dxx-rebirth/similar/editor/medwall.cpp
Kp e25b476de7 Use enum for segnum_t
Add checked conversions for sites which load from external integers.
2022-07-02 18:10:45 +00:00

1268 lines
37 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.
*/
/*
*
* Created from version 1.11 of main\wall.c
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "wall.h"
#include "editor/medwall.h"
#include "inferno.h"
#include "editor/editor.h"
#include "editor/esegment.h"
#include "segment.h"
#include "dxxerror.h"
#include "event.h"
#include "game.h"
#include "gameseg.h"
#include "textures.h"
#include "switch.h"
#include "editor/eswitch.h"
#include "texmerge.h"
#include "timer.h"
#include "cntrlcen.h"
#include "key.h"
#include "centers.h"
#include "piggy.h"
#include "kdefs.h"
#include "u_mem.h"
#include "d_enumerate.h"
#include "compiler-range_for.h"
#include "d_range.h"
#include "partial_range.h"
#include "d_underlying_value.h"
#include "d_zip.h"
#include <memory>
#include <utility>
//-------------------------------------------------------------------------
// Variables for this module...
//-------------------------------------------------------------------------
namespace {
struct wall_dialog : UI_DIALOG
{
using UI_DIALOG::UI_DIALOG;
std::unique_ptr<UI_GADGET_USERBOX> wallViewBox;
std::unique_ptr<UI_GADGET_BUTTON> quitButton, prev_wall, next_wall, blastable, door, illusory, closed_wall, goto_prev_wall, goto_next_wall, remove, bind_trigger, bind_control;
std::array<std::unique_ptr<UI_GADGET_CHECKBOX>, 3> doorFlag;
std::array<std::unique_ptr<UI_GADGET_RADIO>, 4> keyFlag;
wallnum_t old_wall_num = wall_none; // Set to some dummy value so everything works ok on the first frame.
fix64 time;
int framenum = 0;
virtual window_event_result callback_handler(const d_event &) override;
};
static wall_dialog *MainWindow;
static int Current_door_type=1;
struct count_wall
{
wallnum_t wallnum;
segnum_t segnum;
sidenum_t sidenum;
};
static unsigned predicate_find_nonblastable_wall(const wclip &w)
{
if (w.num_frames == wclip_frames_none)
return 0;
return !(w.flags & WCF_BLASTABLE);
}
static unsigned predicate_find_blastable_wall(const wclip &w)
{
if (w.num_frames == wclip_frames_none)
return 0;
return w.flags & WCF_BLASTABLE;
}
static wallnum_t allocate_wall(wall_array &Walls)
{
using T = typename std::underlying_type<wallnum_t>::type;
const auto current_count = Walls.get_count();
const wallnum_t r{static_cast<T>(current_count)};
static_assert(MAX_WALLS <= std::numeric_limits<T>::max());
Walls.set_count(current_count + 1);
return r;
}
//---------------------------------------------------------------------
// Add a wall (removable 2 sided)
static int add_wall(fvcvertptr &vcvertptr, wall_array &Walls, const vmsegptridx_t seg, const sidenum_t side)
{
if (Walls.get_count() < MAX_WALLS-2)
if (IS_CHILD(seg->children[side])) {
shared_segment &sseg = seg;
auto &side0 = sseg.sides[side];
if (side0.wall_num == wall_none) {
side0.wall_num = allocate_wall(Walls);
}
const auto &&csegp = seg.absolute_sibling(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
shared_segment &scseg = csegp;
auto &side1 = scseg.sides[Connectside];
if (side1.wall_num == wall_none) {
side1.wall_num = allocate_wall(Walls);
}
const auto t1 = build_texture1_value(CurrentTexture);
create_removable_wall(vcvertptr, seg, side, t1);
create_removable_wall(vcvertptr, csegp, Connectside, t1);
return 1;
}
return 0;
}
static int wall_assign_door(int door_type)
{
shared_segment &sseg = Cursegp;
unique_segment &useg = Cursegp;
if (sseg.sides[Curside].wall_num == wall_none) {
editor_status("Cannot assign door. No wall at Curside.");
return 0;
}
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
auto &wall0 = *vmwallptr(sseg.sides[Curside].wall_num);
if (wall0.type != WALL_DOOR && wall0.type != WALL_BLASTABLE)
{
