コード例 #1
0
ファイル: automap.c プロジェクト: Ringdingcoder/d1x
//print to canvas & double height
grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc)
{
	int y;
	ubyte *data;
	int rs;
	grs_canvas *temp_canv,*save_canv;

	save_canv = grd_curcanv;

	temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);

	gr_set_current_canvas(temp_canv);
	gr_set_curfont(font);
	gr_clear_canvas(255);						//trans color
	gr_set_fontcolor(fc,bc);
	gr_printf(0,0,s);

	//now double it, since we're drawing to 400-line modex screen

	data = temp_canv->cv_bitmap.bm_data;
	rs = temp_canv->cv_bitmap.bm_rowsize;

	for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
		memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
		memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
	}

	gr_set_current_canvas(save_canv);

	return temp_canv;
}
コード例 #2
0
ファイル: OBJPAGE.C プロジェクト: devint1/descent-win
int objpage_grab_current(int n)
{
	int i;

	if ( (n<0) || ( n>= Num_total_object_types) ) return 0;
	
	ObjectPage = n / OBJS_PER_PAGE;
	
	if (ObjectPage*OBJS_PER_PAGE < Num_total_object_types) {
		for (i=0;  i<OBJS_PER_PAGE; i++ )
		{
			gr_set_current_canvas(ObjBox[i]->canvas);
			if (i+ObjectPage*OBJS_PER_PAGE < Num_total_object_types)
			{
				//gr_ubitmap(0,0, robot_bms[robot_bm_nums[ i+ObjectPage*OBJS_PER_PAGE ] ] );
				gr_label_box(i+ObjectPage*OBJS_PER_PAGE );
			} else {
				gr_clear_canvas( CGREY );
			}
		}
	}

	Cur_robot_type = n;
	gr_set_current_canvas(ObjCurrent->canvas);
	//gr_ubitmap(0,0, robot_bms[robot_bm_nums[ Cur_robot_type ] ] );
	gr_label_box(Cur_robot_type);

	//objpage_display_name( Texture[Cur_robot_type]->filename );
	
	return 1;
}
コード例 #3
0
ファイル: polyobj.c プロジェクト: gameplayer22/d2x-1
//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;

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

	temp_canv = gr_create_canvas(save_canv->cv_bitmap.bm_w,save_canv->cv_bitmap.bm_h);
	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);

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

	gr_set_current_canvas(save_canv);

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

	gr_free_canvas(temp_canv);
}
コード例 #4
0
ファイル: titles.c プロジェクト: btb/d1x
void title_save_game()
{
	grs_canvas * save_canv;
	grs_canvas * save_canv_data;
	grs_font * save_font;
	ubyte palette[768];

	if ( Next_level_num == 0 ) return;
	
	save_canv = grd_curcanv;
	save_font = grd_curcanv->cv_font;

	save_canv_data = gr_create_canvas( grd_curcanv->cv_bitmap.bm_w, grd_curcanv->cv_bitmap.bm_h );
	gr_set_current_canvas(save_canv_data);
	gr_ubitmap(0,0,&save_canv->cv_bitmap);
	gr_set_current_canvas(save_canv);
	gr_clear_canvas(gr_find_closest_color_current( 0, 0, 0));
	gr_palette_read( palette );
	gr_palette_load( gr_palette );
#ifndef SHAREWARE
	state_save_all(1);
#endif
	gr_palette_clear();
	
	gr_set_current_canvas(save_canv);
	gr_ubitmap(0,0,&save_canv_data->cv_bitmap);
	gr_palette_load( palette );
	gr_set_curfont(save_font);
}
コード例 #5
0
ファイル: OBJPAGE.C プロジェクト: devint1/descent-win
void objpage_init( UI_WINDOW *win )
{
	int i;

	//Num_total_object_types = N_polygon_models + N_hostage_types + N_powerup_types;
	//Assert (N_polygon_models < MAX_POLYGON_MODELS);
	//Assert (Num_total_object_types < MAX_OBJTYPE );
	//Assert (N_hostage_types < MAX_HOSTAGE_TYPES ); 
	//Assert (N_powerup_types < MAX_POWERUP_TYPES );
	// Assert (N_robot_types < MAX_ROBOTS);

	ui_add_gadget_button( win, OBJCURBOX_X + 00, OBJCURBOX_Y - 27, 30, 20, "<<", objpage_goto_prev );
	ui_add_gadget_button( win, OBJCURBOX_X + 32, OBJCURBOX_Y - 27, 30, 20, ">>", objpage_goto_next );

	ui_add_gadget_button( win, OBJCURBOX_X + 00, OBJCURBOX_Y - 54, 30, 20, "B", objpage_goto_first );
	ui_add_gadget_button( win, OBJCURBOX_X + 32, OBJCURBOX_Y - 54, 30, 20, "E", objpage_goto_last );

	ui_add_gadget_button( win, OBJCURBOX_X + 25, OBJCURBOX_Y + 62, 22, 13, "P-", objpage_decrease_pitch );
	ui_add_gadget_button( win, OBJCURBOX_X + 25, OBJCURBOX_Y + 90, 22, 13, "P+", objpage_increase_pitch );
	ui_add_gadget_button( win, OBJCURBOX_X + 00, OBJCURBOX_Y + 90, 22, 13, "B-", objpage_decrease_bank );
	ui_add_gadget_button( win, OBJCURBOX_X + 50, OBJCURBOX_Y + 90, 22, 13, "B+", objpage_increase_bank );
	ui_add_gadget_button( win, OBJCURBOX_X + 00, OBJCURBOX_Y + 76, 22, 13, "H-", objpage_decrease_heading );
	ui_add_gadget_button( win, OBJCURBOX_X + 50, OBJCURBOX_Y + 76, 22, 13, "H+", objpage_increase_heading );
	ui_add_gadget_button( win, OBJCURBOX_X + 00, OBJCURBOX_Y + 62, 22, 13, "Z+", objpage_increase_z );
	ui_add_gadget_button( win, OBJCURBOX_X + 50, OBJCURBOX_Y + 62, 22, 13, "Z-", objpage_decrease_z );
	ui_add_gadget_button( win, OBJCURBOX_X + 25, OBJCURBOX_Y + 76, 22, 13, "R", objpage_reset_orient );

	for (i=0;i<OBJS_PER_PAGE;i++)
		ObjBox[i] = ui_add_gadget_userbox( win, OBJBOX_X + (i/2)*(2+OBJBOX_W), OBJBOX_Y + (i%2)*(2+OBJBOX_H), OBJBOX_W, OBJBOX_H);

	ObjCurrent = ui_add_gadget_userbox( win, OBJCURBOX_X, OBJCURBOX_Y-5, 64, 64 );

	objpage_reset_orient();

	for (i=0;  i<OBJS_PER_PAGE; i++ )
	{
		gr_set_current_canvas(ObjBox[i]->canvas);
		if (i+ObjectPage*OBJS_PER_PAGE < Num_total_object_types)
		{
				//gr_ubitmap(0,0, robot_bms[robot_bm_nums[ i+ObjectPage*OBJS_PER_PAGE ] ] );
				gr_label_box(i+ObjectPage*OBJS_PER_PAGE );
		} else {
			gr_clear_canvas( CGREY );
		}
	}

// Don't reset robot_type when we return to editor.
//	Cur_robot_type = ObjectPage*OBJS_PER_PAGE;
	gr_set_current_canvas(ObjCurrent->canvas);
	//gr_ubitmap(0,0, robot_bms[robot_bm_nums[ Cur_robot_type ] ] );
	gr_label_box(Cur_robot_type);

	//ObjnameCanvas = gr_create_sub_canvas(&grd_curscreen->sc_canvas, OBJCURBOX_X , OBJCURBOX_Y + OBJBOX_H + 10, 100, 20);
	//gr_set_current_canvas( ObjnameCanvas );
	//gr_set_curfont( ui_small_font ); 
   //gr_set_fontcolor( CBLACK, CWHITE );
	//objpage_display_name( Texture[Cur_robot_type]->filename );

}
コード例 #6
0
ファイル: ENDLEVEL.C プロジェクト: NonCreature0714/descent
render_external_scene(fix eye_offset)
{

	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,f1_0);
				Interpolation_method = save_im;
			}
		}
	}

	#ifdef STATION_ENABLED
	draw_polygon_model(&station_pos,&vmd_identity_matrix,NULL,station_modelnum,0,f1_0,NULL,NULL);
	#endif

	render_terrain(&mine_ground_exit_point,exit_point_bmx,exit_point_bmy);

	draw_exit_model();
	if (ext_expl_playing)
		draw_fireball(&external_explosion);

	Lighting_on=0;
	render_object(ConsoleObject);
	Lighting_on=1;
}
コード例 #7
0
ファイル: OBJPAGE.C プロジェクト: devint1/descent-win
void gr_label_box( int i)
{

	gr_clear_canvas(BM_XRGB(0,0,0));
	draw_robot_picture(i,&objpage_view_orient, -1);

