The stand was composed to be looked at from a 4:3 pod monitor. On a 16:9 canvas its platform runs out at the sides and the shot fills up with sky and void, so the podium is now pillarboxed: the scene renders into a centred 4:3 viewport with the surround left black. The projection has to use the cropped shape too, or the scene comes out squashed into the narrower viewport instead of cropped by it. RP412PODIUMASPECT overrides the ratio, 0 turns it off. The camera also came in closer, from 33 units rather than 45, and now aims slightly below the group rather than above it. That tilt is what buys back the sky above the grandstand - aiming above the group tips the camera up instead and walks the winner's spot off the bottom of the frame, which is the one position that has to be in shot. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
684 lines
20 KiB
C++
684 lines
20 KiB
C++
#include "rpl4.h"
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#pragma hdrstop
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#include "rpl4app.h"
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#include "rpl4vid.h"
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#include "rpl4arnd.h"
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#include "rpl4grnd.h"
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#include "rpl4mssn.h"
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#include "..\munga_l4\l4gauge.h"
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#include "..\rp\rpreg.h"
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#include "..\munga_l4\l4ctrl.h"
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#include "..\munga_l4\l4mppr.h"
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#include "..\munga\appmgr.h"
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#include "rpl4mode.h"
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#include "..\rp\vtv.h"
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#include "rpl4mppr.h"
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#include "..\rp\rpplayer.h"
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#include "..\munga_l4\l4video.h"
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#include "..\munga\dropzone.h"
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#include "..\munga\director.h"
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#include "..\munga\nttmgr.h"
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#include "..\munga_l4\l4vb16.h"
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//
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//#############################################################################
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// RPL4Application
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//#############################################################################
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//
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const Receiver::HandlerEntry
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RPL4Application::MessageHandlerEntries[]=
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{
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MESSAGE_ENTRY(RPL4Application, StopMission)
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};
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Receiver::MessageHandlerSet& RPL4Application::GetMessageHandlers()
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{
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static Receiver::MessageHandlerSet messageHandlers(
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ELEMENTS(RPL4Application::MessageHandlerEntries),
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RPL4Application::MessageHandlerEntries,
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L4Application::GetMessageHandlers());
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return messageHandlers;
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}
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Derivation* RPL4Application::GetClassDerivations()
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{
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static Derivation classDerivations(
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L4Application::GetClassDerivations(), "RPL4Application");
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return &classDerivations;
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}
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RPL4Application::SharedData
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RPL4Application::DefaultData(
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RPL4Application::GetClassDerivations(),
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RPL4Application::GetMessageHandlers()
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);
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RPL4Application::RPL4Application(
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HINSTANCE hInstance,
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HWND hWnd,
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ResourceFile *resource_file,
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ClassID class_ID,
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SharedData &shared_data
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):
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L4Application(hInstance, hWnd, resource_file, RPL4, class_ID, shared_data)
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{
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Check_Fpu();
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}
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//
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//#############################################################################
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// ~RPL4Application
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//#############################################################################
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//
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RPL4Application::~RPL4Application()
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{
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Check_Fpu();
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}
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//
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//#############################################################################
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// ShowWinnersCircle
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//#############################################################################
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//
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// The pod hall's award platform. Every map carries a "wcircle" stand at
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// (1200,0,0) with eight ranked dropzones named win1..win8 on it - rank 1 at
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// the front on the low tier, ranks 4-8 across the back on the high one. All
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// this shipped; only the mission-review build ever drove it.
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//
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// Stand the finishers on their spots in finishing order, freeze them, and
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// look back at the stand from in front of it.
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//
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void
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RPL4Application::ShowWinnersCircle()
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{
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Check(this);
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// RP412PODIUM=0 skips the whole thing
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const char *podium_mode = getenv("RP412PODIUM");
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if (podium_mode != NULL && atoi(podium_mode) == 0)
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{
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DEBUG_STREAM << "WinnersCircle: disabled\n" << std::flush;
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return;
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}
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EntityManager *entity_manager = GetEntityManager();
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if (entity_manager == NULL)
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{
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return;
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}
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EntityGroup *dropzones = entity_manager->FindGroup("DropZones");
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if (dropzones == NULL)
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{
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DEBUG_STREAM << "WinnersCircle: no DropZones group\n" << std::flush;
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return;
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}
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//
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//---------------------------------------------------------------------
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// Walk the finishing order. Player::CalcRanking has been ranking every
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// scoring player by score each frame, in football as much as in a race
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// (CalcFootballRanking exists but is never called), so rank order is
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// meaningful in both.
