int RestoreGameState() { load_level("GAMESAVE.LVL"); gamestate_not_restored = 0; editor_status("Gamestate restored.\n"); Update_flags |= UF_WORLD_CHANGED; return 0; }
void RestoreGameState() { load_level("GAMESAVE.LVL"); gamestate_not_restored = 0; mprintf((0, "Gamestate restored.\n")); editor_status("Gamestate restored.\n"); Update_flags |= UF_WORLD_CHANGED; }
// ----------------------------------------------------------------------------- // Increase the size of Cursegp in dimension dimension by amount int segsize_common(int dimension, fix amount) { int i; int propagated[MAX_SIDES_PER_SEGMENT]; vms_vector uvec, rvec, fvec, scalevec; Degenerate_segment_found = 0; med_scale_segment_new(Cursegp, dimension, amount); med_extract_up_vector_from_segment_side(Cursegp, Curside, &uvec); med_extract_right_vector_from_segment_side(Cursegp, Curside, &rvec); extract_forward_vector_from_segment(Cursegp, &fvec); scalevec.x = vm_vec_mag(&rvec); scalevec.y = vm_vec_mag(&uvec); scalevec.z = vm_vec_mag(&fvec); if (Degenerate_segment_found) { Degenerate_segment_found = 0; // mprintf(0, "Applying scale would create degenerate segments. Aborting scale.\n"); editor_status("Applying scale would create degenerate segments. Aborting scale."); med_scale_segment_new(Cursegp, dimension, -amount); return 1; } med_create_new_segment(&scalevec); // For all segments to which Cursegp is connected, propagate tmap (uv coordinates) from the connected // segment back to Cursegp. This will meaningfully propagate uv coordinates to all sides which havve // an incident edge. It will also do some sides more than once. And it is probably just not what you want. for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) propagated[i] = 0; for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) if (IS_CHILD(Cursegp->children[i])) { int s; for (s=0; s<MAX_SIDES_PER_SEGMENT; s++) propagated[s]++; propagated[Side_opposite[i]]--; med_propagate_tmaps_to_segments(&Segments[Cursegp->children[i]],Cursegp,1); } // Now, for all sides that were not adjacent to another side, and therefore did not get tmaps // propagated to them, treat as a back side. for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) if (!propagated[i]) { med_propagate_tmaps_to_back_side(Cursegp, i, 1); } // New stuff, assign default texture to all affected sides. Update_flags |= UF_WORLD_CHANGED; mine_changed = 1; return 1; }
//------------------------------------------------------------------------- // Called from the editor... does one instance of the trigger dialog box //------------------------------------------------------------------------- int do_trigger_dialog() { int i; trigger_dialog *t; if (!Markedsegp) { editor_status("Trigger requires Marked Segment & Side."); return 0; } // Only open 1 instance of this window... if ( MainWindow != NULL ) return 0; MALLOC(t, trigger_dialog, 1); if (!t) return 0; // Close other windows. robot_close_window(); close_wall_window(); close_centers_window(); hostage_close_window(); // Open a window with a quit button MainWindow = ui_create_dialog( TMAPBOX_X+20, TMAPBOX_Y+20, 765-TMAPBOX_X, 545-TMAPBOX_Y, DF_DIALOG, (int (*)(UI_DIALOG *, d_event *, void *))trigger_dialog_handler, t ); // These are the checkboxes for each door flag. i = 44; t->triggerFlag[0] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Door Control" ); i+=22; t->triggerFlag[1] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Shield damage" ); i+=22; t->triggerFlag[2] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Energy drain" ); i+=22; t->triggerFlag[3] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Exit" ); i+=22; t->triggerFlag[4] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "One-shot" ); i+=22; t->triggerFlag[5] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Illusion ON" ); i+=22; t->triggerFlag[6] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Illusion OFF" ); i+=22; t->triggerFlag[7] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Trigger ON" ); i+=22; t->triggerFlag[8] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Matcen Trigger" ); i+=22; t->triggerFlag[9] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Secret Exit" ); i+=22; t->quitButton = ui_add_gadget_button( MainWindow, 20, i, 48, 40, "Done", NULL ); // The little box the wall will appear in. t->wallViewBox = ui_add_gadget_userbox( MainWindow, 155, 5, 64, 64 ); // A bunch of buttons... i = 80; // ui_add_gadget_button( MainWindow,155,i,140, 26, "Add Door Control", add_trigger_control ); i += 29; ui_add_gadget_button( MainWindow,155,i,140, 26, "Remove Trigger", trigger_remove ); i += 29; ui_add_gadget_button( MainWindow,155,i,140, 26, "Bind Wall", bind_wall_to_trigger ); i += 29; ui_add_gadget_button( MainWindow,155,i,140, 26, "Bind Matcen", bind_matcen_to_trigger ); i += 29; ui_add_gadget_button( MainWindow,155,i,140, 26, "All Triggers ON", trigger_turn_all_ON ); i += 29; t->old_trigger_num = -2; // Set to some dummy value so everything works ok on the first frame. return 1; }
// ------------------------------------------------------------------------------------------------------ // Place current object at center of current segment. int ObjectPlaceObject(void) { int old_cur_object_index; int rval; vms_vector cur_object_loc; #ifdef SHAREWARE if (ObjType[Cur_robot_type] == OL_PLAYER) { int num_players = compute_num_players(); Assert(num_players <= MAX_PLAYERS); if (num_players == MAX_PLAYERS) { editor_status("Can't place player object. Already %i players.", MAX_PLAYERS); return -1; } } #endif #ifndef SHAREWARE if (ObjType[Cur_robot_type] == OL_PLAYER) { int num_players = compute_num_players(); Assert(num_players <= MAX_MULTI_PLAYERS); if (num_players > MAX_PLAYERS) editor_status("You just placed a cooperative player object"); if (num_players == MAX_MULTI_PLAYERS) { editor_status("Can't place player object. Already %i players.", MAX_MULTI_PLAYERS); return -1; } } #endif //update_due_to_new_segment(); compute_segment_center(&cur_object_loc, Cursegp); old_cur_object_index = Cur_object_index; rval = place_object(Cursegp, &cur_object_loc, Cur_robot_type); if (old_cur_object_index != Cur_object_index) Objects[Cur_object_index].rtype.pobj_info.tmap_override = -1; return rval; }
