b737524415
Instead of passing a bare `int` named `secret_flag`, define it as an `enum class : uint8_t` to name the two special values. Rework the passing of this value, to deal with some confusing inconsistencies when reading the code. Before this change: In D1: - Multiplayer will always go to the secret level, regardless of which exit door the player used. In D2: - Flying through a D1 secret exit in multiplayer shows the on-HUD error "Secret Level Teleporter disabled in multiplayer!", and does not exit the level. This is at best confusing, and at worst dangerous, since D1 secret exits are only available during the countdown, so the player has little time to realize that the normal exit must be used instead. - Like D1, multiplayer will request to go to the secret level regardless of the exit used. Unlike D1, the caller ignores the flag and always advances to the next regular level. After this change: - No observable differences for the player in-game. The questionable D2 secret exit handling for D1 is retained. - The code makes clearer that secret exits do not work in D2 multiplayer, by way of `#if defined(DXX_BUILD_DESCENT_I)` guarding the existence of the parameter and all updates to it.
1520 lines
43 KiB
C++
1520 lines
43 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for rendering external scenes
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*
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*/
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//#define _MARK_ON
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#include <algorithm>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <ctype.h> // for isspace
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#include "maths.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "3d.h"
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#include "dxxerror.h"
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#include "palette.h"
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#include "iff.h"
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#include "console.h"
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#include "texmap.h"
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#include "fvi.h"
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#include "u_mem.h"
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#include "sounds.h"
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#include "playsave.h"
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#include "inferno.h"
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#include "endlevel.h"
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#include "object.h"
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#include "game.h"
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#include "gamepal.h"
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#include "screens.h"
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#include "terrain.h"
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#include "robot.h"
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#include "player.h"
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#include "physfsx.h"
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#include "bm.h"
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#include "gameseg.h"
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#include "gameseq.h"
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#include "newdemo.h"
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#include "gamepal.h"
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#include "net_udp.h"
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#include "vclip.h"
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#include "fireball.h"
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#include "text.h"
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#include "digi.h"
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#include "songs.h"
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#if defined(DXX_BUILD_DESCENT_II)
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#include "movie.h"
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#endif
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#include "render.h"
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#include "hudmsg.h"
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#if DXX_USE_OGL
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#include "ogl_init.h"
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#endif
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#include "joy.h"
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#if DXX_USE_EDITOR
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#include "editor/editor.h"
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#endif
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#include "compiler-range_for.h"
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#include "d_enumerate.h"
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#include "d_levelstate.h"
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#include "d_range.h"
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#include <iterator>
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using std::min;
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using std::max;
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#define SHORT_SEQUENCE 1 //if defined, end sequence when panning starts
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namespace dcx {
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int Endlevel_sequence;
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grs_bitmap *terrain_bitmap; //!!*exit_bitmap,
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unsigned exit_modelnum, destroyed_exit_modelnum;
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vms_matrix surface_orient;
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namespace {
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#define FLY_ACCEL i2f(5)
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#define MAX_FLY_OBJECTS 2
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d_unique_endlevel_state UniqueEndlevelState;
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static void generate_starfield(d_unique_endlevel_state::starfield_type &stars);
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static void draw_stars(grs_canvas &, const d_unique_endlevel_state::starfield_type &stars);
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static sidenum_t find_exit_side(const d_level_shared_segment_state &LevelSharedSegmentState, const d_level_shared_vertex_state &LevelSharedVertexState, const vms_vector &last_console_player_position, const object_base &obj);
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static fix cur_fly_speed, desired_fly_speed;
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static grs_bitmap *satellite_bitmap;
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vms_vector satellite_pos,satellite_upvec;
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static vms_vector station_pos{0xf8c4<<10,0x3c1c<<12,0x372<<10};
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static vms_vector mine_exit_point;
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static vms_vector mine_ground_exit_point;
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static vms_vector mine_side_exit_point;
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static vms_matrix mine_exit_orient;
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static int outside_mine;
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static grs_main_bitmap terrain_bm_instance, satellite_bm_instance;
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static int ext_expl_playing,mine_destroyed;
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static vms_angvec exit_angles = {-0xa00, 0, 0};
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static int endlevel_data_loaded;
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static vms_angvec player_angles,player_dest_angles;
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#ifndef SHORT_SEQUENCE
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static vms_angvec camera_desired_angles,camera_cur_angles;
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#endif
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static int exit_point_bmx,exit_point_bmy;
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static fix satellite_size = i2f(400);
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//find delta between two angles
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static fixang delta_ang(fixang a,fixang b)
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{
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fixang delta0,delta1;
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return (abs(delta0 = a - b) < abs(delta1 = b - a)) ? delta0 : delta1;
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}
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//return though which side of seg0 is seg1
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static sidenum_t matt_find_connect_side(const shared_segment &seg0, const vcsegidx_t seg1)
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{
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auto &children = seg0.children;
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return static_cast<sidenum_t>(std::distance(children.begin(), std::find(children.begin(), children.end(), seg1)));
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}
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static unsigned get_tunnel_length(fvcsegptridx &vcsegptridx, const vcsegptridx_t console_seg, const sidenum_t exit_console_side)
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{
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auto seg = console_seg;
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auto exit_side = exit_console_side;
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unsigned tunnel_length = 0;
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for (;;)
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{
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const auto child = seg->shared_segment::children[exit_side];
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if (child == segment_none)
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return 0;
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++tunnel_length;
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if (child == segment_exit)
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{
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assert(seg == PlayerUniqueEndlevelState.exit_segnum);
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return tunnel_length;
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}
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const vcsegidx_t old_segidx = seg;
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seg = vcsegptridx(child);
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const auto entry_side = matt_find_connect_side(seg, old_segidx);
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if (!Side_opposite.valid_index(entry_side))
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return 0;
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exit_side = Side_opposite[entry_side];
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}
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}
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static vcsegidx_t get_tunnel_transition_segment(const unsigned tunnel_length, const vcsegptridx_t console_seg, const sidenum_t exit_console_side)
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{
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auto seg = console_seg;
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auto exit_side = exit_console_side;
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for (auto i = tunnel_length / 3;; --i)
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{
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/*
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* If the tunnel ended with segment_none, the caller would have
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* returned immediately after the prior loop. If the tunnel
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* ended with segment_exit, then tunnel_length is the count of
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* segments to reach the exit. The termination condition on
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* this loop quits at (tunnel_length / 3), so the loop will quit
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* before it reaches segment_exit.