//	char s[20];
//	sprintf( s, " %d ", i );
//	gr_clear_canvas( BM_XRGB(0,15,0) );
//	gr_set_fontcolor( CWHITE, BM_XRGB(0,15,0) );
//	ui_string_centered(  grd_curcanv->cv_bitmap.bm_w/2, grd_curcanv->cv_bitmap.bm_h/2, Description[i] );
}
コード例 #8
0
ファイル: L.C プロジェクト: NonCreature0714/descent
//Redraw the list of textures, based on TexturePage
texpage_redraw()
{
	int i;

	for (i=0;  i<TMAPS_PER_PAGE; i++ )
		{
		gr_set_current_canvas(TmapBox[i]->canvas);
		if (i+TexturePage*TMAPS_PER_PAGE < Num_tmaps )
			gr_ubitmap(0,0, Textures[TmapList[i+TexturePage*TMAPS_PER_PAGE]]);
		else 
			gr_clear_canvas( CGREY );
		}
}
コード例 #9
0
ファイル: texpage.c プロジェクト: jihnsius/d2r
//Redraw the list of textures, based on TexturePage
void texpage_redraw()
{
	int i;

	for (i = 0;  i < TMAPS_PER_PAGE; i++)
	{
		gr_set_current_canvas(TmapBox[i]->canvas);
		if (i + TexturePage*TMAPS_PER_PAGE < NumTextures)
		{
			PIGGY_PAGE_IN(Textures[i + TexturePage*TMAPS_PER_PAGE]);
			gr_ubitmap(0, 0, &GameBitmaps[Textures[i + TexturePage*TMAPS_PER_PAGE].index]);
		} else 
			gr_clear_canvas( CGREY );
	}
}
コード例 #10
0
ファイル: OBJPAGE.C プロジェクト: devint1/descent-win
int objpage_goto_first()
{
	int i;

	ObjectPage=0;
	for (i=0;  i<OBJS_PER_PAGE; i++ ) {
		gr_set_current_canvas(ObjBox[i]->canvas);
		if (i+ObjectPage*OBJS_PER_PAGE < Num_total_object_types ) {
			//gr_ubitmap(0,0, robot_bms[robot_bm_nums[ i+ObjectPage*OBJS_PER_PAGE ] ] );
			gr_label_box(i+ObjectPage*OBJS_PER_PAGE );
		} else
			gr_clear_canvas( CGREY );
	}

	return 1;
}
コード例 #11
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;

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

	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);
	draw_polygon_model(&temp_pos,&temp_orient,NULL,mn,0,f1_0,NULL,NULL);
	g3_end_frame();
}
コード例 #12
0
ファイル: EHOSTAGE.C プロジェクト: NonCreature0714/descent
void do_hostage_window()
{
	fix DeltaTime, Temp;

	if ( MainWindow == NULL ) return;

	SelectClosestHostage();

	//------------------------------------------------------------
	// 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 (LastHostageIndex != CurrentHostageIndex )	{

		if ( CurrentHostageIndex > -1 )	
			strcpy( HostageText->text, Hostages[CurrentHostageIndex].text );
		else
			strcpy(HostageText->text, " " );

		HostageText->position = strlen(HostageText->text);
		HostageText->oldposition = HostageText->position;
		HostageText->status=1;
		HostageText->first_time = 1;

	}

	//------------------------------------------------------------
	// If any of the radio buttons that control the mode are set, then
	// update the cooresponding AI state.
	//------------------------------------------------------------
	if ( CurrentHostageIndex > -1 )	
		strcpy( Hostages[CurrentHostageIndex].text, HostageText->text );

	//------------------------------------------------------------
	// 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 (CurrentHostageIndex > -1 )	{
		int vclip_num;
		
		vclip_num = Hostages[CurrentHostageIndex].vclip_num;

		Assert(vclip_num != -1);

		gr_set_current_canvas( HostageViewBox->canvas );

		if ( vclip_num > -1 )	{
			vclip_play( &Hostage_face_clip[vclip_num], DeltaTime );	
		} else {
			gr_clear_canvas( CGREY );
		}
	} else {
		// no hostage, so just blank out
		gr_set_current_canvas( HostageViewBox->canvas );
		gr_clear_canvas( CGREY );
	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this robot.
	//------------------------------------------------------------
	if (ui_button_any_drawn || (LastHostageIndex != CurrentHostageIndex) )	{
		if ( CurrentHostageIndex > -1 )	{
			ui_wprintf_at( MainWindow, 10, 15, "Hostage: %d   Object: %d", CurrentHostageIndex, Hostages[CurrentHostageIndex].objnum );
			//@@ui_wprintf_at( MainWindow, 10, 73, "Type: %d   Sound: %d   ", Hostages[CurrentHostageIndex].type, Hostages[CurrentHostageIndex].sound_num );
			ui_wprintf_at( MainWindow, 10, 73, "Face: %d   ", Hostages[CurrentHostageIndex].vclip_num);
		}	else {
			ui_wprintf_at( MainWindow, 10, 15, "Hostage: none " );
			//@@ui_wprintf_at( MainWindow, 10, 73, "Type:    Sound:       " );
			ui_wprintf_at( MainWindow, 10, 73, "Face:         " );
		}
		Update_flags |= UF_WORLD_CHANGED;
	}

	if ( QuitButton->pressed || (last_keypress==KEY_ESC))	{
		hostage_close_window();
		return;
	}		

	LastHostageIndex = CurrentHostageIndex;
}
コード例 #13
0
ファイル: eswitch.c プロジェクト: CDarrow/DXX-Retro
int trigger_dialog_handler(UI_DIALOG *dlg, d_event *event, trigger_dialog *t)
{
	int i;
	short Markedwall, trigger_num;
	int keypress = 0;
	int rval = 0;

	Assert(MainWindow != NULL);
	if (!Markedsegp) {
		close_trigger_window();
		return 0;
	}

	//------------------------------------------------------------
	// Call the ui code..
	//------------------------------------------------------------
	ui_button_any_drawn = 0;
	
	if (event->type == EVENT_KEY_COMMAND)
		keypress = event_key_get(event);
	
	//------------------------------------------------------------
	// If we change walls, we need to reset the ui code for all
	// of the checkboxes that control the wall flags.  
	//------------------------------------------------------------
	Markedwall = Markedsegp->sides[Markedside].wall_num;
	if (Markedwall != -1)
		trigger_num = Walls[Markedwall].trigger;
	else trigger_num = -1;

	if (t->old_trigger_num != trigger_num)
	{
		if (trigger_num != -1)
		{
			trigger *trig = &Triggers[trigger_num];

  			ui_checkbox_check(t->triggerFlag[0], trig->flags & TRIGGER_CONTROL_DOORS);
 			ui_checkbox_check(t->triggerFlag[1], trig->flags & TRIGGER_SHIELD_DAMAGE);
 			ui_checkbox_check(t->triggerFlag[2], trig->flags & TRIGGER_ENERGY_DRAIN);
 			ui_checkbox_check(t->triggerFlag[3], trig->flags & TRIGGER_EXIT);
 			ui_checkbox_check(t->triggerFlag[4], trig->flags & TRIGGER_ONE_SHOT);
 			ui_checkbox_check(t->triggerFlag[5], trig->flags & TRIGGER_ILLUSION_ON);
 			ui_checkbox_check(t->triggerFlag[6], trig->flags & TRIGGER_ILLUSION_OFF);
 			ui_checkbox_check(t->triggerFlag[7], trig->flags & TRIGGER_ON);
 			ui_checkbox_check(t->triggerFlag[8], trig->flags & TRIGGER_MATCEN);
 			ui_checkbox_check(t->triggerFlag[9], trig->flags & TRIGGER_SECRET_EXIT);
		}
	}
	
	//------------------------------------------------------------
	// If any of the checkboxes that control the wallflags are set, then
	// update the cooresponding wall flag.
	//------------------------------------------------------------
	if (IS_CHILD(Markedsegp->children[Markedside]))
	{
		rval = 1;
		
		if (GADGET_PRESSED(t->triggerFlag[0])) 
			trigger_flag_Markedside(TRIGGER_CONTROL_DOORS, t->triggerFlag[0]->flag); 
		else if (GADGET_PRESSED(t->triggerFlag[1]))
			trigger_flag_Markedside(TRIGGER_SHIELD_DAMAGE, t->triggerFlag[1]->flag); 
		else if (GADGET_PRESSED(t->triggerFlag[2]))
			trigger_flag_Markedside(TRIGGER_ENERGY_DRAIN, t->triggerFlag[2]->flag); 
		else if (GADGET_PRESSED(t->triggerFlag[3]))
			trigger_flag_Markedside(TRIGGER_EXIT, t->triggerFlag[3]->flag); 
		else if (GADGET_PRESSED(t->triggerFlag[4]))
			trigger_flag_Markedside(TRIGGER_ONE_SHOT, t->triggerFlag[4]->flag); 
		else if (GADGET_PRESSED(t->triggerFlag[5]))
			trigger_flag_Markedside(TRIGGER_ILLUSION_ON, t->triggerFlag[5]->flag); 
		else if (GADGET_PRESSED(t->triggerFlag[6]))
			trigger_flag_Markedside(TRIGGER_ILLUSION_OFF, t->triggerFlag[6]->flag);
		else if (GADGET_PRESSED(t->triggerFlag[7]))
			trigger_flag_Markedside(TRIGGER_ON, t->triggerFlag[7]->flag);
		else if (GADGET_PRESSED(t->triggerFlag[8])) 
			trigger_flag_Markedside(TRIGGER_MATCEN, t->triggerFlag[8]->flag);
		else if (GADGET_PRESSED(t->triggerFlag[9])) 
			trigger_flag_Markedside(TRIGGER_SECRET_EXIT, t->triggerFlag[9]->flag);
		else
			rval = 0;

	} else
		for (i = 0; i < NUM_TRIGGER_FLAGS; i++ )
			ui_checkbox_check(t->triggerFlag[i], 0);