//--------------------------------------------------------------------- // Add a wall to markedside int wall_add_to_markedside(sbyte type) { int Connectside; segment *csegp; if (add_wall(Markedsegp, Markedside)) { int wall_num, cwall_num; csegp = &Segments[Markedsegp->children[Markedside]]; Connectside = find_connect_side(Markedsegp, csegp); wall_num = Markedsegp->sides[Markedside].wall_num; cwall_num = csegp->sides[Connectside].wall_num; Walls[wall_num].segnum = Markedsegp-Segments; Walls[cwall_num].segnum = csegp-Segments; Walls[wall_num].sidenum = Markedside; Walls[cwall_num].sidenum = Connectside; Walls[wall_num].flags = 0; Walls[cwall_num].flags = 0; Walls[wall_num].type = type; Walls[cwall_num].type = type; Walls[wall_num].trigger = -1; Walls[cwall_num].trigger = -1; Walls[wall_num].clip_num = -1; Walls[cwall_num].clip_num = -1; Walls[wall_num].keys = KEY_NONE; Walls[cwall_num].keys = KEY_NONE; if (type == WALL_BLASTABLE) { Walls[wall_num].hps = WALL_HPS; Walls[cwall_num].hps = WALL_HPS; Walls[wall_num].clip_num = 0; Walls[cwall_num].clip_num = 0; } if (type != WALL_DOOR) { Markedsegp->sides[Markedside].tmap_num2 = 0; csegp->sides[Connectside].tmap_num2 = 0; } Update_flags |= UF_WORLD_CHANGED; return 1; } else { editor_status( "Cannot add wall here, no children" ); return 0; } }
void diagnostic_message( const char *format, ... ) { char diag_line[DIAGNOSTIC_MESSAGE_MAX]; va_list ap; va_start(ap, format); vsprintf(diag_line, format, ap); va_end(ap); editor_status(diag_line); }
// ---------- Create a bridge segment between current segment:side adjacent segment:side ---------- int CreateAdjacentJoint() { int adj_side; segment *adj_sp; if (med_find_adjacent_segment_side(Cursegp, Curside, &adj_sp, &adj_side)) { if (Cursegp->children[Curside] != adj_sp-Segments) { med_form_joint(Cursegp,Curside,adj_sp,adj_side); Update_flags |= UF_WORLD_CHANGED; mine_changed = 1; autosave_mine(mine_filename); diagnostic_message("Joint segment formed."); strcpy(undo_status[Autosave_count], "Joint segment undone."); warn_if_concave_segments(); } else editor_status("Attempted to form joint through connected side -- joint segment not formed (you bozo)."); } else editor_status("Could not find adjacent segment -- joint segment not formed."); return 1; }
//----------------------------------------------------------------- // Adds a specific trigger flag to Markedsegp/Markedside if it is possible. // Automatically adds flag to Connectside if possible unless it is a control trigger. // Returns 1 if trigger flag added. // Returns 0 if trigger flag cannot be added. int trigger_add_to_Markedside(short flag) { int trigger_num; //, ctrigger_num; if (!Markedsegp) { editor_status("No Markedside."); return 0; } // If no child on Markedside return if (!IS_CHILD(Markedsegp->children[Markedside])) return 0; trigger_num = add_trigger(Markedsegp, Markedside); if (trigger_num == -1) { editor_status("Cannot add trigger at Markedside."); return 0; } Triggers[trigger_num].flags |= flag; return 1; }
int wall_unlink_door() { wall *w1=NULL; if (Cursegp->sides[Curside].wall_num != -1) w1 = &Walls[Cursegp->sides[Curside].wall_num]; if (!w1 || w1->type != WALL_DOOR) { editor_status("Curseg/curside is not a door"); return 0; } if (w1->linked_wall == -1) editor_status("Curseg/curside is not linked"); Assert(Walls[w1->linked_wall].linked_wall == w1-Walls); Walls[w1->linked_wall].linked_wall = -1; w1->linked_wall = -1; return 1; }
int bind_wall_to_trigger() { int wall_num, trigger_num, link_num; int i; if (!Markedsegp) { editor_status("No marked segment."); return 0; } wall_num = Markedsegp->sides[Markedside].wall_num; if (wall_num == -1) { editor_status("No wall at Markedside."); return 0; } trigger_num = Walls[wall_num].trigger; if (trigger_num == -1) { editor_status("No trigger at Markedside."); return 0; } if (Cursegp->sides[Curside].wall_num == -1) { editor_status("No wall at Curside."); return 0; } if ((Cursegp==Markedsegp) && (Curside==Markedside)) { editor_status("Cannot bind wall to itself."); return 0; } link_num = Triggers[trigger_num].num_links; for (i=0;i<link_num;i++) if ((Cursegp-Segments == Triggers[trigger_num].seg[i]) && (Curside == Triggers[trigger_num].side[i])) { editor_status("Curside already bound to Markedside."); return 0; } // Error checking completed, actual binding begins Triggers[trigger_num].seg[link_num] = Cursegp - Segments; Triggers[trigger_num].side[link_num] = Curside; Triggers[trigger_num].num_links++; mprintf((0, "seg %d:side %d linked to link_num %d\n", Triggers[trigger_num].seg[link_num], Triggers[trigger_num].side[link_num], link_num)); editor_status("Wall linked to trigger"); return 1; }
int wall_assign_door(int door_type) { int Connectside; segment *csegp; if (Cursegp->sides[Curside].wall_num == -1) { editor_status("Cannot assign door. No wall at Curside."); return 0; } if (Walls[Cursegp->sides[Curside].wall_num].type != WALL_DOOR && Walls[Cursegp->sides[Curside].wall_num].type != WALL_BLASTABLE) { editor_status("Cannot assign door. No door at Curside."); return 0; } Current_door_type = door_type; csegp = &Segments[Cursegp->children[Curside]]; Connectside = find_connect_side(Cursegp, csegp); Walls[Cursegp->sides[Curside].wall_num].clip_num = door_type; Walls[csegp->sides[Connectside].wall_num].clip_num = door_type; if (WallAnims[door_type].flags & WCF_TMAP1) { Cursegp->sides[Curside].tmap_num = WallAnims[door_type].frames[0]; csegp->sides[Connectside].tmap_num = WallAnims[door_type].frames[0]; Cursegp->sides[Curside].tmap_num2 = 0; csegp->sides[Connectside].tmap_num2 = 0; } else { Cursegp->sides[Curside].tmap_num2 = WallAnims[door_type].frames[0]; csegp->sides[Connectside].tmap_num2 = WallAnims[door_type].frames[0]; } Update_flags |= UF_WORLD_CHANGED; return 1; }
// ------------------------------------------------------------------------------------------------------ int ObjectSetDefault(void) { //update_due_to_new_segment(); if (Cur_object_index == -1) { editor_status("No current object, cannot move."); return 1; } compute_segment_center(&Objects[Cur_object_index].pos, &Segments[Objects[Cur_object_index].segnum]); Update_flags |= UF_WORLD_CHANGED; return 1; }
