dxx-rebirth/similar/editor/med.cpp
2022-09-24 17:47:53 +00:00

1360 lines
35 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* Editor loop for Inferno
*
*/
//#define DEMO 1
#define DIAGNOSTIC_MESSAGE_MAX 90
#define EDITOR_STATUS_MESSAGE_DURATION 4 // Shows for 3+..4 seconds
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <time.h>
#include "inferno.h"
#include "args.h"
#include "segment.h"
#include "gr.h"
#include "palette.h"
#include "physfsx.h"
#include "event.h"
#include "window.h"
#include "game.h"
#include "messagebox.h"
#include "ui.h"
#include "editor.h"
#include "editor/esegment.h"
#include "state.h"
#include "gamesave.h"
#include "gameseg.h"
#include "key.h"
#include "kconfig.h"
#include "mouse.h"
#include "dxxerror.h"
#include "kfuncs.h"
#ifdef INCLUDE_XLISP
#include "medlisp.h"
#endif
#include "u_mem.h"
#include "render.h"
#include "game.h"
#include "gamefont.h"
#include "menu.h"
#include "slew.h"
#include "player.h"
#include "kdefs.h"
#include "func.h"
#include "textures.h"
#include "text.h"
#include "screens.h"
#include "texmap.h"
#include "object.h"
#include "effects.h"
#include "info.h"
#include "console.h"
#include "texpage.h" // Textue selection paging stuff
#include "objpage.h" // Object selection paging stuff
#include "d_enumerate.h"
#include "medmisc.h"
#include "meddraw.h"
#include "medsel.h"
#include "medwall.h"
#include "fuelcen.h"
#include "gameseq.h"
#include "mission.h"
#include "newmenu.h"
#if defined(DXX_BUILD_DESCENT_II)
#include "gamepal.h"
#endif
#include "compiler-range_for.h"
#include "d_levelstate.h"
#include "d_zip.h"
//#define _MARK_ON 1
//#include <wsample.h> //should come after inferno.h to get mark setting //Not included here.
#define COMPRESS_INTERVAL 5 // seconds
static void med_show_warning(std::span<const char> s);
//char *undo_status[128];
int initializing;
//these are instances of canvases, pointed to by variables below
grs_subcanvas _canv_editor_game; // the game on the editor screen
static grs_subcanvas _canv_editor; // the canvas that the editor writes to
//these are pointers to our canvases
grs_canvas *Canv_editor; //the editor screen
grs_subcanvas *const Canv_editor_game = &_canv_editor_game; //the game on the editor screen
window *Pad_info; // Keypad text
grs_font_ptr editor_font;
//where the editor is looking
vms_vector Ed_view_target;
editor_gamestate gamestate = editor_gamestate::none;
editor_dialog *EditorWindow;
int Large_view_index = -1;
std::unique_ptr<UI_GADGET_USERBOX> GameViewBox, LargeViewBox, GroupViewBox;
static std::unique_ptr<UI_GADGET_ICON>
ViewIcon,
AllIcon,
AxesIcon,
ChaseIcon,
OutlineIcon,
LockIcon;
//grs_canvas * BigCanvas[2];
//int CurrentBigCanvas = 0;
//int BigCanvasFirstTime = 1;
int Found_seg_index=0; // Index in Found_segs corresponding to Cursegp
static void print_status_bar(const std::array<char, DIAGNOSTIC_MESSAGE_MAX> &message)
{
gr_set_default_canvas();
auto &canvas = *grd_curcanv;
const auto &editor_font = *::editor_font;
gr_set_fontcolor(canvas, CBLACK, CGREY);
const auto &&[w, h] = gr_get_string_size(editor_font, message.data());
gr_string(canvas, editor_font, 4, 583, message.data(), w, h);
gr_set_fontcolor(canvas, CBLACK, CWHITE);
gr_rect(canvas, 4+w, 583, 799, 599, CGREY);
}
static std::array<char, DIAGNOSTIC_MESSAGE_MAX> status_line;
struct tm Editor_status_last_time;
void (editor_status_fmt)( const char *format, ... )
{
va_list ap;
va_start(ap, format);
vsnprintf(status_line.data(), status_line.size(), format, ap);
va_end(ap);
Editor_status_last_time = Editor_time_of_day;
}
void editor_status( const char *text)
{
Editor_status_last_time = Editor_time_of_day;
strcpy(status_line.data(), text);
}
// int tm_sec; /* seconds after the minute -- [0,61] */
// int tm_min; /* minutes after the hour -- [0,59] */
// int tm_hour; /* hours after midnight -- [0,23] */
// int tm_mday; /* day of the month -- [1,31] */
// int tm_mon; /* months since January -- [0,11] */
// int tm_year; /* years since 1900 */
// int tm_wday; /* days since Sunday -- [0,6] */
// int tm_yday; /* days since January 1 -- [0,365]*/
// int tm_isdst; /* Daylight Savings Time flag */
static void clear_editor_status(void)
{
int cur_time = Editor_time_of_day.tm_hour * 3600 + Editor_time_of_day.tm_min*60 + Editor_time_of_day.tm_sec;
