dxx-rebirth/similar/main/endlevel.cpp

1518 lines
43 KiB
C++

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