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*/
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const auto child = seg->shared_segment::children[exit_side];
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if (!IS_CHILD(child))
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/* This is only a sanity check. It should never execute
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* unless there is a bug elsewhere.
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*/
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return seg;
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if (!i)
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return child;
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const vcsegidx_t old_segidx = seg;
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seg = vcsegptridx(child);
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const auto entry_side = matt_find_connect_side(seg, old_segidx);
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exit_side = Side_opposite[entry_side];
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}
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}
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#define CHASE_TURN_RATE (0x4000/4) //max turn per second
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//returns bitmask of which angles are at dest. bits 0,1,2 = p,b,h
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static int chase_angles(vms_angvec *cur_angles,vms_angvec *desired_angles)
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{
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vms_angvec delta_angs,alt_angles,alt_delta_angs;
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fix total_delta,alt_total_delta;
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fix frame_turn;
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int mask=0;
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delta_angs.p = desired_angles->p - cur_angles->p;
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delta_angs.h = desired_angles->h - cur_angles->h;
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delta_angs.b = desired_angles->b - cur_angles->b;
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total_delta = abs(delta_angs.p) + abs(delta_angs.b) + abs(delta_angs.h);
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alt_angles.p = f1_0/2 - cur_angles->p;
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alt_angles.b = cur_angles->b + f1_0/2;
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alt_angles.h = cur_angles->h + f1_0/2;
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alt_delta_angs.p = desired_angles->p - alt_angles.p;
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alt_delta_angs.h = desired_angles->h - alt_angles.h;
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alt_delta_angs.b = desired_angles->b - alt_angles.b;
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alt_total_delta = abs(alt_delta_angs.p) + abs(alt_delta_angs.b) + abs(alt_delta_angs.h);
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if (alt_total_delta < total_delta) {
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*cur_angles = alt_angles;
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delta_angs = alt_delta_angs;
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}
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frame_turn = fixmul(FrameTime,CHASE_TURN_RATE);
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if (abs(delta_angs.p) < frame_turn) {
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cur_angles->p = desired_angles->p;
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mask |= 1;
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}
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else
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if (delta_angs.p > 0)
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cur_angles->p += frame_turn;
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else
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cur_angles->p -= frame_turn;
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if (abs(delta_angs.b) < frame_turn) {
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cur_angles->b = desired_angles->b;
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mask |= 2;
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}
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else
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if (delta_angs.b > 0)
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cur_angles->b += frame_turn;
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else
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cur_angles->b -= frame_turn;
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//cur_angles->b = 0;
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if (abs(delta_angs.h) < frame_turn) {
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cur_angles->h = desired_angles->h;
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mask |= 4;
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}
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else
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if (delta_angs.h > 0)
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cur_angles->h += frame_turn;
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else
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cur_angles->h -= frame_turn;
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return mask;
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}
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//find the angle between the player's heading & the station
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static void get_angs_to_object(vms_angvec &av,const vms_vector &targ_pos,const vms_vector &cur_pos)
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{
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const auto tv = vm_vec_sub(targ_pos,cur_pos);
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vm_extract_angles_vector(av,tv);
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}
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#define MIN_D 0x100
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//find which side to fly out of
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static sidenum_t find_exit_side(const d_level_shared_segment_state &LevelSharedSegmentState, const d_level_shared_vertex_state &LevelSharedVertexState, const vms_vector &last_console_player_position, const object_base &obj)
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{
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auto &Vertices = LevelSharedVertexState.get_vertices();
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vms_vector prefvec;
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fix best_val=-f2_0;
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//find exit side
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vm_vec_normalized_dir_quick(prefvec, obj.pos, last_console_player_position);
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const shared_segment &pseg = LevelSharedSegmentState.get_segments().vcptr(obj.segnum);
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auto &vcvertptr = Vertices.vcptr;
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const auto segcenter = compute_segment_center(vcvertptr, pseg);
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sidenum_t best_side = side_none;
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for (const auto &&[i, child] : enumerate(pseg.children))
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{
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fix d;
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if (child != segment_none)
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{
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auto sidevec = compute_center_point_on_side(vcvertptr, pseg, i);
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vm_vec_normalized_dir_quick(sidevec,sidevec,segcenter);
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d = vm_vec_dot(sidevec,prefvec);
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if (labs(d) < MIN_D) d=0;
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if (d > best_val)
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{
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best_val = d;
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best_side = static_cast<sidenum_t>(i);
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}
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}
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}
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return best_side;
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}
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static void draw_mine_exit_cover(grs_canvas &canvas)
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{
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const int of = 10;
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const fix u = i2f(6), d = i2f(9), ur = i2f(14), dr = i2f(17);
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const uint8_t color = BM_XRGB(0, 0, 0);
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vms_vector v;
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g3s_point p0, p1, p2, p3;
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vm_vec_scale_add(v,mine_exit_point,mine_exit_orient.fvec,i2f(of));
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auto mrd = mine_exit_orient.rvec;
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{
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vms_vector vu;
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vm_vec_scale_add(vu, v, mine_exit_orient.uvec, u);
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auto mru = mrd;
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vm_vec_scale(mru, ur);
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vms_vector p;
