Beispiel #1
0
void texpage_init( UI_WINDOW * win )
{
	int i;

	ui_add_gadget_button( win, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 24, 30, 20, "<<", texpage_goto_prev );
	ui_add_gadget_button( win, TMAPCURBOX_X + 32, TMAPCURBOX_Y - 24, 30, 20, ">>", texpage_goto_next );

	ui_add_gadget_button( win, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 48, 15, 20, "T", texpage_goto_first );
	ui_add_gadget_button( win, TMAPCURBOX_X + 17, TMAPCURBOX_Y - 48, 15, 20, "M", texpage_goto_metals );
	ui_add_gadget_button( win, TMAPCURBOX_X + 34, TMAPCURBOX_Y - 48, 15, 20, "L", texpage_goto_lights );
	ui_add_gadget_button( win, TMAPCURBOX_X + 51, TMAPCURBOX_Y - 48, 15, 20, "E", texpage_goto_effects );
	

	for (i=0;i<TMAPS_PER_PAGE;i++)
		TmapBox[i] = ui_add_gadget_userbox( win, TMAPBOX_X + (i/3)*(2+TMAPBOX_W), TMAPBOX_Y + (i%3)*(2+TMAPBOX_H), TMAPBOX_W, TMAPBOX_H);

	TmapCurrent = ui_add_gadget_userbox( win, TMAPCURBOX_X, TMAPCURBOX_Y, 64, 64 );

	TmapnameCanvas = gr_create_sub_canvas(&grd_curscreen->sc_canvas, TMAPCURBOX_X , TMAPCURBOX_Y + TMAPBOX_H + 10, 100, 20);
	gr_set_current_canvas( TmapnameCanvas );
	gr_set_curfont( ui_small_font ); 
   gr_set_fontcolor( CBLACK, CWHITE );

	texpage_redraw();

// Don't reset the current tmap every time we go back to the editor.
//	CurrentTmap = TexturePage*TMAPS_PER_PAGE;
//	CurrentTexture = TmapList[CurrentTmap];
	texpage_show_current();

}
Beispiel #2
0
Datei: titles.c Projekt: btb/d1x
//	-----------------------------------------------------------------------------
void show_briefing_bitmap(grs_bitmap *bmp)
{
	grs_canvas	*curcanv_save, *bitmap_canv;

	bitmap_canv = gr_create_sub_canvas(grd_curcanv, 220, 45, 166, 138);
	curcanv_save = grd_curcanv;
	grd_curcanv = bitmap_canv;
	gr_bitmapm(0, 0, bmp);
	grd_curcanv = curcanv_save;
	free(bitmap_canv);
}
Beispiel #3
0
Datei: titles.c Projekt: btb/d1x
//	-----------------------------------------------------------------------------
void init_spinning_robot(void)
{
//	Robot_angles.p += 0;
//	Robot_angles.b += 0;
//	Robot_angles.h += 0;

	int x = rescale_x(138);
	int y = rescale_y(55);
	int w = rescale_x(166);
	int h = rescale_y(138);

	Robot_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
}
Beispiel #4
0
//draws the given model in the current canvas.  The distance is set to
//more-or-less fill the canvas.  Note that this routine actually renders
//into an off-screen canvas that it creates, then copies to the current
//canvas.
void draw_model_picture(int mn,vms_angvec *orient_angles)
{
	vms_vector	temp_pos=ZERO_VECTOR;
	vms_matrix	temp_orient = IDENTITY_MATRIX;
	grs_canvas	*save_canv = grd_curcanv,*temp_canv;
	//int			save_light;

	Assert(mn>=0 && mn<N_polygon_models);

#ifdef OGLES
	temp_canv = gr_create_sub_canvas(save_canv, 0, 0, save_canv->cv_bitmap.bm_w,save_canv->cv_bitmap.bm_h);
#else
	temp_canv = gr_create_canvas(save_canv->cv_bitmap.bm_w,save_canv->cv_bitmap.bm_h);
#endif
	gr_set_current_canvas(temp_canv);
	gr_clear_canvas( BM_XRGB(0,0,0) );

	g3_start_frame();
	g3_set_view_matrix(&temp_pos,&temp_orient,0x9000);

	if (Polygon_models[mn].rad != 0)
		temp_pos.z = fixmuldiv(DEFAULT_VIEW_DIST,Polygon_models[mn].rad,BASE_MODEL_SIZE);
	else
		temp_pos.z = DEFAULT_VIEW_DIST;

	vm_angles_2_matrix(&temp_orient, orient_angles);

