dxx-rebirth/similar/main/endlevel.cpp
2013-12-07 21:13:37 +00:00

1606 lines
39 KiB
C++

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for rendering external scenes
*
*/
//#define SLEW_ON 1
//#define _MARK_ON
#include <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 "gauges.h"
#include "wall.h"
#include "terrain.h"
#include "polyobj.h"
#include "bm.h"
#include "gameseq.h"
#include "newdemo.h"
#include "gamepal.h"
#include "multi.h"
#include "vclip.h"
#include "fireball.h"
#include "text.h"
#include "digi.h"
#include "songs.h"
#if defined(DXX_BUILD_DESCENT_II)
#include "movie.h"
#endif
#include "render.h"
#include "titles.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#ifdef EDITOR
#include "editor/editor.h"
#endif
using std::min;
using std::max;
typedef struct flythrough_data {
object *obj;
vms_angvec angles; //orientation in angles
vms_vector step; //how far in a second
vms_vector angstep; //rotation per second
fix speed; //how fast object is moving
vms_vector headvec; //where we want to be pointing
int first_time; //flag for if first time through
fix offset_frac; //how far off-center as portion of way
fix offset_dist; //how far currently off-center
} flythrough_data;
#define MAX_FLY_OBJECTS 2
flythrough_data fly_objects[MAX_FLY_OBJECTS];
//endlevel sequence states
#define EL_OFF 0 //not in endlevel
#define EL_FLYTHROUGH 1 //auto-flythrough in tunnel
#define EL_LOOKBACK 2 //looking back at player
#define EL_OUTSIDE 3 //flying outside for a while
#define EL_STOPPED 4 //stopped, watching explosion
#define EL_PANNING 5 //panning around, watching player
#define EL_CHASING 6 //chasing player to station
#define SHORT_SEQUENCE 1 //if defined, end sequnce when panning starts
//#define STATION_ENABLED 1 //if defined, load & use space station model
int Endlevel_sequence = 0;
int transition_segnum,exit_segnum;
object *endlevel_camera;
#define FLY_SPEED i2f(50)
static void do_endlevel_flythrough(flythrough_data *flydata);
static void draw_stars();
static int find_exit_side(object *obj);
static void generate_starfield();
static void start_endlevel_flythrough(flythrough_data *flydata,object *obj,fix speed);
#if defined(DXX_BUILD_DESCENT_II)
static const char movie_table[] = { 'a','b','c',
'a',
'd','f','d','f',
'g','h','i','g',
'j','k','l','j',
'm','o','m','o',
'p','q','p','q'
};
#define N_MOVIES (sizeof(movie_table) / sizeof(*movie_table))
static const char movie_table_secret[] = {'a','d','g','j','m','p'};
#define N_MOVIES_SECRET (sizeof(movie_table_secret) / sizeof(*movie_table_secret))
static int endlevel_movie_played = MOVIE_NOT_PLAYED;
#endif
#define FLY_ACCEL i2f(5)
static fix cur_fly_speed,desired_fly_speed;
grs_bitmap *satellite_bitmap,*station_bitmap,*terrain_bitmap; //!!*exit_bitmap,
vms_vector satellite_pos,satellite_upvec;
//!!grs_bitmap **exit_bitmap_list[1];
int station_modelnum,exit_modelnum,destroyed_exit_modelnum;
static vms_vector station_pos = {{{0xf8c4<<10,0x3c1c<<12,0x372<<10}}};
#ifdef STATION_ENABLED
grs_bitmap *station_bitmap;
grs_bitmap **station_bitmap_list[1];
int station_modelnum;
#endif
vms_vector mine_exit_point;
vms_vector mine_ground_exit_point;
vms_vector mine_side_exit_point;
vms_matrix mine_exit_orient;
int outside_mine;
grs_bitmap terrain_bm_instance;
grs_bitmap satellite_bm_instance;
//find delta between two angles
static fixang delta_ang(fixang a,fixang b)
{
fixang delta0,delta1;
return (abs(delta0 = a - b) < abs(delta1 = b - a)) ? delta0 : delta1;
}
//return though which side of seg0 is seg1
static int matt_find_connect_side(int seg0,int seg1)
{
segment *Seg=&Segments[seg0];
int i;
for (i=MAX_SIDES_PER_SEGMENT;i--;) if (Seg->children[i]==seg1) return i;
return -1;
}
#if defined(DXX_BUILD_DESCENT_II)
#define MOVIE_REQUIRED 1
//returns movie played status. see movie.h
static int start_endlevel_movie()
{
char movie_name[] = "esa.mve";
int r;
ubyte save_pal[768];
//Assert(PLAYING_BUILTIN_MISSION); //only play movie for built-in mission
//Assert(N_MOVIES >= Last_level);
//Assert(N_MOVIES_SECRET >= -Last_secret_level);
if (is_SHAREWARE)
return 0;
if (!is_D2_OEM)
if (Current_level_num == Last_level)
return 1; //don't play movie
if (Current_level_num > 0)
movie_name[2] = movie_table[Current_level_num-1];
else {
return 0; //no escapes for secret level
}
memcpy(save_pal,gr_palette,768);
r=PlayMovie(NULL, movie_name,(Game_mode & GM_MULTI)?0:MOVIE_REQUIRED);
if (Newdemo_state == ND_STATE_PLAYBACK) {
set_screen_mode(SCREEN_GAME);
memcpy(gr_palette,save_pal,768);
}
return (r);
}
#endif
void free_endlevel_data()
{
gr_free_bitmap_data (&terrain_bm_instance);
gr_free_bitmap_data (&satellite_bm_instance);
free_light_table();
free_height_array();
}
void init_endlevel()
{
//##satellite_bitmap = bm_load("earth.bbm");
//##terrain_bitmap = bm_load("moon.bbm");
//##
//##load_terrain("matt5b.bbm"); //load bitmap as height array
//##//load_terrain("ttest2.bbm"); //load bitmap as height array
#ifdef STATION_ENABLED
station_bitmap = bm_load("steel3.bbm");
station_bitmap_list[0] = &station_bitmap;
station_modelnum = load_polygon_model("station.pof",1,station_bitmap_list,NULL);
#endif
//!! exit_bitmap = bm_load("steel1.bbm");
//!! exit_bitmap_list[0] = &exit_bitmap;
//!! exit_modelnum = load_polygon_model("exit01.pof",1,exit_bitmap_list,NULL);
//!! destroyed_exit_modelnum = load_polygon_model("exit01d.pof",1,exit_bitmap_list,NULL);
generate_starfield();
gr_init_bitmap_data (&terrain_bm_instance);
gr_init_bitmap_data (&satellite_bm_instance);
}
object external_explosion;
int ext_expl_playing,mine_destroyed;
static vms_angvec exit_angles={-0xa00,0,0};
vms_matrix surface_orient;
static int endlevel_data_loaded=0;
void start_endlevel_sequence()
{
reset_rear_view(); //turn off rear view if set - NOTE: make sure this happens before we pause demo recording!!
