_RGB;
|
||||
blitHeader = header;
|
||||
|
||||
buttonStyle = button_style;
|
||||
buttonAnchorA = anchorA;
|
||||
buttonAnchorB = anchorB;
|
||||
|
||||
int client_width = display_width;
|
||||
int client_height = display_height;
|
||||
LayoutButtons(button_style, anchorA, anchorB,
|
||||
@@ -199,6 +309,14 @@ MFDSplitView::MFDSplitView(
|
||||
{
|
||||
SetWindowLongPtrA((HWND) window, GWLP_USERDATA, (LONG_PTR) this);
|
||||
ShowWindow((HWND) window, SW_SHOWNOACTIVATE);
|
||||
|
||||
// only the exploded view's own windows can be dragged, so only
|
||||
// those have a placement worth remembering. Position only - see
|
||||
// RPWindowLayout_Register.
|
||||
if (ownWindow)
|
||||
{
|
||||
RPWindowLayout_Register(window, paneTitle, False);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -210,6 +328,9 @@ MFDSplitView::~MFDSplitView()
|
||||
{
|
||||
Check_Pointer(this);
|
||||
|
||||
// out of the layout registry before the window goes
|
||||
RPWindowLayout_Forget(window);
|
||||
|
||||
if (window != NULL)
|
||||
{
|
||||
SetWindowLongPtrA((HWND) window, GWLP_USERDATA, 0);
|
||||
@@ -228,6 +349,272 @@ Logical
|
||||
return pixels != NULL;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Join the saved layout. Registering twice just refreshes the entry, so
|
||||
// a window re-registering after being rebuilt is harmless.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
void
|
||||
RPWindowLayout_Register(void *window, const char *title, Logical with_size)
|
||||
{
|
||||
if (window == NULL || title == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < layoutWindowCount; ++i)
|
||||
{
|
||||
if (layoutWindows[i].window == window)
|
||||
{
|
||||
layoutWindows[i].title = title;
|
||||
layoutWindows[i].withSize = with_size;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (layoutWindowCount >= maxLayoutWindows)
|
||||
{
|
||||
return;
|
||||
}
|
||||
layoutWindows[layoutWindowCount].window = window;
|
||||
layoutWindows[layoutWindowCount].title = title;
|
||||
layoutWindows[layoutWindowCount].withSize = with_size;
|
||||
layoutWindows[layoutWindowCount].bare = False;
|
||||
++layoutWindowCount;
|
||||
}
|
||||
|
||||
void
|
||||
RPWindowLayout_Forget(void *window)
|
||||
{
|
||||
for (int i = 0; i < layoutWindowCount; ++i)
|
||||
{
|
||||
if (layoutWindows[i].window == window)
|
||||
{
|
||||
layoutWindows[i] = layoutWindows[--layoutWindowCount];
|
||||
layoutWindows[layoutWindowCount].window = NULL;
|
||||
layoutWindows[layoutWindowCount].title = NULL;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Sticky placement: restore the saved placement over the computed one.
|
||||
//
|
||||
// Called once everything has been built and placed, so a window the file
|
||||
// does not mention simply keeps where it was put. Size comes back only
|
||||
// for windows registered with it - see the header.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
void
|
||||
RPWindowLayout_Load()
|
||||
{
|
||||
if (LayoutMode() == LayoutOff || layoutWindowCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FILE *file = fopen(layoutFileName, "rt");
|
||||
if (file == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "MFDLayout: no " << layoutFileName
|
||||
<< " yet (using the computed arrangement)\n" << std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
int restored = 0;
|
||||
char line[256];
|
||||
while (fgets(line, sizeof(line), file) != NULL)
|
||||
{
|
||||
char *cursor = line;
|
||||
while (*cursor == ' ' || *cursor == '\t')
|
||||
{
|
||||
++cursor;
|
||||
}
|
||||
if (*cursor == '#' || *cursor == '\r' || *cursor == '\n' || *cursor == '\0')
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// titles carry no '=', so the first one splits the line
|
||||
char *equals = strchr(cursor, '=');
|
||||
if (equals == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
*equals = '\0';
|
||||
char *end = equals;
|
||||
while (end > cursor && (end[-1] == ' ' || end[-1] == '\t'))
|
||||
{
|
||||
--end;
|
||||
}
|
||||
*end = '\0';
|
||||
|
||||
int x = 0, y = 0, w = 0, h = 0;
|
||||
if (sscanf(equals + 1, "%d,%d,%d,%d", &x, &y, &w, &h) < 2)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//
|
||||
// Optional trailing keyword, "x,y,w,h,noframe". Searched for
|
||||
// rather than parsed in place so a hand-edited line survives a
|
||||
// stray space or a missing comma.
|
||||
//
|
||||
Logical bare = (strstr(equals + 1, "noframe") != NULL) ? True : False;
|
||||
|
||||
for (int i = 0; i < layoutWindowCount; ++i)
|
||||
{
|
||||
LayoutWindow &entry = layoutWindows[i];
|
||||
if (entry.title == NULL || strcmp(entry.title, cursor) != 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
HWND target = (HWND) entry.window;
|
||||
if (target == NULL || !IsWindow(target))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// a saved size of nothing is a corrupt line, not an instruction
|
||||
Logical size_it = (entry.withSize && w > 0 && h > 0) ? True : False;
|
||||
|
||||
//
|
||||
// Saved coordinates belong to whatever monitors were plugged
|
||||
// in that day. If the placement lands on none of today's, drop
|
||||
// it and keep the computed one - restoring the game window
|
||||
// somewhere invisible would leave nothing to drag back.
|
||||
//
|
||||
RECT landing;
|
||||
landing.left = x;
|
||||
landing.top = y;
|
||||
if (size_it)
|
||||
{
|
||||
landing.right = x + w;
|
||||
landing.bottom = y + h;
|
||||
}
|
||||
else
|
||||
{
|
||||
RECT current;
|
||||
if (!GetWindowRect(target, ¤t))
|
||||
{
|
||||
break;
|
||||
}
|
||||
landing.right = x + (current.right - current.left);
|
||||
landing.bottom = y + (current.bottom - current.top);
|
||||
}
|
||||
if (MonitorFromRect(&landing, MONITOR_DEFAULTTONULL) == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "MFDLayout: " << cursor << " was saved at "
|
||||
<< x << "," << y << " - off every monitor now, ignoring\n"
|
||||
<< std::flush;
|
||||
break;
|
||||
}
|
||||
|
||||
//
|
||||
// Frame off, if the line asked. A bare window's rect IS its
|
||||
// client rect, so whatever client area it has now is the size
|
||||
// to hand back - which also makes the round trip stable: once
|
||||
// bare, what Save records is already the client.
|
||||
//
|
||||
entry.bare = bare;
|
||||
if (bare)
|
||||
{
|
||||
if (!size_it)
|
||||
{
|
||||
RECT client;
|
||||
if (GetClientRect(target, &client))
|
||||
{
|
||||
w = client.right;
|
||||
h = client.bottom;
|
||||
size_it = True;
|
||||
}
|
||||
}
|
||||
StripWindowFrame(target);
|
||||
}
|
||||
|
||||
SetWindowPos(target, NULL, x, y, w, h,
|
||||
SWP_NOZORDER | SWP_NOACTIVATE |
|
||||
(size_it ? 0 : SWP_NOSIZE) | (bare ? SWP_FRAMECHANGED : 0));
|
||||
++restored;
|
||||
break;
|
||||
}
|
||||
}
|
||||
fclose(file);
|
||||
|
||||
DEBUG_STREAM << "MFDLayout: restored " << restored << " window placement(s) from "
|
||||
<< layoutFileName << "\n" << std::flush;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Write where every registered window currently is. The whole file each
|
||||
// time - it is a handful of lines, and a rewrite leaves nothing
|
||||
// half-written for a hard kill to catch.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
void
|
||||
RPWindowLayout_Save()
|
||||
{
|
||||
if (LayoutMode() != LayoutSave || layoutWindowCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FILE *file = fopen(layoutFileName, "wt");
|
||||
if (file == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "MFDLayout: could not write " << layoutFileName
|
||||
<< "\n" << std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
fputs("# RP412 window placement. RP412MFDLAYOUT=save writes this on each\n"
|
||||
"# finished drag and on exit; =load restores it.\n"
|
||||
"# <title>=<x>,<y>,<w>,<h>. The game window gets its size back too;\n"
|
||||
"# for the display panes the size is reference only, since theirs\n"
|
||||
"# follows their content.\n"
|
||||
"# Append ,noframe to take that window's title bar and border off.\n"
|
||||
"# Put it where you want it first - a bare window has nothing to\n"
|
||||
"# drag by, so its line stops changing once the frame is gone.\n", file);
|
||||
|
||||
int wrote = 0;
|
||||
for (int i = 0; i < layoutWindowCount; ++i)
|
||||
{
|
||||
LayoutWindow &entry = layoutWindows[i];
|
||||
if (entry.title == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
HWND entry_window = (HWND) entry.window;
|
||||
if (entry_window == NULL || !IsWindow(entry_window))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//
|
||||
// rcNormalPosition rather than GetWindowRect: a minimised window
|
||||
// reports a nonsense rect and a maximised one reports the screen,
|
||||
// and neither is what to come back to. This is the restored
|
||||
// placement whatever state the window is in, so quitting from
|
||||
// maximised still records where the window will reappear.
|
||||
//
|
||||
WINDOWPLACEMENT placement;
|
||||
memset(&placement, 0, sizeof(placement));
|
||||
placement.length = sizeof(placement);
|
||||
if (!GetWindowPlacement(entry_window, &placement))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
RECT bounds = placement.rcNormalPosition;
|
||||
// the flag is the player's instruction, not something measured off
|
||||
// the window, so a rewrite has to carry it back out
|
||||
fprintf(file, "%s=%ld,%ld,%ld,%ld%s\n", entry.title,
|
||||
(long) bounds.left, (long) bounds.top,
|
||||
(long) (bounds.right - bounds.left),
|
||||
(long) (bounds.bottom - bounds.top),
|
||||
entry.bare ? ",noframe" : "");
|
||||
++wrote;
|
||||
}
|
||||
fclose(file);
|
||||
|
||||
DEBUG_STREAM << "MFDLayout: saved " << wrote << " window placement(s) to "
|
||||
<< layoutFileName << "\n" << std::flush;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Compute the display rectangle and the button rectangles, growing the
|
||||
// client area to make room for the strips.
|
||||
@@ -255,10 +642,20 @@ void
|
||||
// edges (no border against the viewscreen behind); RIO
|
||||
// addresses descend from the anchor, row-major (vRIO
|
||||
// CockpitLayout::Mfd).
|
||||
//
|
||||
// The banks reach BEHIND the display: each button is
|
||||
// mfdButtonHeight tall but only mfdIndicatorStrip of it
|
||||
// clears the glass edge, so the lamp reads as a thin strip
|
||||
// and the picture above/below it is the click target. Paint
|
||||
// draws the buttons before the MFD image for that reason.
|
||||
//-----------------------------------------------------------
|
||||
int strip_h = display_height / 8;
|
||||
if (strip_h < 18) strip_h = 18;
|
||||
if (strip_h > 40) strip_h = 40;
|
||||
int strip_h = indicatorStrip;
|
||||
int button_h = buttonDepth;
|
||||
|
||||
// on a scaled-down cockpit, keep the two banks from meeting
|
||||
int limit = (display_height + 2 * strip_h) / 2;
|
||||
if (button_h > limit) button_h = limit;
|
||||
if (button_h < strip_h) button_h = strip_h;
|
||||
|
||||
int button_w = (display_width - 3 * buttonGap) / 4;
|
||||
|
||||
@@ -267,56 +664,73 @@ void
|
||||
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
int row = i / 4; // 0 = top strip, 1 = bottom strip
|
||||
int row = i / 4; // 0 = top bank, 1 = bottom bank
|
||||
int col = i % 4;
|
||||
|
||||
ScreenButton *button = &buttons[buttonCount++];
|
||||
button->unit = anchorA - i;
|
||||
button->amber = 0;
|
||||
button->x = col * (button_w + buttonGap);
|
||||
button->y = row ? (displayY + displayH) : 0;
|
||||
button->y = row
|
||||
? (displayY + displayH + strip_h - button_h)
|
||||
: 0;
|
||||
button->w = (col == 3)
|
||||
? (display_width - 3 * (button_w + buttonGap))
|
||||
: button_w;
|
||||
button->h = strip_h;
|
||||
button->h = button_h;
|
||||
}
|
||||
}
|
||||
else if (button_style == SideColumns)
|
||||
{
|
||||
//-----------------------------------------------------------
|
||||
// 6 buttons down each side of the glass, stacked contiguous
|
||||
// and flush to the pane edges, like the pod's strips (the
|
||||
// pod wires only 6 of each column's 8 addresses to buttons;
|
||||
// the rest are Tesla relays). Left = anchorA ascending,
|
||||
// right = anchorB.
|
||||
// 6 buttons down each side of the glass (the pod wires only 6
|
||||
// of each column's 8 addresses to buttons; the rest are Tesla
|
||||
// relays). Left = anchorA ascending, right = anchorB.
|
||||
//
|
||||
// Same trick as the MFD banks, turned on its side: each
|
||||
// button reaches buttonDepth in behind the map and leaves an
|
||||
// indicatorStrip clearing the edge, so the lamp reads as a
|
||||
// slim column and the map itself is the click target.
|
||||
//-----------------------------------------------------------
|
||||
int col_w = display_width / 8;
|
||||
if (col_w < 20) col_w = 20;
|
||||
if (col_w > 40) col_w = 40;
|
||||
int strip_w = indicatorStrip;
|
||||
int button_w = buttonDepth;
|
||||
|
||||
int button_h = display_height / 6;
|
||||
// keep the two columns from meeting behind a narrow map
|
||||
int limit = (display_width + 2 * strip_w) / 2;
|
||||
if (button_w > limit) button_w = limit;
|
||||
if (button_w < strip_w) button_w = strip_w;
|
||||
|
||||
displayX = col_w;
|
||||
*client_width = display_width + 2 * col_w;
|
||||
displayX = strip_w;
|
||||
*client_width = display_width + 2 * strip_w;
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
int h = (i == 5) ? (display_height - 5 * button_h) : button_h;
|
||||
//-------------------------------------------------------
|
||||
// Take top and bottom off the legend grid separately and
|
||||
// subtract: scaling a height directly would let rounding
|
||||
// drift the buttons out of step with the labels.
|
||||
//-------------------------------------------------------
|
||||
int cell_top = mapLegendTop + i * mapLegendPitch;
|
||||
int top = (cell_top * display_height) / mapLegendSpan;
|
||||
int bottom =
|
||||
((cell_top + mapLegendCell) * display_height) / mapLegendSpan;
|
||||
int h = bottom - top;
|
||||
if (h < 1) h = 1;
|
||||
|
||||
ScreenButton *left = &buttons[buttonCount++];
|
||||
left->unit = anchorA + i;
|
||||
left->amber = 1;
|
||||
left->x = 0;
|
||||
left->y = i * button_h;
|
||||
left->w = col_w;
|
||||
left->y = top;
|
||||
left->w = button_w;
|
||||
left->h = h;
|
||||
|
||||
ScreenButton *right = &buttons[buttonCount++];
|
||||
right->unit = anchorB + i;
|
||||
right->amber = 1;
|
||||
right->x = displayX + displayW;
|
||||
right->x = displayX + displayW + strip_w - button_w;
|
||||
right->y = left->y;
|
||||
right->w = col_w;
|
||||
right->w = button_w;
|
||||
right->h = h;
|
||||
}
|
||||
}
|
||||
@@ -342,15 +756,11 @@ void
|
||||
|
||||
FillRect(mem, &client, (HBRUSH) GetStockObject(BLACK_BRUSH));
|
||||
|
||||
SetStretchBltMode(mem, COLORONCOLOR);
|
||||
StretchDIBits(
|
||||
mem,
|
||||
displayX, displayY, displayW, displayH,
|
||||
0, 0, sourceWidth, sourceHeight,
|
||||
pixels, (const BITMAPINFO *) blitHeader,
|
||||
DIB_RGB_COLORS, SRCCOPY
|
||||
);
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Buttons first, glass second: the MFD banks extend under the
|
||||
// display so the picture is the click target, and the image
|
||||
// painted over them leaves only their indicator strips showing.
|
||||
//---------------------------------------------------------------
|
||||
for (int i = 0; i < buttonCount; ++i)
|
||||
{
|
||||
const ScreenButton *button = &buttons[i];
|
||||
@@ -375,6 +785,20 @@ void
|
||||
DeleteObject(frame);
|
||||
}
|
||||
|
||||
// HALFTONE area-averages the downscale (the compact glass shows the
|
||||
// full 640x480 canvas at ~half size); COLORONCOLOR dropped every other
|
||||
// row/column, which shredded the 1-bit vector strokes and small text.
|
||||
// HALFTONE requires the brush origin be set (MSDN).
|
||||
SetStretchBltMode(mem, HALFTONE);
|
||||
SetBrushOrgEx(mem, 0, 0, NULL);
|
||||
StretchDIBits(
|
||||
mem,
|
||||
displayX, displayY, displayW, displayH,
|
||||
0, 0, sourceWidth, sourceHeight,
|
||||
pixels, (const BITMAPINFO *) blitHeader,
|
||||
DIB_RGB_COLORS, SRCCOPY
|
||||
);
|
||||
|
||||
BitBlt(hdc, 0, 0, client.right, client.bottom, mem, 0, 0, SRCCOPY);
|
||||
|
||||
SelectObject(mem, old_surface);
|
||||
@@ -422,6 +846,20 @@ void
|
||||
// one message per frame, and queued WM_PAINTs (lowest priority) starve
|
||||
// behind it - panes would freeze on their first frame.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Off screen, and stay off: the pane keeps its pixels and geometry, it
|
||||
// simply stops being shown. Repaint() on a hidden window is harmless.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
void
|
||||
MFDSplitView::Hide()
|
||||
{
|
||||
Check_Pointer(this);
|
||||
if (window != NULL)
|
||||
{
|
||||
ShowWindow((HWND) window, SW_HIDE);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
MFDSplitView::SetPosition(int x, int y)
|
||||
{
|
||||
@@ -433,6 +871,34 @@ void
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Re-scale to a new glass size: the pixel buffer keeps its native
|
||||
// source resolution, so only the destination rectangle, the button
|
||||
// geometry and the window size change.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
void
|
||||
MFDSplitView::Resize(int display_width, int display_height)
|
||||
{
|
||||
Check_Pointer(this);
|
||||
|
||||
buttonCount = 0;
|
||||
pressedIndex = -1;
|
||||
|
||||
int client_width = display_width;
|
||||
int client_height = display_height;
|
||||
LayoutButtons(buttonStyle, buttonAnchorA, buttonAnchorB,
|
||||
display_width, display_height, &client_width, &client_height);
|
||||
clientWidth = client_width;
|
||||
clientHeight = client_height;
|
||||
|
||||
if (window != NULL)
|
||||
{
|
||||
SetWindowPos((HWND) window, NULL, 0, 0,
|
||||
client_width, client_height,
|
||||
SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
MFDSplitView::Repaint()
|
||||
{
|
||||
|
||||
@@ -65,6 +65,26 @@ public:
|
||||
void
|
||||
SetPosition(int x, int y);
|
||||
|
||||
// Re-scale the glass (cockpit resized): the source buffer is
|
||||
// unchanged, only the destination size and the button geometry
|
||||
// derived from it.
|
||||
void
|
||||
Resize(int display_width, int display_height);
|
||||
|
||||
// Take the pane off screen. Used for the Winners Circle, which wants
|
||||
// the whole viewscreen: the panes overlap it like the pod's bezels,
|
||||
// so hiding them uncovers the full canvas underneath.
|
||||
void
|
||||
Hide();
|
||||
|
||||
// caption and HWND, for the sticky-placement file
|
||||
const char *
|
||||
Title() const
|
||||
{ return paneTitle; }
|
||||
void *
|
||||
Window()
|
||||
{ return window; }
|
||||
|
||||
~MFDSplitView();
|
||||
|
||||
Logical
|
||||
@@ -128,4 +148,86 @@ protected:
|
||||
buttonCount;
|
||||
int
|
||||
pressedIndex;
|
||||
|
||||
// kept so the bank can be rebuilt when the cockpit re-scales
|
||||
ButtonStyle
|
||||
buttonStyle;
|
||||
int
|
||||
buttonAnchorA,
|
||||
buttonAnchorB;
|
||||
|
||||
// the window caption, and the key this pane is saved under
|
||||
const char
|
||||
*paneTitle;
|
||||
// True for a pane of its own on the desktop (the exploded view); the
|
||||
// composited cockpit's panes are chrome-less children and cannot be
|
||||
// dragged, so there is nothing to remember for them.
|
||||
Logical
|
||||
ownWindow;
|
||||
};
|
||||
|
||||
//########################################################################
|
||||
// Sticky window placement.
|
||||
//
|
||||
// The game window and, in the exploded view, each display pane are all
|
||||
// draggable, but their placement is recomputed on every launch - so
|
||||
// putting a window somewhere useful never survived the menu-race-menu
|
||||
// loop. RP412MFDLAYOUT remembers it, in mfd_layout.cfg beside
|
||||
// bindings.txt:
|
||||
//
|
||||
// off / 0 / unset computed placement only, no file (default)
|
||||
// load / restore restore saved placement at startup, never write
|
||||
// save / adjust restore, then rewrite on each finished drag and
|
||||
// on teardown - the round trip
|
||||
//
|
||||
// One "<title>=x,y,w,h" line per window, plus an optional ",noframe"
|
||||
// that takes that window's title bar and border off - for a cockpit that
|
||||
// fills a monitor edge to edge without -fit's all-or-nothing, or an
|
||||
// exploded pane photographed without chrome. A bare window has nothing
|
||||
// to drag by, so place it first and add the flag after; Save carries the
|
||||
// flag back out, since it is an instruction rather than something
|
||||
// measured off the window. Windows are always built framed, so deleting
|
||||
// the flag is all it takes to get the frame back.
|
||||
//
|
||||
// Whether the size comes back depends on the window, which is why
|
||||
// Register takes it as a flag:
|
||||
//
|
||||
// display panes position only. A pane's size follows its content and
|
||||
// its button banks, so an old size from a different
|
||||
// build must not distort it. The plasma glass registers
|
||||
// the same way - its size is L4PLASMASCALE's business.
|
||||
// the game window position and size. Nothing derives that size - -res
|
||||
// only decides how sharp the scene is, and the cockpit
|
||||
// fits itself to whatever client area it is given - so
|
||||
// a window sized to suit a monitor should come back
|
||||
// that way, and half-restoring it would be the strange
|
||||
// behaviour. RPL4.CPP registers it before the console
|
||||
// screen, so the saved placement is there from the
|
||||
// first frame rather than arriving when a race starts.
|
||||
//
|
||||
// A placement that lands on none of the monitors currently plugged in is
|
||||
// ignored rather than applied - restoring the game window off screen
|
||||
// would leave nothing to drag back.
|
||||
//
|
||||
// Lives here because the display panes were the first to need it; the
|
||||
// game window joined later rather than grow a second copy of the same
|
||||
// file format.
|
||||
//
|
||||
// Ported from BT411's BT_GLASS_LAYOUT.
|
||||
//########################################################################
|
||||
|
||||
// Take part in the saved layout. title is the key in the file and must
|
||||
// outlive the window (the callers pass string literals).
|
||||
void
|
||||
RPWindowLayout_Register(void *window, const char *title, Logical with_size);
|
||||
void
|
||||
RPWindowLayout_Forget(void *window);
|
||||
|
||||
// Apply the saved placement over the computed one. Call once everything
|
||||
// has been built and placed.
|
||||
void
|
||||
RPWindowLayout_Load();
|
||||
|
||||
// Write every registered window's placement. No-op unless mode is save.
|
||||
void
|
||||
RPWindowLayout_Save();
|
||||
|
||||
+247
-32
@@ -2,6 +2,7 @@
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4padbindings.h"
|
||||
#include "l4joy.h" // joyButtonCount / joyHatCount, the parse limits
|
||||
|
||||
#include <XInput.h>
|
||||
#include <stdio.h>
|
||||
@@ -79,6 +80,20 @@ namespace
|
||||
{ "Throttle", BindAxisThrottle },
|
||||
{ "LeftPedal", BindAxisLeftPedal }, { "RightPedal", BindAxisRightPedal },
|
||||
{ "JoystickY", BindAxisJoystickY }, { "JoystickX", BindAxisJoystickX },
|
||||
{ "Pedals", BindAxisPedals },
|
||||
};
|
||||
|
||||
// DirectInput's axis order, which is what the joy* rows name
|
||||
const NameValue kJoyAxisNames[] =
|
||||
{
|
||||
{ "X", BindJoyAxisX }, { "Y", BindJoyAxisY }, { "Z", BindJoyAxisZ },
|
||||
{ "RX", BindJoyAxisRX }, { "RY", BindJoyAxisRY }, { "RZ", BindJoyAxisRZ },
|
||||
{ "SL0", BindJoyAxisSL0 }, { "SL1", BindJoyAxisSL1 },
|
||||
};
|
||||
|
||||
const NameValue kJoyHatNames[] =
|
||||
{
|
||||
{ "up", 0 }, { "right", 1 }, { "down", 2 }, { "left", 3 },
|
||||
};
|
||||
|
||||
Logical NameEquals(const char *a, const char *b)
|
||||
@@ -185,10 +200,91 @@ namespace
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// One line of the profile grammar
|
||||
// Shared tail of the two axis-source rows: [invert] [deadzone <d>]
|
||||
// [rate <n>], in any order. 'lever' rides along for the rows that
|
||||
// can take it - a NULL lever means the word is not legal here, and
|
||||
// a padaxis row is exactly that: the pad's own triggers already
|
||||
// read 0..1, so there is no half-travel to rescue.