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//---------------------------------------------------------------------
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//
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char winners_spot[] = "win?";
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char *place = winners_spot + 3;
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int placed = 0;
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Point3D standFront(0.0f, 0.0f, 0.0f);
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Point3D standCentre(0.0f, 0.0f, 0.0f);
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Player *p;
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for (int rank = 0; (p = CameraDirector::FindPlayerByRank(rank)) != NULL; ++rank)
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{
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if (rank > 7)
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{
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break; // only eight spots exist on the stand
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}
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*place = (char) ('1' + rank);
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ChainIteratorOf<Node*> iterator(dropzones->groupMembers);
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DropZone *dropzone;
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while ((dropzone = (DropZone*) iterator.ReadAndNext()) != NULL)
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{
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if (!strcmp(dropzone->GetDropZoneName(), winners_spot))
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{
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break;
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}
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}
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if (dropzone == NULL)
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{
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continue;
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}
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Entity *vehicle = p->GetPlayerVehicle();
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if (vehicle == NULL || vehicle->GetClassID() != VTVClassID)
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{
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continue;
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}
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VTV *vtv = (VTV*) vehicle;
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vtv->Reset(dropzone->localOrigin, VTV::MissionReviewReset);
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vtv->SetPerformance(&VTV::DoNothing);
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vtv->FlushEvents();
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Point3D spot = dropzone->localOrigin.linearPosition;
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if (placed == 0)
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{
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// remember where the front of the stand is - the shot is framed
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// off it rather than off hardcoded map coordinates
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standFront = spot;
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}
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standCentre += spot;
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DEBUG_STREAM << "WinnersCircle: " << winners_spot << " at "
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<< spot.x << "," << spot.y << "," << spot.z << "\n" << std::flush;
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++placed;
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}
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if (placed == 0)
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{
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DEBUG_STREAM << "WinnersCircle: nobody to place\n" << std::flush;
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return;
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}
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//
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//---------------------------------------------------------------------
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// Switch the world back on.
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//
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// Dying collapses the view and sets the application "dead" until the
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// pilot reincarnates - while that flag is up the renderer skips every
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// static object, which is the whole map. A pilot killed near the buzzer
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// is still waiting for a respawn that will never come, so the flag is
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// still up and the podium would play out against a black screen.
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//
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// The mission-review build never hit this: it watches from a CameraShip,
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// which cannot die, so nothing ever set the flag there.
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//
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// Standing the finishers up IS the resurrection, so clear it.
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//---------------------------------------------------------------------
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//
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SetIsDead(false);
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DPLRenderer *dpl_renderer = GetVideoRenderer();
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if (dpl_renderer == NULL)
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{
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return;
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}
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//
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//---------------------------------------------------------------------
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// The name plates are drawn per rank slot, so they have to be re-sorted
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// now that the finishing order is final - otherwise the signs read in
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// whatever order the players were created.
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//---------------------------------------------------------------------
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//
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dpl_renderer->SortAndReloadNameBitmaps();
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//
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//---------------------------------------------------------------------
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// Widen to 45 degrees and pull back in front of the stand so the whole
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// line-up frames up. The stand runs from z~3 (rank 1, low) to z~39
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// (ranks 4-8, high) and x~1180..1219; at 45 degrees that needs roughly
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// 30 units of standoff. Eye is above the top tier looking slightly
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// down at the middle of the group.
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//---------------------------------------------------------------------
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//
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standCentre.x /= (Scalar) placed;
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standCentre.y /= (Scalar) placed;
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standCentre.z /= (Scalar) placed;
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//
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// Stand off along the line from the middle of the group out through the
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// front spot, so the shot faces the stand however the map has it turned,
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// and lift the eye above the top tier to look down on the line-up.
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//
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Vector3D facing;
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facing.x = standFront.x - standCentre.x;
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facing.y = 0.0f;
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facing.z = standFront.z - standCentre.z;
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Scalar reach = (Scalar) sqrt(facing.x * facing.x + facing.z * facing.z);
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if (reach < 0.01f)
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{
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facing.x = 0.0f; facing.z = -1.0f; reach = 1.0f;
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}
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//
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// Framing is tunable while the shot is being dialled in:
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// RP412PODIUMSTANDOFF distance out in front of the stand
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// RP412PODIUMHEIGHT eye height above the group
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// RP412PODIUMAIM height of the aim point above the group
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//
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//
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// Framed off the stand itself: close enough that the platform fills the
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// crop rather than trailing off into sky, high enough to look down the
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// tiers, and aimed slightly below the group so the tilt buys back the
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// dead sky above the grandstand. Aiming above the group tips the camera
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// up and walks the winner's spot off the bottom of the frame.