editor_status("Cannot assign door. No door at Curside.");
return 0;
}
Current_door_type = door_type;
auto &csegp = *vmsegptr(Cursegp->children[Curside]);
auto Connectside = find_connect_side(Cursegp, csegp);
wall0.clip_num = door_type;
shared_segment &scseg = csegp;
unique_segment &ucseg = csegp;
vmwallptr(scseg.sides[Connectside].wall_num)->clip_num = door_type;
auto &wa = GameSharedState.WallAnims[door_type];
auto &side0 = useg.sides[Curside];
auto &side1 = ucseg.sides[Connectside];
if (wa.flags & WCF_TMAP1) {
const auto t1 = build_texture1_value(wa.frames[0]);
side0.tmap_num = t1;
side1.tmap_num = t1;
side0.tmap_num2 = texture2_value::None;
side1.tmap_num2 = texture2_value::None;
}
else {
side0.tmap_num2 = side1.tmap_num2 = texture2_value{wa.frames[0]};
}
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
static int wall_add_to_side(fvcvertptr &vcvertptr, wall_array &Walls, const vmsegptridx_t segp, sidenum_t side, unsigned type);
}
int wall_add_blastable()
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_BLASTABLE);
}
int wall_add_door()
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_DOOR);
}
int wall_add_closed_wall()
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_CLOSED);
}
int wall_add_external_wall()
{
if (Cursegp->children[Curside] == segment_exit)
{
editor_status( "Wall is already external!" );
return 1;
}
if (IS_CHILD(Cursegp->children[Curside])) {
editor_status( "Cannot add external wall here - seg has children" );
return 0;
}
Cursegp->children[Curside] = segment_exit;
return 1;
}
int wall_add_illusion()
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcvertptr = Vertices.vcptr;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_ILLUSION);
}
namespace {
static int GotoPrevWall()
{
shared_segment &sseg = Cursegp;
auto &side = sseg.sides[Curside];
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
const auto wall_count = Walls.get_count();
if (!wall_count)
/* No walls exist; nothing to do. */
return 0;
const auto current_wall = side.wall_num == wall_none
? wall_count
: underlying_value(side.wall_num);
const auto previous_wall = static_cast<wallnum_t>((current_wall ? current_wall : wall_count) - 1u);
auto &w = *vcwallptr(previous_wall);
if (w.segnum == segment_none)
{
return 0;
}
if (w.sidenum == side_none)
{
return 0;
}
Cursegp = imsegptridx(w.segnum);
Curside = w.sidenum;
return 1;
}
static int GotoNextWall() {
shared_segment &sseg = Cursegp;
auto &side = sseg.sides[Curside];
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
const auto wall_count = Walls.get_count();
if (!wall_count)
/* No walls exist; nothing to do. */
return 0;
const auto current_wall = side.wall_num; // It's ok to be -1 because it will immediately become 0
using T = typename std::underlying_type<wallnum_t>::type;
const wallnum_t next_wall = (current_wall == wall_none || static_cast<T>(current_wall) >= wall_count)
? wallnum_t{0}
: static_cast<wallnum_t>(static_cast<T>(current_wall) + 1u);
auto &w = *vcwallptr(next_wall);
if (w.segnum == segment_none)
{
return 0;
}
if (w.sidenum == side_none)
{
return 0;
}
Cursegp = imsegptridx(w.segnum);
Curside = w.sidenum;
return 1;
}
template <typename I, typename P>
I wraparound_find_if(const I begin, const I start, const I end, P &&predicate)
{
for (I iter = start;;)
{
++ iter;
if (iter == end)
iter = begin;
if (iter == start)
return iter;
if (predicate(*iter))
return iter;
}
}
/*
* Given a range defined by [`begin`, `end`), a starting point `start`
* that is within that range, and a predicate `predicate`, examine each
* element in the range (`start`, `begin`]. If `predicate(*iter)`
* returns true, return `iter`. Otherwise, perform the same search on
* the range (`end`, `start`). If traversal reaches `start` without
* finding such an element, return `start` without calling
* `predicate(*start)`.