|
||||
//---------------------------------------------------------------
|
||||
Logical ParseLine(char *tokens[], int token_count, PadBindingProfile *profile)
|
||||
Logical ParseAxisOptions(
|
||||
char *tokens[], int token_count, int first,
|
||||
Logical *invert, Scalar *deadzone, Scalar *rate,
|
||||
Logical *lever = NULL)
|
||||
{
|
||||
for (int i = first; i < token_count; ++i)
|
||||
{
|
||||
if (NameEquals(tokens[i], "invert"))
|
||||
{
|
||||
*invert = True;
|
||||
}
|
||||
else if (NameEquals(tokens[i], "lever") && lever != NULL)
|
||||
{
|
||||
*lever = True;
|
||||
}
|
||||
else if (NameEquals(tokens[i], "deadzone") && i + 1 < token_count)
|
||||
{
|
||||
if (!ParseNumber(tokens[++i], deadzone))
|
||||
{
|
||||
return False;
|
||||
}
|
||||
}
|
||||
else if (NameEquals(tokens[i], "rate") && i + 1 < token_count)
|
||||
{
|
||||
if (!ParseNumber(tokens[++i], rate))
|
||||
{
|
||||
return False;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return False;
|
||||
}
|
||||
}
|
||||
return True;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// One line of the profile grammar. joy_slot carries the joydev
|
||||
// state forward from line to line - joy rows attach to the slot
|
||||
// most recently declared.
|
||||
//---------------------------------------------------------------
|
||||
Logical ParseLine(
|
||||
char *tokens[], int token_count, PadBindingProfile *profile,
|
||||
int *joy_slot)
|
||||
{
|
||||
//
|
||||
// joydev is the one row that can be two tokens long ("joydev 1"),
|
||||
// so it is answered before the four-token floor below.
|
||||
//
|
||||
if (NameEquals(tokens[0], "joydev") && token_count >= 2)
|
||||
{
|
||||
int slot = -1;
|
||||
if (sscanf(tokens[1], "%d", &slot) != 1 ||
|
||||
slot < 0 || slot >= BindJoyDeviceSlots)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
*joy_slot = slot;
|
||||
//
|
||||
// The rest of the line is a product-name substring, rejoined
|
||||
// with single spaces ("Saitek Pro Flight" is four tokens).
|
||||
//
|
||||
profile->joyDeviceMatch[slot][0] = '\0';
|
||||
for (int i = 2; i < token_count; ++i)
|
||||
{
|
||||
if (i > 2)
|
||||
{
|
||||
strncat(profile->joyDeviceMatch[slot], " ",
|
||||
sizeof(profile->joyDeviceMatch[slot]) -
|
||||
strlen(profile->joyDeviceMatch[slot]) - 1);
|
||||
}
|
||||
strncat(profile->joyDeviceMatch[slot], tokens[i],
|
||||
sizeof(profile->joyDeviceMatch[slot]) -
|
||||
strlen(profile->joyDeviceMatch[slot]) - 1);
|
||||
}
|
||||
return True;
|
||||
}
|
||||
|
||||
if (token_count < 4)
|
||||
{
|
||||
return False;
|
||||
@@ -267,35 +363,96 @@ namespace
|
||||
{
|
||||
return False;
|
||||
}
|
||||
PadPadAxisBinding *binding = &profile->padAxes[profile->padAxisCount++];
|
||||
memset(binding, 0, sizeof(*binding));
|
||||
binding->source = source;
|
||||
binding->axis = axis;
|
||||
for (int i = 4; i < token_count; ++i)
|
||||
//
|
||||
// Built aside and only then committed: a row whose options
|
||||
// go bad half way through is a REJECTED row, and taking the
|
||||
// slot first would leave the good half of it bound anyway,
|
||||
// under a log line that says it was skipped.
|
||||
//
|
||||
PadPadAxisBinding candidate;
|
||||
memset(&candidate, 0, sizeof(candidate));
|
||||
candidate.source = source;
|
||||
candidate.axis = axis;
|
||||
if (!ParseAxisOptions(tokens, token_count, 4,
|
||||
&candidate.invert, &candidate.deadzone, &candidate.rate))
|
||||
{
|
||||
if (NameEquals(tokens[i], "invert"))
|
||||
{
|
||||
binding->invert = True;
|
||||
}
|
||||
else if (NameEquals(tokens[i], "deadzone") && i + 1 < token_count)
|
||||
{
|
||||
if (!ParseNumber(tokens[++i], &binding->deadzone))
|
||||
{
|
||||
return False;
|
||||
}
|
||||
}
|
||||
else if (NameEquals(tokens[i], "rate") && i + 1 < token_count)
|
||||
{
|
||||
if (!ParseNumber(tokens[++i], &binding->rate))
|
||||
{
|
||||
return False;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return False;
|
||||
}
|
||||
return False;
|
||||
}
|
||||
profile->padAxes[profile->padAxisCount++] = candidate;
|
||||
return True;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Generic joystick rows, all attaching to the current joydev slot
|
||||
//---------------------------------------------------------------
|
||||
if (NameEquals(tokens[0], "joyaxis") && NameEquals(tokens[2], "axis"))
|
||||
{
|
||||
int source = LookupTable(kJoyAxisNames,
|
||||
sizeof(kJoyAxisNames) / sizeof(kJoyAxisNames[0]), tokens[1]);
|
||||
int axis = LookupTable(kRioAxisNames,
|
||||
sizeof(kRioAxisNames) / sizeof(kRioAxisNames[0]), tokens[3]);
|
||||
if (source < 0 || axis < 0 ||
|
||||
profile->joyAxisCount >= PadBindingProfile::maxJoyAxes)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
PadJoyAxisBinding candidate;
|
||||
memset(&candidate, 0, sizeof(candidate));
|
||||
candidate.device = *joy_slot;
|
||||
candidate.source = source;
|
||||
candidate.axis = axis;
|
||||
if (!ParseAxisOptions(tokens, token_count, 4,
|
||||
&candidate.invert, &candidate.deadzone, &candidate.rate,
|
||||
&candidate.lever))
|
||||
{
|
||||
return False;
|
||||
}
|
||||
profile->joyAxes[profile->joyAxisCount++] = candidate;
|
||||
return True;
|
||||
}
|
||||
|
||||
if (NameEquals(tokens[0], "joybutton") && NameEquals(tokens[2], "button"))
|
||||
{
|
||||
int button = -1;
|
||||
int address;
|
||||
if (sscanf(tokens[1], "%d", &button) != 1 ||
|
||||
button < 0 || button >= joyButtonCount ||
|
||||
!ParseAddress(tokens[3], &address) ||
|
||||
profile->joyButtonCount >= PadBindingProfile::maxJoyButtons)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
Logical toggle = (token_count > 4 && NameEquals(tokens[4], "toggle"));
|
||||
PadJoyButtonBinding *binding =
|
||||
&profile->joyButtons[profile->joyButtonCount++];
|
||||
memset(binding, 0, sizeof(*binding));
|
||||
binding->device = *joy_slot;
|
||||
binding->button = button;
|
||||
binding->address = address;
|
||||
binding->toggle = toggle;
|
||||
return True;
|
||||
}
|
||||
|
||||
if (NameEquals(tokens[0], "joyhat") && token_count >= 5 &&
|
||||
NameEquals(tokens[3], "button"))
|
||||
{
|
||||
int hat = -1;
|
||||
int direction = LookupTable(kJoyHatNames,
|
||||
sizeof(kJoyHatNames) / sizeof(kJoyHatNames[0]), tokens[2]);
|
||||
int address;
|
||||
if (sscanf(tokens[1], "%d", &hat) != 1 ||
|
||||
hat < 0 || hat >= joyHatCount || direction < 0 ||
|
||||
!ParseAddress(tokens[4], &address) ||
|
||||
profile->joyHatCount >= PadBindingProfile::maxJoyHats)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
PadJoyHatBinding *binding = &profile->joyHats[profile->joyHatCount++];
|
||||
memset(binding, 0, sizeof(*binding));
|
||||
binding->device = *joy_slot;
|
||||
binding->hat = hat;
|
||||
binding->direction = direction;
|
||||
binding->address = address;
|
||||
return True;
|
||||
}
|
||||
|
||||
@@ -320,10 +477,20 @@ namespace
|
||||
"# key <name> axis <axis> rate <n-per-second>\n"
|
||||
"# pad <button> button <addr> [toggle]\n"
|
||||
"# padaxis <src> axis <axis> [invert] [deadzone <d>] [rate <n-per-second>]\n"
|
||||
"# joydev <slot> [product-name substring]\n"
|
||||
"# joyaxis <src> axis <axis> [invert] [lever] [deadzone <d>] [rate <n>]\n"
|
||||
"# joybutton <n> button <addr> [toggle]\n"
|
||||
"# joyhat <n> <up|down|left|right> button <addr>\n"
|
||||
"#\n"
|
||||
"# <addr> RIO input address: lamp buttons 0x00-0x47, internal keypad\n"
|
||||
"# 0x50-0x5F, external keypad 0x60-0x6F (hex or decimal).\n"
|
||||
"# <axis> Throttle | LeftPedal | RightPedal | JoystickY | JoystickX\n"
|
||||
"# | Pedals - a signed axis that works the pedal PAIR, positive\n"
|
||||
"# for the right pedal and negative for the left, so one rudder\n"
|
||||
"# bar or twist grip drives both. Two-pedal hardware - racing\n"
|
||||
"# pedals, rudder pedals with an axis per foot - skips the\n"
|
||||
"# composite and binds LeftPedal and RightPedal directly; the\n"
|
||||
"# game mixes the pair into yaw the way the pod always did.\n"
|
||||
"# <name> Keys name: A-Z, D0-D9 (digit row), F1-F12, NumPad0-NumPad9,\n"
|
||||
"# Up, Down, Left, Right, Space, Enter, PageUp, PageDown,\n"
|
||||
"# OemMinus, Oemplus, Oemcomma, OemPeriod, ...\n"
|
||||
@@ -336,6 +503,44 @@ namespace
|
||||
"# back on release; 'rate' walks the axis by <n> per second and the\n"
|
||||
"# position sticks (the throttle). Every lamp button is also clickable\n"
|
||||
"# on the on-screen cockpit, so unbound addresses are never stranded.\n"
|
||||
"#\n"
|
||||
"# ---- Flight sticks, HOTAS throttles and rudder pedals --------------\n"
|
||||
"#\n"
|
||||
"# EASIEST: run joyconfig.bat once. It asks you to move each control,\n"
|
||||
"# works out which device and axis you moved and which way round it\n"
|
||||
"# reads, and writes the joy* rows below a marker line at the end of\n"
|
||||
"# this file. Everything you have written yourself is kept. Xbox-class\n"
|
||||
"# pads need none of this - they are the pad* rows above.\n"
|
||||
"#\n"
|
||||
"# By hand: joydev picks the device for the rows that follow it - a\n"
|
||||
"# name substring binds that product, a bare slot number binds the Nth\n"
|
||||
"# stick Windows lists. <src> for joyaxis is the DirectInput axis name,\n"
|
||||
"# X Y Z RX RY RZ SL0 SL1: a twist grip is usually RZ and a HOTAS\n"
|
||||
"# throttle usually Z or SL0. A joyaxis on Throttle with no 'rate' is\n"
|
||||
"# treated as a real lever and OWNS the channel - its full travel is\n"
|
||||
"# the full throttle range, rather than nudging the position the way a\n"
|
||||
"# spring-centred pad stick has to.\n"
|
||||
"#\n"
|
||||
"# 'lever' marks a source that rests at one END of its travel instead of\n"
|
||||
"# in the middle - a floor pedal, a slider. Windows reports it as a full\n"
|
||||
"# -1..1 axis all the same, so without the word half the travel sits\n"
|
||||
"# below zero and the first half of the press does nothing; with it the\n"
|
||||
"# travel maps onto 0..1 and the deadzone measures from the released end.\n"
|
||||
"#\n"
|
||||
"# joydev 0 T.16000M\n"
|
||||
"# joyaxis X axis JoystickX invert deadzone 0.08\n"
|
||||
"# joyaxis Y axis JoystickY invert deadzone 0.08\n"
|
||||
"# joyaxis RZ axis Pedals deadzone 0.08\n"
|
||||
"# joyaxis SL0 axis Throttle deadzone 0\n"
|
||||
"# joybutton 0 button 0x40\n"
|
||||
"# joyhat 0 up button 0x42\n"
|
||||
"#\n"
|
||||
"# ...and the same stick with racing pedals on a second device, one\n"
|
||||
"# axis per foot instead of the composite:\n"
|
||||
"#\n"
|
||||
"# joydev 1 Pedals\n"
|
||||
"# joyaxis Y axis LeftPedal lever deadzone 0.05\n"
|
||||
"# joyaxis RZ axis RightPedal lever deadzone 0.05\n"
|
||||
"\n"
|
||||
"# ---- Flight: number pad + modifiers -------------------------------\n"
|
||||
"# The whole letter board stays free for the MFD banks; flight lives\n"
|
||||
@@ -376,8 +581,11 @@ namespace
|
||||
"pad DPadRight button 0x43 # Hat Right\n"
|
||||
"pad LeftShoulder button 0x3D # Panic\n"
|
||||
"pad RightShoulder button 0x3F # Throttle button (reverse)\n"
|
||||
"pad Start button 0x37 # config 1\n"
|
||||
"pad Back button 0x36 # config 2\n"
|
||||
"\n"
|
||||
"# Start and Back are left free - map them to whatever you want, e.g.\n"
|
||||
"# the config buttons on the Upper Right MFD:\n"
|
||||
"#pad Start button 0x37\n"
|
||||
"#pad Back button 0x36\n"
|
||||
"\n"
|
||||
"# ---- Upper MFD bank: the number row is the top MFD row and the\n"
|
||||
"# ---- QWERTY row is the row under it, left to right across the\n"
|
||||
@@ -496,6 +704,7 @@ void
|
||||
char line[256];
|
||||
int line_number = 0;
|
||||
int error_count = 0;
|
||||
int joy_slot = 0; // joy rows before any joydev belong to slot 0
|
||||
const char *cursor = source;
|
||||
while (*cursor != '\0')
|
||||
{
|
||||
@@ -520,7 +729,7 @@ void
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (!ParseLine(tokens, token_count, profile))
|
||||
if (!ParseLine(tokens, token_count, profile, &joy_slot))
|
||||
{
|
||||
++error_count;
|
||||
DEBUG_STREAM << "PadBindings: " << kBindingsFileName << " line "
|
||||
@@ -539,4 +748,10 @@ void
|
||||
<< profile->padAxisCount << " pad axes"
|
||||
<< (error_count ? " (with rejected lines)" : "")
|
||||
<< "\n" << std::flush;
|
||||
if (profile->joyAxisCount || profile->joyButtonCount || profile->joyHatCount)
|
||||
{
|
||||
DEBUG_STREAM << "PadBindings: joystick - " << profile->joyAxisCount
|
||||
<< " axes, " << profile->joyButtonCount << " buttons, "
|
||||
<< profile->joyHatCount << " hat directions\n" << std::flush;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,12 +18,32 @@
|
||||
// key <name> axis <axis> deflect <n> | rate <n>
|
||||
// pad <button> button <addr> [toggle]
|
||||
// padaxis <src> axis <axis> [invert] [deadzone <d>] [rate <n>]
|
||||
// joydev <slot> [product-name substring...]
|
||||
// joyaxis <src> axis <axis> [invert] [lever] [deadzone <d>] [rate <n>]
|
||||
// joybutton <n> button <addr> [toggle]
|
||||
// joyhat <n> <up|down|left|right> button <addr>
|
||||
//
|
||||
// <addr> is a RIO input address: lamp buttons 0x00-0x47, internal
|
||||
// keypad 0x50-0x5F, external keypad 0x60-0x6F. Loaded from
|
||||
// bindings.txt beside the exe; written there (self-documenting, with
|
||||
// the full default profile) on first run. Bad lines are logged and
|
||||
// skipped, good lines always win.
|
||||
//
|
||||
// The joy* rows drive generic DirectInput devices - flight sticks,
|
||||
// HOTAS throttles, twist grips, rudder pedals (L4JOY.h). They attach to
|
||||
// the most recent joydev slot, or slot 0 if no joydev came first. A slot
|
||||
// naming a product substring binds THAT device; a bare slot binds the
|
||||
// Nth attached non-XInput device. Source names follow the DirectInput
|
||||
// layout - X Y Z RX RY RZ SL0 SL1 - where a twist grip is usually RZ
|
||||
// and a HOTAS throttle usually Z or SL0. RP412JOYCONFIG=1 writes these
|
||||
// rows for you by asking the player to move each control.
|
||||
//
|
||||
// 'lever' says the source is a one-way control that rests at one end of
|
||||
// its travel rather than in the middle - a floor pedal, a throttle
|
||||
// slider. DirectInput reports it as a full -1..1 axis all the same, so
|
||||
// without the keyword half the travel sits below zero and the first
|
||||
// half of the press does nothing. It maps that travel onto 0..1, and
|
||||
// the deadzone then measures from the released end instead of centre.
|
||||
//########################################################################
|
||||
|
||||
enum PadBindRioAxis
|
||||
@@ -33,6 +53,14 @@ enum PadBindRioAxis
|
||||
BindAxisRightPedal,
|
||||
BindAxisJoystickY,
|
||||
BindAxisJoystickX,
|
||||
//
|
||||
// A signed composite, not a channel the pod has: positive presses
|
||||
// the right pedal, negative the left. One physical control - a
|
||||
// rudder bar, a twist grip, a stick axis - works the pedal pair the
|
||||
// way a foot never could, one or the other and never both. It
|
||||
// decomposes into the real pair when the poll applies it.
|
||||
//
|
||||
BindAxisPedals,
|
||||
BindAxisCount
|
||||
};
|
||||
|
||||
@@ -89,6 +117,55 @@ struct PadPadAxisBinding
|
||||
Scalar rate; // 0 = direct position, >0 = speed integrate
|
||||
};
|
||||
|
||||
//
|
||||
// Generic joystick (DirectInput - L4JOY.h). device is a joydev SLOT,
|
||||
// resolved to a live device at poll time by the slot's name substring or
|
||||
// by its ordinal, so unplugging and replugging does not rewrite the file.
|
||||
//
|
||||
enum { BindJoyDeviceSlots = 4 };
|
||||
|
||||
enum PadBindJoyAxis
|
||||
{
|
||||
BindJoyAxisX = 0,
|
||||
BindJoyAxisY,
|
||||
BindJoyAxisZ,
|
||||
BindJoyAxisRX,
|
||||
BindJoyAxisRY,
|
||||
BindJoyAxisRZ,
|
||||
BindJoyAxisSL0,
|
||||
BindJoyAxisSL1,
|
||||
BindJoyAxisCount
|
||||
};
|
||||
|
||||
struct PadJoyAxisBinding
|
||||
{
|
||||
int device; // joydev slot
|
||||
int source; // PadBindJoyAxis
|
||||
int axis; // PadBindRioAxis
|
||||
Logical invert;
|
||||
Logical lever; // rests at one end: -1..1 travel means 0..1
|
||||
Scalar deadzone; // normalized 0..1
|
||||
Scalar rate; // 0 = direct position, >0 = speed integrate
|
||||
};
|
||||
|
||||
struct PadJoyButtonBinding
|
||||
{
|
||||
int device; // joydev slot
|
||||
int button; // 0-31
|
||||
int address;
|
||||
Logical toggle;
|
||||
Logical wasDown;
|
||||
Logical latched;
|
||||
};
|
||||
|
||||
struct PadJoyHatBinding
|
||||
{
|
||||
int device; // joydev slot
|
||||
int hat; // 0-3
|
||||
int direction; // 0 up, 1 right, 2 down, 3 left
|
||||
int address;
|
||||
};
|
||||
|
||||
struct PadBindingProfile
|
||||
{
|
||||
enum
|
||||
@@ -96,7 +173,10 @@ struct PadBindingProfile
|
||||
maxKeyButtons = 128,
|
||||
maxKeyAxes = 32,
|
||||
maxPadButtons = 32,
|
||||
maxPadAxes = 16
|
||||
maxPadAxes = 16,
|
||||
maxJoyAxes = 24,
|
||||
maxJoyButtons = 48,
|
||||
maxJoyHats = 16
|
||||
};
|
||||
|
||||
PadKeyButtonBinding keyButtons[maxKeyButtons];
|
||||
@@ -107,6 +187,15 @@ struct PadBindingProfile
|
||||
int padButtonCount;
|
||||
PadPadAxisBinding padAxes[maxPadAxes];
|
||||
int padAxisCount;
|
||||
|
||||
PadJoyAxisBinding joyAxes[maxJoyAxes];
|
||||
int joyAxisCount;
|
||||
PadJoyButtonBinding joyButtons[maxJoyButtons];
|
||||
int joyButtonCount;
|
||||
PadJoyHatBinding joyHats[maxJoyHats];
|
||||
int joyHatCount;
|
||||
// "" = take the slot's ordinal attached device
|
||||
char joyDeviceMatch[BindJoyDeviceSlots][64];
|
||||
};
|
||||
|
||||
// Load bindings.txt from the working directory into the profile,
|
||||
|
||||
+235
-1
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "l4padrio.h"
|
||||
#include "l4keylight.h"
|
||||
#include "l4joy.h"
|
||||
|
||||
#include <XInput.h>
|
||||
#pragma comment(lib, "xinput9_1_0.lib")
|
||||
@@ -41,6 +42,70 @@ namespace
|
||||
return (GetAsyncKeyState(virtual_key) & 0x8000) != 0;
|
||||
}
|
||||
|
||||
//
|
||||
// A generic stick axis is already normalized -1..1, so the deadzone
|
||||
// is a plain cut about centre with the remainder rescaled - press
|
||||
// just past the edge and you get just past zero, not a step.
|
||||
//
|
||||
Scalar JoyAxisValue(Scalar raw, Scalar deadzone)
|
||||
{
|
||||
if (deadzone <= 0.0f)
|
||||
{
|
||||
return raw;
|
||||
}
|
||||
if (raw > -deadzone && raw < deadzone)
|
||||
{
|
||||
return (Scalar) 0;
|
||||
}
|
||||
Scalar value = (raw > 0.0f)
|
||||
? (raw - deadzone) / (1.0f - deadzone)
|
||||
: (raw + deadzone) / (1.0f - deadzone);
|
||||
if (value > 1.0f) value = 1.0f;
|
||||
if (value < -1.0f) value = -1.0f;
|
||||
return value;
|
||||
}
|
||||
|
||||
//
|
||||
// A one-way control - a floor pedal, a slider - rests at one END of
|
||||
// its travel, not in the middle, and DirectInput still reports it as
|
||||
// a full -1..1 axis. Fold that travel onto 0..1 so the pedal starts
|
||||
// answering as soon as it moves instead of at half depression, and
|
||||
// measure the deadzone from the released end, where the slack in a
|
||||
// tired return spring actually lives.
|
||||
//
|
||||
Scalar JoyLeverValue(Scalar raw, Scalar deadzone)
|
||||
{
|
||||
Scalar value = (raw + 1.0f) * 0.5f;
|
||||
if (value <= deadzone)
|
||||
{
|
||||
return (Scalar) 0;
|
||||
}
|
||||
if (value > 1.0f) value = 1.0f;
|
||||
return value;
|
||||
}
|
||||
|
||||
//
|
||||
// A POV hat reports centidegrees clockwise from up, or -1 centered.
|
||||
// The 45-degree window each way is what makes the diagonals press
|
||||
// both of their neighbours, which is how a four-way hat is read.
|
||||
//
|
||||
Logical JoyHatHeld(int centidegrees, int direction)
|
||||
{
|
||||
if (centidegrees < 0)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
int degrees = (centidegrees / 100) % 360;
|
||||
switch (direction)
|
||||
{
|
||||
case 0: return (degrees >= 315 || degrees <= 45) ? True : False;
|
||||
case 1: return (degrees >= 45 && degrees <= 135) ? True : False;
|
||||
case 2: return (degrees >= 135 && degrees <= 225) ? True : False;
|
||||
case 3: return (degrees >= 225 && degrees <= 315) ? True : False;
|
||||
}
|
||||
return False;
|
||||
}
|
||||
|
||||
void KeyLightLog(const char *line)
|
||||
{
|
||||
DEBUG_STREAM << line << "\n" << std::flush;
|
||||
@@ -166,6 +231,29 @@ PadRIO::PadRIO()
|
||||
activeInstance = this;
|
||||
|
||||
DEBUG_STREAM << "PadRIO: virtual RIO active (XInput pad + keyboard)\n" << std::flush;
|
||||
|
||||
//
|
||||
// Only open DirectInput when the profile actually asks for it. A
|
||||
// player on keyboard and pad should not pay for an enumeration of
|
||||
// every HID on the machine, and joyconfig.bat is what writes the
|
||||
// rows that turn this on.
|
||||
//
|
||||
if (profile.joyAxisCount > 0 || profile.joyButtonCount > 0 ||
|
||||
profile.joyHatCount > 0)
|
||||
{
|
||||
int found = RPJoyInit();
|
||||
DEBUG_STREAM << "PadRIO: joystick bindings present, " << found
|
||||
<< " generic device(s) attached\n" << std::flush;
|
||||
for (int d = 0; d < found; ++d)
|
||||
{
|
||||
const RPJoyDeviceState *state = RPJoyDevice(d);
|
||||
if (state != NULL)
|
||||
{
|
||||
DEBUG_STREAM << "PadRIO: [" << d << "] " << state->name
|
||||
<< "\n" << std::flush;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PadRIO::~PadRIO()
|
||||
@@ -244,6 +332,11 @@ void
|
||||
profile.padButtons[i].latched = False;
|
||||
profile.padButtons[i].wasDown = False;
|
||||
}
|
||||
for (int i = 0; i < profile.joyButtonCount; ++i)
|
||||
{
|
||||
profile.joyButtons[i].latched = False;
|
||||
profile.joyButtons[i].wasDown = False;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
@@ -391,6 +484,81 @@ void
|
||||
}
|
||||
}
|
||||
}
|
||||
//---------------------------------------------------------------
|
||||
// Generic joysticks. The slots are resolved every poll rather than
|
||||
// cached, so a stick unplugged mid-race simply stops answering and
|
||||
// one plugged back in picks up where it left off.