	//save_light = Lighting_on;
	//Lighting_on = 0;
	draw_polygon_model(&temp_pos,&temp_orient,NULL,mn,0,f1_0,NULL,NULL);
	//Lighting_on = save_light;

	g3_end_frame();
	
	gr_set_current_canvas(save_canv);

	gr_bitmap(0,0,&temp_canv->cv_bitmap);

#ifdef OGLES
	gr_free_sub_canvas(temp_canv);
#else
	gr_free_canvas(temp_canv);
#endif
}
Beispiel #5
0
void texpage_init( UI_DIALOG * dlg )
{
	int i;

	ui_add_gadget_button( dlg, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 24, 30, 20, "<<", texpage_goto_prev );
	ui_add_gadget_button( dlg, TMAPCURBOX_X + 32, TMAPCURBOX_Y - 24, 30, 20, ">>", texpage_goto_next );

	ui_add_gadget_button( dlg, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 48, 15, 20, "T", texpage_goto_first );
	ui_add_gadget_button( dlg, TMAPCURBOX_X + 17, TMAPCURBOX_Y - 48, 15, 20, "M", texpage_goto_metals );
	ui_add_gadget_button( dlg, TMAPCURBOX_X + 34, TMAPCURBOX_Y - 48, 15, 20, "L", texpage_goto_lights );
	ui_add_gadget_button( dlg, TMAPCURBOX_X + 51, TMAPCURBOX_Y - 48, 15, 20, "E", texpage_goto_effects );
	

	for (i=0;i<TMAPS_PER_PAGE;i++)
		TmapBox[i] = ui_add_gadget_userbox( dlg, TMAPBOX_X + (i/3)*(2+TMAPBOX_W), TMAPBOX_Y + (i%3)*(2+TMAPBOX_H), TMAPBOX_W, TMAPBOX_H);

	TmapCurrent = ui_add_gadget_userbox( dlg, TMAPCURBOX_X, TMAPCURBOX_Y, 64, 64 );

	TmapnameCanvas = gr_create_sub_canvas(&grd_curscreen->sc_canvas, TMAPCURBOX_X , TMAPCURBOX_Y + TMAPBOX_H + 10, 100, 20);
}
Beispiel #6
0
UI_GADGET * ui_gadget_add( UI_WINDOW * wnd, short kind, short x1, short y1, short x2, short y2 )
{
	UI_GADGET * gadget;

	gadget = (UI_GADGET *)malloc( sizeof(UI_GADGET) );
	if (gadget==NULL) exit(1);

	if (wnd->gadget == NULL )
	{
		wnd->gadget = gadget;
		gadget->prev = gadget;
		gadget->next = gadget;
	} else {
		wnd->gadget->prev->next = gadget;
		gadget->next = wnd->gadget;
		gadget->prev = wnd->gadget->prev;
		wnd->gadget->prev = gadget;
	}

	gadget->when_tab = NULL;
	gadget->when_btab = NULL;
	gadget->when_up = NULL;
	gadget->when_down = NULL;
	gadget->when_left = NULL;
	gadget->when_right = NULL;
	gadget->kind = kind;
	gadget->status = 1;
	gadget->oldstatus = 0;
	if ( x1==0 && x2==0 && y1==0 && y2== 0 )
		gadget->canvas = NULL;
	else
		gadget->canvas = gr_create_sub_canvas( wnd->canvas, x1, y1, x2-x1+1, y2-y1+1 );
	gadget->x1 = gadget->canvas->cv_bitmap.bm_x;
	gadget->y1 = gadget->canvas->cv_bitmap.bm_y;
	gadget->x2 = gadget->canvas->cv_bitmap.bm_x+x2-x1+1;
	gadget->y2 = gadget->canvas->cv_bitmap.bm_y+y2-y1+1;
	gadget->parent = NULL;
	gadget->hotkey = -1;
	return gadget;