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g3_rotate_point(p0, (vm_vec_add(p, vu, mru), p));
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g3_rotate_point(p1, (vm_vec_sub(p, vu, mru), p));
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}
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{
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vms_vector vd;
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vm_vec_scale_add(vd, v, mine_exit_orient.uvec, -d);
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vm_vec_scale(mrd, dr);
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vms_vector p;
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g3_rotate_point(p2, (vm_vec_sub(p, vd, mrd), p));
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g3_rotate_point(p3, (vm_vec_add(p, vd, mrd), p));
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}
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const std::array<cg3s_point *, 4> pointlist{{
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&p0,
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&p1,
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&p2,
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&p3,
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}};
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g3_draw_poly(canvas, pointlist.size(), pointlist, color);
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}
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static void generate_starfield(d_unique_endlevel_state::starfield_type &stars)
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{
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range_for (auto &i, stars)
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{
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i.x = (d_rand() - D_RAND_MAX / 2) << 14;
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i.z = (d_rand() - D_RAND_MAX / 2) << 14;
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i.y = (d_rand() / 2) << 14;
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}
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}
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void draw_stars(grs_canvas &canvas, const d_unique_endlevel_state::starfield_type &stars)
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{
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int intensity=31;
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g3s_point p;
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uint8_t color = 0;
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for (const auto &&[i, si] : enumerate(stars))
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{
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if ((i&63) == 0) {
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color = BM_XRGB(intensity,intensity,intensity);
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intensity-=3;
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}
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g3_rotate_delta_vec(p.p3_vec, si);
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g3_code_point(p);
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if (p.p3_codes == 0) {
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p.p3_flags &= ~PF_PROJECTED;
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g3_project_point(p);
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#if !DXX_USE_OGL
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gr_pixel(canvas.cv_bitmap, f2i(p.p3_sx), f2i(p.p3_sy), color);
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#else
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g3_draw_sphere(canvas, p, F1_0 * 3, color);
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#endif
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}
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}
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//@@ {
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//@@ vms_vector delta;
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//@@ g3s_point top_pnt;
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//@@
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//@@ g3_rotate_point(&p,&satellite_pos);
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//@@ g3_rotate_delta_vec(&delta,&satellite_upvec);
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//@@
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//@@ g3_add_delta_vec(&top_pnt,&p,&delta);
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//@@
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//@@ if (! (p.p3_codes & CC_BEHIND)) {
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//@@ int save_im = Interpolation_method;
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//@@ Interpolation_method = 0;
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//@@ //p.p3_flags &= ~PF_PROJECTED;
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//@@ g3_project_point(&p);
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//@@ if (! (p.p3_flags & PF_OVERFLOW))
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//@@ //gr_bitmapm(f2i(p.p3_sx)-32,f2i(p.p3_sy)-32,satellite_bitmap);
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//@@ g3_draw_rod_tmap(satellite_bitmap,&p,SATELLITE_WIDTH,&top_pnt,SATELLITE_WIDTH,f1_0);
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//@@ Interpolation_method = save_im;
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//@@ }
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//@@ }
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}
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|
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static void angvec_add2_scale(vms_angvec &dest,const vms_vector &src,fix s)
|
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{
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dest.p += fixmul(src.x,s);
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dest.b += fixmul(src.z,s);
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dest.h += fixmul(src.y,s);
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}
|
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|
|
static int convert_ext(d_fname &dest, const char (&ext)[4])
|
|
{
|
|
auto b = std::begin(dest);
|
|
auto e = std::end(dest);
|
|
auto t = std::find(b, e, '.');
|
|
if (t != e && std::distance(b, t) <= 8)
|
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{
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|
std::copy(std::begin(ext), std::end(ext), std::next(t));
|
|
return 1;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
static std::pair<icsegidx_t, sidenum_t> find_exit_segment_side(fvcsegptridx &vcsegptridx)
|
|
{
|
|
range_for (const auto &&segp, vcsegptridx)
|
|
{
|
|
for (const auto &&[sidenum, child_segnum] : enumerate(segp->shared_segment::children))
|
|
{
|
|
if (child_segnum == segment_exit)
|
|
{
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|
return {segp, static_cast<sidenum_t>(sidenum)};
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|
}
|
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}
|
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}
|
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return {segment_none, side_none};
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|
}
|
|
|
|
}
|
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|
|
void free_endlevel_data()
|
|
{
|
|
terrain_bm_instance.reset();
|
|
satellite_bm_instance.reset();
|
|
free_light_table();
|
|
free_height_array();
|
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}
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|
|
}
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|
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namespace dsx {
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|
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namespace {
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struct flythrough_data
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{
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object *obj;
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vms_angvec angles; //orientation in angles
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vms_vector step; //how far in a second
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vms_vector angstep; //rotation per second
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fix speed; //how fast object is moving
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vms_vector headvec; //where we want to be pointing
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int first_time; //flag for if first time through
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fix offset_frac; //how far off-center as portion of way
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fix offset_dist; //how far currently off-center
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};
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static std::array<flythrough_data, MAX_FLY_OBJECTS> fly_objects;
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//endlevel sequence states
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#define EL_OFF 0 //not in endlevel
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#define EL_FLYTHROUGH 1 //auto-flythrough in tunnel
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#define EL_LOOKBACK 2 //looking back at player
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#define EL_OUTSIDE 3 //flying outside for a while
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#define EL_STOPPED 4 //stopped, watching explosion
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#define EL_PANNING 5 //panning around, watching player
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#define EL_CHASING 6 //chasing player to station
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static object *endlevel_camera;
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static object *external_explosion;
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#define FLY_SPEED i2f(50)
