/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Code for rendering external scenes * */ //#define SLEW_ON 1 //#define _MARK_ON #include #include #include #include #include // for isspace #include "maths.h" #include "vecmat.h" #include "gr.h" #include "3d.h" #include "dxxerror.h" #include "palette.h" #include "iff.h" #include "console.h" #include "texmap.h" #include "fvi.h" #include "u_mem.h" #include "sounds.h" #include "playsave.h" #include "inferno.h" #include "endlevel.h" #include "object.h" #include "game.h" #include "gamepal.h" #include "screens.h" #include "gauges.h" #include "terrain.h" #include "robot.h" #include "player.h" #include "physfsx.h" #include "bm.h" #include "gameseg.h" #include "gameseq.h" #include "newdemo.h" #include "gamepal.h" #include "multi.h" #include "vclip.h" #include "fireball.h" #include "text.h" #include "digi.h" #include "songs.h" #if defined(DXX_BUILD_DESCENT_II) #include "movie.h" #endif #include "render.h" #include "titles.h" #include "hudmsg.h" #ifdef OGL #include "ogl_init.h" #endif #ifdef EDITOR #include "editor/editor.h" #endif #include "compiler-begin.h" #include "compiler-range_for.h" #include "highest_valid.h" using std::min; using std::max; namespace { struct flythrough_data { object *obj; vms_angvec angles; //orientation in angles vms_vector step; //how far in a second vms_vector angstep; //rotation per second fix speed; //how fast object is moving vms_vector headvec; //where we want to be pointing int first_time; //flag for if first time through fix offset_frac; //how far off-center as portion of way fix offset_dist; //how far currently off-center }; #define MAX_FLY_OBJECTS 2 } static array fly_objects; //endlevel sequence states #define EL_OFF 0 //not in endlevel #define EL_FLYTHROUGH 1 //auto-flythrough in tunnel #define EL_LOOKBACK 2 //looking back at player #define EL_OUTSIDE 3 //flying outside for a while #define EL_STOPPED 4 //stopped, watching explosion #define EL_PANNING 5 //panning around, watching player #define EL_CHASING 6 //chasing player to station #define SHORT_SEQUENCE 1 //if defined, end sequnce when panning starts //#define STATION_ENABLED 1 //if defined, load & use space station model int Endlevel_sequence = 0; static segnum_t transition_segnum; segnum_t exit_segnum; static object *endlevel_camera; #define FLY_SPEED i2f(50) static void do_endlevel_flythrough(flythrough_data *flydata); static void draw_stars(); static int find_exit_side(const vobjptr_t obj); static void generate_starfield(); static void start_endlevel_flythrough(flythrough_data *flydata,const vobjptr_t obj,fix speed); #if defined(DXX_BUILD_DESCENT_II) static const char movie_table[] = { 'a','b','c', 'a', 'd','f','d','f', 'g','h','i','g', 'j','k','l','j', 'm','o','m','o', 'p','q','p','q' }; static int endlevel_movie_played = MOVIE_NOT_PLAYED; #endif #define FLY_ACCEL i2f(5) static fix cur_fly_speed,desired_fly_speed; static grs_bitmap *satellite_bitmap; grs_bitmap *terrain_bitmap; //!!*exit_bitmap, vms_vector satellite_pos,satellite_upvec; //!!grs_bitmap **exit_bitmap_list[1]; unsigned exit_modelnum,destroyed_exit_modelnum; static vms_vector station_pos{0xf8c4<<10,0x3c1c<<12,0x372<<10}; #ifdef STATION_ENABLED static grs_bitmap *station_bitmap; grs_bitmap **station_bitmap_list[1]; static unsigned station_modelnum; #endif static vms_vector mine_exit_point; static vms_vector mine_ground_exit_point; static vms_vector mine_side_exit_point; static vms_matrix mine_exit_orient; static int outside_mine; static grs_main_bitmap terrain_bm_instance, satellite_bm_instance; //find delta between two angles static fixang delta_ang(fixang a,fixang b) { fixang delta0,delta1; return (abs(delta0 = a - b) < abs(delta1 = b - a)) ? delta0 : delta1; } //return though which side of seg0 is seg1 static int matt_find_connect_side(int seg0,int seg1) { segment *Seg=&Segments[seg0]; for (int i=MAX_SIDES_PER_SEGMENT;i--;) if (Seg->children[i]==seg1) return i; return -1; } #if defined(DXX_BUILD_DESCENT_II) #define MOVIE_REQUIRED 1 //returns movie played status. see movie.h static int start_endlevel_movie() { char movie_name[] = "esa.mve"; int r; palette_array_t save_pal; //Assert(PLAYING_BUILTIN_MISSION); //only play movie for built-in mission //Assert(N_MOVIES >= Last_level); //Assert(N_MOVIES_SECRET >= -Last_secret_level); if (is_SHAREWARE) return 0; if (!is_D2_OEM) if (Current_level_num == Last_level) return 1; //don't play movie if (Current_level_num > 0) movie_name[2] = movie_table[Current_level_num-1]; else { return 0; //no escapes for secret level } save_pal = gr_palette; r=PlayMovie(NULL, movie_name,(Game_mode & GM_MULTI)?0:MOVIE_REQUIRED); if (Newdemo_state == ND_STATE_PLAYBACK) { set_screen_mode(SCREEN_GAME); gr_palette = save_pal; } return (r); } #endif void free_endlevel_data() { terrain_bm_instance.reset(); satellite_bm_instance.reset(); free_light_table(); free_height_array(); } void init_endlevel() { //##satellite_bitmap = bm_load("earth.bbm"); //##terrain_bitmap = bm_load("moon.bbm"); //## //##load_terrain("matt5b.bbm"); //load bitmap as height array //##//load_terrain("ttest2.bbm"); //load bitmap as height array #ifdef STATION_ENABLED station_bitmap = bm_load("steel3.bbm"); station_bitmap_list[0] = &station_bitmap; station_modelnum = load_polygon_model("station.pof",1,station_bitmap_list,NULL); #endif //!! exit_bitmap = bm_load("steel1.bbm"); //!! exit_bitmap_list[0] = &exit_bitmap; //!! exit_modelnum = load_polygon_model("exit01.pof",1,exit_bitmap_list,NULL); //!! destroyed_exit_modelnum = load_polygon_model("exit01d.pof",1,exit_bitmap_list,NULL); generate_starfield(); gr_init_bitmap_data(terrain_bm_instance); gr_init_bitmap_data(satellite_bm_instance); } static object *external_explosion; static int ext_expl_playing,mine_destroyed; static vms_angvec exit_angles={-0xa00,0,0}; vms_matrix surface_orient; static int endlevel_data_loaded; void start_endlevel_sequence() { reset_rear_view(); //turn off rear view if set - NOTE: make sure this happens before we pause demo recording!! if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording Newdemo_state = ND_STATE_PAUSED; if (Newdemo_state == ND_STATE_PLAYBACK) { // don't do this if in playback mode #if defined(DXX_BUILD_DESCENT_II) if (PLAYING_BUILTIN_MISSION) // only play movie for built-in mission { window_set_visible(Game_wind, 0); // suspend the game, including drawing start_endlevel_movie(); window_set_visible(Game_wind, 1); } strcpy(last_palette_loaded,""); //force palette load next time #endif return; } if (Player_dead_state != player_dead_state::no || (ConsoleObject->flags & OF_SHOULD_BE_DEAD)) return; //don't start if dead! con_printf(CON_NORMAL, "You have escaped the mine!"); #if defined(DXX_BUILD_DESCENT_II) // Dematerialize Buddy! range_for (const auto &&objp, highest_valid(vobjptr)) { if (objp->type == OBJ_ROBOT) if (Robot_info[get_robot_id(objp)].companion) { object_create_explosion(objp->segnum, objp->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE ); objp->flags |= OF_SHOULD_BE_DEAD; } } #endif get_local_plrobj().ctype.player_info.homing_object_dist = -F1_0; // Turn off homing sound. if (Game_mode & GM_MULTI) { multi_send_endlevel_start(0); multi_do_protocol_frame(1, 1); } #if defined(DXX_BUILD_DESCENT_I) if (!endlevel_data_loaded) #elif defined(DXX_BUILD_DESCENT_II) if (PLAYING_BUILTIN_MISSION) // only play movie for built-in mission if (!(Game_mode & GM_MULTI)) { window_set_visible(Game_wind, 0); // suspend the game, including drawing endlevel_movie_played = start_endlevel_movie(); window_set_visible(Game_wind, 1); } if (!(!(Game_mode & GM_MULTI) && (endlevel_movie_played == MOVIE_NOT_PLAYED) && endlevel_data_loaded)) #endif { PlayerFinishedLevel(0); //done with level return; } #if defined(DXX_BUILD_DESCENT_II) int exit_models_loaded = 0; if (Piggy_hamfile_version < 3) exit_models_loaded = 1; // built-in for PC shareware else exit_models_loaded = load_exit_models(); if (!exit_models_loaded) return; #endif #ifndef NDEBUG segnum_t last_segnum; #endif int exit_side,tunnel_length; { segnum_t segnum,old_segnum; int entry_side,i; //count segments in exit tunnel old_segnum = ConsoleObject->segnum; exit_side = find_exit_side(vobjptr(ConsoleObject)); segnum = Segments[old_segnum].children[exit_side]; tunnel_length = 0; do { entry_side = matt_find_connect_side(segnum,old_segnum); exit_side = Side_opposite[entry_side]; old_segnum = segnum; segnum = Segments[segnum].children[exit_side]; if (segnum == segment_none) { PlayerFinishedLevel(0); //don't do special sequence return; } tunnel_length++; } while (segnum != segment_exit); #ifndef NDEBUG last_segnum = old_segnum; #endif //now pick transition segnum 1/3 of the way in old_segnum = ConsoleObject->segnum; exit_side = find_exit_side(vobjptr(ConsoleObject)); segnum = Segments[old_segnum].children[exit_side]; i=tunnel_length/3; while (i--) { entry_side = matt_find_connect_side(segnum,old_segnum); exit_side = Side_opposite[entry_side]; old_segnum = segnum; segnum = Segments[segnum].children[exit_side]; } transition_segnum = segnum; } if (Game_mode & GM_MULTI) { multi_send_endlevel_start(0); multi_do_protocol_frame(1, 1); } #ifndef NDEBUG Assert(last_segnum == exit_segnum); #endif songs_play_song( SONG_ENDLEVEL, 0 ); Endlevel_sequence = EL_FLYTHROUGH; ConsoleObject->movement_type = MT_NONE; //movement handled by flythrough ConsoleObject->control_type = CT_NONE; Game_suspended |= SUSP_ROBOTS; //robots don't move cur_fly_speed = desired_fly_speed = FLY_SPEED; start_endlevel_flythrough(&fly_objects[0], vobjptr(ConsoleObject), cur_fly_speed); //initialize HUD_init_message_literal(HM_DEFAULT, TXT_EXIT_SEQUENCE ); outside_mine = ext_expl_playing = 0; flash_scale = f1_0; //init_endlevel(); mine_destroyed=0; } static vms_angvec player_angles,player_dest_angles; #ifndef SHORT_SEQUENCE static vms_angvec camera_desired_angles,camera_cur_angles; #endif #define CHASE_TURN_RATE (0x4000/4) //max turn per second //returns bitmask of which angles are at dest. bits 0,1,2 = p,b,h static int chase_angles(vms_angvec *cur_angles,vms_angvec *desired_angles) { vms_angvec delta_angs,alt_angles,alt_delta_angs; fix total_delta,alt_total_delta; fix frame_turn; int mask=0; delta_angs.p = desired_angles->p - cur_angles->p; delta_angs.h = desired_angles->h - cur_angles->h; delta_angs.b = desired_angles->b - cur_angles->b; total_delta = abs(delta_angs.p) + abs(delta_angs.b) + abs(delta_angs.h); alt_angles.p = f1_0/2 - cur_angles->p; alt_angles.b = cur_angles->b + f1_0/2; alt_angles.h = cur_angles->h + f1_0/2; alt_delta_angs.p = desired_angles->p - alt_angles.p; alt_delta_angs.h = desired_angles->h - alt_angles.h; alt_delta_angs.b = desired_angles->b - alt_angles.b; alt_total_delta = abs(alt_delta_angs.p) + abs(alt_delta_angs.b) + abs(alt_delta_angs.h); if (alt_total_delta < total_delta) { *cur_angles = alt_angles; delta_angs = alt_delta_angs; } frame_turn = fixmul(FrameTime,CHASE_TURN_RATE); if (abs(delta_angs.p) < frame_turn) { cur_angles->p = desired_angles->p; mask |= 1; } else if (delta_angs.p > 0) cur_angles->p += frame_turn; else cur_angles->p -= frame_turn; if (abs(delta_angs.b) < frame_turn) { cur_angles->b = desired_angles->b; mask |= 2; } else if (delta_angs.b > 0) cur_angles->b += frame_turn; else cur_angles->b -= frame_turn; //cur_angles->b = 0; if (abs(delta_angs.h) < frame_turn) { cur_angles->h = desired_angles->h; mask |= 4; } else if (delta_angs.h > 0) cur_angles->h += frame_turn; else cur_angles->h -= frame_turn; return mask; } void stop_endlevel_sequence() { #ifndef OGL Interpolation_method = 0; #endif select_cockpit(PlayerCfg.CockpitMode[0]); Endlevel_sequence = EL_OFF; PlayerFinishedLevel(0); } #define VCLIP_BIG_PLAYER_EXPLOSION 58 //--unused-- vms_vector upvec = {0,f1_0,0}; //find the angle between the player's heading & the station static void get_angs_to_object(vms_angvec &av,const vms_vector &targ_pos,const vms_vector &cur_pos) { const auto tv = vm_vec_sub(targ_pos,cur_pos); vm_extract_angles_vector(av,tv); } void do_endlevel_frame() { static fix timer; static fix bank_rate; vms_vector save_last_pos; static fix explosion_wait1=0; static fix explosion_wait2=0; static fix ext_expl_halflife; save_last_pos = ConsoleObject->last_pos; //don't let move code change this object_move_all(); ConsoleObject->last_pos = save_last_pos; if (ext_expl_playing) { external_explosion->lifeleft -= FrameTime; do_explosion_sequence(vobjptr(external_explosion)); if (external_explosion->lifeleft < ext_expl_halflife) mine_destroyed = 1; if (external_explosion->flags & OF_SHOULD_BE_DEAD) ext_expl_playing = 0; } if (cur_fly_speed != desired_fly_speed) { fix delta = desired_fly_speed - cur_fly_speed; fix frame_accel = fixmul(FrameTime,FLY_ACCEL); if (abs(delta) < frame_accel) cur_fly_speed = desired_fly_speed; else if (delta > 0) cur_fly_speed += frame_accel; else cur_fly_speed -= frame_accel; } //do big explosions if (!outside_mine) { if (Endlevel_sequence==EL_OUTSIDE) { const auto tvec = vm_vec_sub(ConsoleObject->pos,mine_side_exit_point); if (vm_vec_dot(tvec,mine_exit_orient.fvec) > 0) { vms_vector mov_vec; outside_mine = 1; auto tobj = object_create_explosion(exit_segnum,mine_side_exit_point,i2f(50),VCLIP_BIG_PLAYER_EXPLOSION); if (tobj) { // Move explosion to Viewer to draw it in front of mine exit model