int erase_time = Editor_status_last_time.tm_hour * 3600 + Editor_status_last_time.tm_min*60 + Editor_status_last_time.tm_sec + EDITOR_STATUS_MESSAGE_DURATION;
if (cur_time > erase_time) {
std::fill(status_line.begin(), std::prev(status_line.end()), ' ');
status_line.back() = 0;
Editor_status_last_time.tm_hour = 99;
}
}
static inline void editor_slew_init()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
Viewer = ConsoleObject;
slew_init(vmobjptr(ConsoleObject));
init_player_object(LevelSharedPolygonModelState, *ConsoleObject);
}
int DropIntoDebugger()
{
Int3();
return 1;
}
#ifdef INCLUDE_XLISP
int CallLisp()
{
medlisp_go();
return 1;
}
#endif
int ExitEditor()
{
if (SafetyCheck()) {
ModeFlag = 1;
}
return 1;
}
int GotoGameScreen()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
pause_game_world_time p;
//@@ init_player_stats();
//@@
//@@ Player_init.pos = Player->pos;
//@@ Player_init.orient = Player->orient;
//@@ Player_init.segnum = Player->segnum;
// -- must always save gamesave.sge/lvl because the restore-objects code relies on it
// -- that code could be made smarter and use the original file, if appropriate.
// if (mine_changed)
switch (gamestate)
{
case editor_gamestate::none:
// Always use the simple mission when playing level (for now at least)
create_new_mission();
Current_level_num = 1;
if (save_level(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedSegmentState.DestructibleLights,
#endif
"GAMESAVE.LVL"))
return 0;
editor_status("Level saved.\n");
break;
case editor_gamestate::unsaved:
case editor_gamestate::saved:
if (!SafetyCheck()) // if mine edited but not saved, warn the user!
return 0;
const auto &&console = vmobjptr(get_local_player().objnum);
Viewer = ConsoleObject = console;
set_player_id(console, Player_num);
fly_init(*ConsoleObject);
if (!state_save_all_sub(PLAYER_DIRECTORY_STRING("gamesave.sge"), "Editor generated"))
{
editor_slew_init();
return 0;
}
gamestate = editor_gamestate::saved;
editor_status("Game saved.\n");
break;
}
ModeFlag = 3;
return 1;
}
int GotoMainMenu()
{
ModeFlag = 2;
return 1;
}
static std::array<int (*)(), 2048> KeyFunction;
static void medkey_init()
{
char keypress[100];
int key;
int np;
char LispCommand[DIAGNOSTIC_MESSAGE_MAX];
KeyFunction = {};
if (auto keyfile = PHYSFSX_openReadBuffered("GLOBAL.KEY").first)
{
PHYSFSX_gets_line_t<200> line_buffer;
while (PHYSFSX_fgets(line_buffer, keyfile))
{
sscanf(line_buffer, " %s %s ", keypress, LispCommand);
//ReadLispMacro( keyfile, LispCommand );
if ( (key=DecodeKeyText( keypress ))!= -1 )
{
Assert( key < 2048);
KeyFunction[key] = func_get( LispCommand, &np );
} else {
UserError( "Bad key %s in GLOBAL.KEY!", keypress );
}
}
}
}
static int padnum=0;
//@@short camera_objnum; //a camera for viewing. Who knows, might become handy
static void init_editor_screen(grs_canvas &canvas);
static void gamestate_restore_check();
static void close_editor();
namespace dsx {
void init_editor()
{
static const char pads[][13] = {
"segmove.pad",
"segsize.pad",
"curve.pad",
"texture.pad",
"object.pad",
"objmov.pad",
"group.pad",
"lighting.pad",
"test.pad"
};
ModeFlag = Game_wind ? 3 : 2; // go back to where we were unless we loaded everything properly
// first, make sure we can find the files we need
std::array<char, PATH_MAX> pathname;
PHYSFSX_addRelToSearchPath("editor/data", pathname, physfs_search_path::append); // look in source directory first (for work in progress)
PHYSFSX_addRelToSearchPath("editor", pathname, physfs_search_path::append); // then in editor directory
PHYSFSX_addRelToSearchPath("editor.zip", pathname, physfs_search_path::append); // then in a zip file
PHYSFSX_addRelToSearchPath("editor.dxa", pathname, physfs_search_path::append); // or addon pack
if (!ui_init())
{
close_editor();
return;
}
init_med_functions(); // Must be called before medlisp_init
for (auto &&[idx, value] : enumerate(pads))
if (!ui_pad_read(idx, value))
{
close_editor();
return;
}
medkey_init();
game_flush_inputs(Controls);
editor_font = gr_init_font(*grd_curcanv, "pc8x16.fnt");
if (!editor_font)
{
Warning("Could not find pc8x16.fnt");
close_editor();
return;
}
if (!menubar_init(*grd_curcanv, "MED.MNU"))
{
close_editor();
return;
}
Draw_all_segments = 1; // Say draw all segments, not just connected ones
if (!Cursegp)
Cursegp = imsegptridx(segment_first);
init_autosave();
Clear_window = 1; // do full window clear.
