//called at the end of the program void close_editor() { // _MARK_("end of editor");//Nuked to compile -KRB #ifndef __LINUX__ set_warn_func(msgbox_warning); #else clear_warn_func(NULL); #endif close_editor_screen(); //kill our camera object Viewer = ConsoleObject; //reset viewer //@@obj_delete(camera_objnum); padnum = ui_pad_get_current(); close_autosave(); ui_close(); gr_close_font(editor_font); PHYSFSX_removeRelFromSearchPath("editor/data"); PHYSFSX_removeRelFromSearchPath("editor"); PHYSFSX_removeRelFromSearchPath("editor.zip"); PHYSFSX_removeRelFromSearchPath("editor.dxa"); switch (ModeFlag) { case 1: if (Game_wind) window_close(Game_wind); break; case 2: if (Game_wind) window_close(Game_wind); set_screen_mode(SCREEN_MENU); //put up menu screen show_menus(); break; case 3: set_screen_mode(SCREEN_GAME); //put up game screen Game_mode = GM_EDITOR; editor_reset_stuff_on_level(); N_players = 1; break; } return; }
// --------------------------------------------------------------------------------------------------- //this function is the editor. called when editor mode selected. runs until //game mode or exit selected void editor(void) { int w,h; grs_bitmap * savedbitmap; editor_view *new_cv; static int padnum=0; vms_matrix MouseRotMat,tempm; //@@short camera_objnum; //a camera for viewing init_editor(); InitCurve(); restore_effect_bitmap_icons(); if (!set_screen_mode(SCREEN_EDITOR)) { set_screen_mode(SCREEN_GAME); Function_mode=FMODE_GAME; //force back into game return; } gr_set_current_canvas( NULL ); gr_set_curfont(editor_font); //Editor renders into full (320x200) game screen set_warn_func(med_show_warning); keyd_repeat = 1; // Allow repeat in editor // _MARK_("start of editor");//Nuked to compile -KRB ui_mouse_hide(); ui_reset_idle_seconds(); //@@ //create a camera for viewing in the editor. copy position from ConsoleObject //@@ camera_objnum = obj_create(OBJ_CAMERA,0,ConsoleObject->segnum,&ConsoleObject->pos,&ConsoleObject->orient,0); //@@ Viewer = &Objects[camera_objnum]; //@@ slew_init(Viewer); //camera is slewing Viewer = ConsoleObject; slew_init(ConsoleObject); Update_flags = UF_ALL; medlisp_update_screen(); //set the wire-frame window to be the current view current_view = &LargeView; if (faded_in==0) { faded_in = 1; //gr_pal_fade_in( grd_curscreen->pal ); } w = GameViewBox->canvas->cv_bitmap.bm_w; h = GameViewBox->canvas->cv_bitmap.bm_h; savedbitmap = gr_create_bitmap(w, h ); gr_bm_ubitblt( w, h, 0, 0, 0, 0, &GameViewBox->canvas->cv_bitmap, savedbitmap ); gr_set_current_canvas( GameViewBox->canvas ); gr_set_curfont(editor_font); //gr_setcolor( CBLACK ); //gr_deaccent_canvas(); //gr_grey_canvas(); ui_mouse_show(); gr_set_curfont(editor_font); ui_pad_goto(padnum); gamestate_restore_check(); while (Function_mode == FMODE_EDITOR) { gr_set_curfont(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 (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY)) medlisp_update_screen(); //do editor stuff gr_set_curfont(editor_font); ui_mega_process(); last_keypress &= ~KEY_DEBUGGED; // mask off delete key bit which has no function in editor. ui_window_do_gadgets(EditorWindow); do_robot_window(); do_object_window(); do_wall_window(); do_trigger_window(); do_hostage_window(); do_centers_window(); 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; } } // mprintf((0, "%d ", ui_get_idle_seconds() )); if ( ui_get_idle_seconds() > COMPRESS_INTERVAL ) { med_compress_mine(); ui_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 TimedAutosave(mine_filename); set_editor_time_of_day(); gr_set_current_canvas( 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; if ((last_keypress&0xff)==KEY_LMETA) last_keypress=0; if ((last_keypress&0xff)==KEY_RMETA) last_keypress=0; gr_set_curfont(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; Update_flags |= 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(); Function_mode=FMODE_EXIT; gr_free_bitmap( savedbitmap ); break; } if (ModeFlag==2) //-- && MacroStatus==UI_STATUS_NORMAL ) { close_editor_screen(); Function_mode = FMODE_MENU; set_screen_mode(SCREEN_MENU); //put up menu screen gr_free_bitmap(savedbitmap); break; } if (ModeFlag==3) //-- && MacroStatus==UI_STATUS_NORMAL ) { // med_compress_mine(); //will be called anyways before game. close_editor_screen(); Function_mode=FMODE_GAME; //force back into game set_screen_mode(SCREEN_GAME); //put up game screen gr_free_bitmap( savedbitmap ); break; } // if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)GameViewBox) current_view=NULL; // if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)GroupViewBox) current_view=NULL; new_cv = current_view ; #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 != current_view ) { current_view->ev_changed = 1; new_cv->ev_changed = 1; current_view = new_cv; } calc_frame_time(); 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; } } // 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 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 (GameViewBox->mouse_onme && GameViewBox->b1_dragging) { int x, y; x = GameViewBox->b1_drag_x2; y = GameViewBox->b1_drag_y2; ui_mouse_hide(); gr_set_current_canvas( GameViewBox->canvas ); gr_setcolor( 15 ); gr_rect( x-1, y-1, x+1, y+1 ); ui_mouse_show(); } // 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 ((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,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("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] ) { ui_mouse_hide(); 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 (keyd_pressed[ KEY_LCTRL ] || keyd_pressed[ KEY_RCTRL ]) { ui_mouse_hide(); if ( (Mouse.dx!=0) && (Mouse.dy!=0) ) { GetMouseRotation( Mouse.dx, Mouse.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 } } else { ui_mouse_show(); } if ( keyd_pressed[ KEY_Z ] ) { ui_mouse_hide(); if ( Mouse.dy!=0 ) { current_view->ev_dist += Mouse.dy*10000; current_view->ev_changed = 1; } } else { ui_mouse_show(); } vid_update(); } // _MARK_("end of editor");//Nuked to compile -KRB clear_warn_func(med_show_warning); //kill our camera object Viewer = ConsoleObject; //reset viewer //@@obj_delete(camera_objnum); padnum = ui_pad_get_current(); close_editor(); ui_close(); }