The camera was built from the spots that actually got filled: the first filled one for the front, the average of the filled ones for the centre. So it moved with the finishing order and the head count, and would move between machines if a remote player's vehicle was not there to place. Measured on Wiseguy's Wake, where win1 sits at (1199.84, 3, 2.92) and the eight spots run back to z~38 on the high tier: one finisher eye 1199.84,15,-33.08 aim z 2.92 eight finishers eye 1199.82,18.44,-9.03 aim z 26.97 Twenty-four units closer to the stand and looking at the middle of the tiers instead of at the winner - a different photograph of the same podium depending on how many people showed up. The stand is fixed furniture on every map, so the shot comes off the geometry now. The eight dropzones are read once, up front, before anybody is placed; win1 anchors the framing and the axis from the back rows out through win1 gives the facing, so a map that mounts its stand at another angle is still photographed from the front rather than relying on the old (0,0,-1) fallback. Placement then runs as its own pass and is the only thing that cares who finished - the log reports "N placed on M spots" precisely so a changing N beside unchanged camera numbers is visible. The framing constants are untouched and so is the shot they produce: the new numbers for a single finisher are eye 1199.77,15,-33.08 aim 1199.84,5,2.92, which is the old single-finisher shot to within 0.07 in x. That is the case the standoff/height/aim defaults were dialled in against, so the approved photograph is what everybody gets now instead of what one person got. Verified by running a race to the podium: the eight spot positions log as expected, the camera numbers match the calculation, and the frame is the same one as before - rank 1 centred with its callsign, 2 and 3 flanking on the low tier, 4-8 across the high tier behind. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
810 lines
24 KiB
C++
810 lines
24 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),
|
|
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,
|
|
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.
|
|
//---------------------------------------------------------------------
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------
|
|
// 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
|
|
//#############################################################################
|
|
//
|
|
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;
|
|
}
|