}
Beispiel #7
0
static grs_subcanvas_ptr create_spinning_robot_sub_canvas(grs_canvas &canvas)
{
	return gr_create_sub_canvas(canvas, rescale_x(canvas.cv_bitmap, 138), rescale_y(canvas.cv_bitmap, 55), rescale_x(canvas.cv_bitmap, 166), rescale_y(canvas.cv_bitmap, 138));
}
Beispiel #8
0
Datei: med.c Projekt: btb/d2x
//setup the editors windows, canvases, gadgets, etc.
//called whenever the editor screen is selected
void init_editor_screen()
{	
//	grs_bitmap * bmp;

	if (editor_screen_open) return;

	grd_curscreen->sc_canvas.cv_font = editor_font;
	
	//create canvas for game on the editor screen
	initializing = 1;
	gr_set_current_canvas(Canv_editor);
	Canv_editor->cv_font = editor_font;
	gr_init_sub_canvas(Canv_editor_game,Canv_editor,GAMEVIEW_X,GAMEVIEW_Y,GAMEVIEW_W,GAMEVIEW_H);
	
	//Editor renders into full (320x200) game screen 

	init_info = 1;

	//do other editor screen setup

	// Since the palette might have changed, find some good colors...
	CBLACK = gr_find_closest_color( 1, 1, 1 );
	CGREY = gr_find_closest_color( 28, 28, 28 );
	CWHITE = gr_find_closest_color( 38, 38, 38 );
	CBRIGHT = gr_find_closest_color( 60, 60, 60 );
	CRED = gr_find_closest_color( 63, 0, 0 );

	gr_set_curfont(editor_font);
	gr_set_fontcolor( CBLACK, CWHITE );

	EditorWindow = ui_open_window( 0 , 0, ED_SCREEN_W, ED_SCREEN_H, WIN_FILLED );

	LargeViewBox	= ui_add_gadget_userbox( EditorWindow,LVIEW_X,LVIEW_Y,LVIEW_W,LVIEW_H);
#if ORTHO_VIEWS
	TopViewBox		= ui_add_gadget_userbox( EditorWindow,TVIEW_X,TVIEW_Y,TVIEW_W,TVIEW_H);
 	FrontViewBox	= ui_add_gadget_userbox( EditorWindow,FVIEW_X,FVIEW_Y,FVIEW_W,FVIEW_H);
	RightViewBox	= ui_add_gadget_userbox( EditorWindow,RVIEW_X,RVIEW_Y,RVIEW_W,RVIEW_H);
#endif
	ui_gadget_calc_keys(EditorWindow);	//make tab work for all windows

	GameViewBox	= ui_add_gadget_userbox( EditorWindow, GAMEVIEW_X, GAMEVIEW_Y, GAMEVIEW_W, GAMEVIEW_H );
//	GroupViewBox	= ui_add_gadget_userbox( EditorWindow,GVIEW_X,GVIEW_Y,GVIEW_W,GVIEW_H);

//	GameViewBox->when_tab = GameViewBox->when_btab = (UI_GADGET *) LargeViewBox;
//	LargeViewBox->when_tab = LargeViewBox->when_btab = (UI_GADGET *) GameViewBox;

//	ui_gadget_calc_keys(EditorWindow);	//make tab work for all windows

	ViewIcon	= ui_add_gadget_icon( EditorWindow, "Lock\nview",	455,25+530, 	40, 22,	KEY_V+KEY_CTRLED, ToggleLockViewToCursegp );
	AllIcon	= ui_add_gadget_icon( EditorWindow, "Draw\nall",	500,25+530,  	40, 22,	KEY_A+KEY_CTRLED, ToggleDrawAllSegments );
	AxesIcon	= ui_add_gadget_icon( EditorWindow, "Coord\naxes",545,25+530,		40, 22,	KEY_D+KEY_CTRLED, ToggleCoordAxes );
//-NOLIGHTICON-	LightIcon	= ui_add_gadget_icon( EditorWindow, "Light\ning",	590,25+530, 	40, 22,	KEY_L+KEY_SHIFTED,ToggleLighting );
	ChaseIcon	= ui_add_gadget_icon( EditorWindow, "Chase\nmode",635,25+530,		40, 22,	-1,				ToggleChaseMode );
	OutlineIcon = ui_add_gadget_icon( EditorWindow, "Out\nline", 	680,25+530,  	40, 22,	KEY_O,			ToggleOutlineMode );
	LockIcon	= ui_add_gadget_icon( EditorWindow, "Lock\nstep", 725,25+530, 	40, 22,	KEY_L,			ToggleLockstep );

	meddraw_init_views(LargeViewBox->canvas);