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static void do_endlevel_flythrough(d_level_unique_object_state &LevelUniqueObjectState, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, flythrough_data *flydata);
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#define DEFAULT_SPEED i2f(16)
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#if defined(DXX_BUILD_DESCENT_II)
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constexpr std::array<const char, 24> movie_table{{
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'A','B','C','A',
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'D','F','D','F',
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'G','H','I','G',
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'J','K','L','J',
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'M','O','M','O',
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'P','Q','P','Q'
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}};
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static auto endlevel_movie_played = movie_play_status::skipped;
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#define MOVIE_REQUIRED 1
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//returns movie played status. see movie.h
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static movie_play_status start_endlevel_movie()
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{
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palette_array_t save_pal;
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//Assert(PLAYING_BUILTIN_MISSION); //only play movie for built-in mission
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const auto current_level_num = Current_level_num;
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if (is_SHAREWARE)
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return movie_play_status::skipped;
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if (!is_D2_OEM)
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if (current_level_num == Current_mission->last_level)
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return movie_play_status::started; //don't play movie
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if (!(current_level_num > 0))
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return movie_play_status::skipped; //no escapes for secret level
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char movie_name[] = "ESA.MVE";
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movie_name[2] = movie_table[Current_level_num-1];
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save_pal = gr_palette;
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const auto r = PlayMovie(NULL, movie_name,(Game_mode & GM_MULTI)?0:MOVIE_REQUIRED);
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if (Newdemo_state == ND_STATE_PLAYBACK) {
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set_screen_mode(SCREEN_GAME);
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gr_palette = save_pal;
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}
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return (r);
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}
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#endif
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//if speed is zero, use default speed
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void start_endlevel_flythrough(flythrough_data &flydata, object &obj, const fix speed)
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{
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flydata.obj = &obj;
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flydata.first_time = 1;
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flydata.speed = speed?speed:DEFAULT_SPEED;
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flydata.offset_frac = 0;
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}
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void draw_exit_model(grs_canvas &canvas)
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{
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int f=15,u=0; //21;
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g3s_lrgb lrgb = { f1_0, f1_0, f1_0 };
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if (mine_destroyed)
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{
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// draw black shape to mask out terrain in exit hatch
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draw_mine_exit_cover(canvas);
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}
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auto model_pos = vm_vec_scale_add(mine_exit_point,mine_exit_orient.fvec,i2f(f));
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vm_vec_scale_add2(model_pos,mine_exit_orient.uvec,i2f(u));
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draw_polygon_model(canvas, model_pos, mine_exit_orient, nullptr, mine_destroyed ? destroyed_exit_modelnum : exit_modelnum, 0, lrgb, nullptr, nullptr);
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}
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#define SATELLITE_DIST i2f(1024)
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#define SATELLITE_WIDTH satellite_size
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#define SATELLITE_HEIGHT ((satellite_size*9)/4) //((satellite_size*5)/2)
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static void render_external_scene(fvcobjptridx &vcobjptridx, grs_canvas &canvas, const d_level_unique_light_state &LevelUniqueLightState, const fix eye_offset)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptridx = Objects.vmptridx;
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#if DXX_USE_OGL
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int orig_Render_depth = Render_depth;
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#endif
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g3s_lrgb lrgb = { f1_0, f1_0, f1_0 };
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auto Viewer_eye = Viewer->pos;
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if (eye_offset)
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vm_vec_scale_add2(Viewer_eye,Viewer->orient.rvec,eye_offset);
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g3_set_view_matrix(Viewer->pos,Viewer->orient,Render_zoom);
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//g3_draw_horizon(BM_XRGB(0,0,0),BM_XRGB(16,16,16)); //,-1);
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gr_clear_canvas(canvas, BM_XRGB(0,0,0));
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{
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auto &&ctx = g3_start_instance_matrix(vmd_zero_vector, surface_orient);
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draw_stars(canvas, UniqueEndlevelState.stars);
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g3_done_instance(ctx);
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}
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{ //draw satellite
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vms_vector delta;
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g3s_point top_pnt;
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const auto p = g3_rotate_point(satellite_pos);
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g3_rotate_delta_vec(delta,satellite_upvec);
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g3_add_delta_vec(top_pnt,p,delta);
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if (! (p.p3_codes & CC_BEHIND)) {
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//p.p3_flags &= ~PF_PROJECTED;
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//g3_project_point(&p);
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if (! (p.p3_flags & PF_OVERFLOW)) {
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push_interpolation_method save_im(0);
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//gr_bitmapm(f2i(p.p3_sx)-32,f2i(p.p3_sy)-32,satellite_bitmap);
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g3_draw_rod_tmap(canvas, *satellite_bitmap, p, SATELLITE_WIDTH, top_pnt, SATELLITE_WIDTH, lrgb);
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}
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}
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}
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#if DXX_USE_OGL
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ogl_toggle_depth_test(0);
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Render_depth = (200-(vm_vec_dist_quick(mine_ground_exit_point, Viewer_eye)/F1_0))/36;
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#endif
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render_terrain(canvas, Viewer_eye, mine_ground_exit_point, exit_point_bmx, exit_point_bmy);
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#if DXX_USE_OGL
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Render_depth = orig_Render_depth;
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ogl_toggle_depth_test(1);
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#endif
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draw_exit_model(canvas);
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if (ext_expl_playing)
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{
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const auto alpha = PlayerCfg.AlphaBlendMineExplosion;
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if (alpha) // set nice transparency/blending for the big explosion
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gr_settransblend(canvas, GR_FADE_OFF, gr_blend::additive_c);
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draw_fireball(Vclip, canvas, vcobjptridx(external_explosion));
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#if DXX_USE_OGL
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/* If !OGL, the third argument is discarded, so this call
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* becomes the same as the one above.