if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
Newdemo_state = ND_STATE_PAUSED;
if (Newdemo_state == ND_STATE_PLAYBACK) { // don't do this if in playback mode
#if defined(DXX_BUILD_DESCENT_II)
if (PLAYING_BUILTIN_MISSION) // only play movie for built-in mission
{
window_set_visible(Game_wind, 0); // suspend the game, including drawing
start_endlevel_movie();
window_set_visible(Game_wind, 1);
}
strcpy(last_palette_loaded,""); //force palette load next time
#endif
return;
}
if (Player_is_dead || ConsoleObject->flags&OF_SHOULD_BE_DEAD)
return; //don't start if dead!
#if defined(DXX_BUILD_DESCENT_II)
// Dematerialize Buddy!
for (int i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[get_robot_id(&Objects[i])].companion) {
object_create_explosion(Objects[i].segnum, &Objects[i].pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
Objects[i].flags |= OF_SHOULD_BE_DEAD;
}
#endif
Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
if (Game_mode & GM_MULTI) {
multi_send_endlevel_start(0);
multi_do_protocol_frame(1, 1);
}
#if defined(DXX_BUILD_DESCENT_I)
if (!endlevel_data_loaded)
#elif defined(DXX_BUILD_DESCENT_II)
if (PLAYING_BUILTIN_MISSION) // only play movie for built-in mission
if (!(Game_mode & GM_MULTI))
{
window_set_visible(Game_wind, 0); // suspend the game, including drawing
endlevel_movie_played = start_endlevel_movie();
window_set_visible(Game_wind, 1);
}
if (!(!(Game_mode & GM_MULTI) && (endlevel_movie_played == MOVIE_NOT_PLAYED) && endlevel_data_loaded))
#endif
{
PlayerFinishedLevel(0); //done with level
return;
}
#if defined(DXX_BUILD_DESCENT_II)
int exit_models_loaded = 0;
if (Piggy_hamfile_version < 3)
exit_models_loaded = 1; // built-in for PC shareware
else
exit_models_loaded = load_exit_models();
if (!exit_models_loaded)
return;
#endif
#ifndef NDEBUG
int last_segnum;
#endif
int exit_side,tunnel_length;
{
int segnum,old_segnum,entry_side,i;
//count segments in exit tunnel
old_segnum = ConsoleObject->segnum;
exit_side = find_exit_side(ConsoleObject);
segnum = Segments[old_segnum].children[exit_side];
tunnel_length = 0;
do {
entry_side = matt_find_connect_side(segnum,old_segnum);
exit_side = Side_opposite[entry_side];
old_segnum = segnum;
segnum = Segments[segnum].children[exit_side];
tunnel_length++;
} while (segnum >= 0);
if (segnum != -2) {
PlayerFinishedLevel(0); //don't do special sequence
return;
}
#ifndef NDEBUG
last_segnum = old_segnum;
#endif
//now pick transition segnum 1/3 of the way in
old_segnum = ConsoleObject->segnum;
exit_side = find_exit_side(ConsoleObject);
segnum = Segments[old_segnum].children[exit_side];
i=tunnel_length/3;
while (i--) {
entry_side = matt_find_connect_side(segnum,old_segnum);
exit_side = Side_opposite[entry_side];
old_segnum = segnum;
segnum = Segments[segnum].children[exit_side];
}
transition_segnum = segnum;
}
if (Game_mode & GM_MULTI) {
multi_send_endlevel_start(0);
multi_do_protocol_frame(1, 1);
}
#ifndef NDEBUG
Assert(last_segnum == exit_segnum);
#endif
songs_play_song( SONG_ENDLEVEL, 0 );
Endlevel_sequence = EL_FLYTHROUGH;
ConsoleObject->movement_type = MT_NONE; //movement handled by flythrough
ConsoleObject->control_type = CT_NONE;
Game_suspended |= SUSP_ROBOTS; //robots don't move
cur_fly_speed = desired_fly_speed = FLY_SPEED;
start_endlevel_flythrough(&fly_objects[0],ConsoleObject,cur_fly_speed); //initialize
HUD_init_message_literal(HM_DEFAULT, TXT_EXIT_SEQUENCE );
outside_mine = ext_expl_playing = 0;
flash_scale = f1_0;
//init_endlevel();
mine_destroyed=0;
}
vms_angvec player_angles,player_dest_angles;
vms_angvec camera_desired_angles,camera_cur_angles;
#define CHASE_TURN_RATE (0x4000/4) //max turn per second
//returns bitmask of which angles are at dest. bits 0,1,2 = p,b,h
static int chase_angles(vms_angvec *cur_angles,vms_angvec *desired_angles)
{
vms_angvec delta_angs,alt_angles,alt_delta_angs;
fix total_delta,alt_total_delta;
fix frame_turn;
int mask=0;
delta_angs.p = desired_angles->p - cur_angles->p;
delta_angs.h = desired_angles->h - cur_angles->h;
delta_angs.b = desired_angles->b - cur_angles->b;
total_delta = abs(delta_angs.p) + abs(delta_angs.b) + abs(delta_angs.h);
alt_angles.p = f1_0/2 - cur_angles->p;
alt_angles.b = cur_angles->b + f1_0/2;
alt_angles.h = cur_angles->h + f1_0/2;