|
||||
//---------------------------------------------------------------
|
||||
int joyDevice[BindJoyDeviceSlots];
|
||||
Logical joyLive = False;
|
||||
for (int slot = 0; slot < BindJoyDeviceSlots; ++slot)
|
||||
{
|
||||
joyDevice[slot] = -1;
|
||||
}
|
||||
if (profile.joyAxisCount > 0 || profile.joyButtonCount > 0 ||
|
||||
profile.joyHatCount > 0)
|
||||
{
|
||||
RPJoyPoll();
|
||||
for (int slot = 0; slot < BindJoyDeviceSlots; ++slot)
|
||||
{
|
||||
joyDevice[slot] = (profile.joyDeviceMatch[slot][0] != '\0')
|
||||
? RPJoyFindDevice(profile.joyDeviceMatch[slot])
|
||||
: ((RPJoyDevice(slot) != NULL) ? slot : -1);
|
||||
if (joyDevice[slot] >= 0)
|
||||
{
|
||||
joyLive = True;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < profile.joyButtonCount; ++i)
|
||||
{
|
||||
PadJoyButtonBinding *binding = &profile.joyButtons[i];
|
||||
const RPJoyDeviceState *state =
|
||||
(binding->device >= 0 && binding->device < BindJoyDeviceSlots)
|
||||
? RPJoyDevice(joyDevice[binding->device]) : NULL;
|
||||
Logical down = (state != NULL) &&
|
||||
(state->buttons & (1u << binding->button)) != 0;
|
||||
if (binding->toggle && down && !binding->wasDown)
|
||||
{
|
||||
binding->latched = !binding->latched;
|
||||
}
|
||||
binding->wasDown = down;
|
||||
|
||||
if (binding->toggle ? binding->latched : down)
|
||||
{
|
||||
if (binding->address < buttonUnits)
|
||||
{
|
||||
desired[binding->address] = 1;
|
||||
}
|
||||
else if (binding->address >= 0x50 &&
|
||||
binding->address < 0x50 + keypadUnits)
|
||||
{
|
||||
keypadDesired[binding->address - 0x50] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < profile.joyHatCount; ++i)
|
||||
{
|
||||
const PadJoyHatBinding *binding = &profile.joyHats[i];
|
||||
const RPJoyDeviceState *state =
|
||||
(binding->device >= 0 && binding->device < BindJoyDeviceSlots)
|
||||
? RPJoyDevice(joyDevice[binding->device]) : NULL;
|
||||
if (state != NULL &&
|
||||
JoyHatHeld(state->hat[binding->hat], binding->direction))
|
||||
{
|
||||
if (binding->address < buttonUnits)
|
||||
{
|
||||
desired[binding->address] = 1;
|
||||
}
|
||||
else if (binding->address >= 0x50 &&
|
||||
binding->address < 0x50 + keypadUnits)
|
||||
{
|
||||
keypadDesired[binding->address - 0x50] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < buttonUnits; ++i)
|
||||
{
|
||||
if (screenButton[i])
|
||||
@@ -502,6 +670,70 @@ void
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Joystick axes. A physical throttle lever is the one source that
|
||||
// does not add into the pile: it has an absolute position, so its
|
||||
// full travel IS the channel and it takes ownership rather than
|
||||
// nudging an accumulator that a spring-centred pad stick has to.
|
||||
//---------------------------------------------------------------
|
||||
Logical throttleLever = False;
|
||||
Scalar throttleLeverValue = (Scalar) 0;
|
||||
|
||||
if (joyLive)
|
||||
{
|
||||
for (int i = 0; i < profile.joyAxisCount; ++i)
|
||||
{
|
||||
const PadJoyAxisBinding *binding = &profile.joyAxes[i];
|
||||
if (binding->device < 0 || binding->device >= BindJoyDeviceSlots)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const RPJoyDeviceState *state = RPJoyDevice(joyDevice[binding->device]);
|
||||
if (state == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Scalar raw = (Scalar) state->axis[binding->source];
|
||||
if (binding->invert)
|
||||
{
|
||||
raw = -raw;
|
||||
}
|
||||
if (binding->axis == BindAxisThrottle && binding->rate == 0.0f)
|
||||
{
|
||||
// -1..1 of lever travel onto the 0..1 the pod runs on
|
||||
throttleLeverValue = (raw + 1.0f) * 0.5f;
|
||||
throttleLever = True;
|
||||
continue;
|
||||
}
|
||||
Scalar value = binding->lever
|
||||
? JoyLeverValue(raw, binding->deadzone)
|
||||
: JoyAxisValue(raw, binding->deadzone);
|
||||
if (binding->rate > 0.0f)
|
||||
{
|
||||
rate[binding->axis] += value * binding->rate;
|
||||
}
|
||||
else
|
||||
{
|
||||
deflect[binding->axis] += value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// The composite pedal axis becomes the pair the pod actually has.
|
||||
// One signed source presses one pedal or the other, never both,
|
||||
// which is what a rudder bar or a twist grip does.
|
||||
//
|
||||
Scalar pedals = deflect[BindAxisPedals];
|
||||
if (pedals > 0.0f)
|
||||
{
|
||||
deflect[BindAxisRightPedal] += pedals;
|
||||
}
|
||||
else if (pedals < 0.0f)
|
||||
{
|
||||
deflect[BindAxisLeftPedal] += -pedals;
|
||||
}
|
||||
|
||||
throttleAccum = Clamp01(throttleAccum + rate[BindAxisThrottle] * delta_t);
|
||||
|
||||
Scalar x = deflect[BindAxisJoystickX];
|
||||
@@ -511,7 +743,9 @@ void
|
||||
if (y > 1.0f) y = 1.0f;
|
||||
if (y < -1.0f) y = -1.0f;
|
||||
|
||||
Throttle = Clamp01(throttleAccum + deflect[BindAxisThrottle]);
|
||||
Throttle = throttleLever
|
||||
? Clamp01(throttleLeverValue)
|
||||
: Clamp01(throttleAccum + deflect[BindAxisThrottle]);
|
||||
LeftPedal = Clamp01(deflect[BindAxisLeftPedal]);
|
||||
RightPedal = Clamp01(deflect[BindAxisRightPedal]);
|
||||
// The profile encodes the pod's stick sign convention; L4PADFLIP
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "l4plasmascreen.h"
|
||||
#include "l4app.h"
|
||||
#include "l4mfdview.h" // RPWindowLayout_*
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -45,6 +46,15 @@ namespace
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_EXITSIZEMOVE:
|
||||
//
|
||||
// Dragged to a new spot. Write the whole arrangement now rather
|
||||
// than trusting teardown, so a hard kill still leaves what was
|
||||
// on screen. No-op unless RP412MFDLAYOUT is save.
|
||||
//
|
||||
RPWindowLayout_Save();
|
||||
return 0;
|
||||
|
||||
case WM_CLOSE:
|
||||
// The glass is part of the cockpit; just hide it.
|
||||
ShowWindow(hwnd, SW_HIDE);
|
||||
@@ -176,6 +186,7 @@ PlasmaScreen::~PlasmaScreen()
|
||||
}
|
||||
if (window != NULL)
|
||||
{
|
||||
RPWindowLayout_Forget(window);
|
||||
RemovePropA((HWND) window, "PlasmaBitmapInfo");
|
||||
RemovePropA((HWND) window, "PlasmaPixels");
|
||||
DestroyWindow((HWND) window);
|
||||
@@ -275,6 +286,22 @@ void
|
||||
SetPropA((HWND) window, "PlasmaPixels", pixelBuffer->Data.MapPointer);
|
||||
ShowWindow((HWND) window, SW_SHOWNOACTIVATE);
|
||||
activeInstance = this;
|
||||
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
// Join the saved layout. Position only, like the display
|
||||
// panes: the glass is 128x32 at L4PLASMASCALE, so its size
|
||||
// is a setting rather than something to drag.
|
||||
//
|
||||
// Loading here rather than leaving it to SVGA16 keeps this
|
||||
// independent of which is built first - the glass comes from
|
||||
// the gauge renderer, the panes from the video mode, and
|
||||
// whichever runs second re-applies a placement the first
|
||||
// already has.
|
||||
//-----------------------------------------------------------
|
||||
//
|
||||
RPWindowLayout_Register(window, "Plasma Display", False);
|
||||
RPWindowLayout_Load();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+885
-82
File diff suppressed because it is too large
Load Diff
@@ -293,6 +293,17 @@ private:
|
||||
|
||||
int mDisplayToUpdate;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// How many displays this copy pass has refreshed.
|
||||
//
|
||||
// The gauge renderer's copy phase ends the moment Update() reports it
|
||||
// has finished, and Update() reported that after ONE display - so a
|
||||
// whole gauge sweep refreshed a single display, and the map, one of
|
||||
// three, came round only every third sweep. Counting them out means
|
||||
// one sweep refreshes all of them.
|
||||
//------------------------------------------------------------------
|
||||
int mDisplaysCopiedThisPass;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Split-view mode (L4MFDSPLIT=1): the five channel-packed MFDs and
|
||||
// the rotated map render as their own desktop windows; the packed
|
||||
@@ -308,6 +319,26 @@ private:
|
||||
SplitViewCount
|
||||
};
|
||||
|
||||
public:
|
||||
//------------------------------------------------------------------
|
||||
// Glass size of one secondary display, in whatever units the caller
|
||||
// asked for (canvas units while clamping, device pixels on return).
|
||||
//------------------------------------------------------------------
|
||||
struct GlassSize
|
||||
{
|
||||
int w, h;
|
||||
};
|
||||
|
||||
protected:
|
||||
//------------------------------------------------------------------
|
||||
// The six displays sized for a given canvas scale, honouring the
|
||||
// player's per-display scaling and clamped to keep the pod
|
||||
// arrangement legal. Every layout goes through here, first and
|
||||
// resized alike, so the two can never disagree.
|
||||
//------------------------------------------------------------------
|
||||
static void
|
||||
CockpitGlassSizes(int scale, GlassSize sizes[SplitViewCount]);
|
||||
|
||||
void
|
||||
FillSplitMFD(
|
||||
SplitViewID view,
|
||||
@@ -315,12 +346,42 @@ private:
|
||||
int shift
|
||||
);
|
||||
|
||||
public:
|
||||
//------------------------------------------------------------------
|
||||
// Fit the cockpit into a client area: one uniform scale keeps the
|
||||
// 1920x1080 canvas at its own aspect (so an ultrawide letterboxes
|
||||
// rather than stretching), centred in whatever space it is given.
|
||||
// Re-run whenever the cockpit window is resized.
|
||||
//------------------------------------------------------------------
|
||||
void
|
||||
LayoutCockpit(int client_w, int client_h);
|
||||
|
||||
static SVGA16 *
|
||||
GetCockpit()
|
||||
{ return activeCockpit; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Take the six secondary displays off screen and leave the whole
|
||||
// canvas to the viewscreen. The Winners Circle wants the podium
|
||||
// uncluttered, and the panes are only bezels over the 3D - hiding
|
||||
// them uncovers what is already being drawn behind.
|
||||
//
|
||||
// There is no matching show: the mission is over by the time this
|
||||
// is called, and the next race builds a fresh cockpit.
|
||||
//------------------------------------------------------------------
|
||||
void
|
||||
HideSecondaryDisplays();
|
||||
|
||||
protected:
|
||||
Logical
|
||||
splitViews;
|
||||
MFDSplitView
|
||||
*splitView[SplitViewCount];
|
||||
HWND
|
||||
cockpitViewscreen; // child pane the 3D scene presents into
|
||||
|
||||
static SVGA16
|
||||
*activeCockpit; // the instance owning the cockpit window
|
||||
};
|
||||
|
||||
//########################################################################
|
||||
|
||||
+514
-22
@@ -17,6 +17,10 @@
|
||||
#include "..\munga\nttmgr.h"
|
||||
#include "..\munga\app.h"
|
||||
#include "l4particles.h"
|
||||
#include "l4padrio.h" // PadRIO::IsActive, for the per-frame lamp sweep
|
||||
#include "..\munga\gaugrend.h"
|
||||
#include "..\munga\lamp.h"
|
||||
#include "..\munga\mode.h"
|
||||
#include "DXUtils.h"
|
||||
|
||||
using namespace std;
|
||||
@@ -1797,6 +1801,19 @@ DPLRenderer::DPLRenderer(
|
||||
backgroundGreen = 0.0f;
|
||||
backgroundBlue = 0.0f;
|
||||
viewAngle = 30.0f;
|
||||
// the Winners Circle camera is off until the podium asks for it. No
|
||||
// restore path is needed: a fresh DPLRenderer is built per mission, so
|
||||
// the next race re-reads viewangle from RPDPL.INI.
|
||||
mPresentationCamera = False;
|
||||
mPresentationFog = False;
|
||||
mPresentationAspect = 0.0f;
|
||||
mPresentationFadeTime = 0.0f;
|
||||
mPresentationFogRed = 0.0f;
|
||||
mPresentationFogGreen = 0.0f;
|
||||
mPresentationFogBlue = 0.0f;
|
||||
mPresentationFogNear = 0.0f;
|
||||
mPresentationFogFar = 0.0f;
|
||||
D3DXMatrixIdentity(&mPresentationView);
|
||||
dplMainView = NULL;
|
||||
dplDeathZone = NULL;
|
||||
dplMainZone = NULL;
|
||||
@@ -2343,10 +2360,53 @@ void
|
||||
}
|
||||
break;
|
||||
case winnersCircleFogStyle:
|
||||
//
|
||||
// The presentation shot, restored from the DPL body below. The
|
||||
// stand sits far off the track in open ground, so the track's own
|
||||
// fog leaves it in the dark - this is the lighter blue-violet the
|
||||
// original used to lift it, with the fog pushed back to 100/1050.
|
||||
//
|
||||
// HACK!! This really shouldn't reset the clip planes, but since
|
||||
// it only happens at the end of the review, it should be safe for now.
|
||||
//
|
||||
fogRed = 0.32f;
|
||||
fogGreen = 0.30f;
|
||||
fogBlue = 0.65f;
|
||||
fogNear = 100.0f;
|
||||
fogFar = 1050.0f;
|
||||
|
||||
// the per-frame FOGSTART/FOGEND come from these
|
||||
currentFogNear = fogNear;
|
||||
currentFogFar = fogFar;
|
||||
|
||||
clipNear = 0.25f;
|
||||
clipFar = 1100.0f;
|
||||
|
||||
// tells the end-of-mission fade to stand down
|
||||
mPresentationFog = True;
|
||||
|
||||
//
|
||||
// Crop to the shape the stand was composed for. 4:3 unless
|
||||
// RP412PODIUMASPECT says otherwise; 0 turns it off and lets
|
||||
// the podium run full width.
|
||||
//
|
||||
mPresentationAspect = 4.0f / 3.0f;
|
||||
{
|
||||
const char *aspect = getenv("RP412PODIUMASPECT");
|
||||
if (aspect != NULL)
|
||||
{
|
||||
mPresentationAspect = (float) atof(aspect);
|
||||
}
|
||||
}
|
||||
|
||||
// unconditional: fogUpdating is off while a vehicle drives its own
|
||||
// headlight fog, and the podium overrides all of that
|
||||
if (mDevice != NULL)
|
||||
{
|
||||
mDevice->SetRenderState(D3DRS_FOGCOLOR,
|
||||
D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen),
|
||||
(int)(255 * fogBlue)));
|
||||
}
|
||||
// dpl_SetViewClipPlanes ( dplMainView, 0.25f, 1100.0f );
|
||||
// dpl_SetViewFog(
|
||||
// dplMainView,
|
||||
@@ -5608,6 +5668,24 @@ void
|
||||
intersect_mask = INTERSECT_ALL;
|
||||
}
|
||||
|
||||
//
|
||||
// RP412RENDERDIAG=1: name what actually gets built, so a missing
|
||||
// Winners Circle can be told from one that is simply out of shot.
|
||||
//
|
||||
{
|
||||
static const char *diag = getenv("RP412RENDERDIAG");
|
||||
if (diag != NULL && atoi(diag) != 0)
|
||||
{
|
||||
DEBUG_STREAM << "RenderDiag: building class"
|
||||
<< entity->GetClassID() << " res "
|
||||
<< entity->GetResourceID() << " at "
|
||||
<< entity->localOrigin.linearPosition.x << ","
|
||||
<< entity->localOrigin.linearPosition.y << ","
|
||||
<< entity->localOrigin.linearPosition.z
|
||||
<< "\n" << std::flush;
|
||||
}
|
||||
}
|
||||
|
||||
Logical first_object = True;
|
||||
|
||||
video_iterator.First();
|
||||
@@ -5909,11 +5987,84 @@ void
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Execute Method, performs the rendering of one frame
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
// RPSweepCockpitLamps
|
||||
//
|
||||
// Push the cockpit lamp STATE once per frame, instead of once per gauge
|
||||
// cycle.
|
||||
//
|
||||
// The on-screen vRIO buttons light themselves from PadRIO::GetLampState,
|
||||
// and they redraw with their MFD strip. What FILLS that store is
|
||||
// LampManager::Update -> AssertNewLampValue -> SetLamp, and that rides
|
||||
// the gauge renderer's FOREGROUND turn - which comes round only once per
|
||||
// full gauge cycle. On a busy map the cycle takes the best part of a
|
||||
// second, so the lit buttons froze and any flash stalled while the 3D
|
||||
// view, a separate per-frame render, stayed perfectly smooth. BT411 saw
|
||||
// the same thing on its glass surround and fixed it the same way.
|
||||
//
|
||||
// It is cheap: a sweep over the lamps, no raster, and AssertNewLampValue
|
||||
// already drops anything that has not changed - so this pushes no extra
|
||||
// traffic, it only stops changes arriving late.
|
||||
//
|
||||
// Only when a PadRIO is active, i.e. cockpit-less play. With real serial
|
||||
// hardware selected the pod keeps its authentic bandwidth-paced cadence,
|
||||
// untouched. RP412LAMPSWEEP=0 restores the once-per-cycle behaviour.
|
||||
//===========================================================================
|
||||
//
|
||||
static void
|
||||
RPSweepCockpitLamps()
|
||||
{
|
||||
static int
|
||||
enabled = -1;
|
||||
|
||||
if (enabled < 0)
|
||||
{
|
||||
const char
|
||||
*setting = getenv("RP412LAMPSWEEP");
|
||||
|
||||
enabled = (setting != NULL && setting[0] == '0') ? 0 : 1;
|
||||
}
|
||||
if (!enabled || !PadRIO::IsActive() || application == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Only while a mission is actually running. This is called from the
|
||||
// top of the frame, ahead of the state switch below, so it would
|
||||
// otherwise fire while the mission is still being built and the
|
||||
// gauges do not exist yet.
|
||||
//
|
||||
if (application->GetApplicationState() != Application::RunningMission)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GaugeRenderer
|
||||
*renderer = application->GetGaugeRenderer();
|
||||
ModeManager
|
||||
*modes = application->GetModeManager();
|
||||
|
||||
if (renderer != NULL && modes != NULL)
|
||||
{
|
||||
LampManager
|
||||
*lamps = renderer->GetLampManager();
|
||||
|
||||
if (lamps != NULL)
|
||||
{
|
||||
lamps->Update(modes->GetModeMask());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::InterestingEntityIterator* all_iterator)
|
||||
{
|
||||
Component *component;
|
||||
HRESULT hr;
|
||||
|
||||
RPSweepCockpitLamps(); // keep the lit buttons tracking the sim (see above)
|
||||
|
||||
// timing variables
|
||||
__int64 ticks = HiResNowTicks();
|
||||
#ifdef LOGFRAMERATE
|
||||
@@ -5997,12 +6148,110 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
|
||||
if (mCamShipHUD)
|
||||
mCamShipHUD->Execute();
|
||||
|
||||
//
|
||||
// The eye renderable has just written D3DTS_VIEW from the viewpoint
|
||||
// entity. For the Winners Circle the shot comes from off the stand
|
||||
// instead, so stomp it here - before the read-back below that feeds
|
||||
// every draw call.
|
||||
//
|
||||
if (mPresentationCamera)
|
||||
{
|
||||
mDevice->SetTransform(D3DTS_VIEW, &mPresentationView);
|
||||
}
|
||||
|
||||
//
|
||||
// RP412RENDERDIAG=1: report what the frame is actually made of once the
|
||||
// mission is ending, which is the only way to tell an empty scene from a
|
||||
// misaimed camera.
|
||||
//
|
||||
{
|
||||
static const char *diag = getenv("RP412RENDERDIAG");
|
||||
static int reported = 0;
|
||||
if (diag != NULL && atoi(diag) != 0 &&
|
||||
currentAppState == Application::EndingMission && reported < 4)
|
||||
{
|
||||
++reported;
|
||||
int dynamic_count = 0;
|
||||
SChainIteratorOf<HierarchicalDrawComponent*> diag_iter(&mRenderables);
|
||||
while (diag_iter.ReadAndNext() != NULL)
|
||||
{
|
||||
++dynamic_count;
|
||||
}
|
||||
DEBUG_STREAM << "RenderDiag: ending frame " << reported
|
||||
<< " dead=" << (l4_application->IsDead() ? 1 : 0)
|
||||
<< " statics=" << (int) mConsolidatedStaticObjects.size()
|
||||
<< " renderables=" << dynamic_count
|
||||
<< " camera=" << (mPresentationCamera ? 1 : 0)
|
||||
<< "\n" << std::flush;
|
||||
}
|
||||
}
|
||||
|
||||
gNumBatches = 0;
|
||||
static Time lastFrameTime = mTargetRenderTime;
|
||||
Scalar dT = mTargetRenderTime - lastFrameTime;
|
||||
lastFrameTime = mTargetRenderTime;
|
||||
currentFrameTime = Now();
|
||||
|
||||
//
|
||||
// Fade the presentation up out of black, if one is running. Same lever
|
||||
// the end-of-mission fade pulls: scale the fog colour and both fog
|
||||
// distances, here from nothing up to what the podium asked for.
|
||||
//
|
||||
if (mPresentationFadeTime > 0.0f)
|
||||
{
|
||||
Scalar remaining = mPresentationFadeEnd - Now();
|
||||
Scalar fade = 1.0f - (remaining / mPresentationFadeTime);
|
||||
if (fade >= 1.0f)
|
||||
{
|
||||
fade = 1.0f;
|
||||
mPresentationFadeTime = 0.0f; // done
|
||||
}
|
||||
if (fade < 0.0f)
|
||||
{
|
||||
fade = 0.0f;
|
||||
}
|
||||
|
||||
fogRed = mPresentationFogRed * fade;
|
||||
fogGreen = mPresentationFogGreen * fade;
|
||||
fogBlue = mPresentationFogBlue * fade;
|
||||
currentFogNear = mPresentationFogNear * fade;
|
||||
currentFogFar = mPresentationFogFar * fade;
|
||||
|
||||
mDevice->SetRenderState(D3DRS_FOGCOLOR,
|
||||
D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen),
|
||||
(int)(255 * fogBlue)));
|
||||
}
|
||||
|
||||
//
|
||||
// Pillarbox: black the whole target first, then narrow the viewport so
|
||||
// everything after this - clear, scene, reticle - lands inside the crop
|
||||
// and the surround stays black. Restored after Present.
|
||||
//
|
||||
if (mPresentationAspect > 0.0f)
|
||||
{
|
||||
D3DVIEWPORT9 full;
|
||||
full.X = 0;
|
||||
full.Y = 0;
|
||||
full.Width = mPresentParams.BackBufferWidth;
|
||||
full.Height = mPresentParams.BackBufferHeight;
|
||||
full.MinZ = 0.0f;
|
||||
full.MaxZ = 1.0f;
|
||||
mDevice->SetViewport(&full);
|
||||
mDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
||||
|
||||
DWORD cropped = (DWORD)
|
||||
(mPresentParams.BackBufferHeight * mPresentationAspect);
|
||||
if (cropped > mPresentParams.BackBufferWidth)
|
||||
{
|
||||
cropped = mPresentParams.BackBufferWidth;
|
||||
}
|
||||
|
||||
D3DVIEWPORT9 crop = full;
|
||||
crop.Width = cropped;
|
||||
crop.X = (mPresentParams.BackBufferWidth - cropped) / 2;
|
||||
mDevice->SetViewport(&crop);
|
||||
}
|
||||
|
||||
DWORD currentFog;
|
||||
mDevice->GetRenderState(D3DRS_FOGCOLOR, ¤tFog);
|
||||
hr = mDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, currentFog, 1.0f, 0);
|
||||
@@ -6152,15 +6401,70 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
|
||||
mDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
|
||||
mDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||
|
||||
if (mReticle && !l4_application->IsDead())
|
||||
//
|
||||
// No gunsight on the podium - the race is over and nothing is being
|
||||
// aimed at. It is drawn in the 2D pass, so it survives everything else
|
||||
// the presentation turns off.
|
||||
//
|
||||
if (mReticle && !l4_application->IsDead() && !InPresentation())
|
||||
mReticle->Render(0, &viewTransform);
|
||||
|
||||
if (mCamShipHUD)
|
||||
if (mCamShipHUD && !InPresentation())
|
||||
mCamShipHUD->Render(0, &viewTransform);
|
||||
|
||||
hr = mDevice->EndScene();
|
||||
|
||||
hr = mDevice->Present(NULL, NULL, gMainPresentWindow, NULL);
|
||||
|
||||
// hand the whole target back
|
||||
if (mPresentationAspect > 0.0f)
|
||||
{
|
||||
D3DVIEWPORT9 full;
|
||||
full.X = 0;
|
||||
full.Y = 0;
|
||||
full.Width = mPresentParams.BackBufferWidth;
|
||||
full.Height = mPresentParams.BackBufferHeight;
|
||||
full.MinZ = 0.0f;
|
||||
full.MaxZ = 1.0f;
|
||||
mDevice->SetViewport(&full);
|
||||
}
|
||||
|
||||
//
|
||||
// RP412RENDERDIAG=1: did the ending frame actually reach the window, and
|
||||
// what colour did it clear to? A black clear with a blue-violet fog set
|
||||
// means something is overwriting the fog behind us.
|
||||
//
|
||||
{
|
||||
static const char *diag = getenv("RP412RENDERDIAG");
|
||||
static int presented = 0;
|
||||
if (diag != NULL && atoi(diag) != 0 &&
|
||||
application->GetApplicationState() == Application::EndingMission &&
|
||||
presented < 4)
|
||||
{
|
||||
++presented;
|
||||
DWORD fog_now = 0;
|
||||
mDevice->GetRenderState(D3DRS_FOGCOLOR, &fog_now);
|
||||
HWND present_window = (HWND) gMainPresentWindow;
|
||||
RECT present_rect;
|
||||
present_rect.left = present_rect.top = 0;
|
||||
present_rect.right = present_rect.bottom = 0;
|
||||
if (present_window != NULL)
|
||||
{
|
||||
GetClientRect(present_window, &present_rect);
|
||||
}
|
||||
DEBUG_STREAM << "RenderDiag: present " << presented
|
||||
<< " hr=0x" << std::hex << (unsigned int) hr << std::dec
|
||||
<< " fogcolor=0x" << std::hex << (unsigned int) fog_now << std::dec
|
||||
<< " window=" << (void*) present_window
|
||||
<< " visible=" << (present_window != NULL &&
|
||||
IsWindowVisible(present_window) ? 1 : 0)
|
||||
<< " rect=" << present_rect.right << "x" << present_rect.bottom
|
||||
<< " backbuf=" << mPresentParams.BackBufferWidth << "x"
|
||||
<< mPresentParams.BackBufferHeight
|
||||
<< "\n" << std::flush;
|
||||
}
|
||||
}
|
||||
|
||||
if (hr == D3DERR_DEVICELOST)
|
||||
{
|
||||
int bbCount = mPresentParams.BackBufferCount;
|
||||
@@ -6736,27 +7040,167 @@ void
|
||||
}
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
//
|
||||
// Un-stubbed for the Winners Circle, which asks for 45 degrees to get all
|
||||
// eight racers in frame. The DPL body below it built a dpl_View; the D3D9
|
||||
// path builds the same two matrices DPLReadINIPage does and pushes them,
|
||||
// because mProjectionMatrix only reaches the device on the LaunchingMission
|
||||
// edge and on the sky-pass restore - rebuilding alone would not show until
|
||||
// the next frame.