	//------------------------------------------------------------
	// Draw the wall in the little 64x64 box
	//------------------------------------------------------------
	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		gr_set_current_canvas( t->wallViewBox->canvas );

		if ((Markedsegp->sides[Markedside].wall_num == -1) || (Walls[Markedsegp->sides[Markedside].wall_num].trigger) == -1)
			gr_clear_canvas( CBLACK );
		else {
			if (Markedsegp->sides[Markedside].tmap_num2 > 0)  {
				gr_ubitmap(0,0, texmerge_get_cached_bitmap( Markedsegp->sides[Markedside].tmap_num, Markedsegp->sides[Markedside].tmap_num2));
			} else {
				if (Markedsegp->sides[Markedside].tmap_num > 0)	{
					PIGGY_PAGE_IN(Textures[Markedsegp->sides[Markedside].tmap_num]);
					gr_ubitmap(0,0, &GameBitmaps[Textures[Markedsegp->sides[Markedside].tmap_num].index]);
				} else
					gr_clear_canvas( CGREY );
			}
		}
	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this robot.
	//------------------------------------------------------------
	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		if ( Markedsegp->sides[Markedside].wall_num > -1 )	{
			ui_dprintf_at( MainWindow, 12, 6, "Trigger: %d    ", trigger_num);
		}	else {
			ui_dprintf_at( MainWindow, 12, 6, "Trigger: none ");
		}
	}
	
	if (ui_button_any_drawn || (t->old_trigger_num != trigger_num) )
		Update_flags |= UF_WORLD_CHANGED;
		
	if (event->type == EVENT_WINDOW_CLOSE)
	{
		d_free(t);
		MainWindow = NULL;
		return 0;
	}

	if ( GADGET_PRESSED(t->quitButton) || (keypress==KEY_ESC))
	{
		close_trigger_window();
		return 1;
	}		

	t->old_trigger_num = trigger_num;
	
	return rval;
}
コード例 #14
0
ファイル: meddraw.c プロジェクト: Ringdingcoder/d1x
void draw_world(grs_canvas *screen_canvas,editor_view *v,segment *mine_ptr,int depth)
{
	vms_vector viewer_position;

#if DOUBLE_BUFFER
	grs_canvas temp_canvas;

//	mprintf(0, "\n");

//	if ( screen_canvas == LargeViewBox->canvas ) {
//		CurrentBigCanvas ^= 1;
//
//		gr_set_current_canvas( BigCanvas[CurrentBigCanvas] );
//
//	} else {
		gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
			screen_canvas->cv_bitmap.bm_w,screen_canvas->cv_bitmap.bm_h);

		gr_set_current_canvas(&temp_canvas);
//	}
#else
	gr_set_current_canvas(screen_canvas);
#endif

	//mprintf(0, "\n");

	ui_mouse_hide();

	//g3_set_points(Segment_points,Vertices);

	viewer_position = v->ev_matrix.fvec;
	vm_vec_scale(&viewer_position,-v->ev_dist);

	vm_vec_add2(&viewer_position,&Ed_view_target);

	gr_clear_canvas(0);
	g3_start_frame();
	g3_set_view_matrix(&viewer_position,&v->ev_matrix,v->ev_zoom);

	render_start_frame();

	gr_setcolor(PLAINSEG_COLOR);

	// Draw all segments or only connected segments.
	// We might want to draw all segments if we have broken the mine into pieces.
	if (Draw_all_segments)
		draw_mine_all(Segments, Automap_test);
	else
		draw_mine(mine_ptr,depth);

	// Draw the found segments
	if (!Automap_test) {
		draw_warning_segments();
		draw_group_segments();
		draw_found_segments();
		draw_selected_segments();
		draw_special_segments();

		// Highlight group segment and side.
		if (current_group > -1)
		if (Groupsegp[current_group]) {
			gr_setcolor(GROUPSEG_COLOR);
			draw_segment(Groupsegp[current_group]);

			gr_setcolor(GROUPSIDE_COLOR);
			draw_seg_side(Groupsegp[current_group],Groupside[current_group]);
		}

		// Highlight marked segment and side.
		if (Markedsegp) {
			gr_setcolor(MARKEDSEG_COLOR);
			draw_segment(Markedsegp);

			gr_setcolor(MARKEDSIDE_COLOR);
			draw_seg_side(Markedsegp,Markedside);
		}

		// Highlight current segment and current side.
		gr_setcolor(CURSEG_COLOR);
		draw_segment(Cursegp);

		gr_setcolor(CURSIDE_COLOR);
		draw_seg_side(Cursegp,Curside);

		gr_setcolor(CUREDGE_COLOR);
		draw_side_edge(Cursegp,Curside,Curedge);

		// Draw coordinate axes if we are rendering the large view.
		if (Show_axes_flag)
			if (screen_canvas == LargeViewBox->canvas)
				draw_coordinate_axes();

		// Label the window
		gr_set_fontcolor((v==current_view)?CRED:CWHITE, -1 );
		if ( screen_canvas == LargeViewBox->canvas ) {
			gr_ustring( 5, 5, "USER VIEW" );
			switch (Large_view_index) {
				case 0: gr_ustring( 85, 5, "-- TOP");	break;
				case 1: gr_ustring( 85, 5, "-- FRONT");	break;
				case 2: gr_ustring( 85, 5, "-- RIGHT");	break;
			}			
		} else
#if ORTHO_VIEWS
		 else if ( screen_canvas == TopViewBox->canvas )
			gr_ustring( 5, 5, "TOP" );
		else if ( screen_canvas == FrontViewBox->canvas )
			gr_ustring( 5, 5, "FRONT" );
		else if ( screen_canvas == RightViewBox->canvas )
			gr_ustring( 5, 5, "RIGHT" );
#else
			Error("Ortho views have been removed, what gives?\n");
#endif

	}
コード例 #15
0
ファイル: cntrlcen.c プロジェクト: Garog/d1x-rebirth-ovr
void do_countdown_frame()
{
	fix	old_time;
	int	fc, div_scale;

	if (!Control_center_destroyed)	return;

	//	Control center destroyed, rock the player's ship.
	fc = Countdown_seconds_left;
	if (fc > 16)
		fc = 16;

	//	At Trainee, decrease rocking of ship by 4x.
	div_scale = 1;
	if (Difficulty_level == 0)
		div_scale = 4;

	if (FixedStep & EPS20)
	{
		ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
		ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
	}
	//	Hook in the rumble sound effect here.

	old_time = Countdown_timer;
	Countdown_timer -= FrameTime;
	Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);

	if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) )	{
		digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
	}
	if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left )	{
		if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
			digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
		if ( Countdown_seconds_left==Total_countdown_time-1)
			digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
	}						

	if (Countdown_timer > 0) {
		fix size,old_size;
		size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
		old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
		if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) ))		{			// Every 2 seconds!
			//@@if (Dead_controlcen_object_num != -1) {
			//@@	vms_vector vp;	//,v,c;
			//@@	compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
			//@@	object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
			//@@}

			digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
		}
	}  else {
		int flash_value;

		if (old_time > 0)
			digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );

		flash_value = f2i(-Countdown_timer * (64 / 4));	// 4 seconds to total whiteness
		PALETTE_FLASH_SET(flash_value,flash_value,flash_value);

		if (PaletteBlueAdd > 64 )	{
			gr_set_current_canvas( NULL );
			gr_clear_canvas(BM_XRGB(31,31,31));				//make screen all white to match palette effect
			reset_palette_add();							//restore palette for death message
			//controlcen->MaxCapacity = Fuelcen_max_amount;
			//gauge_message( "Control Center Reset" );
			DoPlayerDead();		//kill_player();
		}																				
	}
}
コード例 #16
0
ファイル: automap.c プロジェクト: CDarrow/DXX-Retro
void draw_automap(automap *am)
{
	int i;
	int color;
	object * objp;
	g3s_point sphere_point;

	if ( am->leave_mode==0 && am->controls.automap_state && (timer_query()-am->entry_time)>LEAVE_TIME)
		am->leave_mode = 1;

	gr_set_current_canvas(NULL);
	show_fullscr(&am->automap_background);
	gr_set_curfont(HUGE_FONT);
	gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
	gr_string((SWIDTH/8), (SHEIGHT/16), TXT_AUTOMAP);
	gr_set_curfont(GAME_FONT);
	gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
	gr_string((SWIDTH/10.666), (SHEIGHT/1.126), TXT_TURN_SHIP);
	gr_printf((SWIDTH/10.666), (SHEIGHT/1.083), "F9/F10 Changes viewing distance");
	gr_string((SWIDTH/10.666), (SHEIGHT/1.043), TXT_AUTOMAP_MARKER);

	gr_set_current_canvas(&am->automap_view);

	gr_clear_canvas(BM_XRGB(0,0,0));

	g3_start_frame();
	render_start_frame();

	if (!PlayerCfg.AutomapFreeFlight)
		vm_vec_scale_add(&am->view_position,&am->view_target,&am->viewMatrix.fvec,-am->viewDist);

	g3_set_view_matrix(&am->view_position,&am->viewMatrix,am->zoom);

	draw_all_edges(am);

	selected_player_rgb = player_rgb; 
	// Draw player...
#ifdef NETWORK
	if(Netgame.BlackAndWhitePyros) 
		selected_player_rgb = player_rgb_alt; 
	if (Game_mode & GM_TEAM)
		color = get_team(Player_num);
	else
#endif	
		color = Player_num;	// Note link to above if!

	gr_setcolor(BM_XRGB(selected_player_rgb[color].r,selected_player_rgb[color].g,selected_player_rgb[color].b));
	draw_player(&Objects[Players[Player_num].objnum]);

	DrawMarkers(am);
	