alt_delta_angs.p = desired_angles->p - alt_angles.p;
alt_delta_angs.h = desired_angles->h - alt_angles.h;
alt_delta_angs.b = desired_angles->b - alt_angles.b;
alt_total_delta = abs(alt_delta_angs.p) + abs(alt_delta_angs.b) + abs(alt_delta_angs.h);
if (alt_total_delta < total_delta) {
*cur_angles = alt_angles;
delta_angs = alt_delta_angs;
}
frame_turn = fixmul(FrameTime,CHASE_TURN_RATE);
if (abs(delta_angs.p) < frame_turn) {
cur_angles->p = desired_angles->p;
mask |= 1;
}
else
if (delta_angs.p > 0)
cur_angles->p += frame_turn;
else
cur_angles->p -= frame_turn;
if (abs(delta_angs.b) < frame_turn) {
cur_angles->b = desired_angles->b;
mask |= 2;
}
else
if (delta_angs.b > 0)
cur_angles->b += frame_turn;
else
cur_angles->b -= frame_turn;
//cur_angles->b = 0;
if (abs(delta_angs.h) < frame_turn) {
cur_angles->h = desired_angles->h;
mask |= 4;
}
else
if (delta_angs.h > 0)
cur_angles->h += frame_turn;
else
cur_angles->h -= frame_turn;
return mask;
}
void stop_endlevel_sequence()
{
Interpolation_method = 0;
select_cockpit(PlayerCfg.CockpitMode[0]);
Endlevel_sequence = EL_OFF;
PlayerFinishedLevel(0);
}
#define VCLIP_BIG_PLAYER_EXPLOSION 58
//--unused-- vms_vector upvec = {0,f1_0,0};
//find the angle between the player's heading & the station
static void get_angs_to_object(vms_angvec *av,const vms_vector *targ_pos,vms_vector *cur_pos)
{
vms_vector tv;
vm_vec_sub(&tv,targ_pos,cur_pos);
vm_extract_angles_vector(av,&tv);
}
void do_endlevel_frame()
{
static fix timer;
static fix bank_rate;
vms_vector save_last_pos;
static fix explosion_wait1=0;
static fix explosion_wait2=0;
static fix ext_expl_halflife;
save_last_pos = ConsoleObject->last_pos; //don't let move code change this
object_move_all();
ConsoleObject->last_pos = save_last_pos;
if (ext_expl_playing) {
external_explosion.lifeleft -= FrameTime;
do_explosion_sequence(&external_explosion);
if (external_explosion.lifeleft < ext_expl_halflife)
mine_destroyed = 1;
if (external_explosion.flags & OF_SHOULD_BE_DEAD)
ext_expl_playing = 0;
}
if (cur_fly_speed != desired_fly_speed) {
fix delta = desired_fly_speed - cur_fly_speed;
fix frame_accel = fixmul(FrameTime,FLY_ACCEL);
if (abs(delta) < frame_accel)
cur_fly_speed = desired_fly_speed;
else
if (delta > 0)
cur_fly_speed += frame_accel;
else
cur_fly_speed -= frame_accel;
}
//do big explosions
if (!outside_mine) {
if (Endlevel_sequence==EL_OUTSIDE) {
vms_vector tvec;
vm_vec_sub(&tvec,&ConsoleObject->pos,&mine_side_exit_point);
if (vm_vec_dot(&tvec,&mine_exit_orient.fvec) > 0) {
object *tobj;
vms_vector mov_vec;
outside_mine = 1;
tobj = object_create_explosion(exit_segnum,&mine_side_exit_point,i2f(50),VCLIP_BIG_PLAYER_EXPLOSION);
// Move explosion to Viewer to draw it in front of mine exit model
vm_vec_normalized_dir_quick(&mov_vec,&Viewer->pos,&tobj->pos);
vm_vec_scale_add2(&tobj->pos,&mov_vec,i2f(30));
if (tobj) {
external_explosion = *tobj;
tobj->flags |= OF_SHOULD_BE_DEAD;
flash_scale = 0; //kill lights in mine
ext_expl_halflife = tobj->lifeleft;
ext_expl_playing = 1;
}
digi_link_sound_to_pos( SOUND_BIG_ENDLEVEL_EXPLOSION, exit_segnum, 0, &mine_side_exit_point, 0, i2f(3)/4 );
}
}
//do explosions chasing player
if ((explosion_wait1-=FrameTime) < 0) {
vms_vector tpnt;
int segnum;
static int sound_count;
vm_vec_scale_add(&tpnt,&ConsoleObject->pos,&ConsoleObject->orient.fvec,-ConsoleObject->size*5);
vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.rvec,(d_rand()-D_RAND_MAX/2)*15);
vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.uvec,(d_rand()-D_RAND_MAX/2)*15);
segnum = find_point_seg(&tpnt,ConsoleObject->segnum);
if (segnum != -1) {
object_create_explosion(segnum,&tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION);
if (d_rand()<10000 || ++sound_count==7) { //pseudo-random
digi_link_sound_to_pos( SOUND_TUNNEL_EXPLOSION, segnum, 0, &tpnt, 0, F1_0 );
sound_count=0;
}
}
explosion_wait1 = 0x2000 + d_rand()/4;
}
}
//do little explosions on walls
if (Endlevel_sequence >= EL_FLYTHROUGH && Endlevel_sequence < EL_OUTSIDE)
if ((explosion_wait2-=FrameTime) < 0) {
vms_vector tpnt;
fvi_query fq;
fvi_info hit_data;
//create little explosion on wall
vm_vec_copy_scale(&tpnt,&ConsoleObject->orient.rvec,(d_rand()-D_RAND_MAX/2)*100);
vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.uvec,(d_rand()-D_RAND_MAX/2)*100);
