/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Code for rendering external scenes * */ //#define SLEW_ON 1 //#define _MARK_ON #include //#include //This file not included in public domain release -KRB #include #include #include #include "3d.h" #include "error.h" #include "gr.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 "gauges.h" #include "wall.h" #include "terrain.h" #include "polyobj.h" #include "bm.h" #include "gameseq.h" #include "newdemo.h" #include "multi.h" #include "vclip.h" #include "fireball.h" #include "text.h" #include "digi.h" #include "compbit.h" #include "songs.h" #include "titles.h" #ifdef OGL #include "ogl_init.h" #endif typedef 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 } flythrough_data; //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; extern fix player_speed; int transition_segnum,exit_segnum; object *endlevel_camera; #define FLY_SPEED i2f(50) #define FLY_ACCEL i2f(5) fix cur_fly_speed,desired_fly_speed; extern int matt_find_connect_side(int seg0,int seg1); void generate_starfield(); void draw_stars(); int find_exit_side(object *obj); void do_endlevel_frame(); void do_endlevel_flythrough(int n); grs_bitmap *satellite_bitmap,*station_bitmap,*terrain_bitmap; //!!*exit_bitmap, vms_vector satellite_pos,satellite_upvec; //!!grs_bitmap **exit_bitmap_list[1]; int station_modelnum,exit_modelnum,destroyed_exit_modelnum; vms_vector station_pos = {0xf8c4<<10,0x3c1c<<12,0x372<<10}; #ifdef STATION_ENABLED grs_bitmap *station_bitmap; grs_bitmap **station_bitmap_list[1]; int station_modelnum; #endif vms_vector mine_exit_point; vms_vector mine_ground_exit_point; vms_vector mine_side_exit_point; vms_matrix mine_exit_orient; int outside_mine; void start_endlevel_flythrough(int n,object *obj,fix speed); grs_bitmap terrain_bm_instance; grs_bitmap satellite_bm_instance; //find delta between two angles 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 int matt_find_connect_side(int seg0,int seg1) { segment *Seg=&Segments[seg0]; int i; for (i=MAX_SIDES_PER_SEGMENT;i--;) if (Seg->children[i]==seg1) return i; return -1; } void free_endlevel_data() { gr_free_bitmap_data (&terrain_bm_instance); gr_free_bitmap_data (&satellite_bm_instance); 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); } object external_explosion; int ext_expl_playing,mine_destroyed; extern fix flash_scale; vms_angvec exit_angles={-0xa00,0,0}; vms_matrix surface_orient; int endlevel_data_loaded=0; void start_endlevel_sequence() { #ifndef NDEBUG int last_segnum; #endif int exit_side,tunnel_length; 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 return; if (Player_is_dead || ConsoleObject->flags&OF_SHOULD_BE_DEAD) return; //don't start if dead! Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound. if (!endlevel_data_loaded) { #ifdef NETWORK if (Game_mode & GM_MULTI) { multi_send_endlevel_start(0); #ifdef NETWORK multi_do_protocol_frame(1, 1); #endif } #endif PlayerFinishedLevel(0); //don't do special sequence return; } { int segnum,old_segnum,entry_side,i; //count segments in exit tunnel old_segnum = ConsoleObject->segnum; exit_side = find_exit_side(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]; tunnel_length++; } while (segnum >= 0); if (segnum != -2) { PlayerFinishedLevel(0); //don't do special sequence return; } #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(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; } #ifndef NDEBUG Assert(last_segnum == exit_segnum); #endif #ifdef NETWORK if (Game_mode & GM_MULTI) { multi_send_endlevel_start(0); multi_do_protocol_frame(1, 1); } #endif #ifndef SHAREWARE songs_play_song( SONG_ENDLEVEL, 0 ); #endif 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(0,ConsoleObject,cur_fly_speed); //initialize HUD_init_message(HM_DEFAULT, TXT_EXIT_SEQUENCE ); outside_mine = ext_expl_playing = 0; flash_scale = f1_0; //init_endlevel(); mine_destroyed=0; } extern flythrough_data fly_objects[]; extern object *slew_obj; vms_angvec player_angles,player_dest_angles; vms_angvec camera_desired_angles,camera_cur_angles; #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 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() { Interpolation_method = 0; 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 void get_angs_to_object(vms_angvec *av,vms_vector *targ_pos,vms_vector *cur_pos) { vms_vector tv; vm_vec_sub(&tv,targ_pos,cur_pos); vm_extract_angles_vector(av,&tv); } void