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//
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Scalar standoff = 33.0f;
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Scalar height = 20.0f;
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Scalar aim_lift = -2.0f;
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const char *tune = getenv("RP412PODIUMSTANDOFF");
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if (tune != NULL && atof(tune) != 0.0) standoff = (Scalar) atof(tune);
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tune = getenv("RP412PODIUMHEIGHT");
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if (tune != NULL && atof(tune) != 0.0) height = (Scalar) atof(tune);
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tune = getenv("RP412PODIUMAIM");
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if (tune != NULL) aim_lift = (Scalar) atof(tune);
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Point3D eye;
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eye.x = standCentre.x + (facing.x / reach) * standoff;
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eye.y = standCentre.y + height;
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eye.z = standCentre.z + (facing.z / reach) * standoff;
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standCentre.y += aim_lift;
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//
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// RP412PODIUMCAM=0 leaves the view in the cockpit, which is also the
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// way to tell a bad camera from a scene that is not drawing at all.
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//
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//
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// Clear the cockpit glass away. The MFDs and the radar sit over the
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// viewscreen like the pod's bezels and have nothing to say once the
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// race is over; the podium gets the whole canvas.
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//
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SVGA16 *cockpit = SVGA16::GetCockpit();
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if (cockpit != NULL)
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{
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cockpit->HideSecondaryDisplays();
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}
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//
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// Fog first: it pulls the clip plane in to 1100, and SetViewAngle is what
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// rebuilds the projection that reads it.
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//
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dpl_renderer->SetFogStyle(DPLRenderer::winnersCircleFogStyle);
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const char *camera_mode = getenv("RP412PODIUMCAM");
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if (camera_mode == NULL || atoi(camera_mode) != 0)
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{
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dpl_renderer->SetViewAngle(Degree(45.0f));
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dpl_renderer->SetPresentationCamera(eye, standCentre);
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}
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else
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{
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// still rebuild the projection so the new clip plane takes effect
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dpl_renderer->SetViewAngle(Degree(40.0f));
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}
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if (camera_mode != NULL && atoi(camera_mode) == 0)
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{
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DEBUG_STREAM << "WinnersCircle: presentation camera disabled\n"
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<< std::flush;
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}
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DEBUG_STREAM << "WinnersCircle: " << placed << " placed; centre "
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<< standCentre.x << "," << standCentre.y << "," << standCentre.z
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<< " eye " << eye.x << "," << eye.y << "," << eye.z
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<< "\n" << std::flush;
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}
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//
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//#############################################################################
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// StopMissionMessageHandler
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//#############################################################################
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//
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// The mission is over. Show the podium, then let the base handler run - it
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// puts the player into MissionEndingState, whose fade timer is what actually
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// keeps the sim and the renderer alive until teardown.
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//
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void
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RPL4Application::StopMissionMessageHandler(StopMissionMessage *message)
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{
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Check(this);
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//
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// StopMission arrives twice: once from the console at the buzzer, and
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// again from the player when the ending fade runs out - that second one
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// is what actually retires the application. Only the first is the end of
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// the race, so only the first stands anybody up.