	//ui_add_gadget_button( EditorWindow, 460, 510, 50, 25, "Quit", ExitEditor );
	//ui_add_gadget_button( EditorWindow, 520, 510, 50, 25, "Lisp", CallLisp );
	//ui_add_gadget_button( EditorWindow, 580, 510, 50, 25, "Mine", MineMenu );
	//ui_add_gadget_button( EditorWindow, 640, 510, 50, 25, "Help", DoHelp );
	//ui_add_gadget_button( EditorWindow, 460, 540, 50, 25, "Macro", MacroMenu );
	//ui_add_gadget_button( EditorWindow, 520, 540, 50, 25, "About", ShowAbout );
	//ui_add_gadget_button( EditorWindow, 640, 540, 50, 25, "Shell", DosShell );

	ui_pad_activate( EditorWindow, PAD_X, PAD_Y );
	Pad_text_canvas = gr_create_sub_canvas(Canv_editor, PAD_X + 250, PAD_Y + 8, 180, 160);
	ui_add_gadget_button( EditorWindow, PAD_X+6, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "<<",  med_keypad_goto_prev );
	ui_add_gadget_button( EditorWindow, PAD_X+PAD_WIDTH1+6, PAD_Y+(30*5)+22, PAD_WIDTH, 20, ">>",  med_keypad_goto_next );

	{	int	i;
		i = 0;	ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "SR",  med_keypad_goto_0 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "SS",  med_keypad_goto_1 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "CF",  med_keypad_goto_2 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "TM",  med_keypad_goto_3 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "OP",  med_keypad_goto_4 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "OR",  med_keypad_goto_5 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "GE",  med_keypad_goto_6 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "LI",  med_keypad_goto_7 );
		i++;		ui_add_gadget_button( EditorWindow, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "TT",  med_keypad_goto_8 );
	}

	gr_set_curfont(editor_font);
	menubar_show();

	// INIT TEXTURE STUFF
	texpage_init( EditorWindow );
	objpage_init( EditorWindow );

	EditorWindow->keyboard_focus_gadget = (UI_GADGET *)LargeViewBox;

	canv_offscreen->cv_font = grd_curscreen->sc_canvas.cv_font;
//	BigCanvas[0]->cv_font = grd_curscreen->sc_canvas.cv_font; 
//	BigCanvas[1]->cv_font = grd_curscreen->sc_canvas.cv_font; 
//	BigCanvasFirstTime = 1;

	// Draw status box
	gr_set_current_canvas( NULL );
	gr_setcolor( CGREY );
	gr_rect(STATUS_X,STATUS_Y,STATUS_X+STATUS_W-1,STATUS_Y+STATUS_H-1);			//0, 582, 799, 599 );

	// Draw icon box
	// gr_set_current_canvas( NULL );
	//  gr_setcolor( CBRIGHT );
	//  gr_rect( 528, 2, 798, 22);
	//  gr_setcolor( CGREY);
	//  gr_rect( 530, 2, 799, 20);

	Update_flags = UF_ALL;
	initializing = 0;
	editor_screen_open = 1;
}
Beispiel #9
0
Datei: scores.c Projekt: btb/d2x
void scores_view(int citem)
{
	grs_canvas *center_canv;
	fix t1;
	int i,done,looper;
	int k;
	sbyte fades[64] = { 1,1,1,2,2,3,4,4,5,6,8,9,10,12,13,15,16,17,19,20,22,23,24,26,27,28,28,29,30,30,31,31,31,31,31,30,30,29,28,28,27,26,24,23,22,20,19,17,16,15,13,12,10,9,8,6,5,4,4,3,2,2,1,1 };