	// Draw player(s)...
#ifdef NETWORK
	if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )	{
		for (i=0; i<N_players; i++)		{
			if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )	{
				if ( Objects[Players[i].objnum].type == OBJ_PLAYER )	{
					if (Game_mode & GM_TEAM)
						color = get_team(i);
					else
						color = i;
					gr_setcolor(BM_XRGB(selected_player_rgb[color].r,selected_player_rgb[color].g,selected_player_rgb[color].b));
					draw_player(&Objects[Players[i].objnum]);
				}
			}
		}
	}
#endif

	objp = &Objects[0];
	for (i=0;i<=Highest_object_index;i++,objp++) {
		switch( objp->type )	{
		case OBJ_HOSTAGE:
			gr_setcolor(am->hostage_color);
			g3_rotate_point(&sphere_point,&objp->pos);
			g3_draw_sphere(&sphere_point,objp->size);	
			break;
		case OBJ_POWERUP:
			if ( Automap_visited[objp->segnum] )	{
				if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )	{
					switch (objp->id) {
					case POW_KEY_RED:		gr_setcolor(BM_XRGB(63, 5, 5));	break;
					case POW_KEY_BLUE:	gr_setcolor(BM_XRGB(5, 5, 63)); break;
					case POW_KEY_GOLD:	gr_setcolor(BM_XRGB(63, 63, 10)); break;
					default:
						Error("Illegal key type: %i", objp->id);
					}
					g3_rotate_point(&sphere_point,&objp->pos);
					g3_draw_sphere(&sphere_point,objp->size*4);	
				}
			}
			break;
		}
	}

	g3_end_frame();

	name_frame(am);

	if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
	{
		char msg[10+MARKER_MESSAGE_LEN+1];
		sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
		gr_printf((SWIDTH/64),(SHEIGHT/18),"%s", msg);
	}

	if ((PlayerCfg.MouseControlStyle == MOUSE_CONTROL_FLIGHT_SIM) && PlayerCfg.MouseFSIndicator)
		show_mousefs_indicator(am->controls.raw_mouse_axis[0], am->controls.raw_mouse_axis[1], am->controls.raw_mouse_axis[2], GWIDTH-(GHEIGHT/8), GHEIGHT-(GHEIGHT/8), GHEIGHT/5);

	am->t2 = timer_query();
	while (am->t2 - am->t1 < F1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow.  So delay a bit (and free up some cpu :)
	{
		if (GameArg.SysUseNiceFPS && !GameCfg.VSync)
			timer_delay(f1_0 / GameArg.SysMaxFPS - (am->t2 - am->t1));
		timer_update();
		am->t2 = timer_query();
	}
	if (am->pause_game)
	{
		FrameTime=am->t2-am->t1;
		calc_d_tick();
	}
	am->t1 = am->t2;
}
コード例 #17
0
ファイル: GAMESEQ.C プロジェクト: devint1/descent-win
//load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
void LoadLevel(int level_num) 
{
	char *level_name;
	player save_player;

#ifdef REQUIRE_CD
	{
		FILE *fp;
		int i;
		char fname[128];
		strcpy( fname, destsat_cdpath );
#ifdef DEST_SAT
		strcat( fname, "saturn.hog" );
#else
		strcat( fname, "descent.hog" );
#endif
		do {
			descent_critical_error = 0;
			fp = fopen( fname, "rb" );
			if ( fp==NULL || descent_critical_error )	{
				if ( fp )	{
					fclose(fp);
					fp = NULL;
				}
				gr_set_current_canvas(NULL);
				gr_clear_canvas( gr_find_closest_color_current(0,0,0) );
				gr_palette_load( gr_palette );
				i = nm_messagebox( "Insert CD", 2, "Retry", "Exit", "Please put the\nDescent CD\nin your CD-ROM drive!\n" );
				if ( i==1 )
					exit(0);
			}
		} while ( fp == NULL );
		fclose( fp );
	}
#endif

	save_player = Players[Player_num];	

	Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);

#ifdef SHAREWARE
	{
		static char t[13];
		sprintf(t, "LEVEL%02d.SDL", level_num);
		level_name = t;
	}
#else
	if (level_num<0)		//secret level
		level_name = Secret_level_names[-level_num-1];
	else					//normal level
		level_name = Level_names[level_num-1];
#endif

	show_boxed_message(TXT_LOADING);

	if (!load_level(level_name))
		Current_level_num=level_num;

	#ifdef NETWORK
	my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
	#endif

	load_endlevel_data(level_num);

	clear_boxed_message();

	#ifdef NETWORK
	reset_network_objects();
	#endif

	Players[Player_num] = save_player;

	set_sound_sources();

	songs_play_level_song( Current_level_num );

}
コード例 #18
0
ファイル: state.c プロジェクト: osgcc/descent-mac
int state_save_all_sub(char *filename, char *desc, int between_levels)
{
	int i,j;
	FILE * fp;
	grs_canvas * cnv;
	FInfo finfo;
	OSErr err;
	Str255 pfilename;

	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...
	cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
	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( TRANSPARENCY_COLOR );
					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 );
					myfree( bmp.bm_data );
				}
			}
		} else {
			render_frame(0);
		}
		fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
		gr_free_canvas( cnv );
	} 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...
#ifdef MAC_SHAREWARE
	fwrite( mission_save, sizeof(char)*9, 1, fp);
#else
	fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
#endif

//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);
	
// set the type and creator of the saved game file

	strcpy(pfilename, filename);
	c2pstr(pfilename);
	err = HGetFInfo(0, 0, pfilename, &finfo);
	finfo.fdType = 'SVGM';
	finfo.fdCreator = 'DCNT';
	err = HSetFInfo(0, 0, pfilename, &finfo);

	start_time();

	return 1;
}
コード例 #19
0
static window_event_result hostage_dialog_handler(UI_DIALOG *dlg,const d_event &event, hostage_dialog *h)
{
	switch(event.type)
	{
		case EVENT_WINDOW_CREATED:
			return hostage_dialog_created(dlg, h);
		case EVENT_WINDOW_CLOSE:
			std::default_delete<hostage_dialog>()(h);
			MainWindow = nullptr;
			return window_event_result::ignored;
		default:
			break;
	}
	fix64 Temp;
	int keypress = 0;
	if (event.type == EVENT_KEY_COMMAND)
		keypress = event_key_get(event);

	Assert(MainWindow != NULL);

	SelectClosestHostage();

	//------------------------------------------------------------
	// Call the ui code..
	//------------------------------------------------------------
	ui_button_any_drawn = 0;

	//------------------------------------------------------------
	// 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 any of the radio buttons that control the mode are set, then
	// update the cooresponding AI state.
	//------------------------------------------------------------

	//------------------------------------------------------------
	// Redraw the object in the little 64x64 box
	//------------------------------------------------------------
	if (event.type == EVENT_UI_DIALOG_DRAW)
	{
		ui_dprintf_at( MainWindow, 10, 32,"&Message:" );

		// A simple frame time counter for spinning the objects...
		Temp = timer_query();
		h->time = Temp;
		
		if (CurrentHostageIndex > -1 )	{
			gr_set_current_canvas( h->hostageViewBox->canvas );

				gr_clear_canvas( CGREY );
		} else {
			// no hostage, so just blank out
			gr_set_current_canvas( h->hostageViewBox->canvas );
			gr_clear_canvas( CGREY );
		}
	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this robot.
	//------------------------------------------------------------
	if (event.type == EVENT_UI_DIALOG_DRAW)
	{
		if ( CurrentHostageIndex > -1 )	{
			ui_dprintf_at( MainWindow, 10, 15, "Hostage: %d   Object: %d", CurrentHostageIndex, Hostages[CurrentHostageIndex].objnum );
			//@@ui_dprintf_at( MainWindow, 10, 73, "Type: %d   Sound: %d   ", Hostages[CurrentHostageIndex].type, Hostages[CurrentHostageIndex].sound_num );
		}	else {
			ui_dprintf_at( MainWindow, 10, 15, "Hostage: none " );
			//@@ui_dprintf_at( MainWindow, 10, 73, "Type:    Sound:       " );
			ui_dprintf_at( MainWindow, 10, 73, "Face:         " );
		}
	}
	
	if (ui_button_any_drawn || (LastHostageIndex != CurrentHostageIndex))
		Update_flags |= UF_WORLD_CHANGED;
	if (GADGET_PRESSED(h->quitButton.get()) || keypress==KEY_ESC)
	{
		return window_event_result::close;
	}		

	LastHostageIndex = CurrentHostageIndex;
	return window_event_result::ignored;
}
コード例 #20
0
ファイル: automap.c プロジェクト: Ringdingcoder/d1x
void draw_automap()
{
	int i;
	int color;
	object * objp;
	vms_vector viewer_position;
	g3s_point sphere_point;

#ifndef AUTOMAP_DIRECT_RENDER
#ifndef AUTOMAP_NO_PAGING
	current_page ^= 1;
	gr_set_current_canvas(&DrawingPages[current_page]);
#else
	gr_set_current_canvas(&DrawingPages[0]);
#endif
#endif

	gr_clear_canvas(0);

	g3_start_frame();
	render_start_frame();
	
	vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );

	g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);

	draw_all_edges();

	// Draw player...
#ifdef NETWORK
	if (Game_mode & GM_TEAM)
		color = get_team(Player_num);
	else
#endif	
		color = Player_num;	// Note link to above if!
	gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
	draw_player(&Objects[Players[Player_num].objnum]);
				