InitCurve();
restore_effect_bitmap_icons();
if (!set_screen_mode(SCREEN_EDITOR))
{
close_editor();
return;
}
#if defined(DXX_BUILD_DESCENT_I)
gr_use_palette_table( "palette.256" );
gr_palette_load( gr_palette );
#elif defined(DXX_BUILD_DESCENT_II)
load_palette(Current_level_palette,1,0);
#endif
//Editor renders into full (320x200) game screen
game_init_render_sub_buffers(*grd_curcanv, 0, 0, 320, 200);
gr_init_sub_canvas(_canv_editor, grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT);
Canv_editor = &_canv_editor;
gr_set_current_canvas(*Canv_editor);
init_editor_screen(*grd_curcanv); // load the main editor dialog
gr_set_default_canvas();
set_warn_func(med_show_warning);
// _MARK_("start of editor");//Nuked to compile -KRB
//@@ //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
editor_slew_init();
Update_flags = UF_ALL;
//set the wire-frame window to be the current view
current_view = &LargeView;
gr_set_current_canvas( GameViewBox->canvas );
gr_set_curfont(*grd_curcanv, *editor_font);
// No font scaling!
FNTScaleX.reset(1);
FNTScaleY.reset(1);
ui_pad_goto(padnum);
ModeFlag = 0; // success!
gamestate_restore_check();
}
}
int ShowAbout()
{
ui_messagebox( -2, -2, 1, "INFERNO Mine Editor\n\n" \
"Copyright (c) 1993 Parallax Software Corp.",
"OK");
return 0;
}
int SetPlayerFromCurseg()
{
move_player_2_segment(Cursegp,Curside);
Update_flags |= UF_ED_STATE_CHANGED | UF_GAME_VIEW_CHANGED;
return 1;
}
int fuelcen_create_from_curseg()
{
Cursegp->special = segment_special::fuelcen;
fuelcen_activate(Cursegp);
return 1;
}
int repaircen_create_from_curseg()
{
Cursegp->special = segment_special::repaircen;
fuelcen_activate(Cursegp);
return 1;
}
int controlcen_create_from_curseg()
{
Cursegp->special = segment_special::controlcen;
fuelcen_activate(Cursegp);
return 1;
}
int robotmaker_create_from_curseg()
{
Cursegp->special = segment_special::robotmaker;
fuelcen_activate(Cursegp);
return 1;
}
int fuelcen_reset_all() {
fuelcen_reset();
return 1;
}
int fuelcen_delete_from_curseg() {
fuelcen_delete( Cursegp );
return 1;
}
//@@//this routine places the viewer in the center of the side opposite to curside,
//@@//with the view toward the center of curside
//@@int SetPlayerFromCursegMinusOne()
//@@{
//@@ vms_vector vp;
//@@
//@@// int newseg,newside;
//@@// get_previous_segment(SEG_PTR_2_NUM(Cursegp),Curside,&newseg,&newside);
//@@// move_player_2_segment(&Segments[newseg],newside);
//@@
//@@ med_compute_center_point_on_side(&Player->obj_position,Cursegp,Side_opposite[Curside]);
//@@ med_compute_center_point_on_side(&vp,Cursegp,Curside);
//@@ vm_vec_sub2(&vp,&Player->position);
//@@ vm_vector_2_matrix(&Player->orient,&vp,NULL,NULL);
//@@
//@@ Player->seg = SEG_PTR_2_NUM(Cursegp);
//@@
//@@ Update_flags |= UF_GAME_VIEW_CHANGED;
//@@ return 1;
//@@}
//this constant determines how much of the window will be occupied by the
//viewed side when SetPlayerFromCursegMinusOne() is called. It actually
//determine how from from the center of the window the farthest point will be
#define SIDE_VIEW_FRAC (f1_0*8/10) //80%
static void move_player_2_segment_and_rotate(const vmsegptridx_t seg, const sidenum_t side)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
static side_relative_vertnum edgenum;
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
compute_segment_center(vcvertptr, ConsoleObject->pos,seg);
auto vp = compute_center_point_on_side(vcvertptr, seg, side);
vm_vec_sub2(vp,ConsoleObject->pos);
auto &sv = Side_to_verts[Curside];
auto &verts = Cursegp->verts;
const auto en = std::exchange(edgenum, next_side_vertex(edgenum));
const auto upvec = vm_vec_sub(vcvertptr(verts[sv[en]]), vcvertptr(verts[sv[next_side_vertex(en, 3)]]));
vm_vector_2_matrix(ConsoleObject->orient,vp,&upvec,nullptr);
// vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), seg);
}
int SetPlayerFromCursegAndRotate()
{
move_player_2_segment_and_rotate(Cursegp,Curside);
Update_flags |= UF_ED_STATE_CHANGED | UF_GAME_VIEW_CHANGED;
return 1;
}