ReshowScores:
	scores_read();

	set_screen_mode(SCREEN_MENU);
 
	gr_set_current_canvas(NULL);
	
	nm_draw_background(0, 0, GWIDTH-1, GHEIGHT-1); // args are x,y,x2,y2 NOT x,y,w,h

	center_canv = gr_create_sub_canvas(grd_curcanv, GWIDTH/2-LHX(160), 0, LHX(320), GHEIGHT);
	gr_set_current_canvas(center_canv);

	grd_curcanv->cv_font = MEDIUM3_FONT;

	gr_string( 0x8000, LHY(15), TXT_HIGH_SCORES );

	grd_curcanv->cv_font = SMALL_FONT;

	gr_set_fontcolor( BM_XRGB(31,26,5), -1 );
	gr_string(  LHX(31+33+XX), LHY(46+7+YY), TXT_NAME );
	gr_string(  LHX(82+33+XX), LHY(46+7+YY), TXT_SCORE );
	gr_string( LHX(127+33+XX), LHY(46+7+YY), TXT_SKILL );
	gr_string( LHX(170+33+XX), LHY(46+7+YY), TXT_LEVELS );
//	gr_string( 202, 46, "Kills" );
//	gr_string( 234, 46, "Rescues" );
	gr_string( LHX(288-42+XX), LHY(46+7+YY), TXT_TIME );

	if ( citem < 0 )	
		gr_string( 0x8000, LHY(175), TXT_PRESS_CTRL_R );

	gr_set_fontcolor( BM_XRGB(28,28,28), -1 );

	gr_printf( 0x8000, LHY(31), "%c%s%c  - %s", 34, Scores.cool_saying, 34, Scores.stats[0].name );

	for (i=0; i<MAX_HIGH_SCORES; i++ )		{
		//@@if (i==0)	{
		//@@	gr_set_fontcolor( BM_XRGB(28,28,28), -1 );
		//@@} else {
		//@@	gr_set_fontcolor( gr_fade_table[BM_XRGB(28,28,28)+((28-i*2)*256)], -1 );
		//@@}														 

		gr_set_fontcolor( BM_XRGB(28-i*2,28-i*2,28-i*2), -1 );
		scores_draw_item( i, &Scores.stats[i] );
	}

	gr_palette_fade_in( gr_palette,32, 0);

#ifdef OGL
	vid_update();
#endif

	game_flush_inputs();

	done = 0;
	looper = 0;

	while(!done)	{
		if ( citem > -1 )	{
	
			t1	= timer_get_fixed_seconds();
			while ( timer_get_fixed_seconds() < t1+F1_0/128 );	

			//@@gr_set_fontcolor( gr_fade_table[fades[looper]*256+BM_XRGB(28,28,28)], -1 );
			gr_set_fontcolor( BM_XRGB(7+fades[looper],7+fades[looper],7+fades[looper]), -1 );
			looper++;
			if (looper>63) looper=0;
			if ( citem ==  MAX_HIGH_SCORES )
				scores_draw_item( MAX_HIGH_SCORES, &Last_game );
			else
				scores_draw_item( citem, &Scores.stats[citem] );
			vid_update();
		}

		for (i=0; i<4; i++ )	
			if (joy_get_button_down_cnt(i)>0) done=1;
		for (i=0; i<3; i++ )	
			if (mouse_button_down_count(i)>0) done=1;

		//see if redbook song needs to be restarted
		songs_check_redbook_repeat();

		k = newmenu_inkey();
		switch( k )	{
		case KEY_CTRLED+KEY_R:		
			if ( citem < 0 )		{
				// Reset scores...
				if ( nm_messagebox( NULL, 2,  TXT_NO, TXT_YES, TXT_RESET_HIGH_SCORES )==1 )	{
					PHYSFS_delete(get_scores_filename());
					gr_palette_fade_out( gr_palette, 32, 0 );
					goto ReshowScores;
				}
			}
			break;
		case KEY_BACKSP:				Int3(); k = 0; break;
		case KEY_PRINT_SCREEN:		save_screen_shot(0); k = 0; break;
			
		case KEY_ENTER:
		case KEY_SPACEBAR:
		case KEY_ESC:
			done=1;
			break;
		}
	}

// Restore background and exit
	gr_palette_fade_out( gr_palette, 32, 0 );

	gr_set_current_canvas(NULL);
	gr_free_sub_canvas(center_canv);

	game_flush_inputs();
	