	// Draw player(s)...
#ifdef NETWORK
	if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )	{
		for (i=0; i<N_players; i++)		{
			if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )	{
				if ( Objects[Players[i].objnum].type == OBJ_PLAYER )	{
					if (Game_mode & GM_TEAM)
						color = get_team(i);
					else
						color = i;
					gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
					draw_player(&Objects[Players[i].objnum]);
				}
			}
		}
	}
#endif

	objp = &Objects[0];
	for (i=0;i<=Highest_object_index;i++,objp++) {
		switch( objp->type )	{
		case OBJ_HOSTAGE:
			gr_setcolor(BM_XRGB(0,31,0));
			g3_rotate_point(&sphere_point,&objp->pos);
			g3_draw_sphere(&sphere_point,objp->size);	
			break;
		case OBJ_POWERUP:
			if ( Automap_visited[objp->segnum] )	{
				if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )	{
					switch (objp->id) {
					case POW_KEY_RED:		gr_setcolor(gr_getcolor(63, 5, 5));	break;
					case POW_KEY_BLUE:	gr_setcolor(gr_getcolor(5, 5, 63)); break;
					case POW_KEY_GOLD:	gr_setcolor(gr_getcolor(63, 63, 10)); break;
					}
					g3_rotate_point(&sphere_point,&objp->pos);
					g3_draw_sphere(&sphere_point,objp->size*4);	
				}
			}
			break;
		}
	}

	g3_end_frame();

//	gr_bitmapm(5,5,&name_canv->cv_bitmap);
	gr_set_curfont(GAME_FONT);
	gr_set_fontcolor(BM_XRGB(0,31,0),-1);
	gr_uprintf(5,5,name_level);
#ifdef OGL
	ogl_swap_buffers();
#else
#ifndef AUTOMAP_DIRECT_RENDER
#ifndef AUTOMAP_NO_PAGING
	gr_show_canvas( &Pages[current_page] );
#else
	gr_bm_ubitblt( DrawingPages[0].cv_bitmap.bm_w,
	 DrawingPages[0].cv_bitmap.bm_h,
	 DrawingPages[0].cv_bitmap.bm_x,
	 DrawingPages[0].cv_bitmap.bm_y, 0, 0,
	 &DrawingPages[0].cv_bitmap,
	 &Pages[0].cv_bitmap );
//	int_gr_update();
	gr_update();
#endif
#else
	gr_update();
#endif
#endif
}
コード例 #21
0
ファイル: automap.c プロジェクト: CDarrow/Spectator-JinX
void draw_automap(automap *am)
{
	int i;
	int color;
	object * objp;
	g3s_point sphere_point;
	
	if ( am->leave_mode==0 && am->controls.automap_state && (timer_query()-am->entry_time)>LEAVE_TIME)
		am->leave_mode = 1;

	gr_set_current_canvas(NULL);
	show_fullscr(&am->automap_background);
	gr_set_curfont(HUGE_FONT);
	gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
	if (!MacHog)
		gr_printf((SWIDTH/8), (SHEIGHT/16), TXT_AUTOMAP);
	else
		gr_printf(80*(SWIDTH/640.0), 36*(SHEIGHT/480.0), TXT_AUTOMAP);
	gr_set_curfont(GAME_FONT);
	gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
	if (!MacHog)
	{
		gr_printf((SWIDTH/4.923), (SHEIGHT/1.126), TXT_TURN_SHIP);
		gr_printf((SWIDTH/4.923), (SHEIGHT/1.083), TXT_SLIDE_UPDOWN);
		gr_printf((SWIDTH/4.923), (SHEIGHT/1.043), "F9/F10 Changes viewing distance");
	}
	else
	{
		// for the Mac automap they're shown up the top, hence the different layout
		gr_printf(265*(SWIDTH/640.0), 27*(SHEIGHT/480.0), TXT_TURN_SHIP);
		gr_printf(265*(SWIDTH/640.0), 44*(SHEIGHT/480.0), TXT_SLIDE_UPDOWN);
		gr_printf(265*(SWIDTH/640.0), 61*(SHEIGHT/480.0), "F9/F10 Changes viewing distance");
	}
	
	gr_set_current_canvas(&am->automap_view);

	gr_clear_canvas(BM_XRGB(0,0,0));

	g3_start_frame();
	render_start_frame();

	if (!PlayerCfg.AutomapFreeFlight)
		vm_vec_scale_add(&am->view_position,&am->view_target,&am->viewMatrix.fvec,-am->viewDist);

	g3_set_view_matrix(&am->view_position,&am->viewMatrix,am->zoom);

	draw_all_edges(am);

	// Draw player...
#ifdef NETWORK
	if (Game_mode & GM_TEAM)
		color = get_team(Player_num);
	else
#endif	
		color = Player_num;	// Note link to above if!

	gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
	draw_player(&Objects[Players[Player_num].objnum]);

	// Draw player(s)...
#ifdef NETWORK
	if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) || (Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING))		// jinx 02-01-13 spec	
	{
		for (i=0; i<N_players; i++)		{
			if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )	{
				if ( Objects[Players[i].objnum].type == OBJ_PLAYER )	{
					if (Game_mode & GM_TEAM)
						color = get_team(i);
					else
						color = i;
					gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
					draw_player(&Objects[Players[i].objnum]);
				}
			}
		}
	}
#endif

	objp = &Objects[0];
	for (i=0;i<=Highest_object_index;i++,objp++) {
		switch( objp->type )	{
		case OBJ_HOSTAGE:
			gr_setcolor(am->hostage_color);
			g3_rotate_point(&sphere_point,&objp->pos);
			g3_draw_sphere(&sphere_point,objp->size);	
			break;
		case OBJ_POWERUP:
			if ( Automap_visited[objp->segnum] )	{
				if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )	{
					switch (objp->id) {
					case POW_KEY_RED:		gr_setcolor(BM_XRGB(63, 5, 5));	break;
					case POW_KEY_BLUE:	gr_setcolor(BM_XRGB(5, 5, 63)); break;
					case POW_KEY_GOLD:	gr_setcolor(BM_XRGB(63, 63, 10)); break;
					default:
						Error("Illegal key type: %i", objp->id);
					}
					g3_rotate_point(&sphere_point,&objp->pos);
					g3_draw_sphere(&sphere_point,objp->size*4);	
				}
			}
			break;
		}
	}

	g3_end_frame();

	name_frame(am);

	if (PlayerCfg.MouseFlightSim && PlayerCfg.MouseFSIndicator)
		show_mousefs_indicator(am->controls.raw_mouse_axis[0], am->controls.raw_mouse_axis[1], am->controls.raw_mouse_axis[2], GWIDTH-(GHEIGHT/8), GHEIGHT-(GHEIGHT/8), GHEIGHT/5);

	am->t2 = timer_query();
	while (am->t2 - am->t1 < F1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow.  So delay a bit (and free up some cpu :)
	{
		if (GameArg.SysUseNiceFPS && !GameCfg.VSync)
			timer_delay(f1_0 / GameArg.SysMaxFPS - (am->t2 - am->t1));
		timer_update();
		am->t2 = timer_query();
	}
	if (am->pause_game)
	{
		FrameTime=am->t2-am->t1;
		FixedStepCalc();
	}
	am->t1 = am->t2;
}
コード例 #22
0
ファイル: medwall.c プロジェクト: arbruijn/d1xnacl
void do_wall_window()
{
	int i;
	sbyte type;
	fix DeltaTime, Temp;

	if ( MainWindow == NULL ) return;

	//------------------------------------------------------------
	// Call the ui code..
	//------------------------------------------------------------
	ui_button_any_drawn = 0;
	ui_window_do_gadgets(MainWindow);

	//------------------------------------------------------------
	// If we change walls, we need to reset the ui code for all
	// of the checkboxes that control the wall flags.  
	//------------------------------------------------------------
	if (old_wall_num != Cursegp->sides[Curside].wall_num) {
		for (	i=0; i < 3; i++ )	{
			DoorFlag[i]->flag = 0;		// Tells ui that this button isn't checked
			DoorFlag[i]->status = 1;	// Tells ui to redraw button
		}
		for (	i=0; i < 4; i++ )	{
			KeyFlag[i]->flag = 0;		// Tells ui that this button isn't checked
			KeyFlag[i]->status = 1;		// Tells ui to redraw button
		}

		if ( Cursegp->sides[Curside].wall_num != -1) {
			if (Walls[Cursegp->sides[Curside].wall_num].flags & WALL_DOOR_LOCKED)			
				DoorFlag[0]->flag = 1;	// Mark this button as checked
			if (Walls[Cursegp->sides[Curside].wall_num].flags & WALL_DOOR_AUTO)
				DoorFlag[1]->flag = 1;	// Mark this button as checked
			if (Walls[Cursegp->sides[Curside].wall_num].flags & WALL_ILLUSION_OFF)
				DoorFlag[2]->flag = 1;	// Mark this button as checked

			if (Walls[Cursegp->sides[Curside].wall_num].keys & KEY_NONE)
				KeyFlag[0]->flag = 1;
			if (Walls[Cursegp->sides[Curside].wall_num].keys & KEY_BLUE)
				KeyFlag[1]->flag = 1;
			if (Walls[Cursegp->sides[Curside].wall_num].keys & KEY_RED)
				KeyFlag[2]->flag = 1;
			if (Walls[Cursegp->sides[Curside].wall_num].keys & KEY_GOLD)
				KeyFlag[3]->flag = 1;
		}
	}
	
	//------------------------------------------------------------
	// If any of the checkboxes that control the wallflags are set, then
	// update the corresponding wall flag.
	//------------------------------------------------------------

	if (Walls[Cursegp->sides[Curside].wall_num].type == WALL_DOOR) {
		if ( DoorFlag[0]->flag == 1 )	
			Walls[Cursegp->sides[Curside].wall_num].flags |= WALL_DOOR_LOCKED;
		else
			Walls[Cursegp->sides[Curside].wall_num].flags &= ~WALL_DOOR_LOCKED;
		if ( DoorFlag[1]->flag == 1 )	
			Walls[Cursegp->sides[Curside].wall_num].flags |= WALL_DOOR_AUTO;
		else
			Walls[Cursegp->sides[Curside].wall_num].flags &= ~WALL_DOOR_AUTO;