//sets the player facing curseg/curside, normal to face0 of curside, and
//far enough away to see all of curside
int SetPlayerFromCursegMinusOne()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
std::array<g3s_point, 4> corner_p;
fix max,view_dist=f1_0*10;
static side_relative_vertnum edgenum;
const auto view_vec = vm_vec_negated(Cursegp->shared_segment::sides[Curside].normals[0]);
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
const auto &&side_center = compute_center_point_on_side(vcvertptr, Cursegp, Curside);
const auto view_vec2 = vm_vec_copy_scale(view_vec,view_dist);
vm_vec_sub(ConsoleObject->pos,side_center,view_vec2);
auto &sv = Side_to_verts[Curside];
auto &verts = Cursegp->verts;
const auto en = std::exchange(edgenum, next_side_vertex(edgenum));
const auto upvec = vm_vec_sub(vcvertptr(verts[sv[en]]), vcvertptr(verts[sv[next_side_vertex(en, 3)]]));
vm_vector_2_matrix(ConsoleObject->orient,view_vec,&upvec,nullptr);
gr_set_current_canvas(*Canv_editor_game);
g3_start_frame(*grd_curcanv);
g3_set_view_matrix(ConsoleObject->pos,ConsoleObject->orient,Render_zoom);
max = 0;
for (auto &&[corner, vert] : zip(corner_p, sv))
{
g3_rotate_point(corner, vcvertptr(verts[vert]));
if (labs(corner.p3_x) > max) max = labs(corner.p3_x);
if (labs(corner.p3_y) > max) max = labs(corner.p3_y);
}
view_dist = fixmul(view_dist,fixdiv(fixdiv(max,SIDE_VIEW_FRAC),corner_p[0].p3_z));
const auto view_vec3 = vm_vec_copy_scale(view_vec,view_dist);
vm_vec_sub(ConsoleObject->pos,side_center,view_vec3);
//obj_relink(ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
//update_object_seg(ConsoleObject); //might have backed right out of curseg
const auto &&newseg = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, ConsoleObject->pos, Cursegp);
if (newseg != segment_none)
obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), newseg);
Update_flags |= UF_ED_STATE_CHANGED | UF_GAME_VIEW_CHANGED;
return 1;
}
#if !DXX_USE_OGL
static int ToggleLighting(void)
{
Lighting_on++;
if (Lighting_on >= 2)
Lighting_on = 0;
Update_flags |= UF_GAME_VIEW_CHANGED;
switch (Lighting_on) {
case 0:
diagnostic_message("Lighting off.");
break;
case 1:
diagnostic_message("Static lighting.");
break;
case 2:
diagnostic_message("Ship lighting.");
break;
case 3:
diagnostic_message("Ship and static lighting.");
break;
}
return Lighting_on;
}
#endif
int FindConcaveSegs()
{
find_concave_segs();
Update_flags |= UF_ED_STATE_CHANGED; //list may have changed
return 1;
}
static int ToggleOutlineMode()
{
#ifndef NDEBUG
int mode;
mode=toggle_outline_mode();
if (mode)
{
//if (keypress != KEY_O)
diagnostic_message("[Ctrl-O] Outline Mode ON.");
//else
// diagnostic_message("Outline Mode ON.");
}
else
{
//if (keypress != KEY_O)
diagnostic_message("[Ctrl-O] Outline Mode OFF.");
//else
// diagnostic_message("Outline Mode OFF.");
}
Update_flags |= UF_GAME_VIEW_CHANGED;
return mode;
#else
return 1;
#endif
}
//@@int do_reset_orient()
//@@{
//@@ slew_reset_orient(SlewObj);
//@@
//@@ Update_flags |= UF_GAME_VIEW_CHANGED;
//@@
//@@ * reinterpret_cast<uint8_t *>(0x417) &= ~0x20;
//@@
//@@ return 1;
//@@}
int GameZoomOut()
{
Render_zoom = fixmul(Render_zoom,68985);
Update_flags |= UF_GAME_VIEW_CHANGED;
return 1;
}
int GameZoomIn()
{
Render_zoom = fixmul(Render_zoom,62259);
Update_flags |= UF_GAME_VIEW_CHANGED;
return 1;
}
static int med_keypad_goto_0() { ui_pad_goto(0); return 0; }
static int med_keypad_goto_1() { ui_pad_goto(1); return 0; }
static int med_keypad_goto_2() { ui_pad_goto(2); return 0; }
static int med_keypad_goto_3() { ui_pad_goto(3); return 0; }
static int med_keypad_goto_4() { ui_pad_goto(4); return 0; }
static int med_keypad_goto_5() { ui_pad_goto(5); return 0; }
static int med_keypad_goto_6() { ui_pad_goto(6); return 0; }
static int med_keypad_goto_7() { ui_pad_goto(7); return 0; }
static int med_keypad_goto_8() { ui_pad_goto(8); return 0; }
#define PAD_WIDTH 30
#define PAD_WIDTH1 (PAD_WIDTH + 7)
int editor_screen_open = 0;
//setup the editors windows, canvases, gadgets, etc.