vm_vec_normalized_dir_quick(mov_vec,Viewer->pos,tobj->pos); vm_vec_scale_add2(tobj->pos,mov_vec,i2f(30)); external_explosion = tobj; flash_scale = 0; //kill lights in mine ext_expl_halflife = tobj->lifeleft; ext_expl_playing = 1; } digi_link_sound_to_pos( SOUND_BIG_ENDLEVEL_EXPLOSION, exit_segnum, 0, mine_side_exit_point, 0, i2f(3)/4 ); } } //do explosions chasing player if ((explosion_wait1-=FrameTime) < 0) { static int sound_count; auto tpnt = vm_vec_scale_add(ConsoleObject->pos,ConsoleObject->orient.fvec,-ConsoleObject->size*5); vm_vec_scale_add2(tpnt,ConsoleObject->orient.rvec,(d_rand()-D_RAND_MAX/2)*15); vm_vec_scale_add2(tpnt,ConsoleObject->orient.uvec,(d_rand()-D_RAND_MAX/2)*15); auto segnum = find_point_seg(tpnt,ConsoleObject->segnum); if (segnum != segment_none) { object_create_explosion(segnum,tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION); if (d_rand()<10000 || ++sound_count==7) { //pseudo-random digi_link_sound_to_pos( SOUND_TUNNEL_EXPLOSION, segnum, 0, tpnt, 0, F1_0 ); sound_count=0; } } explosion_wait1 = 0x2000 + d_rand()/4; } } //do little explosions on walls if (Endlevel_sequence >= EL_FLYTHROUGH && Endlevel_sequence < EL_OUTSIDE) if ((explosion_wait2-=FrameTime) < 0) { fvi_query fq; fvi_info hit_data; //create little explosion on wall auto tpnt = vm_vec_copy_scale(ConsoleObject->orient.rvec,(d_rand()-D_RAND_MAX/2)*100); vm_vec_scale_add2(tpnt,ConsoleObject->orient.uvec,(d_rand()-D_RAND_MAX/2)*100); vm_vec_add2(tpnt,ConsoleObject->pos); if (Endlevel_sequence == EL_FLYTHROUGH) vm_vec_scale_add2(tpnt,ConsoleObject->orient.fvec,d_rand()*200); else vm_vec_scale_add2(tpnt,ConsoleObject->orient.fvec,d_rand()*60); //find hit point on wall fq.p0 = &ConsoleObject->pos; fq.p1 = &tpnt; fq.startseg = ConsoleObject->segnum; fq.rad = 0; fq.thisobjnum = object_first; fq.ignore_obj_list.first = nullptr; fq.flags = 0; find_vector_intersection(fq, hit_data); if (hit_data.hit_type==HIT_WALL && hit_data.hit_seg!=segment_none) object_create_explosion(hit_data.hit_seg,hit_data.hit_pnt,i2f(3)+d_rand()*6,VCLIP_SMALL_EXPLOSION); explosion_wait2 = (0xa00 + d_rand()/8)/2; } switch (Endlevel_sequence) { case EL_OFF: return; case EL_FLYTHROUGH: { do_endlevel_flythrough(&fly_objects[0]); if (ConsoleObject->segnum == transition_segnum) { #if defined(DXX_BUILD_DESCENT_II) if (PLAYING_BUILTIN_MISSION && endlevel_movie_played != MOVIE_NOT_PLAYED) stop_endlevel_sequence(); else #endif { //songs_play_song( SONG_ENDLEVEL, 0 ); Endlevel_sequence = EL_LOOKBACK; auto objnum = obj_create(OBJ_CAMERA, 0, ConsoleObject->segnum,ConsoleObject->pos,&ConsoleObject->orient,0, CT_NONE,MT_NONE,RT_NONE); if (objnum == object_none) { //can't get object, so abort stop_endlevel_sequence(); return; } Viewer = endlevel_camera = objnum; select_cockpit(CM_LETTERBOX); fly_objects[1] = fly_objects[0]; fly_objects[1].obj = endlevel_camera; fly_objects[1].speed = (5*cur_fly_speed)/4; fly_objects[1].offset_frac = 0x4000; vm_vec_scale_add2(endlevel_camera->pos,endlevel_camera->orient.fvec,i2f(7)); timer=0x20000; } } break; } case EL_LOOKBACK: { do_endlevel_flythrough(&fly_objects[0]); do_endlevel_flythrough(&fly_objects[1]); if (timer>0) { timer -= FrameTime; if (timer < 0) //reduce speed fly_objects[1].speed = fly_objects[0].speed; } if (endlevel_camera->segnum == exit_segnum) { Endlevel_sequence = EL_OUTSIDE; timer = i2f(2); vm_vec_negate(endlevel_camera->orient.fvec); vm_vec_negate(endlevel_camera->orient.rvec); const auto cam_angles = vm_extract_angles_matrix(endlevel_camera->orient); const auto exit_seg_angles = vm_extract_angles_matrix(mine_exit_orient); bank_rate = (-exit_seg_angles.b - cam_angles.b)/2; ConsoleObject->control_type = endlevel_camera->control_type = CT_NONE; #ifdef SLEW_ON slew_obj = endlevel_camera; #endif } break; } case EL_OUTSIDE: { vm_vec_scale_add2(ConsoleObject->pos,ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed)); #ifndef SLEW_ON vm_vec_scale_add2(endlevel_camera->pos,endlevel_camera->orient.fvec,fixmul(FrameTime,-2*cur_fly_speed)); vm_vec_scale_add2(endlevel_camera->pos,endlevel_camera->orient.uvec,fixmul(FrameTime,-cur_fly_speed/10)); auto cam_angles = vm_extract_angles_matrix(endlevel_camera->orient); cam_angles.b += fixmul(bank_rate,FrameTime); vm_angles_2_matrix(endlevel_camera->orient,cam_angles); #endif timer -= FrameTime; if (timer < 0) { Endlevel_sequence = EL_STOPPED; vm_extract_angles_matrix(player_angles,ConsoleObject->orient); timer = i2f(3); } break; } case EL_STOPPED: { get_angs_to_object(player_dest_angles,station_pos,ConsoleObject->pos); chase_angles(&player_angles,&player_dest_angles); vm_angles_2_matrix(ConsoleObject->orient,player_angles); vm_vec_scale_add2(ConsoleObject->pos,ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed)); timer -= FrameTime; if (timer < 0) { #ifdef SLEW_ON slew_obj = endlevel_camera; _do_slew_movement(endlevel_camera,1); timer += FrameTime; //make time stop break; #else #ifdef SHORT_SEQUENCE stop_endlevel_sequence(); #else Endlevel_sequence = EL_PANNING; vm_extract_angles_matrix(camera_cur_angles,endlevel_camera->orient); timer = i2f(3); if (Game_mode & GM_MULTI) { // try to skip part of the seq if multiplayer stop_endlevel_sequence(); return; } #endif //SHORT_SEQUENCE #endif //SLEW_ON } break; } #ifndef SHORT_SEQUENCE case EL_PANNING: { #ifndef SLEW_ON int mask; #endif get_angs_to_object(player_dest_angles,station_pos,ConsoleObject->pos); chase_angles(&player_angles,&player_dest_angles); vm_angles_2_matrix(ConsoleObject->orient,player_angles); vm_vec_scale_add2(ConsoleObject->pos,ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed)); #ifdef SLEW_ON _do_slew_movement(endlevel_camera,1); #else get_angs_to_object(camera_desired_angles,ConsoleObject->pos,endlevel_camera->pos); mask = chase_angles(&camera_cur_angles,&camera_desired_angles); vm_angles_2_matrix(endlevel_camera->orient,camera_cur_angles); if ((mask&5) == 5) { vms_vector tvec; Endlevel_sequence = EL_CHASING; vm_vec_normalized_dir_quick(tvec,station_pos,ConsoleObject->pos); vm_vector_2_matrix(ConsoleObject->orient,tvec,&surface_orient.uvec,nullptr); desired_fly_speed *= 2; } #endif break; } case EL_CHASING: { fix d,speed_scale; #ifdef SLEW_ON _do_slew_movement(endlevel_camera,1); #endif get_angs_to_object(camera_desired_angles,ConsoleObject->pos,endlevel_camera->pos); chase_angles(&camera_cur_angles,&camera_desired_angles); #ifndef SLEW_ON vm_angles_2_matrix(endlevel_camera->orient,camera_cur_angles); #endif d = vm_vec_dist_quick(ConsoleObject->pos,endlevel_camera->pos); speed_scale = fixdiv(d,i2f(0x20)); if (dpos); chase_angles(&player_angles,&player_dest_angles); vm_angles_2_matrix(ConsoleObject->orient,player_angles); vm_vec_scale_add2(ConsoleObject->pos,ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed)); #ifndef SLEW_ON vm_vec_scale_add2(endlevel_camera->pos,endlevel_camera->orient.fvec,fixmul(FrameTime,fixmul(speed_scale,cur_fly_speed))); if (vm_vec_dist(ConsoleObject->pos,station_pos) < i2f(10)) stop_endlevel_sequence(); #endif break; } #endif //ifdef SHORT_SEQUENCE } } #define MIN_D 0x100 //find which side to fly out of int find_exit_side(const vobjptr_t obj) { vms_vector prefvec; fix best_val=-f2_0; int best_side; //find exit side vm_vec_normalized_dir_quick(prefvec,obj->pos,obj->last_pos); const auto &&pseg = vcsegptr(obj->segnum); const auto segcenter = compute_segment_center(pseg); best_side=-1; for (int i=MAX_SIDES_PER_SEGMENT;--i >= 0;) { fix d; if (pseg->children[i]!=segment_none) { auto sidevec = compute_center_point_on_side(pseg,i); vm_vec_normalized_dir_quick(sidevec,sidevec,segcenter); d = vm_vec_dot(sidevec,prefvec); if (labs(d) < MIN_D) d=0; if (d > best_val) {best_val=d; best_side=i;} } } Assert(best_side!=-1); return best_side; } void draw_exit_model() { int f=15,u=0; //21; g3s_lrgb lrgb = { f1_0, f1_0, f1_0 }; auto model_pos = vm_vec_scale_add(mine_exit_point,mine_exit_orient.fvec,i2f(f)); vm_vec_scale_add2(model_pos,mine_exit_orient.uvec,i2f(u)); draw_polygon_model(model_pos, &mine_exit_orient, nullptr, (mine_destroyed)?destroyed_exit_modelnum:exit_modelnum, 0, lrgb, nullptr, nullptr); } static int exit_point_bmx,exit_point_bmy; static fix satellite_size = i2f(400); #define SATELLITE_DIST i2f(1024) #define SATELLITE_WIDTH satellite_size #define SATELLITE_HEIGHT ((satellite_size*9)/4) //((satellite_size*5)/2) const vms_vector vmd_zero_vector{}; static void render_external_scene(fix eye_offset) { #ifdef OGL int orig_Render_depth = Render_depth; #endif g3s_lrgb lrgb = { f1_0, f1_0, f1_0 }; Viewer_eye = Viewer->pos; if (eye_offset) vm_vec_scale_add2(Viewer_eye,Viewer->orient.rvec,eye_offset); g3_set_view_matrix(Viewer->pos,Viewer->orient,Render_zoom); //g3_draw_horizon(BM_XRGB(0,0,0),BM_XRGB(16,16,16)); //,-1); gr_clear_canvas(BM_XRGB(0,0,0)); g3_start_instance_matrix(vmd_zero_vector,&surface_orient); draw_stars(); g3_done_instance(); { //draw satellite