}
Beispiel #10
0
UI_WINDOW * ui_open_window( short x, short y, short w, short h, int flags )
{
	UI_WINDOW * wnd;
	int sw, sh, req_w, req_h;

	wnd = (UI_WINDOW *)d_malloc(sizeof(UI_WINDOW));
	if (wnd==NULL) Error("Could not create window: Out of memory");

	W_NEXT = NULL;
	W_PREV = NULL;

	add_window_to_end( wnd );

	sw = grd_curscreen->sc_w;
	sh = grd_curscreen->sc_h;

// 	mouse_set_limits( 0,0, sw-1, sh-1 );

	req_w = w;
	req_h = h;

	if (flags & WIN_BORDER)
	{
		x -= BORDER_WIDTH;
		y -= BORDER_WIDTH;
		w += 2*BORDER_WIDTH;
		h += 2*BORDER_WIDTH;
	}

	if ( x < 0 ) x = 0;
	if ( (x+w-1) >= sw ) x = sw - w;
	if ( y < 0 ) y = 0;
	if ( (y+h-1) >= sh ) y = sh - h;

	W_X = x;
	W_Y = y;
	W_WIDTH = w;
	W_HEIGHT = h;
	W_OLDCANVAS = grd_curcanv;
	W_GADGET = NULL;
	wnd->keyboard_focus_gadget = NULL;

	ui_mouse_hide();

	if (flags & WIN_SAVE_BG)
	{
		W_BACKGROUND = gr_create_bitmap( w, h );
		gr_bm_ubitblt(w, h, 0, 0, x, y, &(grd_curscreen->sc_canvas.cv_bitmap), W_BACKGROUND );
	}
	else
		W_BACKGROUND = NULL;

	if (flags & WIN_BORDER)
	{
		W_CANVAS = gr_create_sub_canvas( &(grd_curscreen->sc_canvas), x+BORDER_WIDTH, y+BORDER_WIDTH, req_w, req_h );
		gr_set_current_canvas( NULL );
		ui_draw_frame( x, y, x+w-1, y+h-1 );
	}
	else
		W_CANVAS = gr_create_sub_canvas( &(grd_curscreen->sc_canvas), x, y, req_w, req_h );

	gr_set_current_canvas( W_CANVAS );

	if (flags & WIN_FILLED)
		ui_draw_box_out( 0, 0, req_w-1, req_h-1 );

	gr_set_fontcolor( CBLACK, CWHITE );

	selected_gadget = NULL;

	W_TEXT_X = 0;
	W_TEXT_Y = 0;

	return wnd;

}
Beispiel #11
0
Datei: titles.c Projekt: btb/d1x
//	-----------------------------------------------------------------------------
void init_briefing_bitmap(void)
{
	Robot_canv = gr_create_sub_canvas(grd_curcanv, 138, 55, 166, 138);
}
Beispiel #12
0
Datei: titles.c Projekt: btb/d1x
//	-----------------------------------------------------------------------------
void show_bitmap_frame(void)
{
        grs_canvas      *curcanv_save, *bitmap_canv=0;
	grs_bitmap	*bitmap_ptr;

	//	Only plot every nth frame.
	if (Door_div_count) {
		Door_div_count--;
		return;
	}

	Door_div_count = DOOR_DIV_INIT;

	if (Bitmap_name[0] != 0) {
		char		*pound_signp;
		int		num, dig1, dig2;

		//	Set supertransparency color to black
		if (!New_pal_254_bash) {
			New_pal_254_bash = 1;
			New_pal[254*3] = 0;
			New_pal[254*3+1] = 0;
			New_pal[254*3+2] = 0;
			gr_palette_load( New_pal );
//                        vfx_set_palette_sub( New_pal );
		}

		switch (Animating_bitmap_type) {
			case 0:	bitmap_canv = gr_create_sub_canvas(grd_curcanv, rescale_x(220), rescale_y(45), 64, 64);	break;
			case 1:	bitmap_canv = gr_create_sub_canvas(grd_curcanv, rescale_x(220), rescale_y(45), 94, 94);	break;	//	Adam: Change here for your new animating bitmap thing. 94, 94 are bitmap size.
			default:	Int3();	//	Impossible, illegal value for Animating_bitmap_type
		}