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//
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if (GetApplicationState() != Application::EndingMission)
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{
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DEBUG_STREAM << "WinnersCircle: mission stopped, standing the finishers up\n"
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<< std::flush;
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ShowWinnersCircle();
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}
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L4Application::StopMissionMessageHandler(message);
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Check_Fpu();
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}
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//
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//#############################################################################
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// MakeRegistry
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//#############################################################################
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//
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Registry*
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RPL4Application::MakeRegistry()
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{
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Check_Fpu();
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return new RPRegistry(GetResourceFile());
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}
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//
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//#############################################################################
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// MakeVideoRenderer
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//#############################################################################
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//
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VideoRenderer*
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RPL4Application::MakeVideoRenderer()
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{
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if (divisionParameters)
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{
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return
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new RPL4VideoRenderer(
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ghWnd,
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L4Application::mScreenWidth,
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L4Application::mScreenHeight,
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L4Application::mFullscreen,
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VisualInterestType,
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DefaultInterestDepth
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);
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}
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return NULL;
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}
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//
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//#############################################################################
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// MakeAudioRenderer
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//#############################################################################
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//
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AudioRenderer*
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RPL4Application::MakeAudioRenderer()
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{
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Check_Fpu();
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// char *blaster1, *blaster2;
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// blaster1 = getenv(FRONT_CARD_ENV_VAR);
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// blaster2 = getenv(REAR_CARD_ENV_VAR);
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//if (blaster1 != NULL && blaster2 != NULL)
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//{
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return new RPL4AudioRenderer(
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1000.0f,
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GetMissionReviewMode()
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);
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//}
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// return NULL;
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}
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//#############################################################################
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// MakeModeManager
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//#############################################################################
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ModeManager*
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RPL4Application::MakeModeManager()
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{
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RPL4ModeManager
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*manager = new RPL4ModeManager(RPL4ModeManager::ModeInitial);
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Check(manager);
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return manager;
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}
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//
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//#############################################################################
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// MakeGaugeRenderer
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//#############################################################################
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//
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GaugeRenderer*
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RPL4Application::MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index)
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{
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char *mode_string = getenv("L4GAUGE");
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if (mode_string != NULL && (secondaryIndex != NULL || aux1Index != NULL || aux2Index != NULL))
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{
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return new RPL4GaugeRenderer(!L4Application::mFullscreen, secondaryIndex, aux1Index, aux2Index);
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}
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return NULL;
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}
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//
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//#############################################################################
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// MakeMission
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//#############################################################################
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//
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Mission*
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RPL4Application::MakeMission(
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NotationFile *notation_file,
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ResourceFile *resources
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)
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{
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Check(this);
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Check(notation_file);
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Check(resources);
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Check_Fpu();
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return new RPL4Mission(notation_file, resources);
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}
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//
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//#############################################################################
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// MakeViewpointEntity
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//#############################################################################
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//
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Entity*
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RPL4Application::MakeViewpointEntity(Entity::MakeMessage *message)
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{
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Check(this);
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// Entity
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// *viewing_entity = L4Application::MakeViewpointEntity(message);