		//------------------------------------------------------------
		// If any of the radio buttons that control the mode are set, then
		// update the corresponding key.
		//------------------------------------------------------------
		for (	i=0; i < 4; i++ )	{
			if ( KeyFlag[i]->flag == 1 ) {
				Walls[Cursegp->sides[Curside].wall_num].keys = 1<<i;		// Set the ai_state to the cooresponding radio button
			}
		}
	} else {
		for (	i=0; i < 2; i++ )	
			if (DoorFlag[i]->flag == 1) { 
				DoorFlag[i]->flag = 0;		// Tells ui that this button isn't checked
				DoorFlag[i]->status = 1;	// Tells ui to redraw button
			}
		for (	i=0; i < 4; i++ )	{
			if ( KeyFlag[i]->flag == 1 ) {
				KeyFlag[i]->flag = 0;		
				KeyFlag[i]->status = 1;		
			}
		}
	}

	if (Walls[Cursegp->sides[Curside].wall_num].type == WALL_ILLUSION) {
		if ( DoorFlag[2]->flag == 1 )	
			Walls[Cursegp->sides[Curside].wall_num].flags |= WALL_ILLUSION_OFF;
		else
			Walls[Cursegp->sides[Curside].wall_num].flags &= ~WALL_ILLUSION_OFF;
	} else 
		for (	i=2; i < 3; i++ )	
			if (DoorFlag[i]->flag == 1) { 
				DoorFlag[i]->flag = 0;		// Tells ui that this button isn't checked
				DoorFlag[i]->status = 1;	// Tells ui to redraw button
			}

	//------------------------------------------------------------
	// A simple frame time counter for animating the walls...
	//------------------------------------------------------------
	Temp = timer_get_fixed_seconds();
	DeltaTime = Temp - Time;

	//------------------------------------------------------------
	// Draw the wall in the little 64x64 box
	//------------------------------------------------------------
  	gr_set_current_canvas( WallViewBox->canvas );
	if (Cursegp->sides[Curside].wall_num != -1) {
		type = Walls[Cursegp->sides[Curside].wall_num].type;
		if ((type == WALL_DOOR) || (type == WALL_BLASTABLE)) {
			if (DeltaTime > ((F1_0*200)/1000)) {
				framenum++;
				Time = Temp;
			}
			if (framenum >= WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].num_frames)
				framenum=0;
			PIGGY_PAGE_IN(Textures[WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].frames[framenum]]);
			gr_ubitmap(0,0, &GameBitmaps[Textures[WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].frames[framenum]].index]);
		} else {
			if (type == WALL_OPEN)
				gr_clear_canvas( CBLACK );
			else {
				if (Cursegp->sides[Curside].tmap_num2 > 0)
					gr_ubitmap(0,0, texmerge_get_cached_bitmap( Cursegp->sides[Curside].tmap_num, Cursegp->sides[Curside].tmap_num2));
				else	{
					PIGGY_PAGE_IN(Textures[Cursegp->sides[Curside].tmap_num]);
					gr_ubitmap(0,0, &GameBitmaps[Textures[Cursegp->sides[Curside].tmap_num].index]);
				}
			}
		}
	} else
		gr_clear_canvas( CGREY );

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this wall.
	//------------------------------------------------------------
	if (ui_button_any_drawn || (old_wall_num != Cursegp->sides[Curside].wall_num) )	{
		if ( Cursegp->sides[Curside].wall_num > -1 )	{
			ui_wprintf_at( MainWindow, 12, 6, "Wall: %d    ", Cursegp->sides[Curside].wall_num);
			switch (Walls[Cursegp->sides[Curside].wall_num].type) {
				case WALL_NORMAL:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Normal   " );
					break;
				case WALL_BLASTABLE:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Blastable" );
					break;
				case WALL_DOOR:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Door     " );
					ui_wprintf_at( MainWindow, 223, 6, "%s", WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].filename);
					break;
				case WALL_ILLUSION:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Illusion " );
					break;
				case WALL_OPEN:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Open     " );
					break;
				case WALL_CLOSED:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Closed   " );
					break;
				default:
					ui_wprintf_at( MainWindow, 12, 23, " Type: Unknown  " );
					break;
			}			
			if (Walls[Cursegp->sides[Curside].wall_num].type != WALL_DOOR)
					ui_wprintf_at( MainWindow, 223, 6, "            " );

			ui_wprintf_at( MainWindow, 12, 40, " Clip: %d   ", Walls[Cursegp->sides[Curside].wall_num].clip_num );
			ui_wprintf_at( MainWindow, 12, 57, " Trigger: %d  ", Walls[Cursegp->sides[Curside].wall_num].trigger );
		}	else {
			ui_wprintf_at( MainWindow, 12, 6, "Wall: none ");
			ui_wprintf_at( MainWindow, 12, 23, " Type: none ");
			ui_wprintf_at( MainWindow, 12, 40, " Clip: none   ");
			ui_wprintf_at( MainWindow, 12, 57, " Trigger: none  ");
		}
		Update_flags |= UF_WORLD_CHANGED;
	}
	if ( QuitButton->pressed || (last_keypress==KEY_ESC) )	{
		close_wall_window();
		return;
	}		

	old_wall_num = Cursegp->sides[Curside].wall_num;
}
コード例 #23
0
ファイル: ESWITCH.C プロジェクト: NonCreature0714/descent
void do_trigger_window()
{
	int i;
	short Markedwall, trigger_num;

	if ( MainWindow == NULL ) return;
	if (!Markedsegp) {
		close_trigger_window();
		return;
	}

	//------------------------------------------------------------
	// Call the ui code..
	//------------------------------------------------------------
	ui_button_any_drawn = 0;
	ui_window_do_gadgets(MainWindow);
	
	//------------------------------------------------------------
	// If we change walls, we need to reset the ui code for all
	// of the checkboxes that control the wall flags.  
	//------------------------------------------------------------
	Markedwall = Markedsegp->sides[Markedside].wall_num;
	if (Markedwall != -1)
		trigger_num = Walls[Markedwall].trigger;
	else trigger_num = -1;

	if (old_trigger_num != trigger_num ) {
		for (	i=0; i < NUM_TRIGGER_FLAGS; i++ )	{
			TriggerFlag[i]->flag = 0;				// Tells ui that this button isn't checked
			TriggerFlag[i]->status = 1;				// Tells ui to redraw button
		}

		if (trigger_num != -1) {
  			if (Triggers[trigger_num].flags & TRIGGER_CONTROL_DOORS)
				TriggerFlag[0]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_SHIELD_DAMAGE)
				TriggerFlag[1]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_ENERGY_DRAIN)
				TriggerFlag[2]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_EXIT)
				TriggerFlag[3]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT)
				TriggerFlag[4]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_ON)
				TriggerFlag[5]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_OFF)
				TriggerFlag[6]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_ON)
				TriggerFlag[7]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_MATCEN)
				TriggerFlag[8]->flag = 1;
 			if (Triggers[trigger_num].flags & TRIGGER_SECRET_EXIT)
				TriggerFlag[9]->flag = 1;
		}
	}
	
	//------------------------------------------------------------
	// If any of the checkboxes that control the wallflags are set, then
	// update the cooresponding wall flag.
	//------------------------------------------------------------
	if (IS_CHILD(Markedsegp->children[Markedside])) {
		if (TriggerFlag[0]->flag == 1) 
			trigger_add_to_Markedside(TRIGGER_CONTROL_DOORS); 
		else
			trigger_remove_flag_from_Markedside(TRIGGER_CONTROL_DOORS);
		if (TriggerFlag[1]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_SHIELD_DAMAGE); 
		else
			trigger_remove_flag_from_Markedside(TRIGGER_SHIELD_DAMAGE);
		if (TriggerFlag[2]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_ENERGY_DRAIN); 
		else
			trigger_remove_flag_from_Markedside(TRIGGER_ENERGY_DRAIN);
		if (TriggerFlag[3]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_EXIT); 
		else
			trigger_remove_flag_from_Markedside(TRIGGER_EXIT);
		if (TriggerFlag[4]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_ONE_SHOT); 
		else
			trigger_remove_flag_from_Markedside(TRIGGER_ONE_SHOT);
		if (TriggerFlag[5]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_ILLUSION_ON); 
		else
			trigger_remove_flag_from_Markedside(TRIGGER_ILLUSION_ON);
		if (TriggerFlag[6]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_ILLUSION_OFF);
		else
			trigger_remove_flag_from_Markedside(TRIGGER_ILLUSION_OFF);
		if (TriggerFlag[7]->flag == 1)
			trigger_add_to_Markedside(TRIGGER_ON);
		else
			trigger_remove_flag_from_Markedside(TRIGGER_ON);

		if (TriggerFlag[8]->flag == 1) 
			trigger_add_to_Markedside(TRIGGER_MATCEN);
		else
			trigger_remove_flag_from_Markedside(TRIGGER_MATCEN);

		if (TriggerFlag[9]->flag == 1) 
			trigger_add_to_Markedside(TRIGGER_SECRET_EXIT);
		else
			trigger_remove_flag_from_Markedside(TRIGGER_SECRET_EXIT);

	} else
		for (	i=0; i < NUM_TRIGGER_FLAGS; i++ )
			if (TriggerFlag[i]->flag == 1) { 
				TriggerFlag[i]->flag = 0;					// Tells ui that this button isn't checked
				TriggerFlag[i]->status = 1;				// Tells ui to redraw button
			}
	