		curcanv_save = grd_curcanv;
		grd_curcanv = bitmap_canv;

		pound_signp = strchr(Bitmap_name, '#');
		Assert(pound_signp != NULL);

		dig1 = *(pound_signp+1);
		dig2 = *(pound_signp+2);
		if (dig2 == 0)
			num = dig1-'0';
		else
			num = (dig1-'0')*10 + (dig2-'0');

		switch (Animating_bitmap_type) {
			case 0:
				num += Door_dir;
				if (num > EXIT_DOOR_MAX) {
					num = EXIT_DOOR_MAX;
					Door_dir = -1;
				} else if (num < 0) {
					num = 0;
					Door_dir = 1;
				}
				break;
			case 1:
				num++;
				if (num > OTHER_THING_MAX)
					num = 0;
				break;
		}

		Assert(num < 100);
		if (num >= 10) {
			*(pound_signp+1) = (num / 10) + '0';
			*(pound_signp+2) = (num % 10) + '0';
			*(pound_signp+3) = 0;
		} else {
			*(pound_signp+1) = (num % 10) + '0';
			*(pound_signp+2) = 0;
		}

		{
			bitmap_index bi;
			bi = piggy_find_bitmap(Bitmap_name);
			bitmap_ptr = &GameBitmaps[bi.index];
			PIGGY_PAGE_IN( bi );
		}

		gr_bitmapm(0, 0, bitmap_ptr);
		grd_curcanv = curcanv_save;
		free(bitmap_canv);

		switch (Animating_bitmap_type) {
			case 0:
				if (num == EXIT_DOOR_MAX) {
					Door_dir = -1;
					Door_div_count = 64;
				} else if (num == 0) {
					Door_dir = 1;
					Door_div_count = 64;
				}
				break;
			case 1:
				break;
		}
	}

}
Beispiel #13
0
int state_save_all_sub(char *filename, char *desc, int between_levels)
{
	int i,j;
	FILE * fp;
	grs_canvas * cnv;
#ifdef OGLES
	GLubyte *screen;
	GLint viewWidth, viewHeight;
#endif
	
	if ( Game_mode & GM_MULTI )	{
#ifdef MULTI_SAVE
		if ( !FindArg( "-multisave" ) )
#endif
			return 0;
	}
	
	fp = fopen( filename, "wb" );
	if ( !fp ) {
		start_time();
		return 0;
	}
	
	//Save id
	fwrite( dgss_id, sizeof(char)*4, 1, fp );
	
	//Save version
	i = STATE_VERSION;
	fwrite( &i, sizeof(int), 1, fp );
	
	//Save description
	fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
	
	// Save the current screen shot...
#ifdef OGLES
	cnv = gr_create_sub_canvas(grd_curcanv, 0, 0, THUMBNAIL_W, THUMBNAIL_H);
	screen = malloc(THUMBNAIL_W * THUMBNAIL_H * 4);
#else
	cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
#endif
	if ( cnv )	{
		gr_set_current_canvas( cnv );
		if ( between_levels )	{
			char * pcx_file;
			ubyte pcx_palette[768];
			grs_bitmap bmp;
			
			gr_clear_canvas( BM_XRGB(0,0,0) );
			pcx_file = get_briefing_screen( Next_level_num );
			if ( pcx_file != NULL )	{
				bmp.bm_data = NULL;
				if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE)	{
					grs_point vertbuf[3];
					gr_clear_canvas( 255 );
					vertbuf[0].x = vertbuf[0].y = -F1_0*6;		// -6 pixel rows for ascpect
					vertbuf[1].x = vertbuf[1].y = 0;
					vertbuf[2].x = i2f(THUMBNAIL_W); vertbuf[2].y = i2f(THUMBNAIL_H+7);	// + 7 pixel rows for ascpect
					scale_bitmap(&bmp, vertbuf );
					gr_remap_bitmap_good( &cnv->cv_bitmap, pcx_palette, -1, -1 );
					free( bmp.bm_data );
				}
			}
		} else {
			render_frame(0);
#ifdef OGLES
			getRenderBufferSize(&viewWidth, &viewHeight);
			glReadPixels(0, viewHeight - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, screen);
			cnv->cv_bitmap.bm_data = malloc(THUMBNAIL_H * THUMBNAIL_W);
			ogles_map_bitmap(cnv->cv_bitmap.bm_data, screen, THUMBNAIL_W, THUMBNAIL_H);
			free(screen);
#endif
		}
		fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
#ifdef OGLES
		free(cnv->cv_bitmap.bm_data);
		gr_free_sub_canvas(cnv);
#else
		gr_free_canvas( cnv );
#endif
	} else {
		ubyte color = 0;
		for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
			fwrite( &color, sizeof(ubyte), 1, fp );
	}
	