|
||||
//
|
||||
// Pass degrees, as the INI does. RPDPL.INI ships viewangle=40, which is what
|
||||
// to hand back afterwards - not the 30 in the constructor, which the INI
|
||||
// overwrites at load.
|
||||
//
|
||||
void DPLRenderer::SetViewAngle(Degree new_angle)
|
||||
{
|
||||
//STUBBED: DPL RB 1/14/07
|
||||
//Check(this);
|
||||
////
|
||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//// Convert From Degree To Radian
|
||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
////
|
||||
//Radian view_angle;
|
||||
//view_angle = new_angle;
|
||||
//viewAngle = view_angle;
|
||||
//viewRatio = tan(viewAngle/2.0f);
|
||||
////
|
||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//// Calc Aspect Ratio and Set View Projection
|
||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
////
|
||||
//aspectRatio = (float) y_size / (float) x_size;
|
||||
//dpl_SetViewProjection ( dplMainView, -1.0f, -aspectRatio, 1.0f, aspectRatio, 1.0f/viewRatio);
|
||||
//dpl_FlushView(dplMainView);
|
||||
Check(this);
|
||||
|
||||
viewAngle = (float) new_angle.angle;
|
||||
|
||||
Radian view_angle;
|
||||
view_angle = new_angle;
|
||||
// tan(half angle): the culling helper GetViewRatio() reads this, and
|
||||
// nothing has written it since the DPL body was stubbed out
|
||||
viewRatio = (float) tan(view_angle / 2.0f);
|
||||
aspectRatio = (float) y_size / (float) x_size;
|
||||
|
||||
// pillarboxed shots render into a narrower viewport, so the projection
|
||||
// has to use that shape or the scene comes out squashed rather than
|
||||
// cropped
|
||||
float projection_aspect = (mPresentationAspect > 0.0f)
|
||||
? mPresentationAspect
|
||||
: ((float) x_size / (float) y_size);
|
||||
|
||||
D3DXMatrixIdentity(&mProjectionMatrix);
|
||||
D3DXMatrixPerspectiveFovLH(
|
||||
&mProjectionMatrix,
|
||||
viewAngle * (PI / 180.0f),
|
||||
projection_aspect,
|
||||
clipNear,
|
||||
clipFar);
|
||||
mProjectionMatrix(0, 0) *= -1; // handedness flip - the view is RH
|
||||
|
||||
mDecalProjectionMatrix = mProjectionMatrix;
|
||||
mDecalProjectionMatrix._33 -= mDecalEpsilon;
|
||||
|
||||
if (mDevice != NULL)
|
||||
{
|
||||
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// The presentation camera. DPLEyeRenderable writes D3DTS_VIEW from the
|
||||
// viewpoint entity every frame; ExecuteImplementation reads it straight back
|
||||
// out of the device and hands it to every draw call. Overriding it between
|
||||
// those two points is enough to move the shot without touching the eye
|
||||
// renderable or building a CameraShip.
|
||||
//
|
||||
void
|
||||
DPLRenderer::SetPresentationCamera(const Point3D &eye, const Point3D &look_at)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
D3DXVECTOR3 from((float) eye.x, (float) eye.y, (float) eye.z);
|
||||
D3DXVECTOR3 at((float) look_at.x, (float) look_at.y, (float) look_at.z);
|
||||
|
||||
//
|
||||
// LookAt*LH*, to match the LH projection. The two differ by exactly the
|
||||
// sign of the view direction, and RH here points the camera the opposite
|
||||
// way: ask to look down at the stand and you get sky behind you.
|
||||
//
|
||||
// The engine's own eye renderable does use RH, and is right to - its
|
||||
// forward and up come out of the entity matrix already in that
|
||||
// convention. A camera aimed with plain world coordinates does not, so
|
||||
// it wants the handedness the projection was built with.
|
||||
//
|
||||
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
|
||||
|
||||
D3DXMatrixLookAtLH(&mPresentationView, &from, &at, &up);
|
||||
mPresentationCamera = True;
|
||||
}
|
||||
|
||||
void
|
||||
DPLRenderer::ClearPresentationCamera()
|
||||
{
|
||||
Check(this);
|
||||
mPresentationCamera = False;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// Give the pilot a vehicle to look at. Their own is built insideEntity - a
|
||||
// cockpit and no hull - so on the podium they would be the one empty spot.
|
||||
// outsideEntity is what builds the exterior, and the renderables for it are
|
||||
// added to what is already there.
|
||||
//
|
||||
void
|
||||
DPLRenderer::ShowViewpointFromOutside()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
Entity *viewpoint = GetLinkedEntity();
|
||||
if (viewpoint == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: no viewpoint entity to turn around\n"
|
||||
<< std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Add the exterior alongside what is already there rather than tearing
|
||||
// the entity down and rebuilding it. The teardown path is safe for
|
||||
// scenery going out of range, but not for the viewpoint entity: it is
|
||||
// never uninteresting, the eye renderable goes with it, and doing it
|
||||
// mid-mission stops the scene rendering altogether.
|
||||
//
|
||||
// This is what NotifyOfNewInterestingEntity does, minus the teardown
|
||||
// and with the view type forced.
|
||||
//
|
||||
Check(application);
|
||||
ResourceFile *resource_file = application->GetResourceFile();
|
||||
Check(resource_file);
|
||||
ResourceDescription *video_resource = resource_file->SearchList(
|
||||
viewpoint->GetResourceID(),
|
||||
ResourceDescription::VideoModelResourceType);
|
||||
|
||||
if (video_resource == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: own vehicle has no exterior model\n"
|
||||
<< std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
video_resource->Lock();
|
||||
MakeEntityRenderables(viewpoint, video_resource, outsideEntity);
|
||||
video_resource->Unlock();
|
||||
|
||||
DEBUG_STREAM << "WinnersCircle: own vehicle given an exterior\n"
|
||||
<< std::flush;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// Come up out of the black. SetFogStyle(winnersCircleFogStyle) has already
|
||||
// put the target fog in place, so remember it and ramp toward it - the same
|
||||
// multiply the end-of-mission fade uses, run the other way.
|
||||
//
|
||||
void
|
||||
DPLRenderer::StartPresentationFadeIn(Scalar seconds)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
mPresentationFogRed = fogRed;
|
||||
mPresentationFogGreen = fogGreen;
|
||||
mPresentationFogBlue = fogBlue;
|
||||
mPresentationFogNear = currentFogNear;
|
||||
mPresentationFogFar = currentFogFar;
|
||||
|
||||
mPresentationFadeTime = (seconds > 0.0f) ? seconds : 0.01f;
|
||||
mPresentationFadeEnd = Now();
|
||||
mPresentationFadeEnd += mPresentationFadeTime;
|
||||
}
|
||||
//
|
||||
//#############################################################################
|
||||
@@ -6800,8 +7244,56 @@ void DPLRenderer::SortAndReloadNameBitmaps()
|
||||
LoadBitSliceTexture(name_bitmap, mNameTextures[index]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
LoadOrdinalBitmaps();
|
||||
|
||||
BindNamePlates();
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// Put the callsigns on the Winners Circle plates.
|
||||
//
|
||||
// mNameTextures is indexed by finishing place (rank + 1), which is how the
|
||||
// signs are numbered, so the plate beside each spot names whoever is standing
|
||||
// on it. The plates are static geometry and have already been merged into the
|
||||
// consolidated mesh by now, so it is the consolidated draw ops that have to be
|
||||
// re-pointed - the objects they were built from are no longer drawn.
|
||||
//
|
||||
void DPLRenderer::BindNamePlates()
|
||||
{
|
||||
int name_count = (int) (sizeof(mNameTextures) / sizeof(mNameTextures[0]));
|
||||
int bound = 0;
|
||||
int found = 0;
|
||||
|
||||
std::list<d3d_OBJECT*>::const_iterator iter;
|
||||
for (iter = mConsolidatedStaticObjects.begin();
|
||||
iter != mConsolidatedStaticObjects.end(); ++iter)
|
||||
{
|
||||
d3d_OBJECT *object = *iter;
|
||||
if (object == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
for (int op = 0; op < object->GetDrawOpCount(); ++op)
|
||||
{
|
||||
L4DRAWOP *draw_op = object->GetDrawOp(op);
|
||||
int plate = d3d_OBJECT::NamePlateFor(draw_op->texture.texture);
|
||||
if (plate == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
++found;
|
||||
if (plate < name_count && mNameTextures[plate] != NULL)
|
||||
{
|
||||
draw_op->texture.texture = mNameTextures[plate];
|
||||
++bound;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEBUG_STREAM << "NamePlates: " << bound << " of " << found
|
||||
<< " plates given a callsign\n" << std::flush;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -310,10 +310,57 @@ public:
|
||||
|
||||
void SetViewAngle(Degree new_angle);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Winners Circle presentation camera.
|
||||
//
|
||||
// The eye normally rides the viewpoint entity - your own vehicle -
|
||||
// and DPLEyeRenderable writes D3DTS_VIEW from it each frame. For the
|
||||
// podium the shot has to come from off the stand looking back, with
|
||||
// every racer including you in frame, so this overrides that view
|
||||
// for as long as it is set. Culling still runs from the viewpoint
|
||||
// entity, which is standing on the podium, so the stand and everyone
|
||||
// on it stay resident.
|
||||
//
|
||||
// Eye and target are world space. ClearPresentationCamera() hands
|
||||
// the view back to the entity.
|
||||
//------------------------------------------------------------------
|
||||
void SetPresentationCamera(const Point3D &eye, const Point3D &look_at);
|
||||
void ClearPresentationCamera();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// True once the Winners Circle has taken the screen. The end-of-
|
||||
// mission fade-to-black checks this and stands down: it multiplies
|
||||
// the fog to black over FADE_OUT_TIME, which would otherwise black
|
||||
// out the podium no matter what is drawn.
|
||||
//------------------------------------------------------------------
|
||||
Logical InPresentation() const { return mPresentationFog; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Bring the presentation up out of black over the given seconds. The
|
||||
// race's own fade-to-black has already run by this point; this is
|
||||
// its mirror image, ramping the fog colour and both fog distances
|
||||
// back up from nothing to what the Winners Circle asked for.
|
||||
//------------------------------------------------------------------
|
||||
void StartPresentationFadeIn(Scalar seconds);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Rebuild the viewpoint entity - the pilot's own vehicle - as an
|
||||
// exterior. It is normally built insideEntity, which is a cockpit
|
||||
// and no hull, so from any camera that is not in it you see nothing
|
||||
// where your own vehicle should be. Disconnected_Eye is the engine's
|
||||
// own switch for this: "so higher level renderers can fix the eye in
|
||||
// one spot and watch the viewpoint entity drive around."
|
||||
//------------------------------------------------------------------
|
||||
void ShowViewpointFromOutside();
|
||||
|
||||
unsigned int* MakeBitSliceStorage();
|
||||
|
||||
void SortAndReloadNameBitmaps();
|
||||
|
||||
// re-point the Winners Circle sign faces at the current callsign
|
||||
// textures; the plates live in the consolidated static mesh
|
||||
void BindNamePlates();
|
||||
|
||||
void LoadNameBitmaps();
|
||||
|
||||
void LoadOrdinalBitmaps();
|
||||
@@ -438,6 +485,22 @@ private:
|
||||
D3DXMATRIX mDecalProjectionMatrix;
|
||||
float mDecalEpsilon;
|
||||
|
||||
// Winners Circle: overrides D3DTS_VIEW while set (see
|
||||
// SetPresentationCamera)
|
||||
D3DXMATRIX mPresentationView;
|
||||
Logical mPresentationCamera;
|
||||
Logical mPresentationFog;
|
||||
// >0 pillarboxes the scene to this aspect. The Winners Circle was
|
||||
// built to be looked at from a 4:3 pod monitor and its platform runs
|
||||
// out at the sides of a 16:9 canvas, so the shot is cropped to the
|
||||
// shape it was composed for and the surround left black.
|
||||
float mPresentationAspect;
|
||||
// fade-in: end time, duration, and the fog it is ramping toward
|
||||
Time mPresentationFadeEnd;
|
||||
Scalar mPresentationFadeTime;
|
||||
float mPresentationFogRed, mPresentationFogGreen, mPresentationFogBlue;
|
||||
float mPresentationFogNear, mPresentationFogFar;
|
||||
|
||||
void FindBestAdapterIndices(bool isWindowed);
|
||||
|
||||
float mCloudRed, mCloudGreen, mCloudBlue;
|
||||
|
||||
@@ -2283,6 +2283,20 @@ void
|
||||
//
|
||||
case FadeOutState:
|
||||
{
|
||||
//
|
||||
// The Winners Circle has taken the screen, so leave it alone.
|
||||
// This fade multiplies the fog colour and both fog distances
|
||||
// toward zero every frame, which blacks out the whole scene -
|
||||
// correct when the race just ends, fatal to a podium shown
|
||||
// afterwards. Stand down and stop running.
|
||||
//
|
||||
if (myRenderer->InPresentation())
|
||||
{
|
||||
myState = WaitForStartState;
|
||||
myRenderer->RemoveDynamicRenderable(this);
|
||||
break;
|
||||
}
|
||||
|
||||
percent_time_left = (myStateTimer - current_time)/FADE_OUT_TIME;
|
||||
if(percent_time_left <= 0.0f)
|
||||
{
|
||||
|
||||
@@ -227,6 +227,7 @@
|
||||
<ClCompile Include="..\MUNGA\WRHOUS.cpp" />
|
||||
<ClCompile Include=".\DXUtils.cpp" />
|
||||
<ClCompile Include=".\L4APP.cpp" />
|
||||
<ClCompile Include=".\L4AUDEFX.cpp" />
|
||||
<ClCompile Include=".\L4AUDHDW.cpp" />
|
||||
<ClCompile Include=".\L4AUDIO.cpp" />
|
||||
<ClCompile Include=".\L4AUDLVL.cpp" />
|
||||
@@ -263,6 +264,7 @@
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<ClCompile Include=".\L4PADBINDINGS.cpp" />
|
||||
<ClCompile Include=".\L4JOY.cpp" />
|
||||
<ClCompile Include=".\L4PADRIO.cpp" />
|
||||
<ClCompile Include=".\L4PCSPAK.cpp" />
|
||||
<ClCompile Include=".\L4PLASMA.cpp" />
|
||||
@@ -431,6 +433,7 @@
|
||||
<ClInclude Include="..\MUNGA\WRHOUS.h" />
|
||||
<ClInclude Include=".\DXUtils.h" />
|
||||
<ClInclude Include=".\L4APP.H" />
|
||||
<ClInclude Include=".\L4AUDEFX.h" />
|
||||
<ClInclude Include=".\L4AUDHDW.h" />
|
||||
<ClInclude Include=".\L4AUDIO.h" />
|
||||
<ClInclude Include=".\L4AUDLVL.h" />
|
||||
@@ -454,6 +457,7 @@
|
||||
<ClInclude Include=".\L4NETTRANSPORT.h" />
|
||||
<ClInclude Include=".\L4KEYLIGHT.h" />
|
||||
<ClInclude Include=".\L4PADBINDINGS.h" />
|
||||
<ClInclude Include=".\L4JOY.h" />
|
||||
<ClInclude Include=".\L4STEAMTRANSPORT.h" />
|
||||
<ClInclude Include=".\L4PARTICLES.h" />
|
||||
<ClInclude Include=".\L4MFDVIEW.h" />
|
||||
|
||||
@@ -486,6 +486,9 @@
|
||||
<ClCompile Include=".\L4AUDHDW.cpp">
|
||||
<Filter>Source Files\MUNGA_L4</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include=".\L4AUDEFX.cpp">
|
||||
<Filter>Source Files\MUNGA_L4</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include=".\L4AUDIO.cpp">
|
||||
<Filter>Source Files\MUNGA_L4</Filter>
|
||||
</ClCompile>
|
||||
@@ -1058,6 +1061,9 @@
|
||||
<ClInclude Include=".\L4APP.H">
|
||||
<Filter>Header Files\MUNGA_L4</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include=".\L4AUDEFX.h">
|
||||
<Filter>Header Files\MUNGA_L4</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include=".\L4AUDHDW.h">
|
||||
<Filter>Header Files\MUNGA_L4</Filter>
|
||||
</ClInclude>
|
||||
|
||||
@@ -32,6 +32,13 @@ SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd)
|
||||
default.file = "";
|
||||
default.implemented = false;
|
||||
default.loop = SampleLoop::LoopAtWill;
|
||||
//
|
||||
// -1 = no buffer. Every caller tests bufferIndex >= 0 before using it as
|
||||
// an index, and this one field was being left as whatever was on the
|
||||
// stack - so "this zone does not exist" read as a real buffer whenever
|
||||
// the garbage happened to be positive, and indexed g_buffers with it.
|
||||
//
|
||||
default.bufferIndex = -1;
|
||||
|
||||
if (sampleInd < 0 || sampleInd >= allPresets[bank-1][preset].sampleNum)
|
||||
{
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
# Red Planet 4.12 — the Steamification
|
||||
|
||||
**Red Planet** is VWE's pod-racing game: eight-player VTV races on Mars,
|
||||
originally played from inside full-motion cockpit pods. This repo is the
|
||||
third life of that code:
|
||||
**Red Planet** is VWE's pod-racing game: eight-player VTV contests on Mars
|
||||
— **Martian Death Race** and **Martian Football** — originally played from
|
||||
inside VWE Tesla cockpit pods. This repo is the third life of that code:
|
||||
|
||||
| Generation | What it was |
|
||||
|------------|-------------|
|
||||
| **Red Planet 4.10** | The original game, running on the **Tesla 1** pod platform (DOS-era MUNGA engine, serial RIO cockpit hardware, operator console, batch-file relaunch between missions) |
|
||||
| **Red Planet 4.11** | The **Win32 port** of 4.10 ([RP411](https://gitea.mysticmachines.com/VWE/RP411.git)) — DirectX 9, WinSock TCP, TeslaConsole/TeslaLauncher session control; still arcade pods, still a LAN |
|
||||
| **Red Planet 4.12** | **This repo: the Steamification of 4.11** — the same engine, the same wire protocol, the same missions, made sellable on Steam and playable over the internet with no cockpit hardware |
|
||||
| **Red Planet 4.11** | The **Win32 port** of 4.10 ([RP411](https://gitea.mysticmachines.com/VWE/RP411.git)) — DirectX 9, WinSock TCP, TeslaConsole/TeslaLauncher session control; still runs in pods, still a LAN |
|
||||
| **Red Planet 4.12** | **This repo: the Steamification of 4.11** — the same engine, the same wire protocol, the same missions, made distributable on Steam and playable over the internet with no cockpit hardware |
|
||||
|
||||
The architecture is deliberately conservative: the arcade's design survives
|
||||
The architecture is deliberately conservative: the VWE's design survives
|
||||
intact, with each pod-era dependency replaced by a consumer equivalent
|
||||
behind the engine's existing seams.
|
||||
|
||||
@@ -19,33 +19,95 @@ behind the engine's existing seams.
|
||||
| RIO cockpit board (serial) | **PadRIO** — virtual RIO from XInput pad + keyboard, fully rebindable (`bindings.txt`, vRIO profile format) |
|
||||
| Seven physical displays | **Single-window cockpit** — all displays composed on a locked 1920×1080 canvas around the viewscreen, with the real button banks lamp-lit and clickable |
|
||||
| Pod button lamps | On-screen lamps, plus an **RGB keyboard mirror** (Windows Dynamic Lighting) |
|
||||
| TeslaConsole operator | **In-game front end** — race setup menu builds the mission egg locally; an in-process console marshals every race (missions still only end on a console stop, exactly as designed in 1995) |
|
||||
| TeslaConsole operator | **In-game front end** — race setup menu builds the mission egg locally; an in-process console marshals every race (missions still only end on a console stop, exactly as designed in 1994) |
|
||||
| TeslaLauncher relaunch-per-mission | **Single binary** — menu → race → results → menu in one process |
|
||||
| WinSock TCP LAN mesh | **NetTransport seam** — the deterministic pod mesh unchanged, running over plain TCP (LAN/dev) or **Steam Networking Sockets** (FakeIP + Steam Datagram Relay) |
|
||||
| Site network / fixed IPs | **Steam lobbies** — lobby owner is the console; members exchange FakeIPs and loadouts as lobby data |
|
||||
|
||||
**Status: it works.** Release
|
||||
[v4.12.1](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.1)
|
||||
carries the first verified end-to-end internet build: three machines, three
|
||||
**Status: it works.**
|
||||
[v4.12.2](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.2)
|
||||
carried the first verified end-to-end internet build: three machines, three
|
||||
Steam accounts, lobby → mesh → marshaled five-minute race → deaths and
|
||||
respawns → timed stop → results on every machine → rematch from the same
|
||||
lobby.
|
||||
|
||||
[v4.12.3](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.3)
|
||||
is about the screen. The cockpit now scales up as well as down and re-fits
|
||||
whenever the window changes, keeping 16:9 so a wide panel letterboxes
|
||||
instead of stretching; `-fit` runs it borderless over the whole monitor and
|
||||
picks the render size to land on the viewscreen 1:1. The displays are the
|
||||
player's to arrange — each of the six can be scaled on its own and the
|
||||
radar moved out of the middle of the road (`environ.ini`). Each display's
|
||||
button bank now reaches under its glass, so the picture itself is the press
|
||||
target rather than a sliver at the edge.
|
||||
|
||||
[v4.12.4](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.4)
|
||||
is about the lobby. Both rooms now show the host's mission setup — the track,
|
||||
then time of day, weather and game length — since everyone flies the owner's
|
||||
picks and it was the one thing in the room nobody could see for themselves.
|
||||
The football team sheet names each player's VTV beside their team colours and
|
||||
position. And a lobby holds **eight** players rather than four, a full grid as
|
||||
the pod hall ran it, with the room sizing its roster to whatever space the
|
||||
window gives it.
|
||||
|
||||
[v4.12.5](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.5)
|
||||
restores the **Winners Circle**. The pod hall stood the finishers on a
|
||||
numbered award platform when the race ended, and all of it was still in this
|
||||
repo — the stand, eight ranked spots in every map, and the code to put racers
|
||||
on them — wired only into the mission-review build and so never once run by a
|
||||
pod. The race now fades out and fades back in on the platform: finishers in
|
||||
finishing order, each pilot's callsign on the plate beside their spot, the
|
||||
cockpit glass cleared away, held for a few seconds before the results screen.
|
||||
Three pieces of it had been stubbed out in the D3D9 port and are working
|
||||
again.
|
||||
|
||||
[v4.12.6](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.6)
|
||||
is about the windows. Where you put them now survives the
|
||||
menu-race-menu loop: `RP412MFDLAYOUT` remembers the game window, the
|
||||
exploded view's display panes and the plasma glass in `mfd_layout.cfg`
|
||||
beside `bindings.txt`. Append `,noframe` to a line to take that
|
||||
window's title bar and border off — a cockpit filling the monitor edge
|
||||
to edge at a rect you chose, rather than `-fit` taking the whole
|
||||
screen — and the setup screen carries its own **EXIT GAME** button,
|
||||
since a window with no title bar needs a way out. The Steam buttons
|
||||
now dim and say *STEAM NOT RUNNING* instead of disappearing. And the
|
||||
Winners Circle camera is framed off the award stand itself rather than
|
||||
off whoever is standing on it, so the shot is the same one for every
|
||||
player at every head count.
|
||||
|
||||
[v4.12.7](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.7)
|
||||
is about sticks. Anything that is not an Xbox-class pad — a flight stick,
|
||||
a HOTAS throttle, a twist grip, rudder pedals, a wheel — comes in through
|
||||
DirectInput rather than XInput, and the game could not see any of it.
|
||||
Now it can, and `joyconfig.bat` sets it up: the wizard asks you to move
|
||||
each control in turn, works out which device and axis answered and which
|
||||
way round it reads, and writes the joystick rows of `bindings.txt`,
|
||||
leaving anything you have edited yourself alone. A twist grip or rudder
|
||||
bar drives both pedals through one signed `Pedals` axis, and a real
|
||||
throttle lever owns its channel outright rather than nudging a position
|
||||
the way a spring-centred stick has to. Ported from the sibling BT411.
|
||||
|
||||
## Playing
|
||||
|
||||
Grab the release zip (or run `pack-dist.ps1` on a build). Single player:
|
||||
run `start-windowed.bat` — the game boots into the race setup menu. Steam
|
||||
multiplayer: see
|
||||
run `start-windowed.bat` — the game boots into the setup menu, where the
|
||||
SCENARIO group picks Death Race or Football (Football swaps in the
|
||||
team/position columns and its own track list). Steam multiplayer: see
|
||||
[docs/STEAM-3-MACHINE-TEST.md](docs/STEAM-3-MACHINE-TEST.md) (until RP412
|
||||
has its own AppID it runs under Spacewar, 480).
|
||||
|
||||
The two config files beside the exe are self-documenting: **environ.ini**
|
||||
(every engine option, commented) and **bindings.txt** (every key, pad
|
||||
button, and axis; written with the full default layout on first run).
|
||||
The config files beside the exe are self-documenting and none of them
|
||||
ship: the game writes each one the first time it needs it and then leaves
|
||||
it alone, so a new build dropped over an existing folder keeps every
|
||||
setting. **environ.ini** is every engine option, commented; **bindings.txt**
|
||||
every key, pad button and axis; **pilot.cfg** your callsign and loadout;
|
||||
**mfd_layout.cfg** where you dragged the windows. Delete any of them to
|
||||
start that part over with the current defaults.
|
||||
Default controls: numpad flies (8/2/4/6 stick, 7/9 pedals, 0 trigger),
|
||||
Shift/Ctrl throttle, Alt reverse, arrows look, Space fires, letter rows
|
||||
are the MFD button banks as printed on the panel. **Alt+Q** aborts a
|
||||
mission.