static void init_editor_screen(grs_canvas &canvas)
{
// grs_bitmap * bmp;
if (editor_screen_open) return;
grd_curscreen->sc_canvas.cv_font = editor_font.get();
//create canvas for game on the editor screen
initializing = 1;
gr_set_current_canvas(*Canv_editor);
Canv_editor->cv_font = editor_font.get();
gr_init_sub_canvas(*Canv_editor_game, *Canv_editor, GAMEVIEW_X, GAMEVIEW_Y, GAMEVIEW_W, GAMEVIEW_H);
//Editor renders into full (320x200) game screen
init_info = 1;
//do other editor screen setup
// Since the palette might have changed, find some good colors...
CBLACK = gr_find_closest_color( 1, 1, 1 );
CGREY = gr_find_closest_color( 28, 28, 28 );
CWHITE = gr_find_closest_color( 38, 38, 38 );
CBRIGHT = gr_find_closest_color( 60, 60, 60 );
CRED = gr_find_closest_color( 63, 0, 0 );
gr_set_curfont(canvas, *editor_font);
gr_set_fontcolor(canvas, CBLACK, CWHITE);
EditorWindow = window_create<editor_dialog>(0, 0, ED_SCREEN_W, ED_SCREEN_H, DF_FILLED);
auto e = EditorWindow;
LargeViewBox = ui_add_gadget_userbox(*e, LVIEW_X, LVIEW_Y, LVIEW_W, LVIEW_H);
ui_gadget_calc_keys(*e); //make tab work for all windows
GameViewBox = ui_add_gadget_userbox(*e, GAMEVIEW_X, GAMEVIEW_Y, GAMEVIEW_W, GAMEVIEW_H);
// GameViewBox->when_tab = GameViewBox->when_btab = LargeViewBox;
// LargeViewBox->when_tab = LargeViewBox->when_btab = GameViewBox;
ViewIcon = ui_add_gadget_icon(*e, "Lock\nview", 455, 25 + 530, 40, 22, KEY_V+KEY_CTRLED, ToggleLockViewToCursegp);
AllIcon = ui_add_gadget_icon(*e, "Draw\nall", 500, 25 + 530, 40, 22, -1, ToggleDrawAllSegments);
AxesIcon = ui_add_gadget_icon(*e, "Coord\naxes", 545, 25 + 530, 40, 22, KEY_D+KEY_CTRLED, ToggleCoordAxes);
ChaseIcon = ui_add_gadget_icon(*e, "Chase\nmode", 635, 25 + 530, 40, 22, -1, ToggleChaseMode);
OutlineIcon = ui_add_gadget_icon(*e, "Out\nline", 680, 25 + 530, 40, 22, KEY_O+KEY_CTRLED, ToggleOutlineMode);
LockIcon = ui_add_gadget_icon(*e, "Lock\nstep", 725, 25 + 530, 40, 22, KEY_L+KEY_CTRLED, ToggleLockstep);
meddraw_init_views(LargeViewBox->canvas.get());
ui_pad_activate(*e, PAD_X, PAD_Y);
Pad_info = info_window_create();
e->pad_prev = ui_add_gadget_button(*e, PAD_X + 6, PAD_Y + (30 * 5) + 22, PAD_WIDTH, 20, "<<", med_keypad_goto_prev);
e->pad_next = ui_add_gadget_button(*e, PAD_X + PAD_WIDTH1 + 6, PAD_Y + (30 * 5) + 22, PAD_WIDTH, 20, ">>", med_keypad_goto_next);
{ int i;
i = 0; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "SR", med_keypad_goto_0);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "SS", med_keypad_goto_1);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "CF", med_keypad_goto_2);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "TM", med_keypad_goto_3);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "OP", med_keypad_goto_4);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "OR", med_keypad_goto_5);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "GE", med_keypad_goto_6);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "LI", med_keypad_goto_7);
i++; e->pad_goto[i] = ui_add_gadget_button(*e, PAD_X+16+(i+2)*PAD_WIDTH1, PAD_Y+(30*5)+22, PAD_WIDTH, 20, "TT", med_keypad_goto_8);
}
menubar_show();
// INIT TEXTURE STUFF
texpage_init(e);
objpage_init(e);
e->keyboard_focus_gadget = LargeViewBox.get();
Update_flags = UF_ALL;
initializing = 0;
editor_screen_open = 1;
}
//shutdown ui on the editor screen
void close_editor_screen()
{
if (!editor_screen_open) return;
editor_screen_open = 0;
ui_pad_deactivate();
if (Pad_info)
window_close(Pad_info);
close_all_windows();
// CLOSE TEXTURE STUFF
texpage_close();
objpage_close();
menubar_hide();
}
static void med_show_warning(std::span<const char> s)
{
grs_canvas &save_canv = *grd_curcanv;
//gr_pal_fade_in(grd_curscreen->pal); //in case palette is blacked
ui_messagebox(-2, -2, 1, s.data(), "OK");
gr_set_current_canvas(save_canv);
}
// Returns 1 if OK to trash current mine.
