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/*
* PARSEC - Demo Script Replay
*
* $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:22 $
*
* Orginally written by:
* Copyright (c) Markus Hadwiger <msh@parsec.org> 1997-1999
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// C library
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// compilation flags/debug support
#include "config.h"
#include "debug.h"
// general definitions
#include "general.h"
#include "objstruc.h"
// global externals
#include "globals.h"
// mathematics header
#include "utl_math.h"
// local module header
#include "e_replay.h"
// proprietary module headers
#include "con_aux.h"
#include "con_ext.h"
#include "e_demo.h"
#include "g_supp.h"
// used to temporarily store inverse of object camera -------------------------
//
static Camera objcam_inverse;
// perform automatic pitch ----------------------------------------------------
//
INLINE
void PerformAutomaticPitch()
{
if ( AutomaticPitch != 0 ) {
if ( !ObjCameraActive ) {
if ( ReplayObjCamActive )
return;
bams_t angle = AutomaticPitch * CurScreenRefFrames;
CamRotX( ShipViewCamera, angle );
CamRotX( PseudoStarMovement, angle );
CurPitch += -AutomaticPitch;
RecPitch += -AutomaticPitch;
} else {
bams_t angle = AutomaticPitch * CurScreenRefFrames;
CalcOrthoInverse( ObjectCamera, objcam_inverse );
MtxMtxMUL( objcam_inverse, PseudoStarMovement, DestXmatrx );
CamRotX( DestXmatrx, -angle * 4 );
MtxMtxMUL( ObjectCamera, DestXmatrx, PseudoStarMovement );
if ( ReplayObjCamActive ) {
ObjRotX( ObjectCamera, -angle * 4 );
} else {
CamRotX( ShipViewCamera, angle );
RecPitch += -AutomaticPitch;
}
}
}
}
// perform automatic yaw ------------------------------------------------------
//
INLINE
void PerformAutomaticYaw()
{
if ( AutomaticYaw != 0 ) {
if ( !ObjCameraActive ) {
if ( ReplayObjCamActive )
return;
bams_t angle = AutomaticYaw * CurScreenRefFrames;
CamRotY( ShipViewCamera, angle );
CamRotY( PseudoStarMovement, angle );
CurYaw += -AutomaticYaw;
RecYaw += -AutomaticYaw;
} else {
bams_t angle = AutomaticYaw * CurScreenRefFrames;
CalcOrthoInverse( ObjectCamera, objcam_inverse );
MtxMtxMUL( objcam_inverse, PseudoStarMovement, DestXmatrx );
CamRotY( DestXmatrx, -angle * 4 );
MtxMtxMUL( ObjectCamera, DestXmatrx, PseudoStarMovement );
if ( ReplayObjCamActive ) {
ObjRotY( ObjectCamera, -angle * 4 );
} else {
CamRotY( ShipViewCamera, angle );
RecYaw += -AutomaticPitch;
}
}
}
}
// perform automatic roll -----------------------------------------------------
//
INLINE
void PerformAutomaticRoll()
{
if ( AutomaticRoll != 0 ) {
if ( !ObjCameraActive ) {
if ( ReplayObjCamActive )
return;
bams_t angle = AutomaticRoll * CurScreenRefFrames;
CamRotZ( ShipViewCamera, angle );
CamRotZ( PseudoStarMovement, angle );
CurRoll += -AutomaticRoll;
RecRoll += -AutomaticRoll;
} else {
bams_t angle = AutomaticRoll * CurScreenRefFrames;
CalcOrthoInverse( ObjectCamera, objcam_inverse );
MtxMtxMUL( objcam_inverse, PseudoStarMovement, DestXmatrx );
CamRotZ( DestXmatrx, -angle * 2 );
MtxMtxMUL( ObjectCamera, DestXmatrx, PseudoStarMovement );
if ( ReplayObjCamActive ) {
ObjRotZ( ObjectCamera, -angle * 2 );
} else {
CamRotZ( ShipViewCamera, angle );
RecRoll += -AutomaticRoll;
}
}
}
}
// perform automatic horizontal sliding ---------------------------------------
//
INLINE
void PerformAutomaticSlideHorz()
{
if ( AutomaticSlideHorz != 0 ) {
if ( !ObjCameraActive ) {