// ------------------------------------------------------------------------------------------------------ // Place current object at center of current segment. int ObjectPlaceObjectTmap(void) { int rval, old_cur_object_index; //update_due_to_new_segment(); const auto cur_object_loc = compute_segment_center(Cursegp); old_cur_object_index = Cur_object_index; rval = place_object(Cursegp, cur_object_loc, Cur_object_type, Cur_object_id); if ((Cur_object_index != old_cur_object_index) && (Objects[Cur_object_index].render_type == RT_POLYOBJ)) Objects[Cur_object_index].rtype.pobj_info.tmap_override = CurrentTexture; else editor_status("Unable to apply current texture map to this object."); return rval; }
// ------------------------------------------------------------------------------------------------ void copy_old_wall_data_to_new(int owall, int nwall) { Walls[nwall].flags = Walls[owall].flags; Walls[nwall].type = Walls[owall].type; Walls[nwall].clip_num = Walls[owall].clip_num; Walls[nwall].keys = Walls[owall].keys; Walls[nwall].hps = Walls[owall].hps; Walls[nwall].state = Walls[owall].state; Walls[nwall].linked_wall = -1; Walls[nwall].trigger = -1; if (Walls[owall].trigger != -1) { editor_status("Warning: Trigger not copied in group copy."); } }
// ------------------------------------------------------------------------------------------------------ int ObjectSetDefault(void) { //update_due_to_new_segment(); if (Cur_object_index == object_none) { editor_status("No current object, cannot move."); return 1; } const auto &&objp = vobjptr(Cur_object_index); compute_segment_center(objp->pos, vcsegptr(objp->segnum)); Update_flags |= UF_WORLD_CHANGED; return 1; }
int NextWall() { int wall_type; if (Cursegp->sides[Curside].wall_num == -1) { editor_status("Cannot assign new wall. No wall on curside."); return 0; } wall_type = Walls[Cursegp->sides[Curside].wall_num].clip_num; if (Walls[Cursegp->sides[Curside].wall_num].type == WALL_DOOR) { do { wall_type++; if (wall_type >= Num_wall_anims) { wall_type = 0; if (Walls[Cursegp->sides[Curside].wall_num].clip_num==-1) Error("Cannot find clip for door."); } } while (WallAnims[wall_type].num_frames == -1 || WallAnims[wall_type].flags & WCF_BLASTABLE); } else if (Walls[Cursegp->sides[Curside].wall_num].type == WALL_BLASTABLE) { do { wall_type++; if (wall_type >= Num_wall_anims) { wall_type = 0; if (Walls[Cursegp->sides[Curside].wall_num].clip_num==-1) Error("Cannot find clip for blastable wall."); } } while (WallAnims[wall_type].num_frames == -1 || !(WallAnims[wall_type].flags & WCF_BLASTABLE)); } wall_assign_door(wall_type); Update_flags |= UF_WORLD_CHANGED; return 1; }
int SelectNextFoundSeg(void) { if (++Found_seg_index >= Found_segs.count()) Found_seg_index = 0; Cursegp = segptridx(Found_segs[Found_seg_index]); med_create_new_segment_from_cursegp(); Update_flags |= UF_WORLD_CHANGED; if (Lock_view_to_cursegp) set_view_target_from_segment(Cursegp); editor_status("Curseg assigned to next found segment."); return 1; }
// ---------- Create a bridge segment between current segment/side and marked segment/side ---------- int CreateBridge() { if (!Markedsegp) { editor_status("No marked side."); return 0; } if (!med_form_bridge_segment(Cursegp,Curside,Markedsegp,Markedside)) { Update_flags |= UF_WORLD_CHANGED; mine_changed = 1; autosave_mine(mine_filename); diagnostic_message("Bridge segment formed."); undo_status[Autosave_count] = "Bridge segment UNDONE."; warn_if_concave_segments(); } return 1; }
int ObjectMoveFurther(void) { vms_vector result; if (Cur_object_index == -1) { editor_status("Cur_object_index == -1, cannot move that peculiar object...aborting!"); return 1; } // move_object_to_mouse_click_delta(+4*F1_0); // Move four units further from eye vm_vec_sub(&result, &Objects[Cur_object_index].pos, &Viewer->pos); vm_vec_normalize(&result); move_object_to_vector(&result, 4*F1_0); return 1; }
int SelectPreviousFoundSeg(void) { if (Found_seg_index > 0) Found_seg_index--; else Found_seg_index = Found_segs.count()-1; Cursegp = segptridx(Found_segs[Found_seg_index]); med_create_new_segment_from_cursegp(); Update_flags |= UF_WORLD_CHANGED; if (Lock_view_to_cursegp) set_view_target_from_segment(Cursegp); editor_status("Curseg assigned to previous found segment."); return 1; }
void move_object_to_mouse_click_delta(fix delta_distance) { short xcrd,ycrd; vms_vector vec_through_screen; if (Cur_object_index == -1) { editor_status("Cur_object_index == -1, cannot move that peculiar object...aborting!"); return; } xcrd = GameViewBox->b1_drag_x1; ycrd = GameViewBox->b1_drag_y1; med_point_2_vec(&_canv_editor_game, &vec_through_screen, xcrd, ycrd); //mprintf((0, "Mouse click at %i %i, vector = %7.3f %7.3f %7.3f\n", xcrd, ycrd, f2fl(vec_through_screen.x), f2fl(vec_through_screen.y), f2fl(vec_through_screen.z))); move_object_to_vector(&vec_through_screen, delta_distance); }
int bind_matcen_to_trigger() { int wall_num, trigger_num, link_num; int i; if (!Markedsegp) { editor_status("No marked segment."); return 0; } wall_num = Markedsegp->sides[Markedside].wall_num; if (wall_num == -1) { editor_status("No wall at Markedside."); return 0; } trigger_num = Walls[wall_num].trigger; if (trigger_num == -1) { editor_status("No trigger at Markedside."); return 0; } if (!(Cursegp->special & SEGMENT_IS_ROBOTMAKER)) { editor_status("No Matcen at Cursegp."); return 0; } link_num = Triggers[trigger_num].num_links; for (i=0;i<link_num;i++) if (Cursegp-Segments == Triggers[trigger_num].seg[i]) { editor_status("Matcen already bound to Markedside."); return 0; } // Error checking completed, actual binding begins Triggers[trigger_num].seg[link_num] = Cursegp - Segments; Triggers[trigger_num].num_links++; mprintf((0, "seg %d linked to link_num %d\n", Triggers[trigger_num].seg[link_num], link_num)); editor_status("Matcen linked to trigger"); return 1; }
int remove_trigger_num(int trigger_num) { if (trigger_num != -1) { int t, w; Num_triggers--; for (t = trigger_num; t < Num_triggers; t++) Triggers[t] = Triggers[t + 1]; for (w = 0; w < Num_walls; w++) { if (Walls[w].trigger == trigger_num) Walls[w].trigger = -1; // a trigger can be shared by multiple walls else if (Walls[w].trigger > trigger_num) Walls[w].trigger--; } return 1; } editor_status("No trigger to remove"); return 0; }