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//
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// if(viewing_entity)
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// {
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// Check_Fpu();
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// return viewing_entity;
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// }
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LBE4ControlsManager* controls =
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(LBE4ControlsManager *)GetControlsManager();
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Check(controls);
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Entity
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*viewing_entity = NULL;
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char
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*primary_mapping_name = NULL;
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switch(message->classToCreate)
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{
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case CameraShipClassID:
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//=======================================================================
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// Create Camera ship
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//=======================================================================
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{
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CameraShip
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*viewing_camera =
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CameraShip::Make((CameraShip::MakeMessage*)message);
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Check(viewing_camera);
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viewing_entity = viewing_camera;
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//--------------------------------------------------
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// Create controls mapping object
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//--------------------------------------------------
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CameraControlsMapper::SubsystemResource
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control_subsystem_resource;
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Str_Copy(
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control_subsystem_resource.subsystemName,
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"ControlsMapper",
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sizeof(control_subsystem_resource.subsystemName)
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);
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control_subsystem_resource.classID = TrivialSubsystemClassID;
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control_subsystem_resource.subsystemModelSize =
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sizeof(control_subsystem_resource);
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CameraControlsMapper
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*camera_mapper;
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switch (controls->primaryControlType)
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{
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case LBE4ControlsManager::PrimaryThrustMaster:
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Tell("RPL4Application, CameraShip using ThrustMaster\n");
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camera_mapper = new CameraThrustmasterMapper(
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viewing_camera,
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CameraShip::ControlsMapperSubsystem,
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&control_subsystem_resource
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);
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primary_mapping_name = "Thrustmaster";
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break;
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case LBE4ControlsManager::PrimaryRIO:
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Tell("RPL4Application, CameraShip using RIO\n");
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camera_mapper = new CameraRIOMapper(
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viewing_camera,
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CameraShip::ControlsMapperSubsystem,
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&control_subsystem_resource
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);
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|
primary_mapping_name = "L4";
|
|
break;
|
|
|
|
default:
|
|
Tell("RPL4Application, CameraShip using default mapper\n");
|
|
camera_mapper = new CameraL4Mapper(
|
|
viewing_camera,
|
|
CameraShip::ControlsMapperSubsystem,
|
|
&control_subsystem_resource
|
|
);
|
|
// primary mapping name is NULL
|
|
break;
|
|
}
|
|
|
|
//-------------------------------------------
|
|
// Set mapping subsystem for this entity
|
|
//-------------------------------------------
|
|
Register_Object(camera_mapper);
|
|
viewing_camera->SetMappingSubsystem(camera_mapper);
|
|
}
|
|
break;
|
|
|
|
case VTVClassID:
|
|
//=======================================================================
|
|
// Create VTV
|
|
//=======================================================================
|
|
{
|
|
VTV
|
|
*viewing_VTV = VTV::Make((VTV::MakeMessage*)message);
|
|
Check(viewing_VTV);
|
|
|
|
viewing_entity = viewing_VTV;
|
|
//--------------------------------------------------
|
|
// Set control deadbanding
|
|
//--------------------------------------------------
|
|
controls->SetJoystickDeadBand(.1);
|
|
controls->SetThrottleDeadBand(.1);
|
|
controls->SetPedalsDeadBand(.1);
|
|
//--------------------------------------------------
|
|
// Create controls mapping object
|
|
//--------------------------------------------------
|
|
VTVControlsMapper::SubsystemResource
|
|
control_subsystem_resource;
|
|
Str_Copy(
|
|
control_subsystem_resource.subsystemName,
|
|
"ControlsMapper",
|
|
sizeof(control_subsystem_resource.subsystemName)
|
|
);
|
|
control_subsystem_resource.classID = TrivialSubsystemClassID;
|
|
control_subsystem_resource.subsystemModelSize =
|
|
sizeof(control_subsystem_resource);
|
|
control_subsystem_resource.segmentIndex = -1;
|
|
control_subsystem_resource.subsystemFlags = 0;
|
|
|
|
VTVControlsMapper
|
|
*vtv_mapper;
|
|
|
|
switch (controls->primaryControlType)
|
|
{
|
|
case LBE4ControlsManager::PrimaryThrustMaster:
|
|
Tell("RPL4Application, VTV using ThrustMaster\n");
|
|
vtv_mapper = new VTVThrustmasterMapper(
|
|
viewing_VTV,
|
|
VTV::ControlsMapperSubsystem,
|
|
&control_subsystem_resource
|
|
);
|
|
primary_mapping_name = "Thrustmaster";
|
|
break;
|
|
|
|
case LBE4ControlsManager::PrimaryRIO:
|
|
Tell("RPL4Application, VTV using RIO\n");
|
|
vtv_mapper = new VTVRIOMapper(
|
|
viewing_VTV,
|
|
VTV::ControlsMapperSubsystem,
|
|
&control_subsystem_resource
|
|
);
|
|
primary_mapping_name = "L4";
|
|
break;
|
|
|
|
default:
|
|
DEBUG_STREAM << "*****VTV has no controls mapping!*****" << std::flush;
|
|
Fail("RPL4Application::MakeViewpointEntity");
|
|
vtv_mapper = NULL;
|
|
// primary mapping name is NULL
|
|
break;
|
|
}
|
|
|
|
//-------------------------------------------
|
|
// Set mapping subsystem for this entity
|
|
//-------------------------------------------
|
|
Register_Object(vtv_mapper);
|
|
viewing_VTV->SetMappingSubsystem(vtv_mapper);
|
|
//-------------------------------------------
|
|
// Enable collision detection for this entity
|
|
//-------------------------------------------
|
|
viewing_VTV->StartCollisionAssistant();
|
|
}
|
|
break;
|
|
}
|
|
Check(viewing_entity);
|
|
|
|
//------------------------------------------------------------------------
|
|
// Load up the control mapping stream for the entity
|
|
//------------------------------------------------------------------------
|
|
if (primary_mapping_name != NULL)
|
|
{
|
|
ResourceDescription
|
|
*resource_description =
|
|
application->GetResourceFile()->SearchList(
|
|
viewing_entity->GetResourceID(),
|
|
ResourceDescription::ControlMappingsListResourceType
|
|
);
|
|
|
|
if (resource_description != NULL)
|
|
{
|
|
Check(resource_description);
|
|
|
|
Check(GetResourceFile());
|
|
resource_description =
|
|
GetResourceFile()->SearchList(
|
|
resource_description->resourceID,
|
|
primary_mapping_name
|
|
);
|
|
|
|
if (resource_description != NULL)
|
|
{
|
|
Check(resource_description);
|
|
|
|
resource_description->Lock();
|
|
controls->CreateStreamedMappings(
|
|
viewing_entity,
|
|
(int*)resource_description->resourceAddress
|
|
);
|
|
resource_description->Unlock();
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
// Create gauges for this entity
|
|
//------------------------------------------------------------------------
|
|
RPL4GaugeRenderer
|
|
*gauge_renderer = (RPL4GaugeRenderer *) GetGaugeRenderer();
|
|
|
|
if (gauge_renderer != NULL)
|
|
{
|
|
Check(gauge_renderer);
|
|
gauge_renderer->ConfigureForModel("Init", viewing_entity);
|
|
}
|
|
|
|
Check_Fpu();
|
|
return viewing_entity;
|
|
}
|