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*/
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if (alpha)
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gr_settransblend(canvas, GR_FADE_OFF, gr_blend::normal); // revert any transparency/blending setting back to normal
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#endif
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}
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#if !DXX_USE_OGL
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Lighting_on=0;
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#endif
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render_object(canvas, LevelUniqueLightState, vmobjptridx(ConsoleObject));
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#if !DXX_USE_OGL
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Lighting_on=1;
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#endif
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}
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}
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window_event_result start_endlevel_sequence()
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
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auto &vmobjptr = Objects.vmptr;
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const auto dead = Player_dead_state != player_dead_state::no || (ConsoleObject->flags & OF_SHOULD_BE_DEAD);
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if (!dead)
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reset_rear_view(); //turn off rear view if set - NOTE: make sure this happens before we pause demo recording!!
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if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
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Newdemo_state = ND_STATE_PAUSED;
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if (Newdemo_state == ND_STATE_PLAYBACK) { // don't do this if in playback mode
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#if defined(DXX_BUILD_DESCENT_II)
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if (PLAYING_BUILTIN_MISSION) // only play movie for built-in mission
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{
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const auto g = Game_wind;
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g->set_visible(0); // suspend the game, including drawing
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start_endlevel_movie();
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g->set_visible(1);
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}
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strcpy(last_palette_loaded,""); //force palette load next time
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#endif
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return window_event_result::ignored;
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}
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if (dead)
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return window_event_result::ignored; //don't start if dead!
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con_puts(CON_NORMAL, "You have escaped the mine!");
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#if defined(DXX_BUILD_DESCENT_II)
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auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
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// Dematerialize Buddy!
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range_for (const auto &&objp, vmobjptr)
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{
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if (objp->type == OBJ_ROBOT)
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if (Robot_info[get_robot_id(objp)].companion) {
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object_create_explosion(vmsegptridx(objp->segnum), objp->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
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objp->flags |= OF_SHOULD_BE_DEAD;
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}
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}
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#endif
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get_local_plrobj().ctype.player_info.homing_object_dist = -F1_0; // Turn off homing sound.
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if (Game_mode & GM_MULTI) {
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multi_send_endlevel_start(multi_endlevel_type::normal);
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multi::dispatch->do_protocol_frame(1, 1);
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}
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#if defined(DXX_BUILD_DESCENT_I)
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if (!endlevel_data_loaded)
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#elif defined(DXX_BUILD_DESCENT_II)
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if (PLAYING_BUILTIN_MISSION) // only play movie for built-in mission
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if (!(Game_mode & GM_MULTI))
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{
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const auto g = Game_wind;
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g->set_visible(0); // suspend the game, including drawing
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endlevel_movie_played = start_endlevel_movie();
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g->set_visible(1);
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}
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if (!(!(Game_mode & GM_MULTI) && (endlevel_movie_played == movie_play_status::skipped) && endlevel_data_loaded))
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#endif
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{
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return PlayerFinishedLevel(next_level_request_secret_flag::only_normal_level); //done with level
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}
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#if defined(DXX_BUILD_DESCENT_II)
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int exit_models_loaded = 0;
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if (Piggy_hamfile_version < 3)
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exit_models_loaded = 1; // built-in for PC shareware
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else
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exit_models_loaded = load_exit_models();
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if (!exit_models_loaded)
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return window_event_result::ignored;
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#endif
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{
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//count segments in exit tunnel
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const object_base &console = vmobjptr(ConsoleObject);
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const auto exit_console_side = find_exit_side(LevelSharedSegmentState, LevelSharedVertexState, LevelUniqueObjectState.last_console_player_position, console);
