/* $Id: texpage.c,v 1.1.1.1 2006/03/17 19:58:35 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Routines for displaying texture pages * */ #include #include #include #include #include "inferno.h" #include "gameseg.h" #include "screens.h" // For GAME_SCREEN????? #include "editor.h" // For TMAP_CURBOX?????? #include "gr.h" // For canves, font stuff #include "ui.h" // For UI_GADGET stuff #include "textures.h" // For NumTextures #include "error.h" #include "key.h" #include "gamesave.h" #include "mission.h" #include "texpage.h" #include "piggy.h" #define TMAPS_PER_PAGE 12 static UI_GADGET_USERBOX * TmapBox[TMAPS_PER_PAGE]; static UI_GADGET_USERBOX * TmapCurrent; int CurrentTexture = 0; // Used globally int TextureLights; int TextureEffects; int TextureMetals; static int TexturePage = 0; static grs_canvas * TmapnameCanvas; static char tmap_filename[13]; static void texpage_print_name( char name[13] ) { int w,h,aw; int i; for (i=strlen(name);i<12;i++) name[i]=' '; name[i]=0; gr_set_current_canvas( TmapnameCanvas ); gr_get_string_size( name, &w, &h, &aw ); gr_string( 0, 0, name ); } static void texpage_display_name( char *format, ... ) { va_list ap; va_start(ap, format); vsprintf(tmap_filename, format, ap); va_end(ap); texpage_print_name(tmap_filename); } //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 ); } } //shows the current texture, updating the window and printing the name, base //on CurrentTexture void texpage_show_current() { gr_set_current_canvas(TmapCurrent->canvas); PIGGY_PAGE_IN(Textures[CurrentTexture]); gr_ubitmap(0,0, &GameBitmaps[Textures[CurrentTexture].index]); texpage_display_name( TmapInfo[CurrentTexture].filename ); } int texpage_goto_first() { TexturePage=0; texpage_redraw(); return 1; } int texpage_goto_metals() { TexturePage=TextureMetals/TMAPS_PER_PAGE; texpage_redraw(); return 1; } // Goto lights (paste ons) int texpage_goto_lights() { TexturePage=TextureLights/TMAPS_PER_PAGE; texpage_redraw(); return 1; } int texpage_goto_effects() { TexturePage=TextureEffects/TMAPS_PER_PAGE; texpage_redraw(); return 1; } static int texpage_goto_prev() { if (TexturePage > 0) { TexturePage--; texpage_redraw(); } return 1; } static int texpage_goto_next() { if ((TexturePage + 1)*TMAPS_PER_PAGE < NumTextures) { TexturePage++; texpage_redraw(); } return 1; } //NOTE: this code takes the texture map number, not this index in the //list of available textures. There are different if there are holes in //the list int texpage_grab_current(int n) { if ((n < 0) || (n >= NumTextures)) return 0; CurrentTexture = n; TexturePage = CurrentTexture / TMAPS_PER_PAGE; if (TexturePage*TMAPS_PER_PAGE < NumTextures) texpage_redraw(); texpage_show_current(); return 1; } // INIT TEXTURE STUFF void texpage_init( UI_WINDOW * win ) { int i; ui_add_gadget_button( win, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 24, 30, 20, "<<", texpage_goto_prev ); ui_add_gadget_button( win, TMAPCURBOX_X + 32, TMAPCURBOX_Y - 24, 30, 20, ">>", texpage_goto_next ); ui_add_gadget_button( win, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 48, 15, 20, "T", texpage_goto_first ); ui_add_gadget_button( win, TMAPCURBOX_X + 17, TMAPCURBOX_Y - 48, 15, 20, "M", texpage_goto_metals ); ui_add_gadget_button( win, TMAPCURBOX_X + 34, TMAPCURBOX_Y - 48, 15, 20, "L", texpage_goto_lights ); ui_add_gadget_button( win, TMAPCURBOX_X + 51, TMAPCURBOX_Y - 48, 15, 20, "E", texpage_goto_effects ); for (i=0;isc_canvas, TMAPCURBOX_X , TMAPCURBOX_Y + TMAPBOX_H + 10, 100, 20); gr_set_current_canvas( TmapnameCanvas ); gr_set_curfont( ui_small_font ); gr_set_fontcolor( CBLACK, CWHITE ); texpage_redraw(); // Don't reset the current tmap every time we go back to the editor. // CurrentTexture = TexturePage*TMAPS_PER_PAGE; texpage_show_current(); } void texpage_close() { gr_free_sub_canvas(TmapnameCanvas); } // DO TEXTURE STUFF #define MAX_REPLACEMENTS 32 typedef struct replacement { int new, old; } replacement; replacement Replacement_list[MAX_REPLACEMENTS]; int Num_replacements=0; void texpage_do() { int i; for (i=0; ib1_clicked && (i + TexturePage*TMAPS_PER_PAGE < NumTextures)) { CurrentTexture = i + TexturePage*TMAPS_PER_PAGE; texpage_show_current(); if (keyd_pressed[KEY_LSHIFT]) { Replacement_list[Num_replacements].old = CurrentTexture; } if (keyd_pressed[KEY_LCTRL]) { Replacement_list[Num_replacements].new = CurrentTexture; Num_replacements++; } } } } void init_replacements(void) { Num_replacements = 0; } void do_replacements(void) { int replnum, segnum, sidenum; med_compress_mine(); for (replnum=0; replnum= 0); Assert(new_tmap_num >= 0); for (segnum=0; segnum <= Highest_segment_index; segnum++) { segment *segp=&Segments[segnum]; for (sidenum=0; sidenumsides[sidenum]; if (sidep->tmap_num == old_tmap_num) { sidep->tmap_num = new_tmap_num; } if ((sidep->tmap_num2 != 0) && ((sidep->tmap_num2 & 0x3fff) == old_tmap_num)) { if (new_tmap_num == 0) { Int3(); // Error. You have tried to replace a tmap_num2 with // the 0th tmap_num2 which is ILLEGAL! } else { sidep->tmap_num2 = new_tmap_num | (sidep->tmap_num2 & 0xc000); } } } } } } void do_replacements_all(void) { int i; for (i = 0; i < Last_level; i++) { load_level(Level_names[i]); do_replacements(); save_level(Level_names[i]); } for (i = 0; i < -Last_secret_level; i++) { load_level(Secret_level_names[i]); do_replacements(); save_level(Secret_level_names[i]); } }