void move_object_to_position(int objnum, vms_vector *newpos) { object *objp = &Objects[objnum]; segmasks result = get_seg_masks(newpos, objp->segnum, objp->size); if (result.facemask == 0) { //mprintf((0, "Object #%i moved from (%7.3f %7.3f %7.3f) to (%7.3f %7.3f %7.3f)\n", objnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z), f2fl(newpos->x), f2fl(newpos->y), f2fl(newpos->z))); objp->pos = *newpos; } else { if (verify_object_seg(&Objects[objnum], newpos)) { int fate, count; int viewer_segnum; object temp_viewer_obj; fvi_query fq; fvi_info hit_info; vms_vector last_outside_pos; vms_vector last_inside_pos; temp_viewer_obj = *Viewer; viewer_segnum = find_object_seg(&temp_viewer_obj); temp_viewer_obj.segnum = viewer_segnum; // If the viewer is outside the mine, get him in the mine! if (viewer_segnum == -1) { // While outside mine, move towards object count = 0; while (viewer_segnum == -1) { vms_vector temp_vec; //mprintf((0, "[towards %7.3f %7.3f %7.3f]\n", f2fl(temp_viewer_obj.pos.x), f2fl(temp_viewer_obj.pos.y), f2fl(temp_viewer_obj.pos.z))); last_outside_pos = temp_viewer_obj.pos; vm_vec_avg(&temp_vec, &temp_viewer_obj.pos, newpos); temp_viewer_obj.pos = temp_vec; viewer_segnum = find_object_seg(&temp_viewer_obj); temp_viewer_obj.segnum = viewer_segnum; if (count > 5) { editor_status("Unable to move object, can't get viewer in mine. Aborting"); return; } } count = 0; // While inside mine, move away from object. while (viewer_segnum != -1) { vms_vector temp_vec; //mprintf((0, "[away %7.3f %7.3f %7.3f]\n", f2fl(temp_viewer_obj.pos.x), f2fl(temp_viewer_obj.pos.y), f2fl(temp_viewer_obj.pos.z))); last_inside_pos = temp_viewer_obj.pos; vm_vec_avg(&temp_vec, &temp_viewer_obj.pos, &last_outside_pos); temp_viewer_obj.pos = temp_vec; update_object_seg(&temp_viewer_obj); viewer_segnum = find_object_seg(&temp_viewer_obj); temp_viewer_obj.segnum = viewer_segnum; if (count > 5) { editor_status("Unable to move object, can't get viewer back out of mine. Aborting"); return; } } } fq.p0 = &temp_viewer_obj.pos; fq.startseg = temp_viewer_obj.segnum; fq.p1 = newpos; fq.rad = temp_viewer_obj.size; fq.thisobjnum = -1; fq.ignore_obj_list = NULL; fq.flags = 0; fate = find_vector_intersection(&fq,&hit_info); if (fate == HIT_WALL) { int new_segnum; //mprintf((0, "Hit wall seg:side = %i:%i, point = (%7.3f %7.3f %7.3f)\n", hit_info.hit_seg, hit_info.hit_side, f2fl(hit_info.hit_pnt.x), f2fl(hit_info.hit_pnt.y), f2fl(hit_info.hit_pnt.z))); objp->pos = hit_info.hit_pnt; new_segnum = find_object_seg(objp); Assert(new_segnum != -1); obj_relink(objp-Objects, new_segnum); //mprintf((0, "Object moved from segment %i to %i\n", old_segnum, objp->segnum)); } else { editor_status("Attempted to move object out of mine. Object not moved."); //mprintf((0,"Attempted to move object out of mine. Object not moved.")); } } } Update_flags |= UF_WORLD_CHANGED; }
// ----------------------------------------------------------------------------- // Save game int save_level_sub(char * filename, int compiled_version) { PHYSFS_file * SaveFile; char temp_filename[PATH_MAX]; int minedata_offset=0,gamedata_offset=0,hostagetext_offset=0; // if ( !compiled_version ) { write_game_text_file(filename); if (Errors_in_mine) { if (is_real_level(filename)) { char ErrorMessage[200]; sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine ); gr_palette_load(gr_palette); if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) { return 1; } } } // change_filename_extension(temp_filename,filename,".LVL"); } // else { change_filename_extension(temp_filename, filename, ".RDL"); } SaveFile = PHYSFSX_openWriteBuffered(temp_filename); if (!SaveFile) { char ErrorMessage[256]; char fname[20]; _splitpath( temp_filename, NULL, NULL, fname, NULL ); sprintf( ErrorMessage, \ "ERROR: Cannot write to '%s'.\nYou probably need to check out a locked\nversion of the file. You should save\nthis under a different filename, and then\ncheck out a locked copy by typing\n\'co -l %s.lvl'\nat the DOS prompt.\n" , temp_filename, fname ); gr_palette_load(gr_palette); nm_messagebox( NULL, 1, "Ok", ErrorMessage ); return 1; } if (Current_level_name[0] == 0) strcpy(Current_level_name,"Untitled"); clear_transient_objects(1); //1 means clear proximity bombs compress_objects(); //after this, Highest_object_index == num objects //make sure player is in a segment if (update_object_seg(&Objects[Players[0].objnum]) == 0) { if (ConsoleObject->segnum > Highest_segment_index) ConsoleObject->segnum = 0; compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum])); } fix_object_segs(); //Write the header PHYSFS_writeSLE32(SaveFile, MAKE_SIG('P','L','V','L')); PHYSFS_writeSLE32(SaveFile, Gamesave_current_version); //save placeholders PHYSFS_writeSLE32(SaveFile, minedata_offset); PHYSFS_writeSLE32(SaveFile, gamedata_offset); PHYSFS_writeSLE32(SaveFile, hostagetext_offset); //Now write the damn data minedata_offset = PHYSFS_tell(SaveFile); #if 0 // only save compiled mine data if ( !compiled_version ) save_mine_data(SaveFile); else #endif save_mine_data_compiled(SaveFile); gamedata_offset = PHYSFS_tell(SaveFile); save_game_data(SaveFile); hostagetext_offset = PHYSFS_tell(SaveFile); #ifdef HOSTAGE_FACES save_hostage_data(SaveFile); #endif PHYSFS_seek(SaveFile, sizeof(int) + sizeof(Gamesave_current_version)); PHYSFS_writeSLE32(SaveFile, minedata_offset); PHYSFS_writeSLE32(SaveFile, gamedata_offset); PHYSFS_writeSLE32(SaveFile, hostagetext_offset); //==================== CLOSE THE FILE ============================= PHYSFS_close(SaveFile); // if ( !compiled_version ) { if (EditorWindow) editor_status("Saved mine %s, \"%s\"",filename,Current_level_name); } return 0; }