vms_vector delta; g3s_point top_pnt; const auto p = g3_rotate_point(satellite_pos); g3_rotate_delta_vec(delta,satellite_upvec); g3_add_delta_vec(top_pnt,p,delta); if (! (p.p3_codes & CC_BEHIND)) { //p.p3_flags &= ~PF_PROJECTED; //g3_project_point(&p); if (! (p.p3_flags & PF_OVERFLOW)) { push_interpolation_method save_im(0); //gr_bitmapm(f2i(p.p3_sx)-32,f2i(p.p3_sy)-32,satellite_bitmap); g3_draw_rod_tmap(*satellite_bitmap,p,SATELLITE_WIDTH,top_pnt,SATELLITE_WIDTH,lrgb); } } } #ifdef STATION_ENABLED draw_polygon_model(station_pos,&vmd_identity_matrix,NULL,station_modelnum,0,lrgb,NULL,NULL); #endif #ifdef OGL ogl_toggle_depth_test(0); Render_depth = (200-(vm_vec_dist_quick(mine_ground_exit_point, Viewer_eye)/F1_0))/36; #endif render_terrain(mine_ground_exit_point,exit_point_bmx,exit_point_bmy); #ifdef OGL Render_depth = orig_Render_depth; ogl_toggle_depth_test(1); #endif draw_exit_model(); if (ext_expl_playing) { const auto alpha = PlayerCfg.AlphaBlendMineExplosion; if (alpha) // set nice transparency/blending for the big explosion gr_settransblend( GR_FADE_OFF, GR_BLEND_ADDITIVE_C ); draw_fireball(vobjptridx(external_explosion)); if (alpha) gr_settransblend( GR_FADE_OFF, GR_BLEND_NORMAL ); // revert any transparency/blending setting back to normal } Lighting_on=0; render_object(vobjptridx(ConsoleObject)); Lighting_on=1; } #define MAX_STARS 500 static array stars; static void generate_starfield() { for (int i=0;ipos; if (Viewer->type == OBJ_PLAYER ) vm_vec_scale_add2(Viewer_eye,Viewer->orient.fvec,(Viewer->size*3)/4); if (eye_offset) vm_vec_scale_add2(Viewer_eye,Viewer->orient.rvec,eye_offset); #ifdef EDITOR if (EditorWindow) Viewer_eye = Viewer->pos; #endif segnum_t start_seg_num; if (Endlevel_sequence >= EL_OUTSIDE) { start_seg_num = exit_segnum; } else { start_seg_num = find_point_seg(Viewer_eye,Viewer->segnum); if (start_seg_num==segment_none) start_seg_num = Viewer->segnum; } if (Endlevel_sequence == EL_LOOKBACK) { vms_angvec angles = {0,0,0x7fff}; const auto &&headm = vm_angles_2_matrix(angles); const auto viewm = vm_matrix_x_matrix(Viewer->orient,headm); g3_set_view_matrix(Viewer_eye,viewm,Render_zoom); } else g3_set_view_matrix(Viewer_eye,Viewer->orient,Render_zoom); window_rendered_data window; render_mine(start_seg_num, eye_offset, window); } void render_endlevel_frame(fix eye_offset) { g3_start_frame(); if (Endlevel_sequence < EL_OUTSIDE) endlevel_render_mine(eye_offset); else render_external_scene(eye_offset); g3_end_frame(); } ///////////////////////// copy of flythrough code for endlevel #define DEFAULT_SPEED i2f(16) #define MIN_D 0x100 //if speed is zero, use default speed void start_endlevel_flythrough(flythrough_data *flydata,const vobjptr_t obj,fix speed) { flydata->obj = obj; flydata->first_time = 1; flydata->speed = speed?speed:DEFAULT_SPEED; flydata->offset_frac = 0; } static void angvec_add2_scale(vms_angvec &dest,const vms_vector &src,fix s) { dest.p += fixmul(src.x,s); dest.b += fixmul(src.z,s); dest.h += fixmul(src.y,s); } #define MAX_ANGSTEP 0x4000 //max turn per second #define MAX_SLIDE_PER_SEGMENT 0x10000 void do_endlevel_flythrough(flythrough_data *flydata) { int old_player_seg; const auto &&obj = vobjptridx(flydata->obj); old_player_seg = obj->segnum; //move the player for this frame if (!flydata->first_time) { vm_vec_scale_add2(obj->pos,flydata->step,FrameTime); angvec_add2_scale(flydata->angles,flydata->angstep,FrameTime); vm_angles_2_matrix(obj->orient,flydata->angles); } //check new player seg update_object_seg(obj); const auto &&pseg = vsegptr(obj->segnum); if (flydata->first_time || obj->segnum != old_player_seg) { //moved into new seg fix seg_time; short entry_side,exit_side = -1;//what sides we entry and leave through int up_side=0; entry_side=0; //find new exit side if (!flydata->first_time) { entry_side = matt_find_connect_side(obj->segnum,old_player_seg); exit_side = Side_opposite[entry_side]; } if (flydata->first_time || entry_side==-1 || pseg->children[exit_side] == segment_none) exit_side = find_exit_side(obj); { //find closest side to align to fix d,largest_d=-f1_0; for (int i=0;i<6;i++) { d = vm_vec_dot(pseg->sides[i].normals[0],flydata->obj->orient.uvec); if (d > largest_d) {largest_d = d; up_side=i;} } } //update target point & angles //where we are heading (center of exit_side) auto dest_point = compute_center_point_on_side(pseg,exit_side); const vms_vector nextcenter = (pseg->children[exit_side] == segment_exit) ? dest_point : compute_segment_center(vcsegptr(pseg->children[exit_side])); //update target point and movement points //offset object sideways if (flydata->offset_frac) { int s0=-1,s1=0; fix dist; for (int i=0;i<6;i++) if (i!