vm_vec_add2(&tpnt,&ConsoleObject->pos);
if (Endlevel_sequence == EL_FLYTHROUGH)
vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.fvec,d_rand()*200);
else
vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.fvec,d_rand()*60);
//find hit point on wall
fq.p0 = &ConsoleObject->pos;
fq.p1 = &tpnt;
fq.startseg = ConsoleObject->segnum;
fq.rad = 0;
fq.thisobjnum = 0;
fq.ignore_obj_list = NULL;
fq.flags = 0;
find_vector_intersection(&fq,&hit_data);
if (hit_data.hit_type==HIT_WALL && hit_data.hit_seg!=-1)
object_create_explosion(hit_data.hit_seg,&hit_data.hit_pnt,i2f(3)+d_rand()*6,VCLIP_SMALL_EXPLOSION);
explosion_wait2 = (0xa00 + d_rand()/8)/2;
}
switch (Endlevel_sequence) {
case EL_OFF: return;
case EL_FLYTHROUGH: {
do_endlevel_flythrough(&fly_objects[0]);
if (ConsoleObject->segnum == transition_segnum) {
#if defined(DXX_BUILD_DESCENT_II)
if (PLAYING_BUILTIN_MISSION && endlevel_movie_played != MOVIE_NOT_PLAYED)
stop_endlevel_sequence();
else
#endif
{
int objnum;
//songs_play_song( SONG_ENDLEVEL, 0 );
Endlevel_sequence = EL_LOOKBACK;
objnum = obj_create(OBJ_CAMERA, 0,
ConsoleObject->segnum,&ConsoleObject->pos,&ConsoleObject->orient,0,
CT_NONE,MT_NONE,RT_NONE);
if (objnum == -1) { //can't get object, so abort
stop_endlevel_sequence();
return;
}
Viewer = endlevel_camera = &Objects[objnum];
select_cockpit(CM_LETTERBOX);
fly_objects[1] = fly_objects[0];
fly_objects[1].obj = endlevel_camera;
fly_objects[1].speed = (5*cur_fly_speed)/4;
fly_objects[1].offset_frac = 0x4000;
vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.fvec,i2f(7));
timer=0x20000;
}
}
break;
}
case EL_LOOKBACK: {
do_endlevel_flythrough(&fly_objects[0]);
do_endlevel_flythrough(&fly_objects[1]);
if (timer>0) {
timer -= FrameTime;
if (timer < 0) //reduce speed
fly_objects[1].speed = fly_objects[0].speed;
}
if (endlevel_camera->segnum == exit_segnum) {
vms_angvec cam_angles,exit_seg_angles;
Endlevel_sequence = EL_OUTSIDE;
timer = i2f(2);
vm_vec_negate(&endlevel_camera->orient.fvec);
vm_vec_negate(&endlevel_camera->orient.rvec);
vm_extract_angles_matrix(&cam_angles,&endlevel_camera->orient);
vm_extract_angles_matrix(&exit_seg_angles,&mine_exit_orient);
bank_rate = (-exit_seg_angles.b - cam_angles.b)/2;
ConsoleObject->control_type = endlevel_camera->control_type = CT_NONE;
#ifdef SLEW_ON
slew_obj = endlevel_camera;
#endif
}
break;
}
case EL_OUTSIDE: {
#ifndef SLEW_ON
vms_angvec cam_angles;
#endif
vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));
#ifndef SLEW_ON
vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.fvec,fixmul(FrameTime,-2*cur_fly_speed));
vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.uvec,fixmul(FrameTime,-cur_fly_speed/10));
vm_extract_angles_matrix(&cam_angles,&endlevel_camera->orient);
cam_angles.b += fixmul(bank_rate,FrameTime);
vm_angles_2_matrix(&endlevel_camera->orient,&cam_angles);
#endif
timer -= FrameTime;
if (timer < 0) {
Endlevel_sequence = EL_STOPPED;
vm_extract_angles_matrix(&player_angles,&ConsoleObject->orient);
timer = i2f(3);
}
break;
}
case EL_STOPPED: {
get_angs_to_object(&player_dest_angles,&station_pos,&ConsoleObject->pos);
chase_angles(&player_angles,&player_dest_angles);
vm_angles_2_matrix(&ConsoleObject->orient,&player_angles);
vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));
timer -= FrameTime;
if (timer < 0) {
#ifdef SLEW_ON
slew_obj = endlevel_camera;
_do_slew_movement(endlevel_camera,1);
timer += FrameTime; //make time stop
break;
#else
#ifdef SHORT_SEQUENCE
stop_endlevel_sequence();
#else
Endlevel_sequence = EL_PANNING;
vm_extract_angles_matrix(&camera_cur_angles,&endlevel_camera->orient);
timer = i2f(3);
if (Game_mode & GM_MULTI) { // try to skip part of the seq if multiplayer
stop_endlevel_sequence();
return;
}
#endif //SHORT_SEQUENCE
#endif //SLEW_ON
}
break;
}
#ifndef SHORT_SEQUENCE
case EL_PANNING: {
#ifndef SLEW_ON
int mask;
#endif
get_angs_to_object(&player_dest_angles,&station_pos,&ConsoleObject->pos);
chase_angles(&player_angles,&player_dest_angles);
vm_angles_2_matrix(&ConsoleObject->orient,&player_angles);
vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));
#ifdef SLEW_ON
_do_slew_movement(endlevel_camera,1);
#else
get_angs_to_object(&camera_desired_angles,&ConsoleObject->pos,&endlevel_camera->pos);