int SafetyCheck()
{
if (mine_changed) {
const auto x = nm_messagebox_str(menu_title{"Warning!"}, nm_messagebox_tie("Cancel", TXT_OK), menu_subtitle{"You are about to lose work."});
if (x<1) {
return 0;
}
}
return 1;
}
//called at the end of the program
static void close_editor()
{
// _MARK_("end of editor");//Nuked to compile -KRB
#if defined(WIN32) || defined(__APPLE__) || defined(__MACH__)
set_warn_func(msgbox_warning);
#else
clear_warn_func();
#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();
editor_font.reset();
PHYSFSX_removeRelFromSearchPath("editor/data");
PHYSFSX_removeRelFromSearchPath("editor");
PHYSFSX_removeRelFromSearchPath("editor.zip");
PHYSFSX_removeRelFromSearchPath("editor.dxa");
switch (ModeFlag)
{
case 1:
break;
case 2:
set_screen_mode(SCREEN_MENU); //put up menu screen
show_menus();
break;
case 3:
if (Game_wind)
return; // if we're already playing a game, don't touch!
switch (gamestate)
{
case editor_gamestate::none:
StartNewGame(Current_level_num);
break;
case editor_gamestate::saved:
state_restore_all_sub(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedSegmentState.DestructibleLights, secret_restore::none,
#endif
PLAYER_DIRECTORY_STRING("gamesave.sge")
);
break;
default:
Int3(); // shouldn't happen
break;
}
break;
}
return;
}
//variables for find segments process
// ---------------------------------------------------------------------------------------------------
// Subtract all elements in Found_segs from selected list.
static void subtract_found_segments_from_selected_list(void)
{
range_for (const auto &foundnum, Found_segs)
{
selected_segment_array_t::iterator i = Selected_segs.find(foundnum), e = Selected_segs.end();
if (i != e)
{
*i = *-- e;
Selected_segs.erase(e);
}
}
}
// ---------------------------------------------------------------------------------------------------
// Add all elements in Found_segs to selected list.
static void add_found_segments_to_selected_list(void) {
range_for (const auto &foundnum, Found_segs)
{
selected_segment_array_t::iterator i = Selected_segs.find(foundnum), e = Selected_segs.end();
if (i == e)
Selected_segs.emplace_back(foundnum);
}
}
void gamestate_restore_check()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
obj_position Save_position;
if (gamestate == editor_gamestate::saved)
{
if (ui_messagebox(-2, -2, 2, "Do you wish to restore game state?\n", "Yes", "No") == 1)
{
// Save current position
Save_position.pos = ConsoleObject->pos;
Save_position.orient = ConsoleObject->orient;
Save_position.segnum = ConsoleObject->segnum;
if (!state_restore_all_sub(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedSegmentState.DestructibleLights, secret_restore::none,
#endif
PLAYER_DIRECTORY_STRING("gamesave.sge")
))
return;
// Switch back to slew mode - loading saved game made ConsoleObject flying
editor_slew_init();
// Restore current position
if (Save_position.segnum <= Highest_segment_index) {
ConsoleObject->pos = Save_position.pos;
ConsoleObject->orient = Save_position.orient;
obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), vmsegptridx(Save_position.segnum));
}
Update_flags |= UF_WORLD_CHANGED;
}
else
gamestate = editor_gamestate::none;
}
}
int RestoreGameState()
{
if (!SafetyCheck())
return 0;
if (!state_restore_all_sub(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedSegmentState.DestructibleLights, secret_restore::none,
#endif
PLAYER_DIRECTORY_STRING("gamesave.sge")
))
return 0;
// Switch back to slew mode - loading saved game made ConsoleObject flying
editor_slew_init();
gamestate = editor_gamestate::saved;
editor_status("Gamestate restored.\n");
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
// Handler for the main editor dialog
window_event_result editor_dialog::callback_handler(const d_event &event)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
editor_view *new_cv;
int keypress = 0;
window_event_result rval = window_event_result::ignored;
if (event.type == EVENT_WINDOW_CREATED)
return window_event_result::ignored;
if (event.type == EVENT_KEY_COMMAND)
keypress = event_key_get(event);
else if (event.type == EVENT_WINDOW_CLOSE)
{