|
||||
mission. Full map with pad and keyboard diagrams:
|
||||
[docs/CONTROLS.md](docs/CONTROLS.md).
|
||||
|
||||
## Building
|
||||
|
||||
@@ -58,6 +120,7 @@ mission.
|
||||
|
||||
| Doc | Contents |
|
||||
|-----|----------|
|
||||
| [docs/CONTROLS.md](docs/CONTROLS.md) | Controls map — pad and keyboard diagrams, the panel button banks, rebinding |
|
||||
| [docs/RP412-ROADMAP.md](docs/RP412-ROADMAP.md) | The original plan and workstreams |
|
||||
| [docs/RP412-FRONTEND-DESIGN.md](docs/RP412-FRONTEND-DESIGN.md) | TeslaConsole analysis, the egg format, the console protocol, and the Steam mapping — with status notes as each layer landed |
|
||||
| [docs/STEAM-3-MACHINE-TEST.md](docs/STEAM-3-MACHINE-TEST.md) | Multiplayer test procedure, Steam Input notes, the abort key |
|
||||
|
||||
@@ -11,6 +11,16 @@
|
||||
#include "..\munga\hostmgr.h"
|
||||
#include "..\munga\nttmgr.h"
|
||||
|
||||
//
|
||||
// How long the mission stays up after the buzzer, for the Winners Circle.
|
||||
// This timer is the only thing holding the simulation and the renderer
|
||||
// open once the race is over - when it runs out the player dispatches the
|
||||
// StopMission that retires the application. The stock 3 seconds is the
|
||||
// fade; the rest is the podium. Kept under the +30s LightsOut post so that
|
||||
// never fires while the stand is up.
|
||||
//
|
||||
const Scalar winnersCircleHoldTime = 11.0f;
|
||||
|
||||
//#############################################################################
|
||||
//######################## RPPlayer__StatusMessage ######################
|
||||
//#############################################################################
|
||||
@@ -188,6 +198,24 @@ void
|
||||
ForceUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Hold the mission open for the Winners Circle.
|
||||
//
|
||||
// The base handler sets a 3 second fade, and when it runs out the
|
||||
// player dispatches the StopMission that retires the application and
|
||||
// takes the renderer with it. That is the only thing keeping the sim
|
||||
// and the renderer alive after the race, so the podium gets exactly as
|
||||
// long as this timer says. Sim and render both keep running throughout
|
||||
// EndingMission - neither has a case for it that bails out.
|
||||
//
|
||||
// Only on a clean finish: an abort should still leave promptly.
|
||||
//
|
||||
if (application->GetApplicationState() == Application::EndingMission)
|
||||
{
|
||||
fadeTimeRemaining = winnersCircleHoldTime;
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
|
||||
+165
-19
@@ -22,11 +22,15 @@
|
||||
|
||||
#include "rpl4pb.h"
|
||||
#include "rpl4fe.h"
|
||||
#include "rpl4environ.h"
|
||||
#include "rpl4console.h"
|
||||
#include "rpl4lobby.h"
|
||||
#include "..\munga_l4\l4steamtransport.h"
|
||||
#include "..\munga_l4\l4splr.h"
|
||||
#include "..\munga_l4\l4mfdview.h" // RPWindowLayout_*
|
||||
#include "..\munga_l4\l4joy.h" // RPJoyConfigWizard
|
||||
#include "rpl4ver.h"
|
||||
#include "rpl4build.h" // generated: RP412_VERSION / RP412_VERSION_LONG
|
||||
#include "..\munga\resver.h"
|
||||
#include "..\munga\resource.h"
|
||||
// added for game status drawing support
|
||||
@@ -38,6 +42,7 @@
|
||||
#include <strsafe.h>
|
||||
#include <direct.h>
|
||||
#include <shellapi.h>
|
||||
#include <time.h> // the test-build expiry check
|
||||
|
||||
#define SPOOL_SIZE 0x600000
|
||||
|
||||
@@ -123,6 +128,15 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
case WM_EXITSIZEMOVE:
|
||||
//
|
||||
// A drag or resize just finished. Here rather than in the
|
||||
// cockpit's subclass so it also covers the console screen, which
|
||||
// is where the window gets moved before there is any cockpit to
|
||||
// subclass. No-op unless RP412MFDLAYOUT is save.
|
||||
//
|
||||
RPWindowLayout_Save();
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
@@ -138,6 +152,15 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
|
||||
SetUnhandledExceptionFilter(RPL4CrashDumpFilter);
|
||||
|
||||
//
|
||||
// Which build this is, before anything else can fail. The patch number
|
||||
// is this repository's commit count and the hash beside it names the
|
||||
// commit, so a log from a test machine says exactly where it came from.
|
||||
// A trailing '+' means the tree had uncommitted changes when it was
|
||||
// built. See stamp-version.ps1.
|
||||
//
|
||||
DEBUG_STREAM << "Red Planet " << RP412_VERSION_LONG << std::endl << std::flush;
|
||||
|
||||
// load up our environment variables
|
||||
//controls
|
||||
if(getenv("L4CONTROLS") == NULL)
|
||||
@@ -152,32 +175,105 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
putenv("TARGETFPS=60");
|
||||
if(getenv("MAXPARTICLES") == NULL)
|
||||
putenv("MAXPARTICLES=8192");
|
||||
FILE *file;
|
||||
char line[1024];
|
||||
if (fopen_s(&file, "environ.ini", "r") == 0)
|
||||
//
|
||||
// environ.ini: written on first run and read here. The exe owns the
|
||||
// template rather than the packaging script laying one down on every
|
||||
// unzip, so a tester can drop a new build over an old folder and keep
|
||||
// their settings. See rpl4environ.h.
|
||||
//
|
||||
RPL4Environ_Load();
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// Test builds have a shelf life.
|
||||
//
|
||||
// A tester still racing a fortnight-old binary reports things that were
|
||||
// fixed a week ago, and the afternoon spent chasing them is gone. So the
|
||||
// build says plainly that it is out of date and stops, rather than
|
||||
// running on and being quietly wrong about what it is.
|
||||
//
|
||||
// This is a nudge, not a lock: the date comes from the machine's own
|
||||
// clock, so anyone determined can wind it back, and RP412NOEXPIRY=1 is
|
||||
// there for us when an old build has to be run on purpose. It is
|
||||
// deliberately not listed in environ.ini - a bypass every tester can see
|
||||
// is a bypass every tester will use, and then the build never goes stale
|
||||
// for the one person it was meant to stop.
|
||||
//
|
||||
// $expireDays in stamp-version.ps1 is what sets this, and 0 turns it off
|
||||
// for a real release.
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
#if RP412_EXPIRES
|
||||
{
|
||||
while (!feof(file))
|
||||
const char *no_expiry = getenv("RP412NOEXPIRY");
|
||||
Logical overridden = (no_expiry != NULL && atoi(no_expiry) != 0);
|
||||
|
||||
__time64_t raw_now = _time64(NULL);
|
||||
struct tm today;
|
||||
if (!overridden && _localtime64_s(&today, &raw_now) == 0)
|
||||
{
|
||||
if (fgets(line, sizeof(line), file))
|
||||
int now_stamp =
|
||||
(today.tm_year + 1900) * 10000 + (today.tm_mon + 1) * 100 + today.tm_mday;
|
||||
int expiry_stamp =
|
||||
RP412_EXPIRY_YEAR * 10000 + RP412_EXPIRY_MONTH * 100 + RP412_EXPIRY_DAY;
|
||||
|
||||
if (now_stamp > expiry_stamp)
|
||||
{
|
||||
for (int i = strlen(line); i >= 0; i--)
|
||||
if (line[i] == '\n' || line[i] == '\r')
|
||||
line[i] = 0;
|
||||
// the file is self-documenting: skip comments, blanks,
|
||||
// and anything that is not KEY=VALUE
|
||||
char *setting = line;
|
||||
while (*setting == ' ' || *setting == '\t')
|
||||
++setting;
|
||||
if (*setting == '\0' || *setting == '#' || *setting == ';' ||
|
||||
strchr(setting, '=') == NULL)
|
||||
continue;
|
||||
putenv(setting);
|
||||
DEBUG_STREAM << "Build expired on " << RP412_EXPIRY_TEXT
|
||||
<< " - refusing to run\n" << std::flush;
|
||||
|
||||
char notice[512];
|
||||
sprintf(notice,
|
||||
"This Red Planet test build has expired.\n\n"
|
||||
" Build %s\n"
|
||||
" Expired %s\n\n"
|
||||
"Test builds are good for a fortnight so that nobody spends an "
|
||||
"afternoon chasing something that was fixed a week ago.\n\n"
|
||||
"Ask for the current one.",
|
||||
RP412_VERSION_LONG, RP412_EXPIRY_TEXT);
|
||||
MessageBoxA(NULL, notice, "Red Planet - test build expired",
|
||||
MB_OK | MB_ICONWARNING | MB_SETFOREGROUND);
|
||||
return 1;
|
||||
}
|
||||
|
||||
//
|
||||
// The last few days get a line in the log, so somebody reading a
|
||||
// report can see the build was nearly out rather than wondering.
|
||||
//
|
||||
struct tm expiry_day;
|
||||
memset(&expiry_day, 0, sizeof(expiry_day));
|
||||
expiry_day.tm_year = RP412_EXPIRY_YEAR - 1900;
|
||||
expiry_day.tm_mon = RP412_EXPIRY_MONTH - 1;
|
||||
expiry_day.tm_mday = RP412_EXPIRY_DAY;
|
||||
//
|
||||
// The END of the expiry day, because that is the rule the check
|
||||
// above enforces - the build is good for all of that date and
|
||||
// refuses the morning after. Anchoring at midday instead would
|
||||
// report one day fewer than the build actually has left.
|
||||
//
|
||||
expiry_day.tm_hour = 23;
|
||||
expiry_day.tm_min = 59;
|
||||
expiry_day.tm_sec = 59;
|
||||
expiry_day.tm_isdst = -1;
|
||||
__time64_t expiry_time = _mktime64(&expiry_day);
|
||||
if (expiry_time != (__time64_t) -1)
|
||||
{
|
||||
int days_left = (int)((expiry_time - raw_now) / (24 * 60 * 60));
|
||||
if (days_left <= 3)
|
||||
{
|
||||
DEBUG_STREAM << "Build expires " << RP412_EXPIRY_TEXT << " ("
|
||||
<< days_left << " day(s) left)\n" << std::flush;
|
||||
}
|
||||
}
|
||||
}
|
||||
fclose(file);
|
||||
else if (overridden)
|
||||
{
|
||||
DEBUG_STREAM << "Build expiry (" << RP412_EXPIRY_TEXT
|
||||
<< ") waived by RP412NOEXPIRY\n" << std::flush;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
DEBUG_STREAM << "Red Planet 4.12.2" << std::endl << std::flush;
|
||||
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
|
||||
|
||||
#ifdef RP412_STEAM
|
||||
@@ -254,6 +350,43 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
return FALSE;
|
||||
|
||||
ShowWindow(hWnd, nShowCmd);
|
||||
|
||||
//
|
||||
// Sticky placement, from the first frame the player sees. SVGA16 also
|
||||
// registers and reloads when it builds the cockpit, but that is not
|
||||
// until a mission starts - without this the console screen would come
|
||||
// up at the default rect with its title bar still on, and only jump
|
||||
// to the saved placement once a race began. -fit takes the whole
|
||||
// monitor and has no placement of the player's to restore.
|
||||
//
|
||||
if (!L4Application::GetFitDisplay() && !L4Application::GetFullscreen())
|
||||
{
|
||||
RPWindowLayout_Register(hWnd, "RPL4", True);
|
||||
RPWindowLayout_Load();
|
||||
}
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// RP412JOYCONFIG=1 (joyconfig.bat): the joystick setup wizard, before
|
||||
// anything else claims the screen. It asks the player to move each
|
||||
// control on their stick, HOTAS or pedals and writes the joy* rows of
|
||||
// bindings.txt, then falls through into the game so they can try them
|
||||
// straight away.
|
||||
//
|
||||
// One shot: the variable is cleared from this process so a rebuilt
|
||||
// PadRIO later in the session cannot run the wizard a second time.
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
{
|
||||
const char *joyconfig = getenv("RP412JOYCONFIG");
|
||||
if (joyconfig != NULL && *joyconfig != '\0' && atoi(joyconfig) != 0)
|
||||
{
|
||||
RPJoyConfigWizard();
|
||||
SetEnvironmentVariableA("RP412JOYCONFIG", NULL);
|
||||
_putenv("RP412JOYCONFIG=");
|
||||
}
|
||||
}
|
||||
|
||||
#if !_DEBUG
|
||||
// Arcade pods have no mouse - but desktop/windowed play needs the
|
||||
// cursor for the on-screen cockpit buttons, so hide it only when
|
||||
@@ -475,6 +608,19 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Last word on the window's placement. Every finished drag has already
|
||||
// written it and SVGA16 writes again as the cockpit comes down, but a
|
||||
// session that never started a race has neither - and quitting from
|
||||
// the console screen is exactly how somebody would leave after moving
|
||||
// the window to where they want it. No-op unless the mode is save.
|
||||
//
|
||||
if (IsWindow(hWnd))
|
||||
{
|
||||
RPWindowLayout_Save();
|
||||
}
|
||||
RPWindowLayout_Forget(hWnd);
|
||||
|
||||
#if !_DEBUG
|
||||
// symmetric with the fullscreen-only hide at startup
|
||||
if (L4Application::GetFullscreen())
|
||||
|
||||
@@ -15,12 +15,56 @@
|
||||
#include "..\rp\vtv.h"
|
||||
#include "rpl4mppr.h"
|
||||
#include "..\rp\rpplayer.h"
|
||||
#include "..\munga_l4\l4video.h"
|
||||
#include "..\munga\dropzone.h"
|
||||
#include "..\munga\director.h"
|
||||
#include "..\munga\nttmgr.h"
|
||||
#include "..\munga_l4\l4vb16.h"
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// RPL4Application
|
||||
//#############################################################################
|
||||
//
|
||||
const Receiver::HandlerEntry
|
||||
RPL4Application::MessageHandlerEntries[]=
|
||||
{
|
||||
MESSAGE_ENTRY(RPL4Application, StopMission),
|
||||
MESSAGE_ENTRY(RPL4Application, WinnersCircle)
|
||||
};
|
||||
|
||||
Receiver::MessageHandlerSet& RPL4Application::GetMessageHandlers()
|
||||
{
|
||||
static Receiver::MessageHandlerSet messageHandlers(
|
||||
ELEMENTS(RPL4Application::MessageHandlerEntries),
|
||||
RPL4Application::MessageHandlerEntries,
|
||||
L4Application::GetMessageHandlers());
|
||||
return messageHandlers;
|
||||
}
|
||||
|
||||
Derivation* RPL4Application::GetClassDerivations()
|
||||
{
|
||||
static Derivation classDerivations(
|
||||
L4Application::GetClassDerivations(), "RPL4Application");
|
||||
return &classDerivations;
|
||||
}
|
||||
|
||||
RPL4Application::SharedData
|
||||
RPL4Application::DefaultData(
|
||||
RPL4Application::GetClassDerivations(),
|
||||
RPL4Application::GetMessageHandlers()
|
||||
);
|
||||
|
||||
//
|
||||
// How long to sit on black between the race fading out and the podium
|
||||
// fading in. The race fade is FADE_OUT_TIME (half a second), so this is
|
||||
// that plus a beat, to land on black rather than on the tail of it.
|
||||
//
|
||||
const Scalar winnersCircleFadeOutTime = 0.7f;
|
||||
|
||||
// and how quickly the stand comes up out of the black afterwards
|
||||
const Scalar winnersCircleFadeInTime = 0.45f;
|
||||
|
||||
RPL4Application::RPL4Application(
|
||||
HINSTANCE hInstance,
|
||||
HWND hWnd,
|
||||
@@ -43,6 +87,389 @@ RPL4Application::~RPL4Application()
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// ShowWinnersCircle
|
||||
//#############################################################################
|
||||
//
|
||||
// The pod hall's award platform. Every map carries a "wcircle" stand at
|
||||
// (1200,0,0) with eight ranked dropzones named win1..win8 on it - rank 1 at
|
||||
// the front on the low tier, ranks 4-8 across the back on the high one. All
|
||||
// this shipped; only the mission-review build ever drove it.
|
||||
//
|
||||
// Stand the finishers on their spots in finishing order, freeze them, and
|
||||
// look back at the stand from in front of it.
|
||||
//
|
||||
void
|
||||
RPL4Application::ShowWinnersCircle()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
// RP412PODIUM=0 skips the whole thing
|
||||
const char *podium_mode = getenv("RP412PODIUM");
|
||||
if (podium_mode != NULL && atoi(podium_mode) == 0)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: disabled\n" << std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
EntityManager *entity_manager = GetEntityManager();
|
||||
if (entity_manager == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
EntityGroup *dropzones = entity_manager->FindGroup("DropZones");
|
||||
if (dropzones == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: no DropZones group\n" << std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Walk the finishing order. Player::CalcRanking has been ranking every
|
||||
// scoring player by score each frame, in football as much as in a race
|
||||
// (CalcFootballRanking exists but is never called), so rank order is
|
||||
// meaningful in both.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// The stand's own geometry first, before anybody stands on it.
|
||||
//
|
||||
// The eight spots are fixed furniture on every map, so reading them up
|
||||
// front gives one set of numbers to both jobs below: where to stand
|
||||
// the finishers, and where to put the camera. Only the first is
|
||||
// allowed to care who finished.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
enum { winnersSpotCount = 8 };
|
||||
DropZone *spot[winnersSpotCount];
|
||||
int spots_found = 0;
|
||||
|
||||
char winners_spot[] = "win?";
|
||||
char *place = winners_spot + 3;
|
||||
|
||||
for (int i = 0; i < winnersSpotCount; ++i)
|
||||
{
|
||||
*place = (char) ('1' + i);
|
||||
spot[i] = NULL;
|
||||
|
||||
ChainIteratorOf<Node*> iterator(dropzones->groupMembers);
|
||||
DropZone *dropzone;
|
||||
while ((dropzone = (DropZone*) iterator.ReadAndNext()) != NULL)
|
||||
{
|
||||
if (!strcmp(dropzone->GetDropZoneName(), winners_spot))
|
||||
{
|
||||
spot[i] = dropzone;
|
||||
++spots_found;
|
||||
Point3D at = dropzone->localOrigin.linearPosition;
|
||||
DEBUG_STREAM << "WinnersCircle: " << winners_spot << " at "
|
||||
<< at.x << "," << at.y << "," << at.z << "\n" << std::flush;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (spot[0] == NULL)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: no win1 spot on this map\n" << std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Stand the finishers up, in finishing order.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
int placed = 0;
|
||||
Player *p;
|
||||
for (int rank = 0; (p = CameraDirector::FindPlayerByRank(rank)) != NULL; ++rank)
|
||||
{
|
||||
if (rank >= winnersSpotCount)
|
||||
{
|
||||
break; // only eight spots exist on the stand
|
||||
}
|
||||
if (spot[rank] == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Entity *vehicle = p->GetPlayerVehicle();
|
||||
if (vehicle == NULL || vehicle->GetClassID() != VTVClassID)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
VTV *vtv = (VTV*) vehicle;
|
||||
vtv->Reset(spot[rank]->localOrigin, VTV::MissionReviewReset);
|
||||
vtv->SetPerformance(&VTV::DoNothing);
|
||||
vtv->FlushEvents();
|
||||
++placed;
|
||||
}
|
||||
|
||||
if (placed == 0)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: nobody to place\n" << std::flush;
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Switch the world back on.
|
||||
//
|
||||
// Dying collapses the view and sets the application "dead" until the
|
||||
// pilot reincarnates - while that flag is up the renderer skips every
|
||||
// static object, which is the whole map. A pilot killed near the buzzer
|
||||
// is still waiting for a respawn that will never come, so the flag is
|
||||
// still up and the podium would play out against a black screen.
|
||||
//
|
||||
// The mission-review build never hit this: it watches from a CameraShip,
|
||||
// which cannot die, so nothing ever set the flag there.
|
||||
//
|
||||
// Standing the finishers up IS the resurrection, so clear it.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
SetIsDead(false);
|
||||
|
||||
DPLRenderer *dpl_renderer = GetVideoRenderer();
|
||||
if (dpl_renderer == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Your own vehicle is built as a cockpit with no hull, so from any
|
||||
// camera outside it there is nothing where you should be - on the stand
|
||||
// you would be the one empty spot. Turn it inside out before the shot.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
dpl_renderer->ShowViewpointFromOutside();
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// The name plates are drawn per rank slot, so they have to be re-sorted
|
||||
// now that the finishing order is final - otherwise the signs read in
|
||||
// whatever order the players were created.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
dpl_renderer->SortAndReloadNameBitmaps();
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------
|
||||
// Widen to 45 degrees and pull back in front of the stand so the whole
|
||||
// line-up frames up. The stand runs from z~3 (rank 1, low) to z~39
|
||||
// (ranks 4-8, high) and x~1180..1219; at 45 degrees that needs roughly
|
||||
// 30 units of standoff. Eye is above the top tier looking slightly
|
||||
// down at the winner's spot.
|
||||
//
|
||||
// Framed off the stand, NOT off who is standing on it. This used to
|
||||
// average the filled spots and anchor on the first one filled, which
|
||||
// meant the camera moved with the head count: eight finishers put the
|
||||
// anchor in the middle of the tiers and the eye about 58 units out,
|
||||
// one finisher collapsed it onto the winner's spot and brought the eye
|
||||
// in to 36. Same stand, different shot per race - and per machine, if
|
||||
// a remote player's vehicle was not there to be placed. The furniture
|
||||
// does not move, so the camera does not either.
|
||||
//---------------------------------------------------------------------
|
||||
//
|
||||
Point3D standFront = spot[0]->localOrigin.linearPosition;
|
||||
|
||||
//
|
||||
// The stand's own axis: back rows to the winner's spot, which points
|
||||
// out of the front however the map has the stand turned. Taken from
|
||||
// the geometry rather than assumed, so a map that mounts its stand at
|
||||
// another angle still gets photographed from the front.
|
||||
//
|
||||
Point3D standBack(0.0f, 0.0f, 0.0f);
|
||||
int back_count = 0;
|
||||
for (int i = 1; i < winnersSpotCount; ++i)
|
||||
{
|
||||
if (spot[i] != NULL)
|
||||
{
|
||||
standBack += spot[i]->localOrigin.linearPosition;
|
||||
++back_count;
|
||||
}
|
||||
}
|
||||
if (back_count > 0)
|
||||
{
|
||||
standBack.x /= (Scalar) back_count;
|
||||
standBack.y /= (Scalar) back_count;
|
||||
standBack.z /= (Scalar) back_count;
|
||||
}
|
||||
|
||||
Vector3D facing;
|
||||
facing.x = standFront.x - standBack.x;
|
||||
facing.y = 0.0f;
|
||||
facing.z = standFront.z - standBack.z;
|
||||
Scalar reach = (Scalar) sqrt(facing.x * facing.x + facing.z * facing.z);
|
||||
if (reach < 0.01f)
|
||||
{
|
||||
// a one-spot stand, or all eight stacked: nothing to take a
|
||||
// direction from, so fall back to the way the shipped stands face
|
||||
facing.x = 0.0f; facing.z = -1.0f; reach = 1.0f;
|
||||
}
|
||||
//
|
||||
// Framing is tunable while the shot is being dialled in:
|
||||
// RP412PODIUMSTANDOFF distance out in front of the stand
|
||||
// RP412PODIUMHEIGHT eye height above the group
|
||||
// RP412PODIUMAIM height of the aim point above the group
|
||||
//
|
||||
//
|
||||
// Framed off the stand itself: down low and tilted up across the tiers,
|
||||
// which is how you photograph a podium. It is a balance in both
|
||||
// directions - drop the camera further or tilt harder and the sky takes
|
||||
// the top half while the winner's spot slides off the bottom; tilt down
|
||||
// instead and it becomes a floor plan. Pillarboxing to 4:3 is what lets
|
||||
// it sit this close without the platform trailing off at the sides.
|
||||
//
|
||||
Scalar standoff = 36.0f;
|
||||
Scalar height = 12.0f;
|
||||
Scalar aim_lift = 2.0f;
|
||||
const char *tune = getenv("RP412PODIUMSTANDOFF");
|
||||
if (tune != NULL && atof(tune) != 0.0) standoff = (Scalar) atof(tune);
|
||||
tune = getenv("RP412PODIUMHEIGHT");
|
||||
if (tune != NULL && atof(tune) != 0.0) height = (Scalar) atof(tune);
|
||||
tune = getenv("RP412PODIUMAIM");
|
||||
if (tune != NULL) aim_lift = (Scalar) atof(tune);
|
||||
|
||||
Point3D eye;
|
||||
eye.x = standFront.x + (facing.x / reach) * standoff;
|
||||
eye.y = standFront.y + height;
|
||||
eye.z = standFront.z + (facing.z / reach) * standoff;
|
||||
|
||||
Point3D aim = standFront;
|
||||
aim.y += aim_lift;
|
||||
|
||||
//
|
||||
// RP412PODIUMCAM=0 leaves the view in the cockpit, which is also the
|
||||
// way to tell a bad camera from a scene that is not drawing at all.
|
||||
//
|
||||
//
|
||||
// Clear the cockpit glass away. The MFDs and the radar sit over the
|
||||
// viewscreen like the pod's bezels and have nothing to say once the
|
||||
// race is over; the podium gets the whole canvas.
|
||||
//
|
||||
SVGA16 *cockpit = SVGA16::GetCockpit();
|
||||
if (cockpit != NULL)
|
||||
{
|
||||
cockpit->HideSecondaryDisplays();
|
||||
}
|
||||
|
||||
//
|
||||
// Fog first: it pulls the clip plane in to 1100, and SetViewAngle is what
|
||||
// rebuilds the projection that reads it.
|
||||
//
|
||||
dpl_renderer->SetFogStyle(DPLRenderer::winnersCircleFogStyle);
|
||||
|
||||
const char *camera_mode = getenv("RP412PODIUMCAM");
|
||||
if (camera_mode == NULL || atoi(camera_mode) != 0)
|
||||
{
|
||||
dpl_renderer->SetViewAngle(Degree(45.0f));
|
||||
dpl_renderer->SetPresentationCamera(eye, aim);
|
||||
}
|
||||
else
|
||||
{
|
||||
// still rebuild the projection so the new clip plane takes effect
|
||||
dpl_renderer->SetViewAngle(Degree(40.0f));
|
||||
}
|
||||
if (camera_mode != NULL && atoi(camera_mode) == 0)
|
||||
{
|
||||
DEBUG_STREAM << "WinnersCircle: presentation camera disabled\n"
|
||||
<< std::flush;
|
||||
}
|
||||
|
||||
//
|
||||
// Everything is in place behind the black - bring it up.