mask = chase_angles(&camera_cur_angles,&camera_desired_angles);
vm_angles_2_matrix(&endlevel_camera->orient,&camera_cur_angles);
if ((mask&5) == 5) {
vms_vector tvec;
Endlevel_sequence = EL_CHASING;
vm_vec_normalized_dir_quick(&tvec,&station_pos,&ConsoleObject->pos);
vm_vector_2_matrix(&ConsoleObject->orient,&tvec,&surface_orient.uvec,NULL);
desired_fly_speed *= 2;
}
#endif
break;
}
case EL_CHASING: {
fix d,speed_scale;
#ifdef SLEW_ON
_do_slew_movement(endlevel_camera,1);
#endif
get_angs_to_object(&camera_desired_angles,&ConsoleObject->pos,&endlevel_camera->pos);
chase_angles(&camera_cur_angles,&camera_desired_angles);
#ifndef SLEW_ON
vm_angles_2_matrix(&endlevel_camera->orient,&camera_cur_angles);
#endif
d = vm_vec_dist_quick(&ConsoleObject->pos,&endlevel_camera->pos);
speed_scale = fixdiv(d,i2f(0x20));
if (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));
#ifndef SLEW_ON
vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.fvec,fixmul(FrameTime,fixmul(speed_scale,cur_fly_speed)));
if (vm_vec_dist(&ConsoleObject->pos,&station_pos) < i2f(10))
stop_endlevel_sequence();
#endif
break;
}
#endif //ifdef SHORT_SEQUENCE
}
}
#define MIN_D 0x100
//find which side to fly out of
int find_exit_side(object *obj)
{
int i;
vms_vector prefvec,segcenter,sidevec;
fix best_val=-f2_0;
int best_side;
segment *pseg = &Segments[obj->segnum];
//find exit side
vm_vec_normalized_dir_quick(&prefvec,&obj->pos,&obj->last_pos);
compute_segment_center(&segcenter,pseg);
best_side=-1;
for (i=MAX_SIDES_PER_SEGMENT;--i >= 0;) {
fix d;
if (pseg->children[i]!=-1) {
compute_center_point_on_side(&sidevec,pseg,i);
vm_vec_normalized_dir_quick(&sidevec,&sidevec,&segcenter);
d = vm_vec_dotprod(&sidevec,&prefvec);
if (labs(d) < MIN_D) d=0;
if (d > best_val) {best_val=d; best_side=i;}
}
}
Assert(best_side!=-1);
return best_side;
}
void draw_exit_model()
{
vms_vector model_pos;
int f=15,u=0; //21;
g3s_lrgb lrgb = { f1_0, f1_0, f1_0 };
vm_vec_scale_add(&model_pos,&mine_exit_point,&mine_exit_orient.fvec,i2f(f));
vm_vec_scale_add2(&model_pos,&mine_exit_orient.uvec,i2f(u));
draw_polygon_model(&model_pos,&mine_exit_orient,NULL,(mine_destroyed)?destroyed_exit_modelnum:exit_modelnum,0,lrgb,NULL,NULL);
}
int exit_point_bmx,exit_point_bmy;
static fix satellite_size = i2f(400);
#define SATELLITE_DIST i2f(1024)
#define SATELLITE_WIDTH satellite_size
#define SATELLITE_HEIGHT ((satellite_size*9)/4) //((satellite_size*5)/2)
static void render_external_scene(fix eye_offset)
{
#ifdef OGL
int orig_Render_depth = Render_depth;
#endif
g3s_lrgb lrgb = { f1_0, f1_0, f1_0 };
Viewer_eye = Viewer->pos;
if (eye_offset)
vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
g3_set_view_matrix(&Viewer->pos,&Viewer->orient,Render_zoom);
//g3_draw_horizon(BM_XRGB(0,0,0),BM_XRGB(16,16,16)); //,-1);
gr_clear_canvas(BM_XRGB(0,0,0));
g3_start_instance_matrix(&vmd_zero_vector,&surface_orient);
draw_stars();
g3_done_instance();
{ //draw satellite
vms_vector delta;
g3s_point p,top_pnt;
g3_rotate_point(&p,&satellite_pos);
g3_rotate_delta_vec(&delta,&satellite_upvec);
g3_add_delta_vec(&top_pnt,&p,&delta);
if (! (p.p3_codes & CC_BEHIND)) {
int save_im = Interpolation_method;
//p.p3_flags &= ~PF_PROJECTED;
//g3_project_point(&p);
if (! (p.p3_flags & PF_OVERFLOW)) {
Interpolation_method = 0;
//gr_bitmapm(f2i(p.p3_sx)-32,f2i(p.p3_sy)-32,satellite_bitmap);
g3_draw_rod_tmap(satellite_bitmap,&p,SATELLITE_WIDTH,&top_pnt,SATELLITE_WIDTH,lrgb);
Interpolation_method = save_im;
}
}
}
#ifdef STATION_ENABLED
draw_polygon_model(&station_pos,&vmd_identity_matrix,NULL,station_modelnum,0,lrgb,NULL,NULL);
#endif
#ifdef OGL
ogl_toggle_depth_test(0);
Render_depth = (200-(vm_vec_dist_quick(&mine_ground_exit_point, &Viewer_eye)/F1_0))/36;
#endif
render_terrain(&mine_ground_exit_point,exit_point_bmx,exit_point_bmy);
#ifdef OGL
Render_depth = orig_Render_depth;
ogl_toggle_depth_test(1);
#endif
draw_exit_model();
if (ext_expl_playing)
{
if ( PlayerCfg.AlphaEffects ) // set nice transparency/blending for the big explosion
gr_settransblend( GR_FADE_OFF, GR_BLEND_ADDITIVE_C );
draw_fireball(&external_explosion);
gr_settransblend( GR_FADE_OFF, GR_BLEND_NORMAL ); // revert any transparency/blending setting back to normal
}
Lighting_on=0;
