Files
RP412/RP_L4/RPL4APP.cpp
T
CydandClaude Fable 5 461dcfb6b9 Clear the cockpit glass for the Winners Circle
The six secondary displays sit over the viewscreen like the pod's bezels
and have nothing to say once the race is over. Worse, the radar sits dead
centre along the bottom edge - directly on top of the winner's spot, so
the one position that matters was the one you could not see.

They are hidden when the podium comes up, which uncovers the canvas the
3D is already being drawn on. No matching show: the mission is over by
then, and the next race builds a fresh cockpit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 09:53:29 -05:00

679 lines
19 KiB
C++

#include "rpl4.h"
#pragma hdrstop
#include "rpl4app.h"
#include "rpl4vid.h"
#include "rpl4arnd.h"
#include "rpl4grnd.h"
#include "rpl4mssn.h"
#include "..\munga_l4\l4gauge.h"
#include "..\rp\rpreg.h"
#include "..\munga_l4\l4ctrl.h"
#include "..\munga_l4\l4mppr.h"
#include "..\munga\appmgr.h"
#include "rpl4mode.h"
#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)
};
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()
);
RPL4Application::RPL4Application(
HINSTANCE hInstance,
HWND hWnd,
ResourceFile *resource_file,
ClassID class_ID,
SharedData &shared_data
):
L4Application(hInstance, hWnd, resource_file, RPL4, class_ID, shared_data)
{
Check_Fpu();
}
//
//#############################################################################
// ~RPL4Application
//#############################################################################
//
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.
//---------------------------------------------------------------------
//
char winners_spot[] = "win?";
char *place = winners_spot + 3;
int placed = 0;
Point3D standFront(0.0f, 0.0f, 0.0f);
Point3D standCentre(0.0f, 0.0f, 0.0f);
Player *p;
for (int rank = 0; (p = CameraDirector::FindPlayerByRank(rank)) != NULL; ++rank)
{
if (rank > 7)
{
break; // only eight spots exist on the stand
}
*place = (char) ('1' + rank);
ChainIteratorOf<Node*> iterator(dropzones->groupMembers);
DropZone *dropzone;
while ((dropzone = (DropZone*) iterator.ReadAndNext()) != NULL)
{
if (!strcmp(dropzone->GetDropZoneName(), winners_spot))
{
break;
}
}
if (dropzone == NULL)
{
continue;
}
Entity *vehicle = p->GetPlayerVehicle();
if (vehicle == NULL || vehicle->GetClassID() != VTVClassID)
{
continue;
}
VTV *vtv = (VTV*) vehicle;
vtv->Reset(dropzone->localOrigin, VTV::MissionReviewReset);
vtv->SetPerformance(&VTV::DoNothing);
vtv->FlushEvents();
Point3D spot = dropzone->localOrigin.linearPosition;
if (placed == 0)
{
// remember where the front of the stand is - the shot is framed
// off it rather than off hardcoded map coordinates
standFront = spot;
}
standCentre += spot;
DEBUG_STREAM << "WinnersCircle: " << winners_spot << " at "
<< spot.x << "," << spot.y << "," << spot.z << "\n" << std::flush;
++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;
}
//
//---------------------------------------------------------------------
// 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 middle of the group.
//---------------------------------------------------------------------
//
standCentre.x /= (Scalar) placed;
standCentre.y /= (Scalar) placed;
standCentre.z /= (Scalar) placed;
//
// Stand off along the line from the middle of the group out through the
// front spot, so the shot faces the stand however the map has it turned,
// and lift the eye above the top tier to look down on the line-up.
//
Vector3D facing;
facing.x = standFront.x - standCentre.x;
facing.y = 0.0f;
facing.z = standFront.z - standCentre.z;
Scalar reach = (Scalar) sqrt(facing.x * facing.x + facing.z * facing.z);
if (reach < 0.01f)
{
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: far enough back for all eight bays and
// the numbers above them, high enough to look down the tiers
Scalar standoff = 45.0f;
Scalar height = 18.0f;
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 = standCentre.x + (facing.x / reach) * standoff;
eye.y = standCentre.y + height;
eye.z = standCentre.z + (facing.z / reach) * standoff;
standCentre.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, standCentre);
}
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;
}
DEBUG_STREAM << "WinnersCircle: " << placed << " placed; centre "
<< standCentre.x << "," << standCentre.y << "," << standCentre.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, so only the first stands anybody up.
//
if (GetApplicationState() != Application::EndingMission)