|
||||
// RP412PODIUMFADEIN sets the ramp in seconds.
|
||||
//
|
||||
Scalar fade_in = winnersCircleFadeInTime;
|
||||
const char *fade_tune = getenv("RP412PODIUMFADEIN");
|
||||
if (fade_tune != NULL && atof(fade_tune) > 0.0)
|
||||
{
|
||||
fade_in = (Scalar) atof(fade_tune);
|
||||
}
|
||||
dpl_renderer->StartPresentationFadeIn(fade_in);
|
||||
|
||||
//
|
||||
// placed is reported for diagnosis only - the camera numbers beside it
|
||||
// must not move when it does.
|
||||
//
|
||||
DEBUG_STREAM << "WinnersCircle: " << placed << " placed on "
|
||||
<< spots_found << " spots; aim "
|
||||
<< aim.x << "," << aim.y << "," << aim.z
|
||||
<< " eye " << eye.x << "," << eye.y << "," << eye.z
|
||||
<< "\n" << std::flush;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// StopMissionMessageHandler
|
||||
//#############################################################################
|
||||
//
|
||||
// The mission is over. Show the podium, then let the base handler run - it
|
||||
// puts the player into MissionEndingState, whose fade timer is what actually
|
||||
// keeps the sim and the renderer alive until teardown.
|
||||
//
|
||||
void
|
||||
RPL4Application::StopMissionMessageHandler(StopMissionMessage *message)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//
|
||||
// StopMission arrives twice: once from the console at the buzzer, and
|
||||
// again from the player when the ending fade runs out - that second one
|
||||
// is what actually retires the application. Only the first is the end of
|
||||
// the race.
|
||||
//
|
||||
if (GetApplicationState() != Application::EndingMission)
|
||||
{
|
||||
//
|
||||
//-------------------------------------------------------------
|
||||
// Don't cut straight to the podium. The race gets its own
|
||||
// fade-to-black first - that fade is already running by the time
|
||||
// this returns - and the Winners Circle comes up out of the
|
||||
// black afterwards. Standing everyone up now would just fade out
|
||||
// the podium instead of the race.
|
||||
//
|
||||
// FADE_OUT_TIME is half a second; a beat more than that lands on
|
||||
// black rather than on the tail of the fade.
|
||||
//-------------------------------------------------------------
|
||||
//
|
||||
Receiver::Message podium_message(
|
||||
WinnersCircleMessageID, sizeof(Receiver::Message));
|
||||
|
||||
Time event_time;
|
||||
event_time = Now();
|
||||
event_time += winnersCircleFadeOutTime;
|
||||
|
||||
Post(LowEventPriority, this, &podium_message, event_time);
|
||||
|
||||
DEBUG_STREAM << "WinnersCircle: race over, fading out\n" << std::flush;
|
||||
}
|
||||
|
||||
L4Application::StopMissionMessageHandler(message);
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// WinnersCircleMessageHandler
|
||||
//#############################################################################
|
||||
//
|
||||
// The race has faded to black. Set the stand up behind the black and fade
|
||||
// back in to it.
|
||||
//
|
||||
void
|
||||
RPL4Application::WinnersCircleMessageHandler(Receiver::Message *)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
DEBUG_STREAM << "WinnersCircle: standing the finishers up\n" << std::flush;
|
||||
ShowWinnersCircle();
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// MakeRegistry
|
||||
|
||||
@@ -26,4 +26,38 @@ private:
|
||||
Mission* MakeMission(NotationFile *notation_file, ResourceFile *resources);
|
||||
|
||||
Entity* MakeViewpointEntity(Entity__MakeMessage *);
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// The Winners Circle.
|
||||
//
|
||||
// The podium is engine content that only the mission-review build ever
|
||||
// ran: geometry, the eight ranked dropzones and the presentation code all
|
||||
// ship, but the sequence lived on RPL4PlaybackApplication behind a spool
|
||||
// file. This is the same sequence on the path the pods actually race.
|
||||
//
|
||||
public:
|
||||
enum
|
||||
{
|
||||
// posted at the buzzer, fires once the race has faded out
|
||||
WinnersCircleMessageID = L4Application::NextMessageID,
|
||||
NextMessageID
|
||||
};
|
||||
|
||||
static const HandlerEntry
|
||||
MessageHandlerEntries[];
|
||||
static MessageHandlerSet& GetMessageHandlers();
|
||||
static Derivation *GetClassDerivations();
|
||||
static SharedData DefaultData;
|
||||
|
||||
void
|
||||
StopMissionMessageHandler(StopMissionMessage *message);
|
||||
|
||||
// the podium proper, once the screen is already black
|
||||
void
|
||||
WinnersCircleMessageHandler(Receiver::Message *message);
|
||||
|
||||
private:
|
||||
// stand the finishers on their ranked spots and frame the shot
|
||||
void
|
||||
ShowWinnersCircle();
|
||||
};
|
||||
|
||||
@@ -352,6 +352,55 @@ namespace
|
||||
gPhase = PhaseStopped;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// The countdown the engine shows, taken from the clock that will
|
||||
// actually end the race (gMissionClockHook - see APPMGR.h).
|
||||
//
|
||||
// Called on the game thread, reading two volatile LONGs the console
|
||||
// thread writes with InterlockedExchange. Aligned 32-bit reads, and
|
||||
// a torn value could only mistime the cockpit clock by one tick of
|
||||
// a countdown nobody reads to the millisecond - not worth a lock on
|
||||
// the frame path.
|
||||
//---------------------------------------------------------------
|
||||
Logical MissionClock(Scalar *seconds_remaining)
|
||||
{
|
||||
//
|
||||
// Only answer for the race this console is actually marshalling.
|
||||
// Nothing ever uninstalls the hook, so a player who hosts a race
|
||||
// and then joins somebody else's lobby still has it wired up -
|
||||
// and in that race the console is a bystander whose gLengthMs and
|
||||
// gRunStartTick belong to the previous mission entirely.
|
||||
//
|
||||
if (gWatchedApp == NULL || gWatchedApp != application)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
if (!gMissionRunning)
|
||||
{
|
||||
return False; // not started, or already stopped
|
||||
}
|
||||
LONG length_ms = gLengthMs;
|
||||
if (length_ms <= 0)
|
||||
{
|
||||
return False; // endless: nothing to count down
|
||||
}
|
||||
|
||||
// DWORD subtraction, so a GetTickCount wrap costs nothing
|
||||
LONG elapsed_ms = (LONG)(GetTickCount() - (DWORD) gRunStartTick);
|
||||
LONG left_ms = length_ms - elapsed_ms;
|
||||
if (left_ms < 0)
|
||||
{
|
||||
//
|
||||
// The console polls at 250 ms, so the clock reaches zero
|
||||
// slightly before the stop is dispatched. Hold at zero
|
||||
// rather than showing negative time in the cockpit.
|
||||
//
|
||||
left_ms = 0;
|
||||
}
|
||||
*seconds_remaining = (Scalar) left_ms / 1000.0f;
|
||||
return True;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// The game-thread tick: state reporting + engine-safe execution
|
||||
//---------------------------------------------------------------
|
||||
@@ -498,6 +547,19 @@ namespace
|
||||
<< mission_seconds << "s\n" << std::flush;
|
||||
}
|
||||
|
||||
//
|
||||
// RP412MISSIONSECONDS overrides the menu's game length. The shortest
|
||||
// the menu offers is 3:00, which is a long wait when what you are
|
||||
// testing is what happens at the buzzer.
|
||||
//
|
||||
const char *seconds_override = getenv("RP412MISSIONSECONDS");
|
||||
if (seconds_override != NULL && atoi(seconds_override) > 0)
|
||||
{
|
||||
mission_seconds = atoi(seconds_override);
|
||||
DEBUG_STREAM << "LocalConsole: length overridden to "
|
||||
<< mission_seconds << "s by RP412MISSIONSECONDS\n" << std::flush;
|
||||
}
|
||||
|
||||
gMissionSeconds = mission_seconds;
|
||||
InterlockedExchange(&gLengthMs, (LONG) mission_seconds * 1000);
|
||||
gPhase = PhaseWaiting;
|
||||
@@ -509,6 +571,10 @@ namespace
|
||||
// game-thread execution point
|
||||
gPerFrameHook = &ConsoleTick;
|
||||
|
||||
// the cockpit clock now counts down the same clock that will stop
|
||||
// the race, rather than the engine's own reckoning of it
|
||||
gMissionClockHook = &MissionClock;
|
||||
|
||||
// results intake from the RP layer
|
||||
gConsoleScoreSink = &CollectFinalScore;
|
||||
|
||||
|
||||
@@ -0,0 +1,569 @@
|
||||
#include "rpl4.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "rpl4environ.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
//########################################################################
|
||||
// environ.ini - see rpl4environ.h for why the exe owns this rather than
|
||||
// the packaging script.
|
||||
//########################################################################
|
||||
|
||||
namespace
|
||||
{
|
||||
const char kEnvironFileName[] = "environ.ini";
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// The shipped configuration, verbatim. Lifted out of pack-dist.ps1
|
||||
// so there is one source of truth and the exe alone can produce a
|
||||
// working install.
|
||||
//-------------------------------------------------------------------
|
||||
const char kEnvironTemplate[] =
|
||||
"# ============================================================================\n"
|
||||
"# environ.ini - Red Planet 4.12 configuration\n"
|
||||
"# ============================================================================\n"
|
||||
"# One KEY=VALUE per line, read at game start. Lines starting with # or ;\n"
|
||||
"# are comments; anything without an = is ignored. Delete a line (or\n"
|
||||
"# comment it out) to fall back to the built-in default.\n"
|
||||
"#\n"
|
||||
"# Input bindings live in bindings.txt beside the exe (written with the\n"
|
||||
"# full documented layout on first run; delete it to restore defaults).\n"
|
||||
"#\n"
|
||||
"# Your callsign and loadout are remembered in pilot.cfg beside the exe.\n"
|
||||
"# Set them on the setup screen once and they come back every session,\n"
|
||||
"# however you left - launching, joining a lobby, or quitting. Delete\n"
|
||||
"# that file to start over.\n"
|
||||
"\n"
|
||||
"# ---- Core (the shipped configuration) --------------------------------------\n"
|
||||
"\n"
|
||||
"# Control stack: tokens separated by ; or , processed left to right.\n"
|
||||
"# PAD the virtual RIO (XInput controller + keyboard,\n"
|
||||
"# rebindable via bindings.txt)\n"
|
||||
"# RIO real serial cockpit hardware on COM1\n"
|
||||
"# RIO:COMn same, on another port (RIO:COM3, ...)\n"
|
||||
"# KEYBOARD the engine keyboard handler\n"
|
||||
"# MOUSE, JOYSTICK, FLIGHTSTICKPRO, THRUSTMASTER, DIJOYSTICK\n"
|
||||
"# legacy pointer/joystick drivers (untested here)\n"
|
||||
"# Unset falls back to KEYBOARD alone.\n"
|
||||
"L4CONTROLS=PAD;KEYBOARD\n"
|
||||
"\n"
|
||||
"# Renderer bring-up argument. Only its presence is checked (the DPL\n"
|
||||
"# resolution parsing it once fed is gone) and the game refuses to start\n"
|
||||
"# without it - any non-empty value works. Leave as shipped.\n"
|
||||
"DPLARG=1\n"
|
||||
"\n"
|
||||
"# DPL (renderer/scene) configuration file, searched beside the exe.\n"
|
||||
"# Any notation file name; RPDPL.INI is the one that ships.\n"
|
||||
"L4DPLCFG=RPDPL.INI\n"
|
||||
"\n"
|
||||
"# Gauge (MFD/instrument) canvas. Must name a page of GAUGE\\L4GAUGE.INI:\n"
|
||||
"# 640x480x8 | 640x480x16 | 800x600x16\n"
|
||||
"# Unset disables the gauge renderer (and with it all MFDs).\n"
|
||||
"L4GAUGE=640x480x16\n"
|
||||
"\n"
|
||||
"# Plasma display.\n"
|
||||
"# SCREEN render the pod's plasma glass in-window (currently\n"
|
||||
"# parked off-layout)\n"
|
||||
"# COM1, COM2... drive real plasma glass on that serial port\n"
|
||||
"# (9600 baud, N81)\n"
|
||||
"# Unset = no plasma display.\n"
|
||||
"L4PLASMA=SCREEN\n"
|
||||
"\n"
|
||||
"# 0 = classic separate gauge windows; 1 = the single-window glass\n"
|
||||
"# cockpit (all seven displays composed on a locked 1920x1080 canvas\n"
|
||||
"# around the viewscreen); 2 = exploded diagnostic view (each display\n"
|
||||
"# in its own native-resolution desktop window - MFDs 640x480, map\n"
|
||||
"# 480x640 - decoded exactly as the pod's VDB split them, no downscale).\n"
|
||||
"L4MFDSPLIT=1\n"
|
||||
"\n"
|
||||
"# The game window - and in the exploded view (L4MFDSPLIT=2) each display\n"
|
||||
"# window - is placed fresh every launch, so moving one somewhere useful\n"
|
||||
"# never survived the menu-race-menu loop. This remembers where you put\n"
|
||||
"# them, in mfd_layout.cfg beside this file:\n"
|
||||
"# off / 0 / unset computed placement only, no file (default)\n"
|
||||
"# load put the windows back where they were saved\n"
|
||||
"# save the same, and re-save on every finished drag\n"
|
||||
"# The game window gets its size back too, so you can size the cockpit to\n"
|
||||
"# suit your monitor once and keep it. The display windows get position\n"
|
||||
"# only: their size follows their content and their button banks, so an\n"
|
||||
"# old one is never restored over them. Arrange everything once with\n"
|
||||
"# save, then leave it on load.\n"
|
||||
"#\n"
|
||||
"# The plasma display window takes part too, under \"Plasma Display\".\n"
|
||||
"#\n"
|
||||
"# Each line in mfd_layout.cfg reads <title>=<x>,<y>,<w>,<h>, and you can\n"
|
||||
"# append ,noframe to take that window's title bar and border off - a\n"
|
||||
"# cockpit that fills the monitor edge to edge without -fit taking the\n"
|
||||
"# whole screen. Put the window where you want it first: a bare window\n"
|
||||
"# has nothing to drag by. Delete the flag to get the frame back.\n"
|
||||
"#RP412MFDLAYOUT=off\n"
|
||||
"\n"
|
||||
"# Size of the six secondary displays in the glass cockpit, as a\n"
|
||||
"# percentage of their pod size. The pod bolted them down at one size;\n"
|
||||
"# on a big panel there is room to trade viewscreen for instrument, so\n"
|
||||
"# turn these up if you want to actually read the other displays while\n"
|
||||
"# you fly. 100 = as the pod had them. Range 25-200 (out-of-range and\n"
|
||||
"# unreadable values fall back to the group setting, then to 100).\n"
|
||||
"#\n"
|
||||
"# The scaling is applied in canvas units, before the cockpit is fitted\n"
|
||||
"# to your window, so a given number looks the same on every monitor.\n"
|
||||
"# The layout stays legal whatever you ask for - the panes are clamped\n"
|
||||
"# against their actual neighbours, shrinking uniformly so a display\n"
|
||||
"# never comes out stretched. They do overlap the viewscreen, exactly\n"
|
||||
"# as the pod's bezels did, but never each other.\n"
|
||||
"#\n"
|
||||
"# L4MFDSCALE sets all five green MFDs at once.\n"
|
||||
"L4MFDSCALE=100\n"
|
||||
"\n"
|
||||
"# ...and any single display can override it. Uncomment one to size it\n"
|
||||
"# on its own - useful if you only care about, say, the damage readout.\n"
|
||||
"# UL upper left UC upper center UR upper right\n"
|
||||
"# LL lower left LR lower right\n"
|
||||
"#L4MFDSCALE_UL=100\n"
|
||||
"#L4MFDSCALE_UC=100\n"
|
||||
"#L4MFDSCALE_UR=100\n"
|
||||
"#L4MFDSCALE_LL=100\n"
|
||||
"#L4MFDSCALE_LR=100\n"
|
||||
"\n"
|
||||
"# The portrait radar/map, sized on its own (it already sits at 1.35x\n"
|
||||
"# the MFDs by default). It shares the canvas with whichever MFD is\n"
|
||||
"# above it, so at extreme settings one of the two gives way.\n"
|
||||
"L4RADARSCALE=100\n"
|
||||
"\n"
|
||||
"# Where the radar sits:\n"
|
||||
"# CENTER bottom centre, under the viewscreen, as the pod had it\n"
|
||||
"# (default; BOTTOM and CENTRE mean the same)\n"
|
||||
"# LEFT bottom left corner (or BOTTOMLEFT)\n"
|
||||
"# RIGHT bottom right corner (or BOTTOMRIGHT)\n"
|
||||
"# MIDLEFT left edge, halfway up (or LEFTCENTER / LEFTCENTRE)\n"
|
||||
"# MIDRIGHT right edge, halfway up (or RIGHTCENTER / RIGHTCENTRE)\n"
|
||||
"# Anywhere but CENTER stops it blocking the middle of the road, which\n"
|
||||
"# is worth having on a wide screen.\n"
|
||||
"#\n"
|
||||
"# In a bottom corner it is one of three panes along the bottom, and the\n"
|
||||
"# lower MFD whose corner it takes slides inboard beside it. Halfway up\n"
|
||||
"# a side it leaves the bottom row entirely and sits between that side's\n"
|
||||
"# two MFDs - roomy on a tall radar, but if the MFDs on that side are\n"
|
||||
"# also scaled up, the radar is the one that gives way (it has to clear\n"
|
||||
"# both of them, and it grows from the middle in both directions).\n"
|
||||
"L4RADARPOS=CENTER\n"
|
||||
"\n"
|
||||
"# The Winners Circle: at the end of a race the finishers are stood on\n"
|
||||
"# the award platform in finishing order, with each pilot's callsign on\n"
|
||||
"# the plate beside their spot, and held there for a few seconds before\n"
|
||||
"# the results screen. 1 = show it, 0 = straight to the results.\n"
|
||||
"RP412PODIUM=1\n"
|
||||
"\n"
|
||||
"# The shot is framed for you, but these move the camera if you want it\n"
|
||||
"# somewhere else. Distances are in game units, measured from the middle\n"
|
||||
"# of the group of finishers.\n"
|
||||
"# STANDOFF how far out in front of the stand the camera sits\n"
|
||||
"# HEIGHT how far above the group\n"
|
||||
"# AIM height of the point it looks at, relative to the group -\n"
|
||||
"# negative tilts down, positive tilts up\n"
|
||||
"# ASPECT the stand was composed for a 4:3 pod monitor, so the shot\n"
|
||||
"# is cropped to that shape with black either side. 0 runs it\n"
|
||||
"# full width instead.\n"
|
||||
"# FADEIN seconds to come up out of the black after the race fades\n"
|
||||
"# CAM 0 watches from your own cockpit rather than off the stand\n"
|
||||
"#RP412PODIUMSTANDOFF=36\n"
|
||||
"#RP412PODIUMHEIGHT=12\n"
|
||||
"#RP412PODIUMAIM=2\n"
|
||||
"#RP412PODIUMASPECT=1.333\n"
|
||||
"#RP412PODIUMFADEIN=0.45\n"
|
||||
"#RP412PODIUMCAM=1\n"
|
||||
"\n"
|
||||
"# Override the game length the menu picked, in seconds. The shortest the\n"
|
||||
"# menu offers is 3:00, which is a long wait when what you are testing is\n"
|
||||
"# what happens at the buzzer. Unset = use the menu's choice.\n"
|
||||
"#RP412MISSIONSECONDS=20\n"
|
||||
"\n"
|
||||
"# Simulation/render frame rate, integer frames/second. The desktop\n"
|
||||
"# default is 60; the arcade pods shipped at 25.\n"
|
||||
"TARGETFPS=60\n"
|
||||
"\n"
|
||||
"# How long one background pass may spend drawing cockpit gauges, in\n"
|
||||
"# milliseconds. The gauges and the MFD/map displays are redrawn in the\n"
|
||||
"# time left over after the 3D view; on a big, busy map there is none\n"
|
||||
"# left, and at the original one-gauge-per-pass the map and the countdown\n"
|
||||
"# clock could sit frozen for seconds at a time - until something (a\n"
|
||||
"# death, say) lightened the 3D view enough for the backlog to drain.\n"
|
||||
"# Working to a slice ties the refresh rate to elapsed time instead. Set\n"
|
||||
"# 0 for the old behaviour; raise it to favour the displays over frame\n"
|
||||
"# rate.\n"
|
||||
"RP412GAUGESLICE=2\n"
|
||||
"\n"
|
||||
"# 1 = log how many times a second every cockpit display is actually\n"
|
||||
"# refreshed, to rpl4.log. Watching the screen cannot tell a display that\n"
|
||||
"# has stopped refreshing from one whose picture simply is not changing.\n"
|
||||
"#RP412GAUGEDIAG=1\n"
|
||||
"\n"
|
||||
"# 0 = light the on-screen cockpit buttons on the same slow cadence the\n"
|
||||
"# arcade pod's serial hardware used. The lamp state is filled once per\n"
|
||||
"# gauge cycle, so under the load described above the lit buttons froze\n"
|
||||
"# and flashing ones stalled while the 3D view stayed perfectly smooth.\n"
|
||||
"# On by default: the buttons are refreshed every frame instead. Ignored\n"
|
||||
"# when real RIO hardware is selected - the pod keeps its own cadence.\n"
|
||||
"#RP412LAMPSWEEP=0\n"
|
||||
"\n"
|
||||
"# 1 = Steam networking (lobbies, FakeIP mesh). Needs the Steam client\n"
|
||||
"# running and steam_appid.txt beside the exe; without them the game\n"
|
||||
"# logs the reason and falls back to plain TCP. 0 = TCP only.\n"
|
||||
"RP412STEAM=1\n"
|
||||
"\n"
|
||||
"# Line up each remote player's clock with ours, so their vehicle is\n"
|
||||
"# extrapolated from when its update was SENT rather than when it\n"
|
||||
"# arrived. Without it every remote pod sits one network latency behind\n"
|
||||
"# where it should be - invisible on the 1ms arcade LAN the engine was\n"
|
||||
"# written for, a constant 50-150ms of lag over the internet. 0 restores\n"
|
||||
"# the old arrival-time behaviour if you want to compare.\n"
|
||||
"#RP412NETCLOCK=0\n"
|
||||
"\n"
|
||||
"# ---- Optional ---------------------------------------------------------------\n"
|
||||
"\n"
|
||||
"# RGB keyboard lamp mirror (Windows Dynamic Lighting): keys bound to\n"
|
||||
"# lamp buttons glow with the panel, flash modes and all.\n"
|
||||
"# Unset or nonzero = on (the default); 0 = off.\n"
|
||||
"#RP412KEYLIGHT=0\n"
|
||||
"\n"
|
||||
"# The cabinets ran the game at unity and did all their volume and tone\n"
|
||||
"# shaping outside it, in an amplifier and a 3-way crossover. You almost\n"
|
||||
"# certainly have neither, so these two stand in for them. Both default\n"
|
||||
"# to leaving the mix exactly as the pod played it.\n"
|
||||
"\n"
|
||||
"# Master volume, 0.0 to 2.0, the amplifier's knob. 1.0 is unity. The\n"
|
||||
"# sound effects now carry the pitch, layering and dynamics the original\n"
|
||||
"# AWE32 soundbanks ask for, which is a good deal livelier than earlier\n"
|
||||
"# 4.12 builds - lower this if the whole thing sits too hot.\n"
|
||||
"#\n"
|
||||
"# PageUp and PageDown change it while you play, in steps of 0.05, and\n"
|
||||
"# whatever you leave it on is written to volume.cfg beside the exe and\n"
|
||||
"# used from then on - so this line only decides where a machine that has\n"
|
||||
"# never been touched starts out. Delete volume.cfg to come back here.\n"
|
||||
"#RP412AUDIOVOLUME=0.8\n"
|
||||
"\n"
|
||||
"# Bass trim, 0.0 to 1.0, the crossover's low band. 1.0 is the low end\n"
|
||||
"# exactly as authored. The soundbanks put real weight under collisions,\n"
|
||||
"# engines and explosions - deep layers earlier builds played at the\n"
|
||||
"# wrong rate, so they barely sounded at all. Lower this to pull that\n"
|
||||
"# back; it eases in below 22kHz of playback rate and reaches full cut\n"
|
||||
"# on the deepest layers, leaving the mid and top alone.\n"
|
||||
"#\n"
|
||||
"# Home and End change it while you play, in steps of 0.05, and what you\n"
|
||||
"# leave it on is written to bass.cfg beside the exe and used from then\n"
|
||||
"# on - so this line only decides where an untouched machine starts.\n"
|
||||
"# Delete bass.cfg to come back here.\n"
|
||||
"#RP412AUDIOBASS=0.7\n"
|
||||
"\n"
|
||||
"# Invert the stick on top of whatever bindings.txt produces:\n"
|
||||
"# X = invert X only, Y = invert Y only, XY = both (case-insensitive).\n"
|
||||
"#L4PADFLIP=XY\n"
|
||||
"\n"
|
||||
"# Anti-aliasing sample count, passed straight to Direct3D 9:\n"
|
||||
"# 0 = off, else 2..16 as the GPU supports (1 selects the driver's\n"
|
||||
"# \"nonmaskable\" mode; unsupported counts fail device creation).\n"
|
||||
"#MULTISAMPLE=0\n"
|
||||
"\n"
|
||||
"# Particle budget, integer. Default 8192.\n"
|
||||
"#MAXPARTICLES=8192\n"
|
||||
"\n"
|
||||
"# On-screen plasma glass (L4PLASMA=SCREEN only). SCALE = integer pixel\n"
|
||||
"# size 1..16, default 4 (out-of-range values are ignored). POS = window\n"
|
||||
"# top-left as X,Y screen coordinates; unset = auto, parked below the\n"
|
||||
"# main window.\n"
|
||||
"#L4PLASMASCALE=4\n"
|
||||
"#L4PLASMAPOS=0,0\n"
|
||||
"\n"
|
||||
"# Fixed random seed (repeatable runs): any unsigned integer.\n"
|
||||
"# Unset seeds from the clock.\n"
|
||||
"#RANDOM=12345\n"
|
||||
"\n"
|
||||
"# ---- LAN play without Steam -------------------------------------------------\n"
|
||||
"# Host a race over plain TCP: list the member pods' console channels\n"
|
||||
"# (members run: rpl4opt.exe -windowed -res 1920 1080 -net 1501).\n"
|
||||
"# RP412HOSTPODS comma-separated IP[:port] list, one entry per member\n"
|
||||
"# pod; port defaults to 1501 per entry\n"
|
||||
"# RP412HOSTPORT this machine's console port, integer > 0\n"
|
||||
"# (default 1501)\n"
|
||||
"# RP412HOSTADDR this machine's LAN IP as members can reach it\n"
|
||||
"# (default 127.0.0.1)\n"
|
||||
"#RP412HOSTPODS=192.168.1.20:1501,192.168.1.21:1501\n"
|
||||
"#RP412HOSTPORT=1501\n"
|
||||
"#RP412HOSTADDR=192.168.1.10\n"
|
||||
"\n"
|
||||
"# ---- Developer / testing ----------------------------------------------------\n"
|
||||
"\n"
|
||||
"# Nonzero arms the debug keys: Alt+W wireframe, Alt+V predator vision,\n"
|
||||
"# Alt+F frame dump, Alt+/ perf stats, Alt+E event-queue dump.\n"
|
||||
"# 0 or unset = off. (Alt+Q, the mission abort, is always live.)\n"
|
||||
"#RP412DEVKEYS=1\n"
|
||||
"\n"
|
||||
"# Console race-length override, integer seconds (short test races).\n"
|
||||
"# Values <= 0 are ignored.\n"
|
||||
"#L4CONSOLELEN=30\n"
|
||||
"\n"
|
||||
"# Nonzero = Steam transport loopback self-test at boot (logs PASS/FAIL).\n"
|
||||
"#RP412STEAMSELFTEST=1\n"
|
||||
"\n"
|
||||
"# ---- Arcade heritage (multi-monitor pods; not used on the desktop) ----------\n"
|
||||
"# PRIMGAUGE / SECGAUGE / MFDGAUGE / MFDGAUGE2 pin a display to a monitor\n"
|
||||
"# by adapter index (0, 1, 2...). SPANDISABLE: 0 = let the MFDs span one\n"
|
||||
"# wide surface, nonzero = separate windows (setting MFDGAUGE2 alone also\n"
|
||||
"# forces spanning off). L4EYES = \"x y z xrot yrot zrot [type]\" floats\n"
|
||||
"# for a detached camera; a type starting with r offsets it relative to\n"
|
||||
"# the pod. L4INTERCOM enables the crew intercom - only its presence\n"
|
||||
"# matters (traditionally COM2). NOMODES skips the mode/lamp programming;\n"
|
||||
"# presence alone triggers it, even NOMODES=0. LOGSIZE > 0 sizes the\n"
|
||||
"# trace log in dev builds compiled with tracing.\n"
|
||||
"#PRIMGAUGE=1\n"
|
||||
"#SECGAUGE=2\n"
|
||||
"#MFDGAUGE=3\n"
|
||||
"#MFDGAUGE2=4\n"
|
||||
"#SPANDISABLE=1\n"
|
||||
"#L4EYES=1\n"
|
||||
"#L4INTERCOM=COM2\n"
|
||||
"#NOMODES=1\n"
|
||||
"#LOGSIZE=1000000\n"
|
||||
;
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Does the player's file mention this key at all - set, or commented
|
||||
// out, or with whitespace in front of it?