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const auto &&console_seg = vcsegptridx(console.segnum);
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const auto tunnel_length = get_tunnel_length(vcsegptridx, console_seg, exit_console_side);
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if (!tunnel_length)
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{
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return PlayerFinishedLevel(next_level_request_secret_flag::only_normal_level); //don't do special sequence
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}
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//now pick transition segnum 1/3 of the way in
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PlayerUniqueEndlevelState.transition_segnum = get_tunnel_transition_segment(tunnel_length, console_seg, exit_console_side);
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}
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if (Game_mode & GM_MULTI) {
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multi_send_endlevel_start(multi_endlevel_type::normal);
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multi::dispatch->do_protocol_frame(1, 1);
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}
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songs_play_song( SONG_ENDLEVEL, 0 );
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Endlevel_sequence = EL_FLYTHROUGH;
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ConsoleObject->movement_source = object::movement_type::None; //movement handled by flythrough
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ConsoleObject->control_source = object::control_type::None;
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Game_suspended |= SUSP_ROBOTS; //robots don't move
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cur_fly_speed = desired_fly_speed = FLY_SPEED;
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start_endlevel_flythrough(fly_objects[0], vmobjptr(ConsoleObject), cur_fly_speed); //initialize
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HUD_init_message_literal(HM_DEFAULT, TXT_EXIT_SEQUENCE );
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outside_mine = ext_expl_playing = 0;
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flash_scale = f1_0;
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generate_starfield(UniqueEndlevelState.stars);
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mine_destroyed=0;
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return window_event_result::handled;
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}
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window_event_result stop_endlevel_sequence()
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{
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#if !DXX_USE_OGL
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Interpolation_method = 0;
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#endif
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select_cockpit(PlayerCfg.CockpitMode[0]);
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Endlevel_sequence = EL_OFF;
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return PlayerFinishedLevel(next_level_request_secret_flag::only_normal_level);
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}
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#define VCLIP_BIG_PLAYER_EXPLOSION 58
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//--unused-- vms_vector upvec = {0,f1_0,0};
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window_event_result do_endlevel_frame(const d_level_shared_robot_info_state &LevelSharedRobotInfoState)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vmobjptr = Objects.vmptr;
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static fix timer;
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static fix bank_rate;
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static fix explosion_wait1=0;
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static fix explosion_wait2=0;
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static fix ext_expl_halflife;
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auto result = endlevel_move_all_objects(LevelSharedRobotInfoState);
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if (ext_expl_playing) {
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do_explosion_sequence(LevelSharedRobotInfoState.Robot_info, vmobjptr(external_explosion));
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if (external_explosion->lifeleft < ext_expl_halflife)
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mine_destroyed = 1;
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if (external_explosion->flags & OF_SHOULD_BE_DEAD)
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ext_expl_playing = 0;
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}
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if (cur_fly_speed != desired_fly_speed) {
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fix delta = desired_fly_speed - cur_fly_speed;
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fix frame_accel = fixmul(FrameTime,FLY_ACCEL);
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if (abs(delta) < frame_accel)
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cur_fly_speed = desired_fly_speed;
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else
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if (delta > 0)
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cur_fly_speed += frame_accel;
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else
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cur_fly_speed -= frame_accel;
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}
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//do big explosions
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if (!outside_mine) {
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if (Endlevel_sequence==EL_OUTSIDE) {
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const auto tvec = vm_vec_sub(ConsoleObject->pos,mine_side_exit_point);
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if (vm_vec_dot(tvec,mine_exit_orient.fvec) > 0) {
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vms_vector mov_vec;
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outside_mine = 1;
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const auto &&exit_segp = vmsegptridx(PlayerUniqueEndlevelState.exit_segnum);
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const auto &&tobj = object_create_explosion(exit_segp, mine_side_exit_point, i2f(50), VCLIP_BIG_PLAYER_EXPLOSION);
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if (tobj) {
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// Move explosion to Viewer to draw it in front of mine exit model
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vm_vec_normalized_dir_quick(mov_vec,Viewer->pos,tobj->pos);
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vm_vec_scale_add2(tobj->pos,mov_vec,i2f(30));
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external_explosion = tobj;
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flash_scale = 0; //kill lights in mine
