Пример #1
0
//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;
}
Пример #2
0
Файл: med.c Проект: btb/d2x
// ---------------------------------------------------------------------------------------------------
//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();


}