EditorWindow = NULL;
close_editor();
return window_event_result::ignored;
}
// Update the windows
if (event.type == EVENT_UI_DIALOG_DRAW)
{
// Draw status box
gr_set_default_canvas();
gr_rect(*grd_curcanv, STATUS_X,STATUS_Y,STATUS_X+STATUS_W-1,STATUS_Y+STATUS_H-1, CGREY);
medlisp_update_screen();
calc_frame_time();
texpage_do(event);
objpage_do(event);
ui_pad_draw(EditorWindow, PAD_X, PAD_Y);
print_status_bar(status_line);
TimedAutosave(mine_filename); // shows the time, hence here
set_editor_time_of_day();
return window_event_result::handled;
}
if ((selected_gadget == GameViewBox.get() && !render_3d_in_big_window) ||
(selected_gadget == LargeViewBox.get() && render_3d_in_big_window))
switch (event.type)
{
case EVENT_MOUSE_BUTTON_UP:
case EVENT_MOUSE_BUTTON_DOWN:
break;
case EVENT_MOUSE_MOVED:
if (!keyd_pressed[ KEY_LCTRL ] && !keyd_pressed[ KEY_RCTRL ])
break;
[[fallthrough]];
#if DXX_MAX_BUTTONS_PER_JOYSTICK
case EVENT_JOYSTICK_BUTTON_UP:
case EVENT_JOYSTICK_BUTTON_DOWN:
#endif
#if DXX_MAX_AXES_PER_JOYSTICK
case EVENT_JOYSTICK_MOVED:
#endif
case EVENT_KEY_COMMAND:
case EVENT_KEY_RELEASE:
case EVENT_IDLE:
kconfig_read_controls(Controls, event, 1);
if (slew_frame(0))
{ //do movement and check keys
Update_flags |= UF_GAME_VIEW_CHANGED;
if (Gameview_lockstep)
{
Cursegp = imsegptridx(ConsoleObject->segnum);
med_create_new_segment_from_cursegp();
Update_flags |= UF_ED_STATE_CHANGED;
}
rval = window_event_result::handled;
}
break;
case EVENT_LOOP_BEGIN_LOOP:
kconfig_begin_loop(Controls);
break;
case EVENT_LOOP_END_LOOP:
kconfig_end_loop(Controls, FrameTime);
break;
default:
break;
}
//do non-essential stuff in idle event
if (event.type == EVENT_IDLE)
{
check_wall_validity();
if (Gameview_lockstep) {
static segment *old_cursegp=NULL;
static sidenum_t old_curside = side_none;
if (old_cursegp!=Cursegp || old_curside!=Curside) {
SetPlayerFromCursegMinusOne();
old_cursegp = Cursegp;
old_curside = Curside;
}
}
if ( event_get_idle_seconds() > COMPRESS_INTERVAL )
{
med_compress_mine();
event_reset_idle_seconds();
}
// Commented out because it occupies about 25% of time in twirling the mine.
// Removes some Asserts....
// med_check_all_vertices();
clear_editor_status(); // if enough time elapsed, clear editor status message
}
gr_set_current_canvas( GameViewBox->canvas );
// Remove keys used for slew
switch(keypress)
{
case KEY_PAD9:
case KEY_PAD7:
case KEY_PADPLUS:
case KEY_PADMINUS:
case KEY_PAD8:
case KEY_PAD2:
case KEY_LBRACKET:
case KEY_RBRACKET:
case KEY_PAD1:
case KEY_PAD3:
case KEY_PAD6:
case KEY_PAD4:
keypress = 0;
}
if ((keypress&0xff)==KEY_LSHIFT) keypress=0;
if ((keypress&0xff)==KEY_RSHIFT) keypress=0;
if ((keypress&0xff)==KEY_LCTRL) keypress=0;
if ((keypress&0xff)==KEY_RCTRL) keypress=0;
if ((keypress&0xff)==KEY_LMETA) keypress=0;
if ((keypress&0xff)==KEY_RMETA) keypress=0;
// if ((keypress&0xff)==KEY_LALT) keypress=0;
// if ((keypress&0xff)==KEY_RALT) keypress=0;
//=================== DO FUNCTIONS ====================
if ( KeyFunction[ keypress ] != NULL )
{
KeyFunction[keypress]();
keypress = 0;
rval = window_event_result::handled;
}
switch (keypress)
{
case 0:
case KEY_Z:
case KEY_G:
case KEY_LALT:
case KEY_RALT:
case KEY_LCTRL:
case KEY_RCTRL:
case KEY_LSHIFT:
case KEY_RSHIFT:
case KEY_LAPOSTRO:
break;
case KEY_SHIFTED + KEY_L:
#if !DXX_USE_OGL
ToggleLighting();
#endif
rval = window_event_result::handled;
break;
case KEY_F1:
render_3d_in_big_window = !render_3d_in_big_window;
Update_flags |= UF_ALL;
rval = window_event_result::handled;
break;
default:
if (rval == window_event_result::ignored)
{
char kdesc[100];
GetKeyDescription( kdesc, keypress );
editor_status_fmt("Error: %s isn't bound to anything.", kdesc );
}
}
//================================================================
if (ModeFlag)
{
return window_event_result::close;
}
new_cv = current_view;
if (new_cv != current_view ) {
current_view->ev_changed = 1;
new_cv->ev_changed = 1;
current_view = new_cv;
}
// DO TEXTURE STUFF
if (texpage_do(event))
rval = window_event_result::handled;
if (objpage_do(event))
rval = window_event_result::handled;
// Process selection of Cursegp using mouse.