	//------------------------------------------------------------
	// Draw the wall in the little 64x64 box
	//------------------------------------------------------------
  	gr_set_current_canvas( WallViewBox->canvas );

	if ((Markedsegp->sides[Markedside].wall_num == -1) || (Walls[Markedsegp->sides[Markedside].wall_num].trigger) == -1)
		gr_clear_canvas( CBLACK );
	else {
		if (Markedsegp->sides[Markedside].tmap_num2 > 0)  {
			gr_ubitmap(0,0, texmerge_get_cached_bitmap( Markedsegp->sides[Markedside].tmap_num, Markedsegp->sides[Markedside].tmap_num2));
		} else {
			if (Markedsegp->sides[Markedside].tmap_num > 0)	{
				PIGGY_PAGE_IN(Textures[Markedsegp->sides[Markedside].tmap_num]);
				gr_ubitmap(0,0, &GameBitmaps[Textures[Markedsegp->sides[Markedside].tmap_num].index]);
			} else
				gr_clear_canvas( CGREY );
		}
 	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this robot.
	//------------------------------------------------------------
	if (ui_button_any_drawn || (old_trigger_num != trigger_num) ) {
		if ( Markedsegp->sides[Markedside].wall_num > -1 )	{
			ui_wprintf_at( MainWindow, 12, 6, "Trigger: %d    ", trigger_num);
		}	else {
			ui_wprintf_at( MainWindow, 12, 6, "Trigger: none ");
		}
		Update_flags |= UF_WORLD_CHANGED;
	}

	if ( QuitButton->pressed || (last_keypress==KEY_ESC))	{
		close_trigger_window();
		return;
	}		

	old_trigger_num = trigger_num;
}
コード例 #24
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
int wall_dialog_handler(UI_DIALOG *dlg, d_event *event, wall_dialog *wd)
{
	int i;
	sbyte type;
	fix DeltaTime;
	fix64 Temp;
	int keypress = 0;
	int rval = 0;
	
	if (event->type == EVENT_KEY_COMMAND)
		keypress = event_key_get(event);
	
	Assert(MainWindow != NULL);

	//------------------------------------------------------------
	// Call the ui code..
	//------------------------------------------------------------
	ui_button_any_drawn = 0;

	//------------------------------------------------------------
	// If we change walls, we need to reset the ui code for all
	// of the checkboxes that control the wall flags.  
	//------------------------------------------------------------
	if (wd->old_wall_num != Cursegp->sides[Curside].wall_num)
	{
		if ( Cursegp->sides[Curside].wall_num != -1)
		{
			wall *w = &Walls[Cursegp->sides[Curside].wall_num];

			ui_checkbox_check(wd->doorFlag[0], w->flags & WALL_DOOR_LOCKED);
			ui_checkbox_check(wd->doorFlag[1], w->flags & WALL_DOOR_AUTO);
			ui_checkbox_check(wd->doorFlag[2], w->flags & WALL_ILLUSION_OFF);

			ui_radio_set_value(wd->keyFlag[0], w->keys & KEY_NONE);
			ui_radio_set_value(wd->keyFlag[1], w->keys & KEY_BLUE);
			ui_radio_set_value(wd->keyFlag[2], w->keys & KEY_RED);
			ui_radio_set_value(wd->keyFlag[3], w->keys & KEY_GOLD);
		}
	}
	
	//------------------------------------------------------------
	// If any of the checkboxes that control the wallflags are set, then
	// update the corresponding wall flag.
	//------------------------------------------------------------

	if (Walls[Cursegp->sides[Curside].wall_num].type == WALL_DOOR) {
		if (GADGET_PRESSED(wd->doorFlag[0]))
		{
			if ( wd->doorFlag[0]->flag == 1 )	
				Walls[Cursegp->sides[Curside].wall_num].flags |= WALL_DOOR_LOCKED;
			else
				Walls[Cursegp->sides[Curside].wall_num].flags &= ~WALL_DOOR_LOCKED;
			rval = 1;
		}
		else if (GADGET_PRESSED(wd->doorFlag[1]))
		{
			if ( wd->doorFlag[1]->flag == 1 )	
				Walls[Cursegp->sides[Curside].wall_num].flags |= WALL_DOOR_AUTO;
			else
				Walls[Cursegp->sides[Curside].wall_num].flags &= ~WALL_DOOR_AUTO;
			rval = 1;
		}

		//------------------------------------------------------------
		// If any of the radio buttons that control the mode are set, then
		// update the corresponding key.
		//------------------------------------------------------------
		for (	i=0; i < 4; i++ )	{
			if (GADGET_PRESSED(wd->keyFlag[i]))
			{
				Walls[Cursegp->sides[Curside].wall_num].keys = 1<<i;		// Set the ai_state to the cooresponding radio button
				rval = 1;
			}
		}
	} else {
		for (i = 0; i < 2; i++)
			ui_checkbox_check(wd->doorFlag[i], 0);
		for (	i=0; i < 4; i++ )
			ui_radio_set_value(wd->keyFlag[i], 0);
	}

	if (Walls[Cursegp->sides[Curside].wall_num].type == WALL_ILLUSION) {
		if (GADGET_PRESSED(wd->doorFlag[2]))
		{
			if ( wd->doorFlag[2]->flag == 1 )	
				Walls[Cursegp->sides[Curside].wall_num].flags |= WALL_ILLUSION_OFF;
			else
				Walls[Cursegp->sides[Curside].wall_num].flags &= ~WALL_ILLUSION_OFF;
			rval = 1;
		}
	} else 
		for (	i=2; i < 3; i++ )	
			if (wd->doorFlag[i]->flag == 1) { 
				wd->doorFlag[i]->flag = 0;		// Tells ui that this button isn't checked
				wd->doorFlag[i]->status = 1;	// Tells ui to redraw button
			}

	//------------------------------------------------------------
	// Draw the wall in the little 64x64 box
	//------------------------------------------------------------
	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		// A simple frame time counter for animating the walls...
		Temp = timer_query();
		DeltaTime = Temp - wd->time;

		gr_set_current_canvas( wd->wallViewBox->canvas );
		if (Cursegp->sides[Curside].wall_num != -1) {
			type = Walls[Cursegp->sides[Curside].wall_num].type;
			if ((type == WALL_DOOR) || (type == WALL_BLASTABLE)) {
				if (DeltaTime > ((F1_0*200)/1000)) {
					wd->framenum++;
					wd->time = Temp;
				}
				if (wd->framenum >= WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].num_frames)
					wd->framenum=0;
				PIGGY_PAGE_IN(Textures[WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].frames[wd->framenum]]);
				gr_ubitmap(0,0, &GameBitmaps[Textures[WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].frames[wd->framenum]].index]);
			} else {
				if (type == WALL_OPEN)
					gr_clear_canvas( CBLACK );
				else {
					if (Cursegp->sides[Curside].tmap_num2 > 0)
						gr_ubitmap(0,0, texmerge_get_cached_bitmap( Cursegp->sides[Curside].tmap_num, Cursegp->sides[Curside].tmap_num2));
					else	{
						PIGGY_PAGE_IN(Textures[Cursegp->sides[Curside].tmap_num]);
						gr_ubitmap(0,0, &GameBitmaps[Textures[Cursegp->sides[Curside].tmap_num].index]);
					}
				}
			}
		} else
			gr_clear_canvas( CGREY );
	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this wall.
	//------------------------------------------------------------
	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		if ( Cursegp->sides[Curside].wall_num > -1 )	{
			ui_dprintf_at( MainWindow, 12, 6, "Wall: %d    ", Cursegp->sides[Curside].wall_num);
			switch (Walls[Cursegp->sides[Curside].wall_num].type) {
				case WALL_NORMAL:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Normal   " );
					break;
				case WALL_BLASTABLE:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Blastable" );
					break;
				case WALL_DOOR:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Door     " );
					ui_dprintf_at( MainWindow, 223, 6, "%s", WallAnims[Walls[Cursegp->sides[Curside].wall_num].clip_num].filename);
					break;
				case WALL_ILLUSION:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Illusion " );
					break;
				case WALL_OPEN:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Open     " );
					break;
				case WALL_CLOSED:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Closed   " );
					break;
				default:
					ui_dprintf_at( MainWindow, 12, 23, " Type: Unknown  " );
					break;
			}			
			if (Walls[Cursegp->sides[Curside].wall_num].type != WALL_DOOR)
					ui_dprintf_at( MainWindow, 223, 6, "            " );

			ui_dprintf_at( MainWindow, 12, 40, " Clip: %d   ", Walls[Cursegp->sides[Curside].wall_num].clip_num );
			ui_dprintf_at( MainWindow, 12, 57, " Trigger: %d  ", Walls[Cursegp->sides[Curside].wall_num].trigger );
		}	else {
			ui_dprintf_at( MainWindow, 12, 6, "Wall: none ");
			ui_dprintf_at( MainWindow, 12, 23, " Type: none ");
			ui_dprintf_at( MainWindow, 12, 40, " Clip: none   ");
			ui_dprintf_at( MainWindow, 12, 57, " Trigger: none  ");
		}
	}
	
	if (ui_button_any_drawn || (wd->old_wall_num != Cursegp->sides[Curside].wall_num) )
		Update_flags |= UF_WORLD_CHANGED;

	if (event->type == EVENT_WINDOW_CLOSE)
	{
		d_free(wd);
		MainWindow = NULL;
		return 0;
	}

	if ( GADGET_PRESSED(wd->quitButton) || (keypress==KEY_ESC) )
	{
		close_wall_window();
		return 1;
	}		

	wd->old_wall_num = Cursegp->sides[Curside].wall_num;
	
	return rval;
}
コード例 #25
0
ファイル: medrobot.c プロジェクト: arbruijn/d1xnacl
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;
}
コード例 #26
0
ファイル: medrobot.cpp プロジェクト: Foran/dxx-rebirth
int robot_dialog_handler(UI_DIALOG *, d_event *event, robot_dialog *r)
{
	int	i;
	fix	DeltaTime;
	fix64	Temp;
	int	first_object_index;
	int keypress = 0;
	int rval = 0;
	
	if (event->type == EVENT_KEY_COMMAND)
		keypress = event_key_get(event);
		