|
||||
//
|
||||
// Deliberately generous: a key that is mentioned in ANY form is left
|
||||
// alone. The alternative failure is worse than a missed notice, since
|
||||
// environ.ini is applied line by line and a second copy of a key
|
||||
// further down the file would silently override the player's own.
|
||||
//-------------------------------------------------------------------
|
||||
Logical FileMentionsKey(const char *text, const char *key, int key_length)
|
||||
{
|
||||
const char *cursor = text;
|
||||
while ((cursor = strstr(cursor, key)) != NULL)
|
||||
{
|
||||
//
|
||||
// Must be a whole key: preceded by start-of-line, whitespace
|
||||
// or a comment mark, and followed by '='.
|
||||
//
|
||||
const char *after = cursor + key_length;
|
||||
Logical starts_token =
|
||||
(cursor == text) ||
|
||||
(cursor[-1] == '\n') || (cursor[-1] == '\r') ||
|
||||
(cursor[-1] == ' ') || (cursor[-1] == '\t') ||
|
||||
(cursor[-1] == '#') || (cursor[-1] == ';');
|
||||
if (starts_token)
|
||||
{
|
||||
const char *scan = after;
|
||||
while (*scan == ' ' || *scan == '\t')
|
||||
{
|
||||
++scan;
|
||||
}
|
||||
if (*scan == '=')
|
||||
{
|
||||
return True;
|
||||
}
|
||||
}
|
||||
cursor = after;
|
||||
}
|
||||
return False;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Name every template key the player's file has never heard of. Not
|
||||
// a fix - their file stays theirs - but it puts the reason for a
|
||||
// missing feature in the log we already ask testers for.
|
||||
//-------------------------------------------------------------------
|
||||
void ReportUnmentionedKeys(const char *file_text)
|
||||
{
|
||||
char missing[1024]; // what gets printed
|
||||
char seen[1024]; // the same keys as "KEY=", so the mention
|
||||
// test above can dedupe against them
|
||||
missing[0] = '\0';
|
||||
seen[0] = '\0';
|
||||
int count = 0; // how many are missing
|
||||
int listed = 0; // how many fitted in the line
|
||||
|
||||
const char *cursor = kEnvironTemplate;
|
||||
while (*cursor != '\0')
|
||||
{
|
||||
const char *line = cursor;
|
||||
const char *end = strchr(line, '\n');
|
||||
int length = (end != NULL) ? (int)(end - line) : (int) strlen(line);
|
||||
cursor = (end != NULL) ? (end + 1) : (line + length);
|
||||
|
||||
//
|
||||
// A template key line is "KEY=..." or "#KEY=..." - the
|
||||
// commented ones are options that ship switched off, and a
|
||||
// player who has never seen them wants to know they exist.
|
||||
//
|
||||
const char *scan = line;
|
||||
int remaining = length;
|
||||
if (remaining > 0 && *scan == '#')
|
||||
{
|
||||
++scan;
|
||||
--remaining;
|
||||
}
|
||||
if (remaining <= 0 || !(isalpha((unsigned char) *scan) || *scan == '_'))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
int key_length = 0;
|
||||
while (key_length < remaining &&
|
||||
(isalnum((unsigned char) scan[key_length]) || scan[key_length] == '_'))
|
||||
{
|
||||
++key_length;
|
||||
}
|
||||
if (key_length >= remaining || scan[key_length] != '=' || key_length > 60)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
char key[64];
|
||||
memcpy(key, scan, key_length);
|
||||
key[key_length] = '\0';
|
||||
|
||||
if (FileMentionsKey(file_text, key, key_length))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//
|
||||
// Templates list some keys twice (documented once, shown
|
||||
// again in an example); do not name one twice.
|
||||
//
|
||||
if (FileMentionsKey(seen, key, key_length))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
++count;
|
||||
if (strlen(seen) + key_length + 3 < sizeof(seen))
|
||||
{
|
||||
strcat(seen, key);
|
||||
strcat(seen, "=\n");
|
||||
}
|
||||
if (strlen(missing) + key_length + 3 < sizeof(missing))
|
||||
{
|
||||
if (missing[0] != '\0')
|
||||
{
|
||||
strcat(missing, ", ");
|
||||
}
|
||||
strcat(missing, key);
|
||||
++listed;
|
||||
}
|
||||
}
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
//
|
||||
// Say when the list is short of the count rather than letting
|
||||
// a full buffer quietly shorten the answer.
|
||||
//
|
||||
DEBUG_STREAM << "Environ: " << kEnvironFileName << " does not mention "
|
||||
<< count << " option(s) this build knows: " << missing;
|
||||
if (listed < count)
|
||||
{
|
||||
DEBUG_STREAM << ", and " << (count - listed) << " more";
|
||||
}
|
||||
DEBUG_STREAM << "\nEnviron: they are at their built-in defaults - delete "
|
||||
<< kEnvironFileName << " to get the documented file back\n"
|
||||
<< std::flush;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
RPL4Environ_Load()
|
||||
{
|
||||
//
|
||||
// First run: lay down the documented default. From here on the file
|
||||
// belongs to whoever is sitting at this machine.
|
||||
//
|
||||
FILE *file = fopen(kEnvironFileName, "rb");
|
||||
if (file == NULL)
|
||||
{
|
||||
FILE *out = fopen(kEnvironFileName, "wb");
|
||||
if (out != NULL)
|
||||
{
|
||||
fwrite(kEnvironTemplate, 1, strlen(kEnvironTemplate), out);
|
||||
fclose(out);
|
||||
DEBUG_STREAM << "Environ: wrote default " << kEnvironFileName
|
||||
<< "\n" << std::flush;
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUG_STREAM << "Environ: could not write " << kEnvironFileName
|
||||
<< " - running on built-in defaults\n" << std::flush;
|
||||
}
|
||||
file = fopen(kEnvironFileName, "rb");
|
||||
}
|
||||
if (file == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
fseek(file, 0, SEEK_END);
|
||||
long size = ftell(file);
|
||||
fseek(file, 0, SEEK_SET);
|
||||
if (size <= 0)
|
||||
{
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
char *text = new char[size + 1];
|
||||
size_t read = fread(text, 1, size, file);
|
||||
text[read] = '\0';
|
||||
fclose(file);
|
||||
|
||||
//
|
||||
// One KEY=VALUE per line. Comments, blanks and anything without an
|
||||
// '=' are skipped; everything else goes into the environment, which
|
||||
// is why a line here beats a variable set in the shell.
|
||||
//
|
||||
int applied = 0;
|
||||
char line[1024];
|
||||
const char *cursor = text;
|
||||
while (*cursor != '\0')
|
||||
{
|
||||
int length = 0;
|
||||
while (cursor[length] != '\0' && cursor[length] != '\n' &&
|
||||
length < (int) sizeof(line) - 1)
|
||||
{
|
||||
line[length] = cursor[length];
|
||||
++length;
|
||||
}
|
||||
line[length] = '\0';
|
||||
cursor += length;
|
||||
while (*cursor == '\n' || *cursor == '\r')
|
||||
{
|
||||
++cursor;
|
||||
}
|
||||
for (int i = length - 1; i >= 0; --i)
|
||||
{
|
||||
if (line[i] == '\r' || line[i] == '\n')
|
||||
{
|
||||
line[i] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
char *setting = line;
|
||||
while (*setting == ' ' || *setting == '\t')
|
||||
{
|
||||
++setting;
|
||||
}
|
||||
if (*setting == '\0' || *setting == '#' || *setting == ';' ||
|
||||
strchr(setting, '=') == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
putenv(setting);
|
||||
++applied;
|
||||
}
|
||||
|
||||
DEBUG_STREAM << "Environ: " << applied << " setting(s) from "
|
||||
<< kEnvironFileName << "\n" << std::flush;
|
||||
|
||||
ReportUnmentionedKeys(text);
|
||||
|
||||
delete[] text;
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
//===========================================================================//
|
||||
// File: rpl4environ.h //
|
||||
// Project: MUNGA Brick: Red Planet LBE Application //
|
||||
// Contents: environ.ini - written on first run, then the player's //
|
||||
//---------------------------------------------------------------------------//
|
||||
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
|
||||
// PROPRIETARY AND CONFIDENTIAL //
|
||||
//===========================================================================//
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "..\munga\style.h"
|
||||
|
||||
//########################################################################
|
||||
//
|
||||
// environ.ini is the game's configuration: one KEY=VALUE per line, read
|
||||
// once at startup and pushed into the environment, so every option the
|
||||
// engine reads through getenv can be set from a file a player can open.
|
||||
//
|
||||
// The exe owns the template and writes it when the file is absent, the
|
||||
// same way bindings.txt works, rather than the packaging script laying
|
||||
// one down on every unzip. That is what lets a tester drop a new build
|
||||
// over an old folder and keep their settings: the file is theirs from
|
||||
// the moment it exists, and nothing overwrites it.
|
||||
//
|
||||
// It cannot simply be optional. Without it L4GAUGE is unset, which
|
||||
// disables the gauge renderer and takes every MFD with it, and
|
||||
// L4MFDSPLIT is unset, which is the packed-window arcade layout rather
|
||||
// than the glass cockpit. The shipped values are the desktop game; the
|
||||
// built-in getenv fallbacks are the 1995 pod.
|
||||
//
|
||||
// The cost of a file that is never overwritten is that a tester carrying
|
||||
// one across many builds stops being offered new options. Options added
|
||||
// later default to "behave as before", so nothing breaks - but it does
|
||||
// go unnoticed, so the load names any template key the player's file
|
||||
// does not mention. That line in rpl4.log is what turns "the podium does
|
||||
// not work" into "your environ.ini predates RP412PODIUM".
|
||||
//
|
||||
//########################################################################
|
||||
|
||||
// Write environ.ini if it is not there, then read it into the
|
||||
// environment. Call once, before anything reads a setting.
|
||||
void
|
||||
RPL4Environ_Load();
|
||||
+1288
-145
File diff suppressed because it is too large
Load Diff
@@ -50,6 +50,66 @@ int
|
||||
void
|
||||
RPL4FrontEnd_GetLoadout(char *vehicle, char *color, char *badge);
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// This player's mission setup as display names. Only the host's
|
||||
// picks decide the mission, so the lobby owner publishes these for
|
||||
// everyone else to read - names rather than keys, because the map
|
||||
// catalog differs between race and football and resolving it here
|
||||
// saves the room from knowing which table a key belongs to.
|
||||
//---------------------------------------------------------------
|
||||
const char *
|
||||
RPL4FrontEnd_SelectedMapName();
|
||||
const char *
|
||||
RPL4FrontEnd_SelectedTimeName();
|
||||
const char *
|
||||
RPL4FrontEnd_SelectedWeatherName();
|
||||
const char *
|
||||
RPL4FrontEnd_SelectedLengthName();
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Catalog key -> display name, for the keys that travel as lobby
|
||||
// member data. Unknown keys come back unchanged rather than blank.
|
||||
//---------------------------------------------------------------
|
||||
const char *
|
||||
RPL4FrontEnd_VehicleNameForKey(const char *key);
|
||||
const char *
|
||||
RPL4FrontEnd_PositionNameForKey(const char *key);
|
||||
const char *
|
||||
RPL4FrontEnd_TeamNameForKey(const char *key);
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Football team / position: the catalogs, and this player's picks.
|
||||
// The lobby publishes the picks as member data and lets members
|
||||
// cycle them in the room; the host's egg builder honors them.
|
||||
//---------------------------------------------------------------
|
||||
int
|
||||
RPL4FrontEnd_TeamCount();
|
||||
const char *
|
||||
RPL4FrontEnd_TeamName(int index);
|
||||
const char *
|
||||
RPL4FrontEnd_TeamKey(int index);
|
||||
|
||||
int
|
||||
RPL4FrontEnd_PositionCount();
|
||||
const char *
|
||||
RPL4FrontEnd_PositionName(int index);
|
||||
const char *
|
||||
RPL4FrontEnd_PositionKey(int index);
|
||||
|
||||
int
|
||||
RPL4FrontEnd_GetTeamIndex();
|
||||
void
|
||||
RPL4FrontEnd_SetTeamIndex(int index);
|
||||
int
|
||||
RPL4FrontEnd_GetPositionIndex();
|
||||
void
|
||||
RPL4FrontEnd_SetPositionIndex(int index);
|
||||
|
||||
// True when this player's setup menu has Football selected (the host's
|
||||
// pick decides the mission; members use it to know what to show).
|
||||
Logical
|
||||
RPL4FrontEnd_IsFootballSelected();
|
||||
|
||||
// Hosted-race pilots fed by the Steam lobby: overrides the
|
||||
// RP412HOSTPODS parsing with real personas and loadouts. owner_address
|
||||
// is this pod's mesh IP (the FakeIP); count 0 clears the override.
|
||||
@@ -60,6 +120,9 @@ struct FEHostedPilot
|
||||
char vehicle[24];
|
||||
char color[16];
|
||||
char badge[24];
|
||||
// football: the member's own picks, empty = assign one for them
|
||||
char team[32]; // team key ("Red/Pink", ...)
|
||||
char position[16]; // "runner" / "crusher" / "blocker"
|
||||
};
|
||||
void
|
||||
RPL4FrontEnd_SetHostedPilots(
|
||||
|
||||
+363
-14
@@ -11,6 +11,7 @@
|
||||
//########################################################################
|
||||
|
||||
Logical RPL4Lobby_Available() { return False; }
|
||||
Logical RPL4Lobby_Configured() { return False; }
|
||||
Logical RPL4Lobby_InRoom() { return False; }
|
||||
int RPL4Lobby_Host(HINSTANCE, HWND) { return LobbyRoomLeft; }
|
||||
int RPL4Lobby_Join(HINSTANCE, HWND) { return LobbyRoomLeft; }
|
||||
@@ -36,7 +37,10 @@ void RPL4Lobby_PullRaceResults() { }
|
||||
|
||||
namespace
|
||||
{
|
||||
enum { kMaxLobbyMembers = 4 };
|
||||
// A full grid is eight pods, as the pod hall ran it. The egg builder
|
||||
// carries the owner plus maxExtraPilots (8), so eight members fit
|
||||
// with room to spare.
|
||||
enum { kMaxLobbyMembers = 8 };
|
||||
const char kLobbyTagKey[] = "rp412";
|
||||
const char kGoKey[] = "go";
|
||||
|
||||
@@ -45,6 +49,27 @@ namespace
|
||||
int gLastGoNonce = 0; // launches we already answered
|
||||
int gShownResultsNonce = 0; // score sheets we already displayed
|
||||
const char kResultsKey[] = "res";
|
||||
const char kScenarioKey[] = "sc";
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Simulation protocol revision. Bump this whenever a change makes
|
||||
// two builds simulate the same mission differently - it is not the
|
||||
// wire format alone. Map entity ownership is dealt by advancing a
|
||||
// shared cursor once per map entity, so anything that changes which
|
||||
// entities are dealt at all silently desynchronizes who owns what.
|
||||
//
|
||||
// 2 - doorframes became local Hermit clockwork and are no longer
|
||||
// dealt, which shifts every subsequent map entity's owner
|
||||
// 1 - the 3-machine verified Steam build
|
||||
//-------------------------------------------------------------------
|
||||
const char kNetRevision[] = "2";
|
||||
const char kNetRevKey[] = "nr";
|
||||
|
||||
// the owner's mission setup, shown to everyone in the room
|
||||
const char kMapKey[] = "mp";
|
||||
const char kTimeKey[] = "td";
|
||||
const char kWeatherKey[] = "wx";
|
||||
const char kLengthKey[] = "ln";
|
||||
|
||||
// async call-result plumbing
|
||||
Logical gCallDone = False;
|
||||
@@ -120,6 +145,12 @@ namespace
|
||||
}
|
||||
}
|
||||
|
||||
Logical IsOwner()
|
||||
{
|
||||
return gInLobby &&
|
||||
SteamMatchmaking()->GetLobbyOwner(gLobby) == SteamUser()->GetSteamID();
|
||||
}
|
||||
|
||||
void PublishMemberData()
|
||||
{
|
||||
char value[64];
|
||||
@@ -140,12 +171,62 @@ namespace
|
||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, "vh", vehicle);
|
||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, "cl", color);
|
||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, "bd", badge);
|
||||
|
||||
// football: this member's own team and position pick
|
||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, "tm",
|
||||
RPL4FrontEnd_TeamKey(RPL4FrontEnd_GetTeamIndex()));
|
||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, "ps",
|
||||
RPL4FrontEnd_PositionKey(RPL4FrontEnd_GetPositionIndex()));
|
||||
|
||||
// what this build simulates like, so a mismatched room cannot launch
|
||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, kNetRevKey, kNetRevision);
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Only the owner's menu decides the mission, so the owner also
|
||||
// publishes what it picked: the scenario (members need it to know
|
||||
// whether their team/position pick matters) and the setup
|
||||
// everyone is about to fly into.
|
||||
//---------------------------------------------------------------
|
||||
if (IsOwner())
|
||||
{
|
||||
// members check this before they act on the owner's go
|
||||
SteamMatchmaking()->SetLobbyData(gLobby, kNetRevKey, kNetRevision);
|
||||
SteamMatchmaking()->SetLobbyData(gLobby, kScenarioKey,
|
||||
RPL4FrontEnd_IsFootballSelected() ? "football" : "race");
|
||||
SteamMatchmaking()->SetLobbyData(gLobby, kMapKey,
|
||||
RPL4FrontEnd_SelectedMapName());
|
||||
SteamMatchmaking()->SetLobbyData(gLobby, kTimeKey,
|
||||
RPL4FrontEnd_SelectedTimeName());
|
||||
SteamMatchmaking()->SetLobbyData(gLobby, kWeatherKey,
|
||||
RPL4FrontEnd_SelectedWeatherName());
|
||||
SteamMatchmaking()->SetLobbyData(gLobby, kLengthKey,
|
||||
RPL4FrontEnd_SelectedLengthName());
|
||||
}
|
||||
}
|
||||
|
||||
Logical IsOwner()
|
||||
Logical FootballLobby()
|
||||
{
|
||||
return gInLobby &&
|
||||
SteamMatchmaking()->GetLobbyOwner(gLobby) == SteamUser()->GetSteamID();
|
||||
if (!gInLobby)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
const char *scenario = SteamMatchmaking()->GetLobbyData(gLobby, kScenarioKey);
|
||||
return (scenario != NULL && strcmp(scenario, "football") == 0);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Lobby data read back as a string, empty when the owner has not
|
||||
// published it yet (a member can be in the room a beat before the
|
||||
// owner's first publish lands).
|
||||
//-------------------------------------------------------------------
|
||||
const char *LobbyText(const char *key)
|
||||
{
|
||||
if (!gInLobby)
|
||||
{
|
||||
return "";
|
||||
}
|
||||
const char *text = SteamMatchmaking()->GetLobbyData(gLobby, key);
|
||||
return (text != NULL) ? text : "";
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
@@ -162,6 +243,9 @@ namespace
|
||||
char vehicle[24];
|
||||
char color[16];
|
||||
char badge[24];
|
||||
char team[32]; // football pick
|
||||
char position[16];
|
||||
char netRev[8]; // simulation protocol revision
|
||||
Logical published;
|
||||
};
|
||||
|
||||
@@ -196,6 +280,15 @@ namespace
|
||||
strncpy(member->badge,
|
||||
SteamMatchmaking()->GetLobbyMemberData(gLobby, member->id, "bd"),
|
||||
sizeof(member->badge) - 1);
|
||||
strncpy(member->team,
|
||||
SteamMatchmaking()->GetLobbyMemberData(gLobby, member->id, "tm"),
|
||||
sizeof(member->team) - 1);
|
||||
strncpy(member->position,
|
||||
SteamMatchmaking()->GetLobbyMemberData(gLobby, member->id, "ps"),
|
||||
sizeof(member->position) - 1);
|
||||
strncpy(member->netRev,
|
||||
SteamMatchmaking()->GetLobbyMemberData(gLobby, member->id, kNetRevKey),
|
||||
sizeof(member->netRev) - 1);
|
||||
member->published =
|
||||
member->ip[0] != '\0' && member->consolePort > 0 && member->gamePort > 0;
|
||||
}
|
||||
@@ -241,6 +334,8 @@ namespace
|
||||
strncpy(pilot->vehicle, members[i].vehicle, sizeof(pilot->vehicle) - 1);
|
||||
strncpy(pilot->color, members[i].color, sizeof(pilot->color) - 1);
|
||||
strncpy(pilot->badge, members[i].badge, sizeof(pilot->badge) - 1);
|
||||
strncpy(pilot->team, members[i].team, sizeof(pilot->team) - 1);
|
||||
strncpy(pilot->position, members[i].position, sizeof(pilot->position) - 1);
|
||||
|
||||
if (pods[0] != '\0')
|
||||
{
|
||||
@@ -274,8 +369,11 @@ namespace
|
||||
HFONT titleFont;
|
||||
RECT launchRect; // owner only
|
||||
RECT leaveRect;
|
||||
RECT teamRect; // football: cycle my team
|
||||
RECT positionRect; // football: cycle my position
|
||||
Logical launchClicked;
|
||||
Logical leaveClicked;
|
||||
Logical pickChanged;
|
||||
Logical closed;
|
||||
MemberInfo members[kMaxLobbyMembers];
|
||||
int memberCount;
|
||||
@@ -303,15 +401,148 @@ namespace
|
||||
RECT title = client;
|
||||
title.top = client.bottom / 28;
|
||||
title.bottom = title.top + client.bottom / 10;
|
||||
DrawTextA(mem, "STEAM RACE LOBBY", -1, &title,
|
||||
DT_CENTER | DT_TOP | DT_SINGLELINE);
|
||||
DrawTextA(mem,
|
||||
FootballLobby() ? "STEAM FOOTBALL LOBBY" : "STEAM RACE LOBBY",
|
||||
-1, &title, DT_CENTER | DT_TOP | DT_SINGLELINE);
|
||||
|
||||
SelectObject(mem, room->textFont);
|
||||
int row_h = client.bottom / 16;
|
||||
int top = client.bottom / 4;
|
||||
int left = client.right / 4;
|
||||
int right = 3 * client.right / 4;
|
||||
// wider than the old middle-half: the right column now carries
|
||||
// full catalog names, and in football three of them
|
||||
int left = client.right / 6;
|
||||
int right = client.right - client.right / 6;
|
||||
char text[128];
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// The buttons are laid out upward from the bottom edge while the
|
||||
// roster runs down from the top, so everything between the title
|
||||
// and the topmost button has to share one band.
|
||||
//---------------------------------------------------------------
|
||||
int ceiling = client.bottom;
|
||||
if (FootballLobby() && room->teamRect.top > 0)
|
||||
{
|
||||
ceiling = room->teamRect.top;
|
||||
}
|
||||
else if (IsOwner() && room->launchRect.top > 0)
|
||||
{
|
||||
ceiling = room->launchRect.top;
|
||||
}
|
||||
else if (room->leaveRect.top > 0)
|
||||
{
|
||||
ceiling = room->leaveRect.top;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Size the rows to that band rather than to a fixed fraction of
|
||||
// the window: a full lobby is eight players, and eight rows at a
|
||||
// sixteenth each would run off the bottom of every window we
|
||||
// support. Counted in half rows, the band holds
|
||||
//
|
||||
// setup lines + gap + kMaxLobbyMembers rows + gap + hint
|
||||
//
|
||||
// so the row height falls out of the space actually available.