geomv_t slideval = AutomaticSlideHorz * CurScreenRefFrames;
ShipViewCamera[ 0 ][ 3 ] += slideval;
PseudoStarMovement[ 0 ][ 3 ] += slideval;
RecSlideHorz -= AutomaticSlideHorz;
CurSlideHorz -= AutomaticSlideHorz;
}
}
}
// perform automatic vertical sliding -----------------------------------------
//
INLINE
void PerformAutomaticSlideVert()
{
if ( AutomaticSlideVert != 0 ) {
if ( !ObjCameraActive ) {
geomv_t slideval = AutomaticSlideVert * CurScreenRefFrames;
ShipViewCamera[ 1 ][ 3 ] += slideval;
PseudoStarMovement[ 1 ][ 3 ] += slideval;
RecSlideVert -= AutomaticSlideVert;
CurSlideVert -= AutomaticSlideVert;
}
}
}
// perform automatic movement -------------------------------------------------
//
INLINE
void PerformAutomaticMovement()
{
if ( AutomaticMovement != 0 ) {
MoveLocalShip();
}
}
// do necessary actions for discrete interval of time -------------------------
//
INLINE
void DoActions()
{
if ( CurScreenRefFrames == 0 )
return;
PerformAutomaticPitch();
PerformAutomaticYaw();
PerformAutomaticRoll();
PerformAutomaticSlideHorz();
PerformAutomaticSlideVert();
PerformAutomaticMovement();
}
// execute next batch of action commands --------------------------------------
//
INLINE
void FetchNewActions()
{
// reset wait counter
CurActionWait = 0;
// binary replay has precedence
if ( DEMO_BinaryReplayActive() ) {
// advance in binary demo
DEMO_BinaryExecCommands( FALSE );
} else if ( ScriptReplayActive() ) {
// restart script and advance
RestartExternalCommand( FALSE );
}
}
// immediately stop all automatic actions -------------------------------------
//
void REPLAY_StopAutomaticActions()
{
// ASSERT( CurActionWait == 0 );
// ASSERT( !DEMO_ReplayActive() );
AutomaticPitch = BAMS_DEG0;
AutomaticYaw = BAMS_DEG0;
AutomaticRoll = BAMS_DEG0;
AutomaticSlideHorz = GEOMV_0;
AutomaticSlideVert = GEOMV_0;
AutomaticMovement = 0;
ReplayObjCamActive = FALSE;
}
// perform automatic actions --------------------------------------------------
//
void REPLAY_PerformAutomaticActions()
{
//NOTE:
// this function gets called once per frame
// from the game loop (G_MAIN.C) to allow
// automatic script/demo replay.
// perform actions if no idlewait active
if ( CurActionWait == 0 ) {
DoActions();
// check if wait timed out during last frame interval
} else if ( CurActionWait <= CurScreenRefFrames ) {
// count the elapsed wait interval
DEMO_CountDemoFrame();
// save original CurScreenRefFrames
refframe_t csrf = CurScreenRefFrames;
// first interval
CurScreenRefFrames = CurActionWait;
DoActions();
// calc second interval
CurScreenRefFrames = csrf - CurActionWait;
// execute next commands
FetchNewActions();
// do remaining intervals
while ( CurScreenRefFrames > 0 ) {
// exit if no wait
if ( CurActionWait == 0 ) {
DoActions();
break;
}
// exit if wait doesn't terminate immediately
if ( CurActionWait > CurScreenRefFrames ) {
CurActionWait -= CurScreenRefFrames;
DoActions();
break;
}
// count the elapsed wait interval
DEMO_CountDemoFrame();
// save last CurScreenRefFrames
int lastcsrf = CurScreenRefFrames;
// next interval
CurScreenRefFrames = CurActionWait;
DoActions();
// calc remaining interval
CurScreenRefFrames = lastcsrf - CurActionWait;
// execute next commands
FetchNewActions();
}
// restore CurScreenRefFrames
CurScreenRefFrames = csrf;
} else {
// wait interval still in progress
CurActionWait -= CurScreenRefFrames;
DoActions();
}
}
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