render_object(ConsoleObject);
Lighting_on=1;
}
#define MAX_STARS 500
vms_vector stars[MAX_STARS];
static void generate_starfield()
{
int i;
for (i=0;i<MAX_STARS;i++) {
stars[i].x = (d_rand() - D_RAND_MAX/2) << 14;
stars[i].z = (d_rand() - D_RAND_MAX/2) << 14;
stars[i].y = (d_rand()/2) << 14;
}
}
void draw_stars()
{
int i;
int intensity=31;
g3s_point p;
for (i=0;i<MAX_STARS;i++) {
if ((i&63) == 0) {
gr_setcolor(BM_XRGB(intensity,intensity,intensity));
intensity-=3;
}
//g3_rotate_point(&p,&stars[i]);
g3_rotate_delta_vec(&p.p3_vec,&stars[i]);
g3_code_point(&p);
if (p.p3_codes == 0) {
p.p3_flags &= ~PF_PROJECTED;
g3_project_point(&p);
#ifndef OGL
gr_pixel(f2i(p.p3_sx),f2i(p.p3_sy));
#else
g3_draw_sphere(&p,F1_0*3);
#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 endlevel_render_mine(fix eye_offset)
{
int start_seg_num;
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);
#ifdef EDITOR
if (EditorWindow)
Viewer_eye = Viewer->pos;
#endif
if (Endlevel_sequence >= EL_OUTSIDE) {
start_seg_num = exit_segnum;
}
else {
start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
if (start_seg_num==-1)
start_seg_num = Viewer->segnum;
}
if (Endlevel_sequence == EL_LOOKBACK) {
vms_matrix headm,viewm;
vms_angvec angles = {0,0,0x7fff};
vm_angles_2_matrix(&headm,&angles);
vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
}
else
g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
render_mine(start_seg_num,eye_offset,0);
}
void render_endlevel_frame(fix eye_offset)
{
g3_start_frame();
if (Endlevel_sequence < EL_OUTSIDE)
endlevel_render_mine(eye_offset);
else
render_external_scene(eye_offset);
g3_end_frame();
}
///////////////////////// copy of flythrough code for endlevel
#define DEFAULT_SPEED i2f(16)
#define MIN_D 0x100
//if speed is zero, use default speed
void start_endlevel_flythrough(flythrough_data *flydata,object *obj,fix speed)
{
flydata->obj = obj;
flydata->first_time = 1;
flydata->speed = speed?speed:DEFAULT_SPEED;
flydata->offset_frac = 0;
}
static vms_angvec *angvec_add2_scale(vms_angvec *dest,vms_vector *src,fix s)
{
dest->p += fixmul(src->x,s);
dest->b += fixmul(src->z,s);
dest->h += fixmul(src->y,s);
return dest;
}
#define MAX_ANGSTEP 0x4000 //max turn per second
#define MAX_SLIDE_PER_SEGMENT 0x10000
void do_endlevel_flythrough(flythrough_data *flydata)
{
object *obj;
segment *pseg;
int old_player_seg;
obj = flydata->obj;
old_player_seg = obj->segnum;
//move the player for this frame
if (!flydata->first_time) {
vm_vec_scale_add2(&obj->pos,&flydata->step,FrameTime);
angvec_add2_scale(&flydata->angles,&flydata->angstep,FrameTime);
vm_angles_2_matrix(&obj->orient,&flydata->angles);
}
//check new player seg
update_object_seg(obj);
pseg = &Segments[obj->segnum];
if (flydata->first_time || obj->segnum != old_player_seg) { //moved into new seg
vms_vector curcenter,nextcenter;
fix step_size,seg_time;
short entry_side,exit_side = -1;//what sides we entry and leave through
vms_vector dest_point; //where we are heading (center of exit_side)
vms_angvec dest_angles; //where we want to be pointing
vms_matrix dest_orient;
int up_side=0;
entry_side=0;
//find new exit side
if (!flydata->first_time) {
entry_side = matt_find_connect_side(obj->segnum,old_player_seg);
exit_side = Side_opposite[entry_side];
}
if (flydata->first_time || entry_side==-1 || pseg->children[exit_side]==-1)
exit_side = find_exit_side(obj);
{ //find closest side to align to
fix d,largest_d=-f1_0;
int i;
for (i=0;i<6;i++) {
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
compute_center_point_on_side(&dest_point,pseg,exit_side);
if (pseg->children[exit_side] == -2)
nextcenter = dest_point;
else
compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]);
//update target point and movement points
//offset object sideways
if (flydata->offset_frac) {
int s0=-1,s1=0,i;
vms_vector s0p,s1p;
fix dist;
for (i=0;i<6;i++)
if (i!=entry_side && i!=exit_side && i!=up_side && i!=Side_opposite[up_side])
{
if (s0==-1)
s0 = i;
else
s1 = i;
}
compute_center_point_on_side(&s0p,pseg,s0);
compute_center_point_on_side(&s1p,pseg,s1);
dist = fixmul(vm_vec_dist(&s0p,&s1p),flydata->offset_frac);
if (dist-flydata->offset_dist > MAX_SLIDE_PER_SEGMENT)
dist = flydata->offset_dist + MAX_SLIDE_PER_SEGMENT;
flydata->offset_dist = dist;