|
||||
// It never grows past the old sixteenth (a two-player lobby
|
||||
// should not have circus-sized rows) and never shrinks below the
|
||||
// font, which is what would actually break - overlapping text.
|
||||
//---------------------------------------------------------------
|
||||
// tmHeight already includes the font's own leading, so a row that
|
||||
// tall cannot clip or collide - asking for more than that just
|
||||
// costs setup lines the room would rather keep.
|
||||
TEXTMETRICA metrics;
|
||||
GetTextMetricsA(mem, &metrics);
|
||||
int min_row = metrics.tmHeight + 2;
|
||||
int max_row = client.bottom / 16;
|
||||
|
||||
int setup_top = title.bottom + client.bottom / 64;
|
||||
int band = ceiling - setup_top;
|
||||
|
||||
int setup_lines = 2;
|
||||
int row_h = 0;
|
||||
for (;;)
|
||||
{
|
||||
// halves: setup, half gap, roster, half gap, hint
|
||||
int halves = 2 * setup_lines + 1 + 2 * kMaxLobbyMembers + 1 + 2;
|
||||
row_h = (2 * band) / halves;
|
||||
if (row_h >= min_row || setup_lines == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
--setup_lines; // buy room back from the setup lines
|
||||
}
|
||||
if (row_h > max_row) row_h = max_row;
|
||||
if (row_h < 12) row_h = 12;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// On a window too short to give eight rows the room the standard
|
||||
// font wants, draw this block smaller rather than letting the
|
||||
// rows overlap each other or run under the buttons. Nobody plays
|
||||
// at that size, but a squeezed roster still has to be readable.
|
||||
//---------------------------------------------------------------
|
||||
HFONT squeezed = NULL;
|
||||
HFONT previous = NULL;
|
||||
if (row_h < min_row)
|
||||
{
|
||||
squeezed = CreateFontA(-(row_h * 2 / 3), 0, 0, 0, FW_NORMAL,
|
||||
FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS,
|
||||
CLIP_DEFAULT_PRECIS, CLEARTYPE_QUALITY,
|
||||
FIXED_PITCH | FF_MODERN, "Consolas");
|
||||
if (squeezed != NULL)
|
||||
{
|
||||
previous = (HFONT) SelectObject(mem, squeezed);
|
||||
}
|
||||
}
|
||||
|
||||
int top = setup_top;
|
||||
|
||||
const char *map_name = LobbyText(kMapKey);
|
||||
if (map_name[0] != '\0' && setup_lines > 0)
|
||||
{
|
||||
RECT setup;
|
||||
setup.left = client.right / 12;
|
||||
setup.right = client.right - client.right / 12;
|
||||
setup.top = setup_top;
|
||||
setup.bottom = setup.top + row_h;
|
||||
|
||||
SetTextColor(mem, kGreenBright);
|
||||
DrawTextA(mem, map_name, -1, &setup,
|
||||
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||
|
||||
//-----------------------------------------------------------
|
||||
// Conditions on the line below. Game length is the host's
|
||||
// pick too, and the one people ask about first.
|
||||
//-----------------------------------------------------------
|
||||
const char *time_name = LobbyText(kTimeKey);
|
||||
const char *weather_name = LobbyText(kWeatherKey);
|
||||
const char *length_name = LobbyText(kLengthKey);
|
||||
text[0] = '\0';
|
||||
if (time_name[0] != '\0')
|
||||
{
|
||||
strcat(text, time_name);
|
||||
}
|
||||
if (weather_name[0] != '\0')
|
||||
{
|
||||
if (text[0] != '\0') strcat(text, " - ");
|
||||
strcat(text, weather_name);
|
||||
}
|
||||
if (length_name[0] != '\0')
|
||||
{
|
||||
if (text[0] != '\0') strcat(text, " - ");
|
||||
strcat(text, length_name);
|
||||
}
|
||||
if (text[0] != '\0' && setup_lines > 1)
|
||||
{
|
||||
setup.top = setup.bottom;
|
||||
setup.bottom = setup.top + row_h;
|
||||
SetTextColor(mem, kGreenDim);
|
||||
DrawTextA(mem, text, -1, &setup,
|
||||
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
|
||||
if (setup.bottom + row_h / 2 > top)
|
||||
{
|
||||
top = setup.bottom + row_h / 2;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < room->memberCount; ++i)
|
||||
{
|
||||
MemberInfo *member = &room->members[i];
|
||||
@@ -328,9 +559,29 @@ namespace
|
||||
is_owner_row ? " [HOST]" : "");
|
||||
DrawTextA(mem, text, -1, &row, DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
||||
|
||||
if (member->vehicle[0] != '\0')
|
||||
//-----------------------------------------------------------
|
||||
// The right column is what this player brings. Football is a
|
||||
// team sheet - team colors and position - but the VTV still
|
||||
// decides how they play it, so name it there too. Keys
|
||||
// travel on the wire; the catalogs turn them back into
|
||||
// names, so nobody reads "bttlbrg".
|
||||
//-----------------------------------------------------------
|
||||
if (FootballLobby())
|
||||
{
|
||||
sprintf(text, "%s / %s", member->vehicle, member->color);
|
||||
if (member->team[0] != '\0')
|
||||
{
|
||||
sprintf(text, "%s - %s - %s",
|
||||
RPL4FrontEnd_VehicleNameForKey(member->vehicle),
|
||||
RPL4FrontEnd_TeamNameForKey(member->team),
|
||||
RPL4FrontEnd_PositionNameForKey(member->position));
|
||||
DrawTextA(mem, text, -1, &row, DT_RIGHT | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
}
|
||||
else if (member->vehicle[0] != '\0')
|
||||
{
|
||||
sprintf(text, "%s - %s",
|
||||
RPL4FrontEnd_VehicleNameForKey(member->vehicle),
|
||||
member->color);
|
||||
DrawTextA(mem, text, -1, &row, DT_RIGHT | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
}
|
||||
@@ -346,12 +597,38 @@ namespace
|
||||
: "Waiting for the host to launch...",
|
||||
-1, &hint, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||
|
||||
// back to the room font for the buttons, which have their own room
|
||||
if (squeezed != NULL)
|
||||
{
|
||||
SelectObject(mem, previous);
|
||||
DeleteObject(squeezed);
|
||||
}
|
||||
|
||||
HBRUSH frame = CreateSolidBrush(kGreenBright);
|
||||
|
||||
//
|
||||
// Football: my own team and position, click to cycle
|
||||
//
|
||||
if (FootballLobby())
|
||||
{
|
||||
FrameRect(mem, &room->teamRect, frame);
|
||||
SetTextColor(mem, kGreenBright);
|
||||
sprintf(text, "MY TEAM: %s",
|
||||
RPL4FrontEnd_TeamName(RPL4FrontEnd_GetTeamIndex()));
|
||||
DrawTextA(mem, text, -1, &room->teamRect,
|
||||
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||
|
||||
FrameRect(mem, &room->positionRect, frame);
|
||||
sprintf(text, "MY POSITION: %s",
|
||||
RPL4FrontEnd_PositionName(RPL4FrontEnd_GetPositionIndex()));
|
||||
DrawTextA(mem, text, -1, &room->positionRect,
|
||||
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
if (IsOwner())
|
||||
{
|
||||
FrameRect(mem, &room->launchRect, frame);
|
||||
SetTextColor(mem, kGreenBright);
|
||||
DrawTextA(mem, "L A U N C H R A C E", -1, &room->launchRect,
|
||||
DrawTextA(mem, "L A U N C H G A M E", -1, &room->launchRect,
|
||||
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
FrameRect(mem, &room->leaveRect, frame);
|
||||
@@ -395,6 +672,18 @@ namespace
|
||||
{
|
||||
room->leaveClicked = True;
|
||||
}
|
||||
else if (FootballLobby() && PtInRect(&room->teamRect, point))
|
||||
{
|
||||
RPL4FrontEnd_SetTeamIndex(
|
||||
(RPL4FrontEnd_GetTeamIndex() + 1) % RPL4FrontEnd_TeamCount());
|
||||
room->pickChanged = True;
|
||||
}
|
||||
else if (FootballLobby() && PtInRect(&room->positionRect, point))
|
||||
{
|
||||
RPL4FrontEnd_SetPositionIndex(
|
||||
(RPL4FrontEnd_GetPositionIndex() + 1) % RPL4FrontEnd_PositionCount());
|
||||
room->pickChanged = True;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
@@ -465,6 +754,16 @@ namespace
|
||||
room.leaveRect.top = client.bottom - 3 * row_h;
|
||||
room.leaveRect.bottom = client.bottom - row_h;
|
||||
|
||||
// football pick buttons, above the launch button
|
||||
room.teamRect.left = (client.right - col_w) / 2;
|
||||
room.teamRect.right = room.teamRect.left + col_w;
|
||||
room.teamRect.top = client.bottom - 12 * row_h;
|
||||
room.teamRect.bottom = room.teamRect.top + 2 * row_h;
|
||||
room.positionRect.left = room.teamRect.left;
|
||||
room.positionRect.right = room.teamRect.right;
|
||||
room.positionRect.top = client.bottom - 9 * row_h;
|
||||
room.positionRect.bottom = room.positionRect.top + 2 * row_h;
|
||||
|
||||
gRoom = &room;
|
||||
PublishMemberData();
|
||||
|
||||
@@ -489,6 +788,18 @@ namespace
|
||||
outcome = LobbyRoomClosed;
|
||||
break;
|
||||
}
|
||||
//
|
||||
// A pick changed: republish so everyone's roster updates
|
||||
//
|
||||
if (room.pickChanged)
|
||||
{
|
||||
room.pickChanged = False;
|
||||
PublishMemberData();
|
||||
room.memberCount = CollectMembers(room.members);
|
||||
InvalidateRect(room.window, NULL, FALSE);
|
||||
RedrawWindow(room.window, NULL, NULL, RDW_UPDATENOW);
|
||||
}
|
||||
|
||||
if (room.leaveClicked)
|
||||
{
|
||||
SteamMatchmaking()->LeaveLobby(gLobby);
|
||||
@@ -509,14 +820,22 @@ namespace
|
||||
room.launchClicked = False;
|
||||
room.memberCount = CollectMembers(room.members);
|
||||
Logical all_published = True;
|
||||
Logical all_same_build = True;
|
||||
for (int i = 0; i < room.memberCount; ++i)
|
||||
{
|
||||
if (!room.members[i].published)
|
||||
{
|
||||
all_published = False;
|
||||
}
|
||||
if (strcmp(room.members[i].netRev, kNetRevision) != 0)
|
||||
{
|
||||
all_same_build = False;
|
||||
DEBUG_STREAM << "Lobby: " << room.members[i].name
|
||||
<< " simulates like rev '" << room.members[i].netRev
|
||||
<< "', we are rev '" << kNetRevision << "'\n" << std::flush;
|
||||
}
|
||||
}
|
||||
if (all_published && room.memberCount >= 1)
|
||||
if (all_published && all_same_build && room.memberCount >= 1)
|
||||
{
|
||||
++gLastGoNonce;
|
||||
char go[800];
|
||||
@@ -546,6 +865,24 @@ namespace
|
||||
//
|
||||
if (!IsOwner())
|
||||
{
|
||||
//
|
||||
// A room whose owner simulates differently than we do would
|
||||
// desynchronize silently rather than fail, so sit the race out
|
||||
// instead of flying into it.
|
||||
//
|
||||
const char *owner_rev = LobbyText(kNetRevKey);
|
||||
if (owner_rev[0] != '\0' &&
|
||||
strcmp(owner_rev, kNetRevision) != 0)
|
||||
{
|
||||
DEBUG_STREAM << "Lobby: owner simulates like rev '"
|
||||
<< owner_rev << "', we are rev '" << kNetRevision
|
||||
<< "' - not launching\n" << std::flush;
|
||||
outcome = LobbyRoomLeft;
|
||||
SteamMatchmaking()->LeaveLobby(gLobby);
|
||||
gInLobby = False;
|
||||
break;
|
||||
}
|
||||
|
||||
const char *go = SteamMatchmaking()->GetLobbyData(gLobby, kGoKey);
|
||||
if (go != NULL && go[0] != '\0')
|
||||
{
|
||||
@@ -632,6 +969,18 @@ Logical
|
||||
return SteamNetTransport_GetFakeAddressString()[0] != '\0';
|
||||
}
|
||||
|
||||
//
|
||||
// The environ.ini switch, read the same way RPL4.CPP reads it to decide
|
||||
// whether to install the transport at all. Says nothing about whether the
|
||||
// Steam client was actually there.
|
||||
//
|
||||
Logical
|
||||
RPL4Lobby_Configured()
|
||||
{
|
||||
const char *steam_switch = getenv("RP412STEAM");
|
||||
return (steam_switch != NULL && atoi(steam_switch) != 0) ? True : False;
|
||||
}
|
||||
|
||||
Logical
|
||||
RPL4Lobby_InRoom()
|
||||
{
|
||||
|
||||
@@ -33,6 +33,15 @@ enum RPL4LobbyOutcome
|
||||
Logical
|
||||
RPL4Lobby_Available();
|
||||
|
||||
// True when this build has Steam and environ.ini asked for it, whether
|
||||
// or not it actually came up. The menu offers the lobby buttons on this
|
||||
// and greys them out on Available() - a player who turned Steam on and
|
||||
// then launched without the client running should be told so, not left
|
||||
// looking at a menu that quietly has two fewer buttons than the last
|
||||
// time they saw it.
|
||||
Logical
|
||||
RPL4Lobby_Configured();
|
||||
|
||||
// True while we sit in a lobby (races return to the room).
|
||||
Logical
|
||||
RPL4Lobby_InRoom();
|
||||
|
||||
+118
-56
@@ -444,9 +444,18 @@ void
|
||||
//----------------------------------------
|
||||
// Notify of mode change
|
||||
//----------------------------------------
|
||||
//
|
||||
// Unqualified, so the platform's override is the one that runs. The
|
||||
// RIO carries the four mode lamps on the Upper Right MFD and lights
|
||||
// them from here (VTVRIOMapper::NotifyOfControlModeChange); naming
|
||||
// the class suppressed the virtual call and landed on the base's
|
||||
// no-op instead, so the lamps never followed the mode the pilot had
|
||||
// just selected. Its neighbour has always gone out this way - see
|
||||
// VTVControlsMapper::SetConfigurationState.
|
||||
//
|
||||
if (previous_mode != controlMode)
|
||||
{
|
||||
L4VTVControlsMapper::NotifyOfControlModeChange(controlMode);
|
||||
NotifyOfControlModeChange(controlMode);
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
@@ -725,6 +734,13 @@ void
|
||||
mode_manager->AddModeMask(previousPresetModeMask);
|
||||
}
|
||||
//-----------------------------------
|
||||
// Move the lamps with the mappings.
|
||||
// Doing it here rather than in the
|
||||
// switch handler keeps the keyboard
|
||||
// presets (1-6) in step as well.
|
||||
//-----------------------------------
|
||||
NotifyOfPresetChange(previousPresetNumber, preset_number);
|
||||
//-----------------------------------
|
||||
// Save the new preset number
|
||||
//-----------------------------------
|
||||
previousPresetNumber = preset_number;
|
||||
@@ -733,6 +749,19 @@ void
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
void
|
||||
L4VTVControlsMapper::NotifyOfPresetChange(
|
||||
int /*old_preset*/,
|
||||
int /*new_preset*/
|
||||
)
|
||||
{
|
||||
Check(this);
|
||||
// The base mapper has no preset lamps to move.
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
//########################### ThrustmasterMapper ##############################
|
||||
//#############################################################################
|
||||
@@ -854,18 +883,18 @@ void
|
||||
//-------------------------------------------------------
|
||||
// Set driving modes
|
||||
//-------------------------------------------------------
|
||||
case 'b':
|
||||
case 'B': SetControlsMode(BasicMode); break;
|
||||
|
||||
case 's':
|
||||
case 'S': SetControlsMode(StandardMode); break;
|
||||
|
||||
case 'v':
|
||||
case 'V': SetControlsMode(VeteranMode); break;
|
||||
|
||||
case 'm':
|
||||
case 'M': SetControlsMode(MasterMode); break;
|
||||
|
||||
//
|
||||
// B / S / V / M used to drop straight into Basic, Standard,
|
||||
// Veteran and Master here. The driving mode is a panel
|
||||
// decision - the four buttons on the Upper Right MFD, with the
|
||||
// lamps that say which one you are in - and a bare letter key
|
||||
// changing it behind the player's back is not that. Worse in
|
||||
// 4.12 than it ever was in the pod: the whole letter board is
|
||||
// the MFD banks now, so those four letters are buttons in their
|
||||
// own right and would have fired twice.
|
||||
//
|
||||
// Nothing replaces them. Press the mode you want.
|
||||
//
|
||||
//-------------------------------------------------------
|
||||
// Configuration stuff
|
||||
//-------------------------------------------------------
|
||||
@@ -1400,45 +1429,13 @@ void
|
||||
if (message->dataContents > 0)
|
||||
{
|
||||
//-----------------------------------
|
||||
// Choose a new preset
|
||||
// Choose a new preset. PresetEnable
|
||||
// ignores a repeat of the lit switch
|
||||
// and moves the lamps itself.
|
||||
//-----------------------------------
|
||||
int
|
||||
current_preset_number = (message->dataContents - 1)
|
||||
- LBE4ControlsManager::ButtonSecondary7;
|
||||
|
||||
if (previousPresetNumber != current_preset_number)
|
||||
{
|
||||
//-----------------------------------
|
||||
// Set the old preset lamp to 'dim'
|
||||
//-----------------------------------
|
||||
if (previousPresetNumber >= 0)
|
||||
{
|
||||
Verify(previousPresetNumber < presetCount);
|
||||
|
||||
if (modeLamp[previousPresetNumber] != NULL)
|
||||
{
|
||||
Check(modeLamp[previousPresetNumber]);
|
||||
modeLamp[previousPresetNumber]->SetState(L4Lamp::LampStateDim);
|
||||
}
|
||||
}
|
||||
//-----------------------------------
|
||||
// Set the new preset lamp to 'on'
|
||||
//-----------------------------------
|
||||
if (current_preset_number >= 0)
|
||||
{
|
||||
Verify(current_preset_number < presetCount);
|
||||
|
||||
if (modeLamp[current_preset_number] != NULL)
|
||||
{
|
||||
Check(modeLamp[current_preset_number]);
|
||||
modeLamp[current_preset_number]->SetState(L4Lamp::LampStateOn);
|
||||
}
|
||||
}
|
||||
//-----------------------------------
|
||||
// Change presets
|
||||
//-----------------------------------
|
||||
PresetEnable(current_preset_number);
|
||||
}
|
||||
PresetEnable(
|
||||
(message->dataContents - 1) - LBE4ControlsManager::ButtonSecondary7
|
||||
);
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
@@ -1626,6 +1623,18 @@ void
|
||||
modeLamp[lamp_number]->SetState(L4Lamp::LampStateOn);
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------
|
||||
// Remember what is lit
|
||||
//----------------------------------
|
||||
//
|
||||
// previousControlMode is the lamp the NEXT change dims, and nothing
|
||||
// used to write it after construction set it to -1. Every mode
|
||||
// therefore lit its own lamp against a dim that matched nothing, and
|
||||
// the panel accumulated lamps instead of following the selection.
|
||||
//
|
||||
previousControlMode = controlMode;
|
||||
|
||||
//-----------------------------------
|
||||
// Invoke ancestral method
|
||||
//-----------------------------------
|
||||
@@ -1655,6 +1664,44 @@ void
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// The six amber switches down the map's right flank. Called by PresetEnable,
|
||||
// so the lamps follow the mappings no matter what asked for the change.
|
||||
//
|
||||
void
|
||||
VTVRIOMapper::NotifyOfPresetChange(int old_preset, int new_preset)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//----------------------------------
|
||||
// Set the old preset lamp to 'dim'
|
||||
//----------------------------------
|
||||
if (old_preset >= 0)
|
||||
{
|
||||
Verify(old_preset < presetCount);
|
||||
|
||||
if (presetLamp[old_preset] != NULL)
|
||||
{
|
||||
Check(presetLamp[old_preset]);
|
||||
presetLamp[old_preset]->SetState(L4Lamp::LampStateDim);
|
||||
}
|
||||
}
|
||||
//----------------------------------
|
||||
// Set the new preset lamp to 'on'
|
||||
//----------------------------------
|
||||
if (new_preset >= 0)
|
||||
{
|
||||
Verify(new_preset < presetCount);
|
||||
|
||||
if (presetLamp[new_preset] != NULL)
|
||||
{
|
||||
Check(presetLamp[new_preset]);
|
||||
presetLamp[new_preset]->SetState(L4Lamp::LampStateOn);
|
||||
}
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
// Construction and Destruction Support
|
||||
//
|
||||
@@ -1680,6 +1727,20 @@ VTVRIOMapper::VTVRIOMapper(
|
||||
leftPedal = 0.0f;
|
||||
rightPedal = 0.0f;
|
||||
|
||||
//------------------------------------------------
|
||||
// There are no lamps until the mapping blocks
|
||||
// below make them - and under NOMODES they never
|
||||
// do, so the notify methods must see NULLs.
|
||||
//------------------------------------------------
|
||||
{
|
||||
int
|
||||
i;
|
||||
|
||||
for(i=0; i<configLampCount; ++i) configLamp[i] = NULL;
|
||||
for(i=0; i<modeLampCount; ++i) modeLamp[i] = NULL;
|
||||
for(i=0; i<presetCount; ++i) presetLamp[i] = NULL;
|
||||
}
|
||||
|
||||
Check(application);
|
||||
LBE4ControlsManager
|
||||
*controls = Cast_Object(
|
||||
@@ -1915,13 +1976,14 @@ VTVRIOMapper::VTVRIOMapper(
|
||||
this
|
||||
);
|
||||
|
||||
// These lamps are explicitly controlled by SelectPresetMessageHandler
|
||||
modeLamp[i] = CreateControlledLamp(button_number[i]);
|
||||
// These lamps are explicitly controlled by NotifyOfPresetChange.
|
||||
// They are six, and they are NOT the four mode lamps above.
|
||||
presetLamp[i] = CreateControlledLamp(button_number[i]);
|
||||
|
||||
if (modeLamp[i] != NULL)
|
||||
if (presetLamp[i] != NULL)
|
||||
{
|
||||
Check(modeLamp[i]);
|
||||
modeLamp[i]->SetState(
|
||||
Check(presetLamp[i]);
|
||||
presetLamp[i]->SetState(
|
||||
(i==0)? L4Lamp::LampStateOn : L4Lamp::LampStateDim
|
||||
);
|
||||
}
|
||||
|
||||
@@ -104,6 +104,12 @@ ModeMask
|
||||
//
|
||||
void
|
||||
PresetEnable(int preset_number);
|
||||
|
||||
// Announced by PresetEnable for EVERY preset change, whichever way it was
|
||||
// triggered - map-flank switch or keyboard. Platforms carrying preset
|
||||
// lamps move them here; the base mapper has none.
|
||||
virtual void
|
||||
NotifyOfPresetChange(int old_preset, int new_preset);
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Protected data
|
||||
//
|
||||
@@ -250,6 +256,9 @@ public:
|
||||
void
|
||||
NotifyOfConfigurationModeChange(Logical new_state);
|
||||
|
||||
void
|
||||
NotifyOfPresetChange(int old_preset, int new_preset);
|
||||
|
||||
void
|
||||
SetPerformance(Performance performance)
|
||||
{
|
||||
|
||||
+14
-2
@@ -357,8 +357,20 @@ Logical
|
||||
//
|
||||
if (GetApplicationState() == RunningMission)
|
||||
{
|
||||
secondsRemainingInGame =
|
||||
currentMission->GetGameLength() - (Now() - gameStarted);
|
||||
// same rule as Application::ExecuteForeground - the console's
|
||||
// countdown when there is one, our own reckoning otherwise. There
|
||||
// is no console in mission review, so this takes the fallback.
|
||||
Scalar console_remaining;
|
||||
if (gMissionClockHook != NULL &&
|
||||
(*gMissionClockHook)(&console_remaining))
|
||||
{
|
||||
secondsRemainingInGame = console_remaining;
|
||||
}
|
||||
else
|
||||
{
|
||||
secondsRemainingInGame =
|
||||
currentMission->GetGameLength() - (Now() - gameStarted);
|
||||
}
|
||||
}
|
||||
|
||||
CLEAR_FOREGROUND_PROCESSING();
|
||||
|
||||
@@ -70,6 +70,15 @@
|
||||
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
<!-- rpl4build.h is generated, not committed: the patch number is the
|
||||
repository's commit count, so a hardcoded one would be stale the
|
||||
moment it was committed. The script rewrites the header only when
|
||||
the stamp actually changes, so this does not drag RPL4.CPP through
|
||||
a recompile on every build. -->
|
||||
<PreBuildEvent>
|
||||
<Command>powershell -NoProfile -ExecutionPolicy Bypass -File "$(ProjectDir)..\stamp-version.ps1"</Command>
|
||||
<Message>Stamping the build version from git</Message>
|
||||
</PreBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
|
||||
<ClCompile>
|
||||
@@ -109,6 +118,7 @@
|
||||
<ClCompile Include=".\RPL4APP.cpp" />
|
||||
<ClCompile Include=".\RPL4CONSOLE.cpp" />
|
||||
<ClCompile Include=".\RPL4FE.cpp" />
|
||||
<ClCompile Include=".\RPL4ENVIRON.cpp" />
|
||||
<ClCompile Include=".\RPL4LOBBY.cpp" />
|
||||
<ClCompile Include=".\RPL4ARND.cpp" />
|
||||
<ClCompile Include=".\RPL4GAUG.cpp" />
|
||||
@@ -147,6 +157,7 @@
|
||||
<ClInclude Include=".\RPL4APP.h" />
|
||||
<ClInclude Include=".\RPL4CONSOLE.h" />
|
||||
<ClInclude Include=".\RPL4FE.h" />
|
||||
<ClInclude Include=".\rpl4environ.h" />
|
||||
<ClInclude Include=".\RPL4LOBBY.h" />
|
||||
<ClInclude Include=".\RPL4ARND.h" />
|
||||
<ClInclude Include=".\RPL4GAUG.h" />
|
||||
|
||||
+351
-384
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Reference in New Issue
Block a user