static void move_object_to_position(const vobjptridx_t objp, const vms_vector &newpos) { if (get_seg_masks(newpos, vcsegptr(objp->segnum), objp->size).facemask == 0) { objp->pos = newpos; } else { if (verify_object_seg(objp, newpos)) { int fate; object temp_viewer_obj; fvi_query fq; fvi_info hit_info; temp_viewer_obj = *Viewer; auto viewer_segnum = find_object_seg(vobjptr(Viewer)); temp_viewer_obj.segnum = viewer_segnum; // If the viewer is outside the mine, get him in the mine! if (viewer_segnum == segment_none) { editor_status("Unable to move object, viewer not in mine. Aborting"); return; #if 0 vms_vector last_outside_pos; // While outside mine, move towards object count = 0; while (viewer_segnum == segment_none) { vms_vector temp_vec; last_outside_pos = temp_viewer_obj.pos; vm_vec_avg(&temp_vec, &temp_viewer_obj.pos, newpos); temp_viewer_obj.pos = temp_vec; viewer_segnum = find_object_seg(&temp_viewer_obj); temp_viewer_obj.segnum = viewer_segnum; if (count > 5) { editor_status("Unable to move object, can't get viewer in mine. Aborting"); return; } } count = 0; // While inside mine, move away from object. while (viewer_segnum != segment_none) { vms_vector temp_vec; vm_vec_avg(&temp_vec, &temp_viewer_obj.pos, &last_outside_pos); temp_viewer_obj.pos = temp_vec; update_object_seg(&temp_viewer_obj); viewer_segnum = find_object_seg(&temp_viewer_obj); temp_viewer_obj.segnum = viewer_segnum; if (count > 5) { editor_status("Unable to move object, can't get viewer back out of mine. Aborting"); return; } } #endif } fq.p0 = &temp_viewer_obj.pos; fq.startseg = temp_viewer_obj.segnum; fq.p1 = &newpos; fq.rad = temp_viewer_obj.size; fq.thisobjnum = object_none; fq.ignore_obj_list.first = nullptr; fq.flags = 0; fate = find_vector_intersection(fq, hit_info); if (fate == HIT_WALL) { objp->pos = hit_info.hit_pnt; const auto &&segp = find_object_seg(objp); if (segp != segment_none) obj_relink(objp, segp); } else { editor_status("Attempted to move object out of mine. Object not moved."); } } } Update_flags |= UF_WORLD_CHANGED; }
void do_robot_window() { int i; fix DeltaTime, Temp; int first_object_index; if ( MainWindow == NULL ) return; first_object_index = Cur_object_index; while (!is_legal_type_for_this_window(Cur_object_index)) { LocalObjectSelectNextinMine(); if (first_object_index == Cur_object_index) { break; } } //------------------------------------------------------------ // Call the ui code.. //------------------------------------------------------------ ui_button_any_drawn = 0; ui_window_do_gadgets(MainWindow); //------------------------------------------------------------ // If we change objects, we need to reset the ui code for all // of the radio buttons that control the ai mode. Also makes // the current AI mode button be flagged as pressed down. //------------------------------------------------------------ if (old_object != Cur_object_index ) { for ( i=0; i < NUM_BOXES; i++ ) { InitialMode[i]->flag = 0; // Tells ui that this button isn't checked InitialMode[i]->status = 1; // Tells ui to redraw button } if ( Cur_object_index > -1 ) { int behavior = Objects[Cur_object_index].ctype.ai_info.behavior; if ( !((behavior >= MIN_BEHAVIOR) && (behavior <= MAX_BEHAVIOR))) { Objects[Cur_object_index].ctype.ai_info.behavior = AIB_NORMAL; behavior = AIB_NORMAL; } InitialMode[behavior - MIN_BEHAVIOR]->flag = 1; // Mark this button as checked } } //------------------------------------------------------------ // If any of the radio buttons that control the mode are set, then // update the cooresponding AI state. //------------------------------------------------------------ for ( i=0; i < NUM_BOXES; i++ ) { if ( InitialMode[i]->flag == 1 ) if (Objects[Cur_object_index].ctype.ai_info.behavior != MIN_BEHAVIOR+i) { Objects[Cur_object_index].ctype.ai_info.behavior = MIN_BEHAVIOR+i; // Set the ai_state to the cooresponding radio button call_init_ai_object(&Objects[Cur_object_index], MIN_BEHAVIOR+i); } } //------------------------------------------------------------ // A simple frame time counter for spinning the objects... //------------------------------------------------------------ Temp = timer_get_fixed_seconds(); DeltaTime = Temp - Time; Time = Temp; //------------------------------------------------------------ // Redraw the object in the little 64x64 box //------------------------------------------------------------ if (Cur_object_index > -1 ) { int id; gr_set_current_canvas( RobotViewBox->canvas ); id = get_object_id(&Objects[Cur_object_index]); if ( id > -1 ) draw_robot_picture(id, &angles, -1 ); else gr_clear_canvas( CGREY ); angles.h += fixmul(0x1000, DeltaTime ); } else { // no object, so just blank out gr_set_current_canvas( RobotViewBox->canvas ); gr_clear_canvas( CGREY ); // LocalObjectSelectNextInMine(); } //------------------------------------------------------------ // Redraw the contained object in the other little box //------------------------------------------------------------ if ((Cur_object_index > -1 ) && (Cur_goody_count > 0)) { int id; gr_set_current_canvas( ContainsViewBox->canvas ); id = Cur_goody_id; if ( id > -1 ) { int ol_type=0; if (Cur_goody_type == OBJ_ROBOT) ol_type = OL_ROBOT; else if (Cur_goody_type == OBJ_POWERUP) ol_type = OL_POWERUP; else Int3(); // Error? Unknown goody type! draw_robot_picture(id, &goody_angles, ol_type ); } else gr_clear_canvas( CGREY ); goody_angles.h += fixmul(0x1000, DeltaTime ); } else { // no object, so just blank out gr_set_current_canvas( ContainsViewBox->canvas ); gr_clear_canvas( CGREY ); // LocalObjectSelectNextInMine(); } //------------------------------------------------------------ // If anything changes in the ui system, redraw all the text that // identifies this robot. //------------------------------------------------------------ if (ui_button_any_drawn || (old_object != Cur_object_index) ) { int i; char type_text[STRING_LENGTH+1],id_text[STRING_LENGTH+1]; if (Cur_object_index != -1) { Cur_goody_type = Objects[Cur_object_index].contains_type; Cur_goody_id = Objects[Cur_object_index].contains_id; if (Objects[Cur_object_index].contains_count < 0) Objects[Cur_object_index].contains_count = 0; Cur_goody_count = Objects[Cur_object_index].contains_count; } ui_wprintf_at( MainWindow, GOODY_X, GOODY_Y, " Type:"); ui_wprintf_at( MainWindow, GOODY_X, GOODY_Y+24, " ID:"); ui_wprintf_at( MainWindow, GOODY_X, GOODY_Y+48, "Count:"); for (i=0; i<STRING_LENGTH; i++) id_text[i] = ' '; id_text[i] = 0; switch (Cur_goody_type) { case OBJ_ROBOT: strcpy(type_text, "Robot "); strncpy(id_text, Robot_names[Cur_goody_id], strlen(Robot_names[Cur_goody_id])); break; case