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ext_expl_halflife = tobj->lifeleft;
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ext_expl_playing = 1;
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}
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digi_link_sound_to_pos(SOUND_BIG_ENDLEVEL_EXPLOSION, exit_segp, sidenum_t::WLEFT, mine_side_exit_point, 0, i2f(3)/4);
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}
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}
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//do explosions chasing player
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if ((explosion_wait1-=FrameTime) < 0) {
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static int sound_count;
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auto tpnt = vm_vec_scale_add(ConsoleObject->pos,ConsoleObject->orient.fvec,-ConsoleObject->size*5);
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vm_vec_scale_add2(tpnt,ConsoleObject->orient.rvec,(d_rand()-D_RAND_MAX/2)*15);
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vm_vec_scale_add2(tpnt,ConsoleObject->orient.uvec,(d_rand()-D_RAND_MAX/2)*15);
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const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, tpnt, Segments.vmptridx(ConsoleObject->segnum));
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if (segnum != segment_none) {
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object_create_explosion(segnum,tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION);
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if (d_rand()<10000 || ++sound_count==7) { //pseudo-random
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digi_link_sound_to_pos( SOUND_TUNNEL_EXPLOSION, segnum, sidenum_t::WLEFT, tpnt, 0, F1_0 );
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sound_count=0;
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}
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}
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explosion_wait1 = 0x2000 + d_rand()/4;
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}
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}
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|
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//do little explosions on walls
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if (Endlevel_sequence >= EL_FLYTHROUGH && Endlevel_sequence < EL_OUTSIDE)
|
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if ((explosion_wait2-=FrameTime) < 0) {
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fvi_info hit_data;
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//create little explosion on wall
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auto tpnt = vm_vec_copy_scale(ConsoleObject->orient.rvec,(d_rand()-D_RAND_MAX/2)*100);
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vm_vec_scale_add2(tpnt,ConsoleObject->orient.uvec,(d_rand()-D_RAND_MAX/2)*100);
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vm_vec_add2(tpnt,ConsoleObject->pos);
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if (Endlevel_sequence == EL_FLYTHROUGH)
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vm_vec_scale_add2(tpnt,ConsoleObject->orient.fvec,d_rand()*200);
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else
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vm_vec_scale_add2(tpnt,ConsoleObject->orient.fvec,d_rand()*60);
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|
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//find hit point on wall
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const auto hit_type = find_vector_intersection(fvi_query{
|
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ConsoleObject->pos,
|
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tpnt,
|
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fvi_query::unused_ignore_obj_list,
|
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fvi_query::unused_LevelUniqueObjectState,
|
|
fvi_query::unused_Robot_info,
|
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0,
|
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Objects.icptridx(object_first),
|
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}, ConsoleObject->segnum, 0, hit_data);
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if (hit_type == fvi_hit_type::Wall && hit_data.hit_seg != segment_none)
|
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object_create_explosion(vmsegptridx(hit_data.hit_seg), hit_data.hit_pnt, i2f(3) + d_rand() * 6, VCLIP_SMALL_EXPLOSION);
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|
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explosion_wait2 = (0xa00 + d_rand()/8)/2;
|
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}
|
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|
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switch (Endlevel_sequence) {
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|
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case EL_OFF: return result;
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|
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case EL_FLYTHROUGH: {
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|
|
do_endlevel_flythrough(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, &fly_objects[0]);
|
|
|
|
if (ConsoleObject->segnum == PlayerUniqueEndlevelState.transition_segnum)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (PLAYING_BUILTIN_MISSION && endlevel_movie_played != movie_play_status::skipped)
|
|
result = std::max(stop_endlevel_sequence(), result);
|
|
else
|
|
#endif
|
|
{
|
|
|
|
//songs_play_song( SONG_ENDLEVEL, 0 );
|
|
|
|
Endlevel_sequence = EL_LOOKBACK;
|
|
|
|
const auto &&objnum = obj_create(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, OBJ_CAMERA, 0,
|
|
vmsegptridx(ConsoleObject->segnum), ConsoleObject->pos, &ConsoleObject->orient, 0,
|
|
object::control_type::None, object::movement_type::None, RT_NONE);
|
|
|
|
if (objnum == object_none) { //can't get object, so abort
|
|
return std::max(stop_endlevel_sequence(), result);
|
|
}
|
|
|
|
Viewer = endlevel_camera = objnum;
|
|
|
|
select_cockpit(cockpit_mode_t::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(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, &fly_objects[0]);
|
|
do_endlevel_flythrough(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, &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 == PlayerUniqueEndlevelState.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_source = endlevel_camera->control_source = object::control_type::None;
|
|
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case EL_OUTSIDE: {
|
|
vm_vec_scale_add2(ConsoleObject->pos,ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));
|
|
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);
|
|
|
|
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 SHORT_SEQUENCE
|
|
|
|
result = std::max(stop_endlevel_sequence(), result);
|
|
|
|
#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
|
|
result = std::max(stop_endlevel_sequence(), result);
|
|
return result;
|
|
}
|
|
|
|
#endif //SHORT_SEQUENCE
|
|
|
|
}
|
|
break;
|
|
}
|
|
|
|
#ifndef SHORT_SEQUENCE
|
|
case EL_PANNING: {
|
|
int mask;
|
|
|
|