vm_vec_scale_add2(&dest_point,&obj->orient.rvec,dist);
}
vm_vec_sub(&flydata->step,&dest_point,&obj->pos);
step_size = vm_vec_normalize_quick(&flydata->step);
vm_vec_scale(&flydata->step,flydata->speed);
compute_segment_center(&curcenter,pseg);
vm_vec_sub(&flydata->headvec,&nextcenter,&curcenter);
vm_vector_2_matrix(&dest_orient,&flydata->headvec,&pseg->sides[up_side].normals[0],NULL);
vm_extract_angles_matrix(&dest_angles,&dest_orient);
if (flydata->first_time)
vm_extract_angles_matrix(&flydata->angles,&obj->orient);
seg_time = fixdiv(step_size,flydata->speed); //how long through seg
if (seg_time) {
flydata->angstep.x = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.p,dest_angles.p),seg_time)));
flydata->angstep.z = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.b,dest_angles.b),seg_time)));
flydata->angstep.y = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.h,dest_angles.h),seg_time)));
}
else {
flydata->angles = dest_angles;
flydata->angstep.x = flydata->angstep.y = flydata->angstep.z = 0;
}
}
flydata->first_time=0;
}
#define JOY_NULL 15
#define ROT_SPEED 8 //rate of rotation while key held down
#define VEL_SPEED (15) //rate of acceleration while key held down
#include "key.h"
#include "joy.h"
#ifdef SLEW_ON //this is a special routine for slewing around external scene
int _do_slew_movement(object *obj, int check_keys )
{
int moved = 0;
vms_vector svel, movement; //scaled velocity (per this frame)
vms_matrix rotmat,new_pm;
vms_angvec rotang;
if (keyd_pressed[KEY_PAD5])
vm_vec_zero(&obj->phys_info.velocity);
if (check_keys) {
obj->phys_info.velocity.x += VEL_SPEED * keyd_pressed[KEY_PAD9] * FrameTime;
obj->phys_info.velocity.x -= VEL_SPEED * keyd_pressed[KEY_PAD7] * FrameTime;
obj->phys_info.velocity.y += VEL_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime;
obj->phys_info.velocity.y -= VEL_SPEED * keyd_pressed[KEY_PADPLUS] * FrameTime;
obj->phys_info.velocity.z += VEL_SPEED * keyd_pressed[KEY_PAD8] * FrameTime;
obj->phys_info.velocity.z -= VEL_SPEED * keyd_pressed[KEY_PAD2] * FrameTime;
rotang.pitch = rotang.bank = rotang.head = 0;
rotang.pitch += keyd_pressed[KEY_LBRACKET] * FrameTime / ROT_SPEED;
rotang.pitch -= keyd_pressed[KEY_RBRACKET] * FrameTime / ROT_SPEED;
rotang.bank += keyd_pressed[KEY_PAD1] * FrameTime / ROT_SPEED;
rotang.bank -= keyd_pressed[KEY_PAD3] * FrameTime / ROT_SPEED;
rotang.head += keyd_pressed[KEY_PAD6] * FrameTime / ROT_SPEED;
rotang.head -= keyd_pressed[KEY_PAD4] * FrameTime / ROT_SPEED;
}
else
rotang.pitch = rotang.bank = rotang.head = 0;
moved = rotang.pitch | rotang.bank | rotang.head;
vm_angles_2_matrix(&rotmat,&rotang);
vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
obj->orient = new_pm;
vm_transpose_matrix(&new_pm); //make those columns rows
moved |= obj->phys_info.velocity.x | obj->phys_info.velocity.y | obj->phys_info.velocity.z;
svel = obj->phys_info.velocity;
vm_vec_scale(&svel,FrameTime); //movement in this frame
vm_vec_rotate(&movement,&svel,&new_pm);
vm_vec_add2(&obj->pos,&movement);
moved |= (movement.x || movement.y || movement.z);
return moved;
}
#endif
#define LINE_LEN 80
#define NUM_VARS 8
#define STATION_DIST i2f(1024)
static int convert_ext( char *dest, const char *ext )
{
char *t;
t = strchr(dest,'.');
if (t && (t-dest <= 8)) {
t[1] = ext[0];
t[2] = ext[1];
t[3] = ext[2];
return 1;
}
else
return 0;
}
//called for each level to load & setup the exit sequence
void load_endlevel_data(int level_num)
{
char filename[13];
char line[LINE_LEN],*p;
PHYSFS_file *ifile;
int var,segnum,sidenum;
int exit_side = 0;
int have_binary = 0;
endlevel_data_loaded = 0; //not loaded yet
try_again:
;
if (level_num<0) //secret level
strcpy(filename,Secret_level_names[-level_num-1]);
else //normal level
strcpy(filename,Level_names[level_num-1]);
#if defined(DXX_BUILD_DESCENT_I)
if (!convert_ext(filename,"end"))
return;
#elif defined(DXX_BUILD_DESCENT_II)
if (!convert_ext(filename,"END"))
Error("Error converting filename <%s> for endlevel data\n",filename);
#endif
ifile = PHYSFSX_openReadBuffered(filename);
if (!ifile) {
convert_ext(filename,"txb");
if (!strcmp(filename, Briefing_text_filename) ||
!strcmp(filename, Ending_text_filename))
return; // Don't want to interpret the briefing as an end level sequence!