if (GADGET_PRESSED(LargeViewBox.get()) && !render_3d_in_big_window)
{
int xcrd,ycrd;
xcrd = LargeViewBox->b1_drag_x1;
ycrd = LargeViewBox->b1_drag_y1;
find_segments(xcrd,ycrd,LargeViewBox->canvas.get(),&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 (!Found_segs.empty())
{
sort_seg_list(Found_segs,ConsoleObject->pos);
Cursegp = imsegptridx(Found_segs[0]);
med_create_new_segment_from_cursegp();
if (Lock_view_to_cursegp)
{
auto &vcvertptr = Vertices.vcptr;
set_view_target_from_segment(vcvertptr, Cursegp);
}
}
Update_flags |= UF_ED_STATE_CHANGED | UF_VIEWPOINT_MOVED;
}
if (event.type == EVENT_UI_USERBOX_DRAGGED && &ui_event_get_gadget(event) == GameViewBox.get())
{
int x, y;
x = GameViewBox->b1_drag_x2;
y = GameViewBox->b1_drag_y2;
gr_set_current_canvas( GameViewBox->canvas );
gr_rect(*grd_curcanv, x-1, y-1, x+1, y+1, 15);
}
// Set current segment and side by clicking on a polygon in game window.
// If ctrl pressed, also assign current texture map to that side.
//if (GameViewBox->mouse_onme && (GameViewBox->b1_done_dragging || GameViewBox->b1_clicked)) {
if ((GADGET_PRESSED(GameViewBox.get()) && !render_3d_in_big_window) ||
(GADGET_PRESSED(LargeViewBox.get()) && render_3d_in_big_window))
{
int xcrd,ycrd;
int face;
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();
segnum_t seg;
objnum_t obj;
sidenum_t side;
if (find_seg_side_face(xcrd,ycrd,seg,obj,side,face))
{
if (obj != object_none) { //found an object
Cur_object_index = obj;
editor_status_fmt("Object %d selected.",Cur_object_index);
Update_flags |= UF_ED_STATE_CHANGED;
}
else {
// See if either shift key is down and, if so, assign texture map
if (keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) {
Cursegp = imsegptridx(seg);
Curside = side;
AssignTexture();
med_create_new_segment_from_cursegp();
editor_status("Texture assigned");
} else if (keyd_pressed[KEY_G]) {
const unique_segment &us = vcsegptr(seg);
const auto tmap = us.sides[side].tmap_num;
texpage_grab_current(tmap);
editor_status( "Texture grabbed." );
} else if (keyd_pressed[ KEY_LAPOSTRO] ) {
move_object_to_mouse_click();
} else {
Cursegp = imsegptridx(seg);
Curside = side;
med_create_new_segment_from_cursegp();
editor_status("Curseg and curside selected");
}
}
Update_flags |= UF_ED_STATE_CHANGED;
}
else
editor_status("Click on non-texture ingored");
}
// Allow specification of LargeView using mouse
if (event.type == EVENT_MOUSE_MOVED && (keyd_pressed[ KEY_LCTRL ] || keyd_pressed[ KEY_RCTRL ]))
{
int dx, dy, dz;
event_mouse_get_delta(event, &dx, &dy, &dz);
if ((dx != 0) && (dy != 0))
{
vms_matrix MouseRotMat;
GetMouseRotation( dx, dy, &MouseRotMat );
LargeView.ev_matrix = vm_matrix_x_matrix(LargeView.ev_matrix,MouseRotMat);
LargeView.ev_changed = 1;
Large_view_index = -1; // say not one of the orthogonal views
rval = window_event_result::handled;
}
}
if (event.type == EVENT_MOUSE_MOVED)
{
int dx, dy, dz;
event_mouse_get_delta(event, &dx, &dy, &dz);
if (dz != 0)
{
current_view->ev_dist += dz*10000;
current_view->ev_changed = 1;
}
}
return rval;
}