	Assert(MainWindow != NULL);

	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;

	//------------------------------------------------------------
	// 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 (r->old_object != Cur_object_index )	{
		for (	i=0; i < NUM_BOXES; i++ )
			ui_radio_set_value(r->initialMode[i], 0);
		if ( Cur_object_index != object_none ) {
			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;
			}
			ui_radio_set_value(r->initialMode[behavior - MIN_BEHAVIOR], 1);
		}
	}

	//------------------------------------------------------------
	// 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 ( GADGET_PRESSED(r->initialMode[i]) )	
			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);
				rval = 1;
			}
	}

	//------------------------------------------------------------
	// Redraw the object in the little 64x64 box
	//------------------------------------------------------------
	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		// A simple frame time counter for spinning the objects...
		Temp = timer_query();
		DeltaTime = Temp - r->time;
		r->time = Temp;

		if (Cur_object_index != object_none )	{
			dxxobject *obj = &Objects[Cur_object_index];

			gr_set_current_canvas( r->robotViewBox->canvas );
			draw_object_picture(obj->id, &r->angles, obj->type );
			r->angles.h += fixmul(0x1000, DeltaTime );
		} else {
			// no object, so just blank out
			gr_set_current_canvas( r->robotViewBox->canvas );
			gr_clear_canvas( CGREY );

	//		LocalObjectSelectNextInMine();
		}
	}

	//------------------------------------------------------------
	// Redraw the contained object in the other little box
	//------------------------------------------------------------
	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		if ((Cur_object_index != object_none ) && (Cur_goody_count > 0))	{
			gr_set_current_canvas( r->containsViewBox->canvas );
			if ( Cur_goody_id > -1 )
				draw_object_picture(Cur_goody_id, &r->goody_angles, Cur_goody_type);
			else
				gr_clear_canvas( CGREY );
			r->goody_angles.h += fixmul(0x1000, DeltaTime );
		} else {
			// no object, so just blank out
			gr_set_current_canvas( r->containsViewBox->canvas );
			gr_clear_canvas( CGREY );

	//		LocalObjectSelectNextInMine();
		}
	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this robot.
	//------------------------------------------------------------

	if (event->type == EVENT_UI_DIALOG_DRAW)
	{
		int	i;
		char	id_text[STRING_LENGTH+1];
		const char *type_text;

		if (Cur_object_index != object_none) {
			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_dprintf_at( MainWindow, GOODY_X, GOODY_Y,    " Type:");
		ui_dprintf_at( MainWindow, GOODY_X, GOODY_Y+24, "   ID:");
		ui_dprintf_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:
				type_text = "Robot  ";
				strncpy(id_text, Robot_names[Cur_goody_id], strlen(Robot_names[Cur_goody_id]));
				break;
			case OBJ_POWERUP:
				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;
				type_text = "Powerup";
				strncpy(id_text, Powerup_names[Cur_goody_id], strlen(Powerup_names[Cur_goody_id]));
				break;
		}

		ui_dprintf_at( MainWindow, GOODY_X+108, GOODY_Y, "%s", type_text);
		ui_dprintf_at( MainWindow, GOODY_X+108, GOODY_Y+24, "%s", id_text);
		ui_dprintf_at( MainWindow, GOODY_X+108, GOODY_Y+48, "%i", Cur_goody_count);

		if ( Cur_object_index != object_none )	{
			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_dprintf_at( MainWindow, 12,  6, "Robot: %3u ", static_cast<unsigned>(Cur_object_index) );
			ui_dprintf_at( MainWindow, 12, 22, "   Id: %3d", id);
			ui_dprintf_at( MainWindow, 12, 38, " Name: %8s", id_text);

		}	else {
			ui_dprintf_at( MainWindow, 12,  6, "Robot: none" );
			ui_dprintf_at( MainWindow, 12, 22, " Type: ?  "  );
			ui_dprintf_at( MainWindow, 12, 38, " Name: ________" );
		}
	}
	
	if (ui_button_any_drawn || (r->old_object != Cur_object_index) )
		Update_flags |= UF_WORLD_CHANGED;
		
	if (event->type == EVENT_WINDOW_CLOSE)
	{
		d_free(r);
		MainWindow = NULL;
		return 0;
	}

	if ( GADGET_PRESSED(r->quitButton) || (keypress==KEY_ESC))
	{
		robot_close_window();
		return 1;
	}		

	r->old_object = Cur_object_index;
	
	return rval;
}
コード例 #27
0
ファイル: PHOTOS.C プロジェクト: devint1/descent-win
//make a series of photographs
do_photos()
{
	FILE *vfile,*upvfile;
	int photo_num=0;
	char savename[13];
	grs_canvas *photo_canvas;
	vms_vector viewer_pos;
	vms_matrix viewer_orient;

	vfile=fopen("vectors.lst","rt");
	upvfile=fopen("upvecs.c","wt");

	Assert(vfile!=NULL && upvfile!=NULL);

	fprintf(upvfile,"\n\n#include \"vecmat.h\"\n\nvms_vector up_vecs[] = {\n");

	photo_canvas = gr_create_canvas(64,64);

	gr_set_current_canvas(photo_canvas);

	while (!feof(vfile)) {
		vms_vector v;
		vms_matrix m;
		float x,y,z;
		int nf;

		nf = fscanf(vfile,"%f %f %f",&x,&y,&z);

		if (nf!=3) break;

		vm_vec_make(&v,fl2f(x),fl2f(y),fl2f(z));

		vm_vector_2_matrix(&m,&v,NULL,NULL);

		fprintf(upvfile,"\t\t\t{%#x,%#x,%#x},\n",m.uvec.x,m.uvec.y,m.uvec.z);

		vm_vec_scale(&v,PHOTO_DIST);

		vm_vec_add(&viewer_pos,&cube_position,&v);

		viewer_orient = m;
		vm_vec_negate(&viewer_orient.fvec);
		vm_vec_negate(&viewer_orient.rvec);

		gr_clear_canvas(129);
		g3_start_frame();

		g3_set_view_matrix(&viewer_pos,&viewer_orient,0x9000);

		draw_cube();

		g3_end_frame();

gr_set_current_canvas(Canv_game);
gr_ubitmap(0,0,&photo_canvas->cv_bitmap);
gr_set_current_canvas(photo_canvas);

		sprintf(savename,"cube_%02d.bbm",photo_num);

		iff_write_bitmap(savename,&photo_canvas->cv_bitmap,gr_palette);

		photo_num++;

	}

	gr_free_canvas(photo_canvas);

	fprintf(upvfile,"\t\t};\n");

	fclose(vfile);
	fclose(upvfile);

}
コード例 #28
0
ファイル: state.c プロジェクト: osgcc/descent-mac
int state_save_old_game(int slotnum, char * sg_name, player * sg_player, 
                        int sg_difficulty_level, int sg_primary_weapon, 
                        int sg_secondary_weapon, int sg_next_level_num  	)
{
	int i;
	int temp_int;
	ubyte temp_byte;
	char desc[DESC_LENGTH+1];
	char filename[128];
	grs_canvas * cnv;
	FILE * fp;

	sprintf( filename, "%s.sg%d", sg_player->callsign, slotnum );
	fp = fopen( filename, "wb" );
	if ( !fp ) return 0;

//Save id
	fwrite( dgss_id, sizeof(char)*4, 1, fp );

//Save version
	temp_int = STATE_VERSION;
	fwrite( &temp_int, sizeof(int), 1, fp );

//Save description
	strncpy( desc, sg_name, DESC_LENGTH );
	fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
	
// Save the current screen shot...
	cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
	if ( cnv )	{
		char * pcx_file;
		ubyte pcx_palette[768];
		grs_bitmap bmp;

		gr_set_current_canvas( cnv );

		gr_clear_canvas( BM_XRGB(0,0,0) );
		pcx_file = get_briefing_screen( sg_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( TRANSPARENCY_COLOR );
				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 );
				myfree( bmp.bm_data );
			}
		}
		fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
		gr_free_canvas( cnv );
	} else {
	 	ubyte color = 0;
	 	for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
	 		fwrite( &color, sizeof(ubyte), 1, fp );		
	}

// Save the Between levels flag...
	temp_int = 1;
	fwrite( &temp_int, sizeof(int), 1, fp );

// Save the mission info...
#ifdef MAC_SHAREWARE
	fwrite( mission_save, sizeof(char)*9, 1, fp);
#else
	fwrite( &Mission_list[0], sizeof(char)*9, 1, fp );
#endif

//Save level info
	temp_int = sg_player->level;
	fwrite( &temp_int, sizeof(int), 1, fp );
	temp_int = sg_next_level_num;
	fwrite( &temp_int, sizeof(int), 1, fp );

//Save GameTime
	temp_int = 0;
	fwrite( &temp_int, sizeof(fix), 1, fp );

//Save player info
	fwrite( sg_player, sizeof(player), 1, fp );

// Save the current weapon info
	temp_byte = sg_primary_weapon;
	fwrite( &temp_byte, sizeof(byte), 1, fp );
	temp_byte = sg_secondary_weapon;
	fwrite( &temp_byte, sizeof(byte), 1, fp );

// Save the difficulty level
	temp_int = sg_difficulty_level;
	fwrite( &temp_int, sizeof(int), 1, fp );

// Save the Cheats_enabled
	temp_int = 0;
	fwrite( &temp_int, sizeof(int), 1, fp );
	temp_int = 0;		// turbo mode
	fwrite( &temp_int, sizeof(int), 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);

	return 1;
}