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));
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case EL_CHASING: {
|
|
fix d,speed_scale;
|
|
|
|
|
|
get_angs_to_object(camera_desired_angles,ConsoleObject->pos,endlevel_camera->pos);
|
|
chase_angles(&camera_cur_angles,&camera_desired_angles);
|
|
|
|
vm_angles_2_matrix(endlevel_camera->orient,camera_cur_angles);
|
|
|
|
d = vm_vec_dist_quick(ConsoleObject->pos,endlevel_camera->pos);
|
|
|
|
speed_scale = fixdiv(d,i2f(0x20));
|
|
if (d<f1_0) d=f1_0;
|
|
|
|
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));
|
|
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))
|
|
result = std::max(stop_endlevel_sequence(), result);
|
|
|
|
break;
|
|
|
|
}
|
|
#endif //ifdef SHORT_SEQUENCE
|
|
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
namespace {
|
|
|
|
static void endlevel_render_mine(const d_level_shared_segment_state &LevelSharedSegmentState, grs_canvas &canvas, fix eye_offset)
|
|
{
|
|
auto Viewer_eye = Viewer->pos;
|
|
|
|
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);
|
|
|
|
#if DXX_USE_EDITOR
|
|
if (EditorWindow)
|
|
Viewer_eye = Viewer->pos;
|
|
#endif
|
|
|
|
segnum_t start_seg_num;
|
|
if (Endlevel_sequence >= EL_OUTSIDE) {
|
|
start_seg_num = PlayerUniqueEndlevelState.exit_segnum;
|
|
}
|
|
else {
|
|
start_seg_num = find_point_seg(LevelSharedSegmentState, Viewer_eye, Segments.vcptridx(Viewer->segnum));
|
|
|
|
if (start_seg_num==segment_none)
|
|
start_seg_num = Viewer->segnum;
|
|
}
|
|
|
|
g3_set_view_matrix(Viewer_eye, Endlevel_sequence == EL_LOOKBACK
|
|
? vm_matrix_x_matrix(Viewer->orient, vm_angles_2_matrix(vms_angvec{0, 0, INT16_MAX}))
|
|
: Viewer->orient, Render_zoom);
|
|
|
|
window_rendered_data window;
|
|
render_mine(canvas, Viewer_eye, start_seg_num, eye_offset, window);
|
|
}
|
|
|
|
}
|
|
|
|
void render_endlevel_frame(grs_canvas &canvas, fix eye_offset)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vcobjptridx = Objects.vcptridx;
|
|
g3_start_frame(canvas);
|
|
|
|
if (Endlevel_sequence < EL_OUTSIDE)
|
|
endlevel_render_mine(LevelSharedSegmentState, canvas, eye_offset);
|
|
else
|
|
render_external_scene(vcobjptridx, canvas, LevelUniqueLightState, eye_offset);
|
|
|
|
g3_end_frame();
|
|
}
|
|
|
|
///////////////////////// copy of flythrough code for endlevel
|
|
|
|
#define MAX_ANGSTEP 0x4000 //max turn per second
|
|
|
|
#define MAX_SLIDE_PER_SEGMENT 0x10000
|
|
|
|
namespace {
|
|
|
|
void do_endlevel_flythrough(d_level_unique_object_state &LevelUniqueObjectState, const d_level_shared_segment_state &LevelSharedSegmentState, d_level_unique_segment_state &LevelUniqueSegmentState, flythrough_data *const flydata)
|
|
{
|
|
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &Vertices = LevelSharedVertexState.get_vertices();
|
|
const auto &&obj = Objects.vmptridx(flydata->obj);
|
|
|
|
vcsegidx_t 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(Objects.vmptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj);
|
|
const shared_segment &pseg = *vcsegptr(obj->segnum);
|
|
|
|
if (flydata->first_time || obj->segnum != old_player_seg) { //moved into new seg
|
|
fix seg_time;
|
|
sidenum_t up_side{};
|
|
|
|
sidenum_t exit_side; //what side we leave through
|
|
sidenum_t entry_side{}; //what side we enter through
|
|
|
|
//find new exit side
|
|
|
|
if (!flydata->first_time) {
|
|
|
|
entry_side = matt_find_connect_side(vcsegptr(obj->segnum), old_player_seg);
|
|
exit_side = Side_opposite[entry_side];
|
|
}
|
|
|
|
if (flydata->first_time || entry_side == side_none || pseg.children[exit_side] == segment_none)
|
|
exit_side = find_exit_side(LevelSharedSegmentState, LevelSharedVertexState, LevelUniqueObjectState.last_console_player_position, obj);
|
|
|
|
{ //find closest side to align to
|
|
fix d,largest_d=-f1_0;
|
|
for (const auto i : MAX_SIDES_PER_SEGMENT)
|
|
{
|
|
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 &vcvertptr = Vertices.vcptr;
|
|
auto dest_point = compute_center_point_on_side(vcvertptr, pseg, exit_side);
|
|
const vms_vector nextcenter = (pseg.children[exit_side] == segment_exit)
|
|
? dest_point
|
|
: compute_segment_center(vcvertptr, vcsegptr(pseg.children[exit_side]));
|
|
|
|
//update target point and movement points
|
|
|
|
//offset object sideways
|
|
if (flydata->offset_frac) {
|
|
std::array<vms_vector, 2> sp;
|
|
auto isp = sp.begin();
|
|
for (const auto i : MAX_SIDES_PER_SEGMENT)
|
|
if (i!=entry_side && i!=exit_side && i!=up_side && i!=Side_opposite[up_side])
|
|
{
|
|
compute_center_point_on_side(vcvertptr, *isp, pseg, i);
|
|
++ isp;
|
|
if (isp == sp.end())
|
|
break;
|
|
}
|
|
|
|
const fix dist = std::min(fixmul(vm_vec_dist(sp[0], sp[1]), flydata->offset_frac), 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(vcvertptr, 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 LINE_LEN 80
|
|
#define NUM_VARS 8
|
|
|
|
#define STATION_DIST i2f(1024)
|
|
|
|
//called for each level to load & setup the exit sequence
|
|
|
|
void load_endlevel_data(int level_num)
|
|
{
|
|
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
|
|
auto &Vertices = LevelSharedVertexState.get_vertices();
|
|
d_fname filename;
|
|
char *p;
|
|
int var;
|
|
int have_binary = 0;
|
|
|
|
endlevel_data_loaded = 0; //not loaded yet
|
|
|
|
try_again:
|
|
;
|
|
|
|
if (level_num<0) //secret level
|
|
filename = Current_mission->secret_level_names[-level_num - 1];
|
|
else //normal level
|
|
filename = Current_mission->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<const char *>(filename));
|
|
#endif
|
|
|
|
auto ifile = PHYSFSX_openReadBuffered(filename).first;
|
|
|
|
if (!ifile) {
|
|
|
|
convert_ext(filename,"txb");
|
|
if (!strcmp(filename, Current_mission->briefing_text_filename) ||
|
|
!strcmp(filename, Current_mission->ending_text_filename))
|
|
return; // Don't want to interpret the briefing as an end level sequence!
|
|
|
|
ifile = PHYSFSX_openReadBuffered(filename).first;
|
|
|
|
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<const char *>(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_LEN> 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<unsigned>(*p)); ++p)
|
|
;
|
|
if (!*p) //empty line
|
|
continue;
|
|
auto ns = p;
|
|
for (auto p2 = p; *p2; ++p2)
|
|
if (!isspace(static_cast<unsigned>(*p2)))
|
|
ns = p2;
|
|
*++ns = 0;
|
|
|
|
switch (var) {
|
|
|
|
case 0: { //ground terrain
|
|
int iff_error;
|
|
palette_array_t pal;
|
|
terrain_bm_instance.reset();
|
|
iff_error = iff_read_bitmap(p, terrain_bm_instance, &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;
|
|
satellite_bm_instance.reset();
|
|
iff_error = iff_read_bitmap(p, satellite_bm_instance, &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
|
|
|
|
const auto &&exit_segside = find_exit_segment_side(vcsegptridx);
|
|
const icsegidx_t &exit_segnum = exit_segside.first;
|
|
const auto &exit_side = exit_segside.second;
|
|
|
|
PlayerUniqueEndlevelState.exit_segnum = exit_segnum;
|
|
if (exit_segnum == segment_none)
|
|
return;
|
|
|
|
const auto &&exit_seg = vmsegptr(exit_segnum);
|
|
auto &vcvertptr = Vertices.vcptr;
|
|
compute_segment_center(vcvertptr, mine_exit_point, exit_seg);
|
|
extract_orient_from_segment(vcvertptr, mine_exit_orient, exit_seg);
|
|
compute_center_point_on_side(vcvertptr, 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;
|
|
}
|
|
|
|
}
|