ifile = PHYSFSX_openReadBuffered(filename);
if (!ifile) {
if (level_num==1) {
#if defined(DXX_BUILD_DESCENT_II)
con_printf(CON_DEBUG, "Cannot load file text of binary version of <%s>",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;
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+strlen(line)-1;p>line && isspace(*p);*p--=0);
for (p=line;isspace(*p);p++);
if (!*p) //empty line
continue;
switch (var) {
case 0: { //ground terrain
int iff_error;
ubyte pal[768];
gr_free_bitmap_data (&terrain_bm_instance);
iff_error = iff_read_bitmap(p,&terrain_bm_instance,BM_LINEAR,pal);
if (iff_error != IFF_NO_ERROR) {
con_printf(CON_DEBUG, "Can't load exit terrain from file %s: IFF error: %s",
p, iff_errormsg(iff_error));
endlevel_data_loaded = 0; // won't be able to play endlevel sequence
PHYSFS_close(ifile);
return;
}
terrain_bitmap = &terrain_bm_instance;
gr_remap_bitmap_good( terrain_bitmap, pal, iff_transparent_color, -1);
break;
}
case 1: //height map
load_terrain(p);
break;
case 2:
sscanf(p,"%d,%d",&exit_point_bmx,&exit_point_bmy);
break;
case 3: //exit heading
exit_angles.h = i2f(atoi(p))/360;
break;
case 4: { //planet bitmap
int iff_error;
ubyte pal[768];
gr_free_bitmap_data (&satellite_bm_instance);
iff_error = iff_read_bitmap(p,&satellite_bm_instance,BM_LINEAR,pal);
if (iff_error != IFF_NO_ERROR) {
con_printf(CON_DEBUG, "Can't load exit satellite from file %s: IFF error: %s",
p, iff_errormsg(iff_error));
endlevel_data_loaded = 0; // won't be able to play endlevel sequence
PHYSFS_close(ifile);
return;
}
satellite_bitmap = &satellite_bm_instance;
gr_remap_bitmap_good( satellite_bitmap, pal, iff_transparent_color, -1);
break;
}
case 5: //earth pos
case 7: { //station pos
vms_matrix tm;
vms_angvec ta;
int pitch,head;
sscanf(p,"%d,%d",&head,&pitch);
ta.h = i2f(head)/360;
ta.p = -i2f(pitch)/360;
ta.b = 0;
vm_angles_2_matrix(&tm,&ta);
if (var==5)
satellite_pos = tm.fvec;
//vm_vec_copy_scale(&satellite_pos,&tm.fvec,SATELLITE_DIST);
else
station_pos = tm.fvec;
break;
}
case 6: //planet size
satellite_size = i2f(atoi(p));
break;
}
var++;
}
Assert(var == NUM_VARS);
// OK, now the data is loaded. Initialize everything
//find the exit sequence by searching all segments for a side with
//children == -2
for (segnum=0,exit_segnum=-1;exit_segnum==-1 && segnum<=Highest_segment_index;segnum++)
for (sidenum=0;sidenum<6;sidenum++)
if (Segments[segnum].children[sidenum] == -2) {
exit_segnum = segnum;
exit_side = sidenum;
break;
}
Assert(exit_segnum!=-1);
compute_segment_center(&mine_exit_point,&Segments[exit_segnum]);
extract_orient_from_segment(&mine_exit_orient,&Segments[exit_segnum]);
compute_center_point_on_side(&mine_side_exit_point,&Segments[exit_segnum],exit_side);
vm_vec_scale_add(&mine_ground_exit_point,&mine_exit_point,&mine_exit_orient.uvec,-i2f(20));
//compute orientation of surface
{
vms_vector tv;
vms_matrix exit_orient,tm;
vm_angles_2_matrix(&exit_orient,&exit_angles);
vm_transpose_matrix(&exit_orient);
vm_matrix_x_matrix(&surface_orient,&mine_exit_orient,&exit_orient);
vm_copy_transpose_matrix(&tm,&surface_orient);
vm_vec_rotate(&tv,&station_pos,&tm);
vm_vec_scale_add(&station_pos,&mine_exit_point,&tv,STATION_DIST);
vm_vec_rotate(&tv,&satellite_pos,&tm);
vm_vec_scale_add(&satellite_pos,&mine_exit_point,&tv,SATELLITE_DIST);
vm_vector_2_matrix(&tm,&tv,&surface_orient.uvec,NULL);
vm_vec_copy_scale(&satellite_upvec,&tm.uvec,SATELLITE_HEIGHT);
}
PHYSFS_close(ifile);
endlevel_data_loaded = 1;
}