	// Save the Between levels flag...
	fwrite( &between_levels, sizeof(int), 1, fp );
	
	// Save the mission info...
	fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
	
	//Save level info
	fwrite( &Current_level_num, sizeof(int), 1, fp );
	fwrite( &Next_level_num, sizeof(int), 1, fp );
	
	//Save GameTime
	fwrite( &GameTime, sizeof(fix), 1, fp );
	
	//Save player info
	fwrite( &Players[Player_num], sizeof(player), 1, fp );
	
	// Save the current weapon info
	fwrite( &Primary_weapon, sizeof(byte), 1, fp );
	fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
	
	// Save the difficulty level
	fwrite( &Difficulty_level, sizeof(int), 1, fp );
	
	// Save the Cheats_enabled
	fwrite( &Cheats_enabled, sizeof(int), 1, fp );
	fwrite( &Game_turbo_mode, sizeof(int), 1, fp );
	
	
	if ( !between_levels )	{
		
		//Finish all morph objects
		for (i=0; i<=Highest_object_index; i++ )	{
			if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))	{
				morph_data *md;
				md = find_morph_data(&Objects[i]);
				if (md) {
					md->obj->control_type = md->morph_save_control_type;
					md->obj->movement_type = md->morph_save_movement_type;
					md->obj->render_type = RT_POLYOBJ;
					md->obj->mtype.phys_info = md->morph_save_phys_info;
					md->obj = NULL;
				} else {						//maybe loaded half-morphed from disk
					Objects[i].flags |= OF_SHOULD_BE_DEAD;
					Objects[i].render_type = RT_POLYOBJ;
					Objects[i].control_type = CT_NONE;
					Objects[i].movement_type = MT_NONE;
				}
			}
		}
		
		//Save object info
		i = Highest_object_index+1;
		fwrite( &i, sizeof(int), 1, fp );
		fwrite( Objects, sizeof(object)*i, 1, fp );
		
		//Save wall info
		i = Num_walls;
		fwrite( &i, sizeof(int), 1, fp );
		fwrite( Walls, sizeof(wall)*i, 1, fp );
		
		//Save door info
		i = Num_open_doors;
		fwrite( &i, sizeof(int), 1, fp );
		fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
		
		//Save trigger info
		fwrite( &Num_triggers, sizeof(int), 1, fp );
		fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
		
		//Save tmap info
		for (i=0; i<=Highest_segment_index; i++ )	{
			for (j=0; j<6; j++ )	{
				fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
				fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
				fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
			}
		}
		
		// Save the fuelcen info
		fwrite( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
		fwrite( &Fuelcen_seconds_left, sizeof(int), 1, fp );
		fwrite( &Num_robot_centers, sizeof(int), 1, fp );
		fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
		fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
		fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
		fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
		
		// Save the control cen info
		fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
		fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
		fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
		fwrite( &Control_center_present, sizeof(int), 1, fp );
		fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
		
		// Save the AI state
		ai_save_state( fp );
		
		// Save the automap visited info
		fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
	}
	fwrite( &state_game_id, sizeof(uint), 1, fp );
	fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
	fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp );
	fwrite( &Ugly_robot_texture, sizeof(int), 1, fp );
	fwrite( &Physics_cheat_flag, sizeof(int), 1, fp );
	fwrite( &Lunacy, sizeof(int), 1, fp );
	
	fclose(fp);
	
	start_time();
	
	return 1;
}