{
DEBUG_STREAM << "WinnersCircle: mission stopped, standing the finishers up\n"
<< std::flush;
ShowWinnersCircle();
}
L4Application::StopMissionMessageHandler(message);
Check_Fpu();
}
//
//#############################################################################
// MakeRegistry
//#############################################################################
//
Registry*
RPL4Application::MakeRegistry()
{
Check_Fpu();
return new RPRegistry(GetResourceFile());
}
//
//#############################################################################
// MakeVideoRenderer
//#############################################################################
//
VideoRenderer*
RPL4Application::MakeVideoRenderer()
{
if (divisionParameters)
{
return
new RPL4VideoRenderer(
ghWnd,
L4Application::mScreenWidth,
L4Application::mScreenHeight,
L4Application::mFullscreen,
VisualInterestType,
DefaultInterestDepth
);
}
return NULL;
}
//
//#############################################################################
// MakeAudioRenderer
//#############################################################################
//
AudioRenderer*
RPL4Application::MakeAudioRenderer()
{
Check_Fpu();
// char *blaster1, *blaster2;
// blaster1 = getenv(FRONT_CARD_ENV_VAR);
// blaster2 = getenv(REAR_CARD_ENV_VAR);
//if (blaster1 != NULL && blaster2 != NULL)
//{
return new RPL4AudioRenderer(
1000.0f,
GetMissionReviewMode()
);
//}
// return NULL;
}
//#############################################################################
// MakeModeManager
//#############################################################################
ModeManager*
RPL4Application::MakeModeManager()
{
RPL4ModeManager
*manager = new RPL4ModeManager(RPL4ModeManager::ModeInitial);
Check(manager);
return manager;
}
//
//#############################################################################
// MakeGaugeRenderer
//#############################################################################
//
GaugeRenderer*
RPL4Application::MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index)
{
char *mode_string = getenv("L4GAUGE");
if (mode_string != NULL && (secondaryIndex != NULL || aux1Index != NULL || aux2Index != NULL))
{
return new RPL4GaugeRenderer(!L4Application::mFullscreen, secondaryIndex, aux1Index, aux2Index);
}
return NULL;
}
//
//#############################################################################
// MakeMission
//#############################################################################
//
Mission*
RPL4Application::MakeMission(
NotationFile *notation_file,
ResourceFile *resources
)
{
Check(this);
Check(notation_file);
Check(resources);
Check_Fpu();
return new RPL4Mission(notation_file, resources);
}
//
//#############################################################################
// MakeViewpointEntity
//#############################################################################
//
Entity*
RPL4Application::MakeViewpointEntity(Entity::MakeMessage *message)
{
Check(this);
// Entity
// *viewing_entity = L4Application::MakeViewpointEntity(message);
//
// if(viewing_entity)
// {
// Check_Fpu();
// return viewing_entity;
// }
LBE4ControlsManager* controls =
(LBE4ControlsManager *)GetControlsManager();
Check(controls);
Entity
*viewing_entity = NULL;
char
*primary_mapping_name = NULL;
switch(message->classToCreate)
{
case CameraShipClassID:
//=======================================================================
// Create Camera ship
//=======================================================================
{
CameraShip
*viewing_camera =
CameraShip::Make((CameraShip::MakeMessage*)message);
Check(viewing_camera);
viewing_entity = viewing_camera;
//--------------------------------------------------
// Create controls mapping object
//--------------------------------------------------
CameraControlsMapper::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);
CameraControlsMapper
*camera_mapper;
switch (controls->primaryControlType)
{
case LBE4ControlsManager::PrimaryThrustMaster:
Tell("RPL4Application, CameraShip using ThrustMaster\n");
camera_mapper = new CameraThrustmasterMapper(
viewing_camera,
CameraShip::ControlsMapperSubsystem,
&control_subsystem_resource
);
primary_mapping_name = "Thrustmaster";
break;
case LBE4ControlsManager::PrimaryRIO:
Tell("RPL4Application, CameraShip using RIO\n");
camera_mapper = new CameraRIOMapper(
viewing_camera,
CameraShip::ControlsMapperSubsystem,
&control_subsystem_resource
);
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;
}