=entry_side && i!=exit_side && i!=up_side && i!=Side_opposite[up_side]) { if (s0==-1) s0 = i; else s1 = i; } const auto s0p = compute_center_point_on_side(pseg,s0); const auto s1p = compute_center_point_on_side(pseg,s1); dist = fixmul(vm_vec_dist(s0p,s1p),flydata->offset_frac); if (dist-flydata->offset_dist > MAX_SLIDE_PER_SEGMENT) dist = flydata->offset_dist + MAX_SLIDE_PER_SEGMENT; flydata->offset_dist = dist; vm_vec_scale_add2(dest_point,obj->orient.rvec,dist); } vm_vec_sub(flydata->step,dest_point,obj->pos); auto step_size = vm_vec_normalize_quick(flydata->step); vm_vec_scale(flydata->step,flydata->speed); const auto curcenter = compute_segment_center(pseg); vm_vec_sub(flydata->headvec,nextcenter,curcenter); const auto dest_orient = vm_vector_2_matrix(flydata->headvec,&pseg->sides[up_side].normals[0],nullptr); //where we want to be pointing const auto dest_angles = vm_extract_angles_matrix(dest_orient); if (flydata->first_time) vm_extract_angles_matrix(flydata->angles,obj->orient); seg_time = fixdiv(step_size,flydata->speed); //how long through seg if (seg_time) { flydata->angstep.x = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.p,dest_angles.p),seg_time))); flydata->angstep.z = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.b,dest_angles.b),seg_time))); flydata->angstep.y = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.h,dest_angles.h),seg_time))); } else { flydata->angles = dest_angles; flydata->angstep.x = flydata->angstep.y = flydata->angstep.z = 0; } } flydata->first_time=0; } #define JOY_NULL 15 #define ROT_SPEED 8 //rate of rotation while key held down #define VEL_SPEED (15) //rate of acceleration while key held down #include "key.h" #include "joy.h" #ifdef SLEW_ON //this is a special routine for slewing around external scene int _do_slew_movement(const vobjptr_t obj, int check_keys ) { int moved = 0; vms_vector svel; //scaled velocity (per this frame) vms_angvec rotang; if (keyd_pressed[KEY_PAD5]) vm_vec_zero(obj->mtype.phys_info.velocity); if (check_keys) { obj->mtype.phys_info.velocity.x += VEL_SPEED * keyd_pressed[KEY_PAD9] * FrameTime; obj->mtype.phys_info.velocity.x -= VEL_SPEED * keyd_pressed[KEY_PAD7] * FrameTime; obj->mtype.phys_info.velocity.y += VEL_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime; obj->mtype.phys_info.velocity.y -= VEL_SPEED * keyd_pressed[KEY_PADPLUS] * FrameTime; obj->mtype.phys_info.velocity.z += VEL_SPEED * keyd_pressed[KEY_PAD8] * FrameTime; obj->mtype.phys_info.velocity.z -= VEL_SPEED * keyd_pressed[KEY_PAD2] * FrameTime; rotang.pitch = rotang.bank = rotang.head = 0; rotang.pitch += keyd_pressed[KEY_LBRACKET] * FrameTime / ROT_SPEED; rotang.pitch -= keyd_pressed[KEY_RBRACKET] * FrameTime / ROT_SPEED; rotang.bank += keyd_pressed[KEY_PAD1] * FrameTime / ROT_SPEED; rotang.bank -= keyd_pressed[KEY_PAD3] * FrameTime / ROT_SPEED; rotang.head += keyd_pressed[KEY_PAD6] * FrameTime / ROT_SPEED; rotang.head -= keyd_pressed[KEY_PAD4] * FrameTime / ROT_SPEED; } else rotang = {}; moved = rotang.p | rotang.b | rotang.h; const auto &&rotmat = vm_angles_2_matrix(rotang); const auto new_pm = vm_transposed_matrix(obj->orient = vm_matrix_x_matrix(obj->orient,rotmat)); //make those columns rows moved |= obj->mtype.phys_info.velocity.x | obj->mtype.phys_info.velocity.y | obj->mtype.phys_info.velocity.z; svel = obj->mtype.phys_info.velocity; vm_vec_scale(svel,FrameTime); //movement in this frame const auto movement = vm_vec_rotate(svel,new_pm); vm_vec_add2(obj->pos,movement); moved |= (movement.x || movement.y || movement.z); return moved; } #endif #define LINE_LEN 80 #define NUM_VARS 8 #define STATION_DIST i2f(1024) static int convert_ext(d_fname &dest, const char (&ext)[4]) { auto b = begin(dest); auto e = end(dest); auto t = std::find(b, e, '.'); if (t != e && std::distance(b, t) <= 8) { std::copy(begin(ext), end(ext), std::next(t)); return 1; } else return 0; } //called for each level to load & setup the exit sequence void load_endlevel_data(int level_num) { d_fname filename; char *p; int var; int exit_side = 0; int have_binary = 0; endlevel_data_loaded = 0; //not loaded yet try_again: ; if (level_num<0) //secret level filename = Secret_level_names[-level_num-1]; else //normal level filename = Level_names[level_num-1]; #if defined(DXX_BUILD_DESCENT_I) if (!convert_ext(filename,"end")) return; #elif defined(DXX_BUILD_DESCENT_II) if (!convert_ext(filename,"END")) Error("Error converting filename <%s> for endlevel data\n",static_cast(filename)); #endif auto ifile = PHYSFSX_openReadBuffered(filename); if (!ifile) { convert_ext(filename,"txb"); if (!strcmp(filename, Briefing_text_filename) || !strcmp(filename, Ending_text_filename)) return; // Don't want to interpret the briefing as an end level sequence! ifile = PHYSFSX_openReadBuffered(filename); if (!ifile) { if (level_num==1) { #if defined(DXX_BUILD_DESCENT_II) con_printf(CON_DEBUG, "Cannot load file text of binary version of <%s>",static_cast(filename)); endlevel_data_loaded = 0; // won't be able to play endlevel sequence #endif return; } else { level_num = 1; goto try_again; } } have_binary = 1; } //ok...this parser is pretty simple. It ignores comments, but //everything else must be in the right place var = 0; PHYSFSX_gets_line_t line; while (PHYSFSX_fgets(line,ifile)) { if (have_binary) decode_text_line (line); if ((p=strchr(line,';'))!=NULL) *p = 0; //cut off comment for (p = line; isspace(static_cast(*p)); ++p) ; if (!*p) //empty line continue; auto ns = p; for (auto p2 = p; *p2; ++p2) if (!isspace(static_cast(*p2))) ns = p2; *++ns = 0; switch (var) { case 0: { //ground terrain int iff_error; palette_array_t pal; gr_free_bitmap_data(terrain_bm_instance); iff_error = iff_read_bitmap(p,terrain_bm_instance,BM_LINEAR,&pal); if (iff_error != IFF_NO_ERROR) { con_printf(CON_DEBUG, "Can't load exit terrain from file %s: IFF error: %s", p, iff_errormsg(iff_error)); endlevel_data_loaded = 0; // won't be able to play endlevel sequence return; } terrain_bitmap = &terrain_bm_instance; gr_remap_bitmap_good(terrain_bm_instance, pal, iff_transparent_color, -1); break; } case 1: //height map load_terrain(p); break; case 2: sscanf(p,"%d,%d",&exit_point_bmx,&exit_point_bmy); break; case 3: //exit heading exit_angles.h = i2f(atoi(p))/360; break; case 4: { //planet bitmap int iff_error; palette_array_t pal; gr_free_bitmap_data(satellite_bm_instance); iff_error = iff_read_bitmap(p,satellite_bm_instance,BM_LINEAR,&pal); if (iff_error != IFF_NO_ERROR) { con_printf(CON_DEBUG, "Can't load exit satellite from file %s: IFF error: %s", p, iff_errormsg(iff_error)); endlevel_data_loaded = 0; // won't be able to play endlevel sequence return; } satellite_bitmap = &satellite_bm_instance; gr_remap_bitmap_good(satellite_bm_instance, pal, iff_transparent_color, -1); break; } case 5: //earth pos case 7: { //station pos vms_angvec ta; int pitch,head; sscanf(p,"%d,%d",&head,&pitch); ta.h = i2f(head)/360; ta.p = -i2f(pitch)/360; ta.b = 0; const auto &&tm = vm_angles_2_matrix(ta); if (var==5) satellite_pos = tm.fvec; //vm_vec_copy_scale(&satellite_pos,&tm.fvec,SATELLITE_DIST); else station_pos = tm.fvec; break; } case 6: //planet size satellite_size = i2f(atoi(p)); break; } var++; } Assert(var == NUM_VARS); // OK, now the data is loaded. Initialize everything //find the exit sequence by searching all segments for a side with //children == -2 exit_segnum = segment_none; range_for (const auto &&segp, highest_valid(vcsegptridx)) { for (int sidenum=0;sidenum<6;sidenum++) if (segp->children[sidenum] == segment_exit) { exit_segnum = segp; exit_side = sidenum; break; } if (exit_segnum != segment_none) break; } Assert(exit_segnum!=segment_none); const auto &&exit_seg = vsegptr(exit_segnum); compute_segment_center(mine_exit_point, exit_seg); extract_orient_from_segment(&mine_exit_orient, exit_seg); compute_center_point_on_side(mine_side_exit_point, exit_seg, exit_side); vm_vec_scale_add(mine_ground_exit_point,mine_exit_point,mine_exit_orient.uvec,-i2f(20)); //compute orientation of surface { auto &&exit_orient = vm_angles_2_matrix(exit_angles); vm_transpose_matrix(exit_orient); vm_matrix_x_matrix(surface_orient,mine_exit_orient,exit_orient); vms_matrix tm = vm_transposed_matrix(surface_orient); const auto tv0 = vm_vec_rotate(station_pos,tm); vm_vec_scale_add(station_pos,mine_exit_point,tv0,STATION_DIST); const auto tv = vm_vec_rotate(satellite_pos,tm); vm_vec_scale_add(satellite_pos,mine_exit_point,tv,SATELLITE_DIST); const auto tm2 = vm_vector_2_matrix(tv,&surface_orient.uvec,nullptr); vm_vec_copy_scale(satellite_upvec,tm2.uvec,SATELLITE_HEIGHT); } endlevel_data_loaded = 1; }