OBJ_POWERUP: strcpy(type_text, "Powerup"); strncpy(id_text, Powerup_names[Cur_goody_id], strlen(Powerup_names[Cur_goody_id])); break; default: editor_status("Illegal contained object type (%i), changing to powerup.", Cur_goody_type); Cur_goody_type = OBJ_POWERUP; Cur_goody_id = 0; strcpy(type_text, "Powerup"); strncpy(id_text, Powerup_names[Cur_goody_id], strlen(Powerup_names[Cur_goody_id])); break; } ui_wprintf_at( MainWindow, GOODY_X+108, GOODY_Y, type_text); ui_wprintf_at( MainWindow, GOODY_X+108, GOODY_Y+24, id_text); ui_wprintf_at( MainWindow, GOODY_X+108, GOODY_Y+48, "%i", Cur_goody_count); if ( Cur_object_index > -1 ) { int id = Objects[Cur_object_index].id; char id_text[12]; int i; for (i=0; i<STRING_LENGTH; i++) id_text[i] = ' '; id_text[i] = 0; strncpy(id_text, Robot_names[id], strlen(Robot_names[id])); ui_wprintf_at( MainWindow, 12, 6, "Robot: %3d ", Cur_object_index ); ui_wprintf_at( MainWindow, 12, 22, " Id: %3d", id); ui_wprintf_at( MainWindow, 12, 38, " Name: %8s", id_text); } else { ui_wprintf_at( MainWindow, 12, 6, "Robot: none" ); ui_wprintf_at( MainWindow, 12, 22, " Type: ? " ); ui_wprintf_at( MainWindow, 12, 38, " Name: ________" ); } Update_flags |= UF_WORLD_CHANGED; } if ( QuitButton->pressed || (last_keypress==KEY_ESC)) { robot_close_window(); return; } old_object = Cur_object_index; }
// Handler for the main editor dialog int editor_handler(UI_DIALOG *dlg, d_event *event, void *data) { editor_view *new_cv; int keypress = 0; int rval = 0; if (event->type == EVENT_KEY_COMMAND) keypress = event_key_get(event); else if (event->type == EVENT_WINDOW_CLOSE) { close_editor(); EditorWindow = NULL; return 0; } // Update the windows if (event->type == EVENT_UI_DIALOG_DRAW) { gr_set_curfont(editor_font); // 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 ); medlisp_update_screen(); calc_frame_time(); texpage_do(event); objpage_do(event); ui_pad_draw(EditorWindow, PAD_X, PAD_Y); print_status_bar(status_line); TimedAutosave(mine_filename); // shows the time, hence here set_editor_time_of_day(); return 1; } if ((selected_gadget == (UI_GADGET *)GameViewBox && !render_3d_in_big_window) || (selected_gadget == (UI_GADGET *)LargeViewBox && render_3d_in_big_window)) switch (event->type) { case EVENT_MOUSE_BUTTON_UP: case EVENT_MOUSE_BUTTON_DOWN: break; case EVENT_MOUSE_MOVED: if (!keyd_pressed[ KEY_LCTRL ] && !keyd_pressed[ KEY_RCTRL ]) break; case EVENT_JOYSTICK_BUTTON_UP: case EVENT_JOYSTICK_BUTTON_DOWN: case EVENT_JOYSTICK_MOVED: case EVENT_KEY_COMMAND: case EVENT_KEY_RELEASE: case EVENT_IDLE: kconfig_read_controls(event, 1); if (slew_frame(0)) { //do movement and check keys Update_flags |= UF_GAME_VIEW_CHANGED; if (Gameview_lockstep) { Cursegp = &Segments[ConsoleObject->segnum]; med_create_new_segment_from_cursegp(); Update_flags |= UF_ED_STATE_CHANGED; } rval = 1; } break; default: break; } //do non-essential stuff in idle event if (event->type == EVENT_IDLE) { check_wall_validity(); Assert(Num_walls>=0); if (Gameview_lockstep) { static segment *old_cursegp=NULL; static int old_curside=-1; if (old_cursegp!=Cursegp || old_curside!=Curside) { SetPlayerFromCursegMinusOne(); old_cursegp = Cursegp; old_curside = Curside; } } if ( event_get_idle_seconds() > COMPRESS_INTERVAL ) { med_compress_mine(); event_reset_idle_seconds(); } // Commented out because it occupies about 25% of time in twirling the mine. // Removes some Asserts.... // med_check_all_vertices(); clear_editor_status(); // if enough time elapsed, clear editor status message } gr_set_current_canvas( GameViewBox->canvas ); // Remove keys used for slew switch(keypress) { case KEY_PAD9: case KEY_PAD7: case KEY_PADPLUS: case KEY_PADMINUS: case KEY_PAD8: case KEY_PAD2: case KEY_LBRACKET: case KEY_RBRACKET: case KEY_PAD1: case KEY_PAD3: case KEY_PAD6: case KEY_PAD4: keypress = 0; } if ((keypress&0xff)==KEY_LSHIFT) keypress=0; if ((keypress&0xff)==KEY_RSHIFT) keypress=0; if ((keypress&0xff)==KEY_LCTRL) keypress=0; if ((keypress&0xff)==KEY_RCTRL) keypress=0; // if ((keypress&0xff)==KEY_LALT) keypress=0; // if ((keypress&0xff)==KEY_RALT) keypress=0; //=================== DO FUNCTIONS ==================== if ( KeyFunction[ keypress ] != NULL ) { KeyFunction[keypress](); keypress = 0; rval = 1; } switch (keypress) { case 0: case KEY_Z: case KEY_G: case KEY_LALT: case KEY_RALT: case KEY_LCTRL: case KEY_RCTRL: case KEY_LSHIFT: case KEY_RSHIFT: case KEY_LAPOSTRO: break; case KEY_SHIFTED + KEY_L: ToggleLighting(); rval = 1; break; case KEY_F1: render_3d_in_big_window = !render_3d_in_big_window; Update_flags |= UF_ALL; rval = 1; break; default: if (!rval) { char kdesc[100]; GetKeyDescription( kdesc, keypress ); editor_status_fmt("Error: %s isn't bound to anything.", kdesc ); } } //================================================================ if (ModeFlag) { ui_close_dialog(EditorWindow); return 0; } // if (EditorWindow->keyboard_focus_gadget == (UI_GADGET *)GameViewBox) current_view=NULL; // if (EditorWindow->keyboard_focus_gadget == (UI_GADGET *)GroupViewBox) current_view=NULL; new_cv = current_view; #if ORTHO_VIEWS if (EditorWindow->keyboard_focus_gadget == (UI_GADGET *)LargeViewBox) new_cv=&LargeView; if (EditorWindow->keyboard_focus_gadget == (UI_GADGET *)TopViewBox) new_cv=&TopView; if (EditorWindow->keyboard_focus_gadget == (UI_GADGET *)FrontViewBox) new_cv=&FrontView; if (EditorWindow->keyboard_focus_gadget == (UI_GADGET *)RightViewBox) new_cv=&RightView; #endif if (new_cv != current_view ) { current_view->ev_changed = 1; new_cv->ev_changed = 1; current_view = new_cv; } // DO TEXTURE STUFF if (texpage_do(event)) rval = 1; if (objpage_do(event)) rval = 1; // Process selection of Cursegp using mouse. if (GADGET_PRESSED(LargeViewBox) && !render_3d_in_big_window) { int xcrd,ycrd; xcrd = LargeViewBox->b1_drag_x1; ycrd = LargeViewBox->b1_drag_y1; find_segments(xcrd,ycrd,LargeViewBox->canvas,&LargeView,Cursegp,Big_depth); // Sets globals N_found_segs, Found_segs // If shift is down, then add segment to found list if (keyd_pressed[ KEY_LSHIFT ] || keyd_pressed[ KEY_RSHIFT ]) subtract_found_segments_from_selected_list(); else add_found_segments_to_selected_list(); Found_seg_index = 0; if (N_found_segs > 