do_endlevel_frame() { static fix timer; vms_vector save_last_pos; static fix explosion_wait1=0; static fix explosion_wait2=0; static fix bank_rate; 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(&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) { vms_vector tvec; vm_vec_sub(&tvec,&ConsoleObject->pos,&mine_side_exit_point); if (vm_vec_dot(&tvec,&mine_exit_orient.fvec) > 0) { object *tobj; vms_vector mov_vec; outside_mine = 1; tobj = object_create_explosion(exit_segnum,&mine_side_exit_point,i2f(50),VCLIP_BIG_PLAYER_EXPLOSION); // 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)); if (tobj) { external_explosion = *tobj; tobj->flags |= OF_SHOULD_BE_DEAD; 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) { vms_vector tpnt; int segnum; static int sound_count; vm_vec_scale_add(&tpnt,&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); segnum = find_point_seg(&tpnt,ConsoleObject->segnum); if (segnum != -1) { 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) { vms_vector tpnt; fvi_query fq; fvi_info hit_data; //create little explosion on wall vm_vec_copy_scale(&tpnt,&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 = 0; fq.ignore_obj_list = NULL; fq.flags = 0; find_vector_intersection(&fq,&hit_data); if (hit_data.hit_type==HIT_WALL && hit_data.hit_seg!=-1) 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(0); if (ConsoleObject->segnum == transition_segnum) { int objnum; Endlevel_sequence = EL_LOOKBACK; objnum = obj_create(OBJ_CAMERA, 0, ConsoleObject->segnum,&ConsoleObject->pos,&ConsoleObject->orient,0, CT_NONE,MT_NONE,RT_NONE); if (objnum == -1) { //can't get object, so abort con_printf(CON_DEBUG, "Can't get object for endlevel sequence. Aborting endlevel sequence.\n"); stop_endlevel_sequence(); return; } Viewer = endlevel_camera = &Objects[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(0); do_endlevel_flythrough(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) { vms_angvec cam_angles,exit_seg_angles; Endlevel_sequence = EL_OUTSIDE; timer = i2f(2); vm_vec_negate(&endlevel_camera->orient.fvec); vm_vec_negate(&endlevel_camera->orient.rvec); vm_extract_angles_matrix(&cam_angles,&endlevel_camera->orient); vm_extract_angles_matrix(&exit_seg_angles,&mine_exit_orient); bank_rate = (-exit_seg_angles.b - cam_angles.b)/2; ConsoleObject->control_type = endlevel_camera->control_type = CT_NONE; //_MARK_("Starting outside");//Commented out by KRB #ifdef SLEW_ON slew_obj = endlevel_camera; #endif } break; } case EL_OUTSIDE: { #ifndef SLEW_ON vms_angvec cam_angles; #endif 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)); vm_extract_angles_matrix(&cam_angles,&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; //_MARK_("Done outside");//Commented out -KRB vm_vec_normalized_dir_quick(&tvec,&station_pos,&ConsoleObject->pos); vm_vector_2_matrix(&ConsoleObject->orient,&tvec,&surface_orient.uvec,NULL); 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(object *obj) { int i; vms_vector prefvec,segcenter,sidevec; fix best_val=-f2_0; int best_side; segment *pseg = &Segments[obj->segnum]; //find exit side vm_vec_normalized_dir_quick(&prefvec,&obj->pos,&obj->last_pos); compute_segment_center(&segcenter,pseg); best_side=-1; for (i=MAX_SIDES_PER_SEGMENT;--i >= 0;) { fix d; if (pseg->children[i]!=-1) { compute_center_point_on_side(&sidevec,pseg,i); vm_vec_normalized_dir_quick(&sidevec,&sidevec,&segcenter); d = vm_vec_dotprod(&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; } extern fix Render_zoom; //the player's zoom factor extern vms_vector Viewer_eye; //valid during render void render_mine(int start_seg_num,fix eye_offset); void draw_exit_model() { vms_vector model_pos; int f=15,u=0; //21; g3s_lrgb lrgb = { f1_0, f1_0, f1_0 }; vm_vec_scale_add(&model_pos,&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,NULL,(mine_destroyed)?destroyed_exit_modelnum:exit_modelnum,0,lrgb,NULL,NULL); } int exit_point_bmx,exit_point_bmy; 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) 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 p,top_pnt; g3_rotate_point(&p,&satellite_pos); g3_rotate_delta_vec(&delta,&satellite_upvec); g3_add_delta_vec(&top_pnt,&p,&delta); if (! (p.p3_codes & CC_BEHIND)) { int save_im = Interpolation_method; //p.p3_flags &= ~PF_PROJECTED; //g3_project_point(&p); if (! (p.p3_flags & PF_OVERFLOW)) { Interpolation_method = 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); Interpolation_method = save_im; } } } #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) { if ( PlayerCfg.AlphaEffects ) // set nice transparency/blending for the big explosion gr_settransblend( GR_FADE_OFF, GR_BLEND_ADDITIVE_C ); draw_fireball(&external_explosion); gr_settransblend( GR_FADE_OFF, GR_BLEND_NORMAL ); // revert any transparency/blending setting back to normal } Lighting_on=0; render_object(ConsoleObject); Lighting_on=1; } #define MAX_STARS 500 vms_vector stars[MAX_STARS]; void generate_starfield() { int i; for (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 (Function_mode==FMODE_EDITOR) Viewer_eye = Viewer->pos; #endif 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==-1) start_seg_num = Viewer->segnum; } if (Endlevel_sequence == EL_LOOKBACK) { vms_matrix headm,viewm; vms_angvec angles = {0,0,0x7fff}; vm_angles_2_matrix(&headm,&angles); vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm); g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom); } else g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom); render_mine(start_seg_num,eye_offset); } 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 MAX_FLY_OBJECTS 2 flythrough_data fly_objects[MAX_FLY_OBJECTS]; flythrough_data *flydata; int matt_find_connect_side(int seg0,int seg1); void compute_segment_center(vms_vector *vp,segment *sp); fixang delta_ang(fixang a,fixang b); fixang interp_angle(fixang dest,fixang src,fixang step); #define DEFAULT_SPEED i2f(16) #define MIN_D 0x100 //if speed is zero, use default speed void start_endlevel_flythrough(int n,object *obj,fix speed) { flydata = &fly_objects[n]; flydata->obj = obj; flydata->first_time = 1; flydata->speed = speed?speed:DEFAULT_SPEED; flydata->offset_frac = 0; } static vms_angvec *angvec_add2_scale(vms_angvec *dest,vms_vector *src,fix s) { dest->p += fixmul(src->x,s); dest->b += fixmul(src->z,s); dest->h += fixmul(src->y,s); return dest; } #define MAX_ANGSTEP 0x4000 //max turn per second #define MAX_SLIDE_PER_SEGMENT 0x10000 void do_endlevel_flythrough(int n) { object *obj; segment *pseg; int old_player_seg; flydata = &fly_objects[n]; obj = 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); pseg = &Segments[obj->segnum]; if (flydata->first_time || obj->segnum != old_player_seg) { //moved into new seg vms_vector curcenter,nextcenter; fix step_size,seg_time; short entry_side,exit_side = -1;//what sides we entry and leave through vms_vector dest_point; //where we are heading (center of exit_side) vms_angvec dest_angles; //where we want to be pointing vms_matrix dest_orient; 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]==-1) exit_side = find_exit_side(obj); { //find closest side to align to fix d,largest_d=-f1_0; int i; for (i=0;i<6;i++) { #ifdef COMPACT_SEGS vms_vector v1; get_side_normal(pseg, i, 0, &v1 ); d = vm_vec_dot(&v1,&flydata->obj->orient.uvec); #else d = vm_vec_dot(&pseg->sides[i].normals[0],&flydata->obj->orient.uvec); #endif if (d > largest_d) {largest_d = d; up_side=i;} } } //update target point & angles compute_center_point_on_side(&dest_point,pseg,exit_side); //update target point and movement points //offset object sideways if (flydata->offset_frac) { int s0=-1,s1=0,i; vms_vector s0p,s1p; fix dist; for (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; } compute_center_point_on_side(&s0p,pseg,s0); compute_center_point_on_side(&s1p,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); step_size = vm_vec_normalize_quick(&flydata->step); vm_vec_scale(&flydata->step,flydata->speed); compute_segment_center(&curcenter,pseg); compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]); vm_vec_sub(&flydata->headvec,&nextcenter,&curcenter); #ifdef COMPACT_SEGS { vms_vector _v1; get_side_normal(pseg, up_side, 0, &_v1 ); vm_vector_2_matrix(&dest_orient,&flydata->headvec,&_v1,NULL); } #else vm_vector_2_matrix(&dest_orient,&flydata->headvec,&pseg->sides[up_side].normals[0],NULL); #endif vm_extract_angles_matrix(&dest_angles,&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 extern short old_joy_x,old_joy_y; //position last time around #include "key.h" #include "joy.h" #ifdef SLEW_ON //this is a special routine for slewing around external scene int _do_slew_movement(object *obj, int check_keys ) { int moved = 0; vms_vector svel, movement; //scaled velocity (per this frame) vms_matrix rotmat,new_pm; vms_angvec rotang; if (keyd_pressed[KEY_PAD5]) vm_vec_zero(&obj->phys_info.velocity); if (check_keys) { obj->phys_info.velocity.x += VEL_SPEED * keyd_pressed[KEY_PAD9] * FrameTime; obj->phys_info.velocity.x -= VEL_SPEED * keyd_pressed[KEY_PAD7] * FrameTime; obj->phys_info.velocity.y += VEL_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime; obj->phys_info.velocity.y -= VEL_SPEED * keyd_pressed[KEY_PADPLUS] * FrameTime; obj->phys_info.velocity.z += VEL_SPEED * keyd_pressed[KEY_PAD8] * FrameTime; obj->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.pitch = rotang.bank = rotang.head = 0; moved = rotang.pitch | rotang.bank | rotang.head; vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; vm_transpose_matrix(&new_pm); //make those columns rows moved |= obj->phys_info.velocity.x | obj->phys_info.velocity.y | obj->phys_info.velocity.z; svel = obj->phys_info.velocity; vm_vec_scale(&svel,FrameTime); //movement in this frame vm_vec_rotate(&movement,&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) int convert_ext( char *dest, char *ext ) { char *t; t = strchr(dest,'.'); if (t && (t-dest <= 8)) { t[1] = ext[0]; t[2] = ext[1]; t[3] = ext[2]; return 1; } else return 0; } //called for each level to load & setup the exit sequence void load_endlevel_data(int level_num) { char filename[13]; char line[LINE_LEN],*p; PHYSFS_file *ifile; int var,segnum,sidenum; int exit_side=0; int have_binary = 0; endlevel_data_loaded = 0; //not loaded yet try_again: ; #ifdef SHAREWARE sprintf(filename,"level%02d.sdl", level_num); #else if (level_num<0) //secret level strcpy(filename,Secret_level_names[-level_num-1]); else //normal level strcpy(filename,Level_names[level_num-1]); #endif if (!convert_ext(filename,"end")) return; 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) { return; //abort //Error("Cannot load file text of binary version of <%s>",filename); } 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; while (PHYSFSX_fgets(line,LINE_LEN,ifile)) { if (have_binary) decode_text_line (line); if ((p=strchr(line,';'))!=NULL) *p = 0; //cut off comment for (p=line+strlen(line)-1;p>line && isspace(*p);*p--=0); for (p=line;isspace(*p);p++); if (!*p) //empty line continue; switch (var) { case 0: { //ground terrain int iff_error; ubyte pal[768]; 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\n", p, iff_errormsg(iff_error)); endlevel_data_loaded = 0; // won't be able to play endlevel sequence PHYSFS_close(ifile); return; } terrain_bitmap = &terrain_bm_instance; gr_remap_bitmap_good( terrain_bitmap, 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; ubyte pal[768]; 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\n", p, iff_errormsg(iff_error)); endlevel_data_loaded = 0; // won't be able to play endlevel sequence PHYSFS_close(ifile); return; } satellite_bitmap = &satellite_bm_instance; gr_remap_bitmap_good( satellite_bitmap, pal, iff_transparent_color, -1); break; } case 5: //earth pos case 7: { //station pos vms_matrix tm; 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; vm_angles_2_matrix(&tm,&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 for (segnum=0,exit_segnum=-1;exit_segnum==-1 && segnum<=Highest_segment_index;segnum++) for (sidenum=0;sidenum<6;sidenum++) if (Segments[segnum].children[sidenum] == -2) { exit_segnum = segnum; exit_side = sidenum; break; } Assert(exit_segnum!=-1); compute_segment_center(&mine_exit_point,&Segments[exit_segnum]); extract_orient_from_segment(&mine_exit_orient,&Segments[exit_segnum]); compute_center_point_on_side(&mine_side_exit_point,&Segments[exit_segnum],exit_side); vm_vec_scale_add(&mine_ground_exit_point,&mine_exit_point,&mine_exit_orient.uvec,-i2f(20)); //compute orientation of surface { vms_vector tv; vms_matrix exit_orient,tm; vm_angles_2_matrix(&exit_orient,&exit_angles); vm_transpose_matrix(&exit_orient); vm_matrix_x_matrix(&surface_orient,&mine_exit_orient,&exit_orient); vm_copy_transpose_matrix(&tm,&surface_orient); vm_vec_rotate(&tv,&station_pos,&tm); vm_vec_scale_add(&station_pos,&mine_exit_point,&tv,STATION_DIST); vm_vec_rotate(&tv,&satellite_pos,&tm); vm_vec_scale_add(&satellite_pos,&mine_exit_point,&tv,SATELLITE_DIST); vm_vector_2_matrix(&tm,&tv,&surface_orient.uvec,NULL); vm_vec_copy_scale(&satellite_upvec,&tm.uvec,SATELLITE_HEIGHT); } PHYSFS_close(ifile); endlevel_data_loaded = 1; }