0) { sort_seg_list(N_found_segs,Found_segs,&ConsoleObject->pos); Cursegp = &Segments[Found_segs[0]]; med_create_new_segment_from_cursegp(); if (Lock_view_to_cursegp) set_view_target_from_segment(Cursegp); } Update_flags |= UF_ED_STATE_CHANGED | UF_VIEWPOINT_MOVED; } if ((event->type == EVENT_UI_USERBOX_DRAGGED) && (ui_event_get_gadget(event) == (UI_GADGET *)GameViewBox)) { int x, y; x = GameViewBox->b1_drag_x2; y = GameViewBox->b1_drag_y2; gr_set_current_canvas( GameViewBox->canvas ); gr_setcolor( 15 ); gr_rect( x-1, y-1, x+1, y+1 ); } // Set current segment and side by clicking on a polygon in game window. // If ctrl pressed, also assign current texture map to that side. //if (GameViewBox->mouse_onme && (GameViewBox->b1_done_dragging || GameViewBox->b1_clicked)) { if ((GADGET_PRESSED(GameViewBox) && !render_3d_in_big_window) || (GADGET_PRESSED(LargeViewBox) && render_3d_in_big_window)) { int xcrd,ycrd; int seg,side,face,poly,tmap; if (render_3d_in_big_window) { xcrd = LargeViewBox->b1_drag_x1; ycrd = LargeViewBox->b1_drag_y1; } else { xcrd = GameViewBox->b1_drag_x1; ycrd = GameViewBox->b1_drag_y1; } //Int3(); if (find_seg_side_face(xcrd,ycrd,&seg,&side,&face,&poly)) { if (seg<0) { //found an object Cur_object_index = -seg-1; editor_status_fmt("Object %d selected.",Cur_object_index); Update_flags |= UF_ED_STATE_CHANGED; } else { // See if either shift key is down and, if so, assign texture map if (keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) { Cursegp = &Segments[seg]; Curside = side; AssignTexture(); med_create_new_segment_from_cursegp(); editor_status("Texture assigned"); } else if (keyd_pressed[KEY_G]) { tmap = Segments[seg].sides[side].tmap_num; texpage_grab_current(tmap); editor_status( "Texture grabbed." ); } else if (keyd_pressed[ KEY_LAPOSTRO] ) { move_object_to_mouse_click(); } else { Cursegp = &Segments[seg]; Curside = side; med_create_new_segment_from_cursegp(); editor_status("Curseg and curside selected"); } } Update_flags |= UF_ED_STATE_CHANGED; } else editor_status("Click on non-texture ingored"); } // Allow specification of LargeView using mouse if (event->type == EVENT_MOUSE_MOVED && (keyd_pressed[ KEY_LCTRL ] || keyd_pressed[ KEY_RCTRL ])) { int dx, dy, dz; event_mouse_get_delta(event, &dx, &dy, &dz); if ((dx != 0) && (dy != 0)) { vms_matrix MouseRotMat,tempm; GetMouseRotation( dx, dy, &MouseRotMat ); vm_matrix_x_matrix(&tempm,&LargeView.ev_matrix,&MouseRotMat); LargeView.ev_matrix = tempm; LargeView.ev_changed = 1; Large_view_index = -1; // say not one of the orthogonal views rval = 1; } } if (event->type == EVENT_MOUSE_MOVED) { int dx, dy, dz; event_mouse_get_delta(event, &dx, &dy, &dz); if (dz != 0) { current_view->ev_dist += dz*10000; current_view->ev_changed = 1; } } return rval; }
// --------------------------------------------------------------------------------------------------- //this function is the editor. called when editor mode selected. runs until //game mode or exit selected void editor(void) { int w,h; grsBitmap * savedbitmap; editorView *new_cv; static int padnum=0; vmsMatrix MouseRotMat,tempm; //@@short camera_objnum; //a camera for viewing init_editor(); InitCurve(); RestoreEffectBitmapIcons(); if (!SetScreenMode(SCREEN_EDITOR)) { SetScreenMode(SCREEN_GAME); gameStates.app.nFunctionMode=FMODE_GAME; //force back into game return; } GrSetCurrentCanvas( NULL ); GrSetCurFont(editor_font); //Editor renders into full (320x200) game screen SetWarnFunc(med_show_warning); gameStates.input.keys.bRepeat = 1; // Allow repeat in editor // _MARK_("start of editor");//Nuked to compile -KRB ui_mouse_hide(); ui_reset_idleSeconds(); gameData.objs.viewer = gameData.objs.console; slew_init(gameData.objs.console); UpdateFlags = UF_ALL; medlisp_update_screen(); //set the wire-frame window to be the current view currentView = &LargeView; if (faded_in==0) { faded_in = 1; //gr_pal_fade_in( grdCurScreen->pal ); } w = GameViewBox->canvas->cvBitmap.bmProps.w; h = GameViewBox->canvas->cvBitmap.bmProps.h; savedbitmap = GrCreateBitmap(w, h ); GrBmUBitBlt( w, h, 0, 0, 0, 0, &GameViewBox->canvas->cvBitmap, savedbitmap ); GrSetCurrentCanvas( GameViewBox->canvas ); GrSetCurFont(editor_font); //GrSetColor( CBLACK ); //gr_deaccent_canvas(); //gr_grey_canvas(); ui_mouse_show(); GrSetCurFont(editor_font); ui_pad_goto(padnum); gamestate_restore_check(); while (gameStates.app.nFunctionMode == FMODE_EDITOR) { GrSetCurFont(editor_font); info_display_all(EditorWindow); ModeFlag = 0; // Update the windows // Only update if there is no key waiting and we're not in // fast play mode. if (!KeyPeekKey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY)) medlisp_update_screen(); //do editor stuff GrSetCurFont(editor_font); ui_mega_process(); last_keypress &= ~KEYDBGGED; // mask off delete key bit which has no function in editor. ui_window_do_gadgets(EditorWindow); doRobot_window(); doObject_window(); do_wall_window(); do_trigger_window(); do_hostage_window(); do_centers_window(); check_wall_validity(); Assert(gameData.walls.nWalls>=0); if (Gameview_lockstep) { static tSegment *old_cursegp=NULL; static int old_curside=-1; if (old_cursegp!=Cursegp || old_curside!=Curside) { SetPlayerFromCursegMinusOne(); old_cursegp = Cursegp; old_curside = Curside; } } if ( ui_get_idleSeconds() > COMPRESS_INTERVAL ) { med_compress_mine(); ui_reset_idleSeconds(); } // Commented out because it occupies about 25% of time in twirling the mine. // Removes some Asserts.... // med_check_all_vertices(); clear_editor_status(); // if enough time elapsed, clear editor status message TimedAutosave(mine_filename); set_editorTime_of_day(); GrSetCurrentCanvas( GameViewBox->canvas ); // Remove keys used for slew switch(last_keypress) { case KEY_PAD9: case KEY_PAD7: case KEY_PADPLUS: case KEY_PADMINUS: case KEY_PAD8: case KEY_PAD2: case KEY_LBRACKET: case KEY_RBRACKET: case KEY_PAD1: case KEY_PAD3: case KEY_PAD6: case KEY_PAD4: last_keypress = 0; } if ((last_keypress&0xff)==KEY_LSHIFT) last_keypress=0; if ((last_keypress&0xff)==KEY_RSHIFT) last_keypress=0; if ((last_keypress&0xff)==KEY_LCTRL) last_keypress=0; if ((last_keypress&0xff)==KEY_RCTRL) last_keypress=0; // if ((last_keypress&0xff)==KEY_LALT) last_keypress=0; // if ((last_keypress&0xff)==KEY_RALT) last_keypress=0; GrSetCurFont(editor_font); menubar_do( last_keypress ); //=================== DO FUNCTIONS ==================== if ( KeyFunction[ last_keypress ] != NULL ) { KeyFunction[last_keypress](); last_keypress = 0; } switch (last_keypress) { case 0: case KEY_Z: case KEY_G: case KEY_LALT: case KEY_RALT: case KEY_LCTRL: case KEY_RCTRL: case KEY_LSHIFT: case KEY_RSHIFT: case KEY_LAPOSTRO: break; case KEY_SHIFTED + KEY_L: ToggleLighting(); break; case KEY_F1: render_3d_in_big_window = !render_3d_in_big_window; UpdateFlags |= UF_ALL; break; default: { char kdesc[100]; GetKeyDescription( kdesc, last_keypress ); editor_status("Error: %s isn't bound to anything.", kdesc ); } } //================================================================ if (ModeFlag==1) { close_editor_screen(); gameStates.app.nFunctionMode=FMODE_EXIT; GrFreeBitmap( savedbitmap ); break; } if (ModeFlag==2) //-- && MacroStatus==UI_STATUS_NORMAL ) { ui_mouse_hide(); gameStates.app.nFunctionMode = FMODE_GAME; GrBmUBitBlt( w, h, 0, 0, 0, 0, savedbitmap, &GameViewBox->canvas->cvBitmap); GrFreeBitmap( savedbitmap ); break; } if (ModeFlag==3) //-- && MacroStatus==UI_STATUS_NORMAL ) { // med_compress_mine(); //will be called anyways before game. close_editor_screen(); gameStates.app.nFunctionMode=FMODE_GAME; //force back into game SetScreenMode(SCREEN_GAME); //put up game screen GrFreeBitmap( savedbitmap ); break; } // if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)GameViewBox) currentView=NULL; // if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)GroupViewBox) currentView=NULL; new_cv = currentView ; #if ORTHO_VIEWS if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)LargeViewBox) new_cv=&LargeView; if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)TopViewBox) new_cv=&TopView; if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)FrontViewBox) new_cv=&FrontView; if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)RightViewBox) new_cv=&RightView; #endif if (new_cv != currentView ) { currentView->ev_changed = 1; new_cv->ev_changed = 1; currentView = new_cv; } CalcFrameTime(); if (slew_frame(0)) { //do movement and check keys UpdateFlags |= UF_GAME_VIEW_CHANGED; if (Gameview_lockstep) { Cursegp = &gameData.segs.segments[gameData.objs.console->nSegment]; med_create_new_segment_from_cursegp(); UpdateFlags |= UF_ED_STATE_CHANGED; } } // DO TEXTURE STUFF texpage_do(); objpage_do(); // Process selection of Cursegp using mouse. if (LargeViewBox->mouse_onme && LargeViewBox->b1_clicked && !render_3d_in_big_window) { int xcrd,ycrd; xcrd = LargeViewBox->b1_drag_x1; ycrd = LargeViewBox->b1_drag_y1; find_segments(xcrd,ycrd,LargeViewBox->canvas,&LargeView,Cursegp,Big_depth); // Sets globals N_found_segs, Found_segs // If shift is down, then add tSegment to found list if (gameStates.input.keys.pressed[ KEY_LSHIFT ] || gameStates.input.keys.pressed[ KEY_RSHIFT ]) subtract_found_segments_from_selected_list(); else add_found_segments_to_selected_list(); Found_seg_index = 0; if (N_found_segs > 0) { sort_seg_list(N_found_segs,Found_segs,&gameData.objs.console->position.vPos); Cursegp = &gameData.segs.segments[Found_segs[0]]; med_create_new_segment_from_cursegp(); if (LockView_to_cursegp) setView_target_from_segment(Cursegp); } UpdateFlags |= UF_ED_STATE_CHANGED | UF_VIEWPOINT_MOVED; } if (GameViewBox->mouse_onme && GameViewBox->b1_dragging) { int x, y; x = GameViewBox->b1_drag_x2; y = GameViewBox->b1_drag_y2; ui_mouse_hide(); GrSetCurrentCanvas( GameViewBox->canvas ); GrSetColor( 15 ); GrRect( x-1, y-1, x+1, y+1 ); ui_mouse_show(); } // Set current tSegment and tSide by clicking on a polygon in game window. // If ctrl pressed, also assign current texture map to that tSide. //if (GameViewBox->mouse_onme && (GameViewBox->b1_done_dragging || GameViewBox->b1_clicked)) { if ((GameViewBox->mouse_onme && GameViewBox->b1_clicked && !render_3d_in_big_window) || (LargeViewBox->mouse_onme && LargeViewBox->b1_clicked && render_3d_in_big_window)) { int xcrd,ycrd; int seg,tSide,face,poly,tmap; if (render_3d_in_big_window) { xcrd = LargeViewBox->b1_drag_x1; ycrd = LargeViewBox->b1_drag_y1; } else { xcrd = GameViewBox->b1_drag_x1; ycrd = GameViewBox->b1_drag_y1; } //Int3(); if (FindSegSideFace(xcrd,ycrd,&seg,&tSide,&face,&poly)) { if (seg<0) { //found an tObject CurObject_index = -seg-1; editor_status("Object %d selected.",CurObject_index); UpdateFlags |= UF_ED_STATE_CHANGED; } else { // See if either shift key is down and, if so, assign texture map if (gameStates.input.keys.pressed[KEY_LSHIFT] || gameStates.input.keys.pressed[KEY_RSHIFT]) { Cursegp = &gameData.segs.segments[seg]; Curside = tSide; AssignTexture(); med_create_new_segment_from_cursegp(); editor_status("Texture assigned"); } else if (gameStates.input.keys.pressed[KEY_G]) { tmap = gameData.segs.segments[seg].sides[tSide].nBaseTex; texpage_grab_current(tmap); editor_status( "Texture grabbed." ); } else if (gameStates.input.keys.pressed[ KEY_LAPOSTRO] ) { ui_mouse_hide(); moveObject_to_mouse_click(); } else { Cursegp = &gameData.segs.segments[seg]; Curside = tSide; med_create_new_segment_from_cursegp(); editor_status("Curseg and curside selected"); } } UpdateFlags |= UF_ED_STATE_CHANGED; } else editor_status("Click on non-texture ingored"); } // Allow specification of LargeView using mouse if (gameStates.input.keys.pressed[ KEY_LCTRL ] || gameStates.input.keys.pressed[ KEY_RCTRL ]) { ui_mouse_hide(); if ( (Mouse.dx!=0) && (Mouse.dy!=0) ) { GetMouseRotation( Mouse.dx, Mouse.dy, &MouseRotMat ); VmMatMul(&tempm,&LargeView.ev_matrix,&MouseRotMat); LargeView.ev_matrix = tempm; LargeView.ev_changed = 1; LargeView_index = -1; // say not one of the orthogonal views } } else { ui_mouse_show(); } if ( gameStates.input.keys.pressed[ KEY_Z ] ) { ui_mouse_hide(); if ( Mouse.dy!=0 ) { currentView->evDist += Mouse.dy*10000; currentView->ev_changed = 1; } } else { ui_mouse_show(); } } // _MARK_("end of editor");//Nuked to compile -KRB ClearWarnFunc(med_show_warning); //kill our camera tObject gameData.objs.viewer = gameData.objs.console; //reset viewer //@@ReleaseObject(camera_objnum); padnum = ui_pad_get_current(); close_editor(); ui_close(); }