*/
template <typename I, typename P>
I wraparound_backward_find_if(const I begin, const I start, const I end, P &&predicate)
{
for (I iter = start;;)
{
if (iter == begin)
iter = end;
-- iter;
if (iter == start)
return iter;
if (predicate(*iter))
return iter;
}
}
static int PrevWall() {
int wall_type;
const auto cur_wall_num = Cursegp->shared_segment::sides[Curside].wall_num;
if (cur_wall_num == wall_none)
{
editor_status("Cannot assign new wall. No wall on curside.");
return 0;
}
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
auto &w = *vcwallptr(cur_wall_num);
wall_type = w.clip_num;
auto &WallAnims = GameSharedState.WallAnims;
const auto b = WallAnims.begin();
const auto s = std::next(b, wall_type);
const auto e = std::next(b, Num_wall_anims);
if (w.type == WALL_DOOR)
{
auto iter = wraparound_backward_find_if(b, s, e, predicate_find_nonblastable_wall);
if (iter == s)
throw std::runtime_error("Cannot find clip for door.");
wall_type = std::distance(b, iter);
}
else if (w.type == WALL_BLASTABLE)
{
auto iter = wraparound_backward_find_if(b, s, e, predicate_find_blastable_wall);
if (iter == s)
throw std::runtime_error("Cannot find clip for blastable wall.");
wall_type = std::distance(b, iter);
}
wall_assign_door(wall_type);
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
static int NextWall() {
int wall_type;
const auto cur_wall_num = Cursegp->shared_segment::sides[Curside].wall_num;
if (cur_wall_num == wall_none)
{
editor_status("Cannot assign new wall. No wall on curside.");
return 0;
}
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &WallAnims = GameSharedState.WallAnims;
auto &vcwallptr = Walls.vcptr;
auto &w = *vcwallptr(cur_wall_num);
wall_type = w.clip_num;
const auto b = WallAnims.begin();
const auto s = std::next(b, wall_type);
const auto e = std::next(b, Num_wall_anims);
if (w.type == WALL_DOOR)
{
auto iter = wraparound_find_if(b, s, e, predicate_find_nonblastable_wall);
if (iter == s)
throw std::runtime_error("Cannot find clip for door.");
wall_type = std::distance(b, iter);
}
else if (w.type == WALL_BLASTABLE)
{
auto iter = wraparound_find_if(b, s, e, predicate_find_blastable_wall);
if (iter == s)
throw std::runtime_error("Cannot find clip for blastable wall.");
wall_type = std::distance(b, iter);
}
wall_assign_door(wall_type);
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
}
//-------------------------------------------------------------------------
// Called from the editor... does one instance of the wall dialog box
//-------------------------------------------------------------------------
int do_wall_dialog()
{
// Only open 1 instance of this window...
if ( MainWindow != NULL ) return 0;
// Close other windows.
close_all_windows();
// Open a window with a quit button
MainWindow = window_create<wall_dialog>(TMAPBOX_X + 20, TMAPBOX_Y + 20, 765 - TMAPBOX_X, 545 - TMAPBOX_Y, DF_DIALOG);
return 1;
}
static window_event_result wall_dialog_created(wall_dialog *const wd)
{
wd->quitButton = ui_add_gadget_button(*wd, 20, 252, 48, 40, "Done", nullptr);
// These are the checkboxes for each door flag.
int i = 80;
wd->doorFlag[0] = ui_add_gadget_checkbox(*wd, 22, i, 16, 16, 0, "Locked"); i += 24;
wd->doorFlag[1] = ui_add_gadget_checkbox(*wd, 22, i, 16, 16, 0, "Auto"); i += 24;
wd->doorFlag[2] = ui_add_gadget_checkbox(*wd, 22, i, 16, 16, 0, "Illusion OFF"); i += 24;
wd->keyFlag[0] = ui_add_gadget_radio(*wd, 22, i, 16, 16, 0, "NONE"); i += 24;
wd->keyFlag[1] = ui_add_gadget_radio(*wd, 22, i, 16, 16, 0, "Blue"); i += 24;
wd->keyFlag[2] = ui_add_gadget_radio(*wd, 22, i, 16, 16, 0, "Red"); i += 24;
wd->keyFlag[3] = ui_add_gadget_radio(*wd, 22, i, 16, 16, 0, "Yellow"); i += 24;
// The little box the wall will appear in.
wd->wallViewBox = ui_add_gadget_userbox(*wd, 155, 5, 64, 64);
// A bunch of buttons...
i = 80;
wd->prev_wall = ui_add_gadget_button(*wd, 155, i, 70, 22, "<< Clip", PrevWall);
wd->next_wall = ui_add_gadget_button(*wd, 155+70, i, 70, 22, "Clip >>", NextWall);i += 25;
wd->blastable = ui_add_gadget_button(*wd, 155, i, 140, 22, "Add Blastable", wall_add_blastable); i += 25;
wd->door = ui_add_gadget_button(*wd, 155, i, 140, 22, "Add Door", wall_add_door ); i += 25;
wd->illusory = ui_add_gadget_button(*wd, 155, i, 140, 22, "Add Illusory", wall_add_illusion); i += 25;
wd->closed_wall = ui_add_gadget_button(*wd, 155, i, 140, 22, "Add Closed Wall", wall_add_closed_wall); i+=25;
wd->goto_prev_wall = ui_add_gadget_button(*wd, 155, i, 70, 22, "<< Prev", GotoPrevWall);
wd->goto_next_wall = ui_add_gadget_button(*wd, 155+70, i, 70, 22, "Next >>", GotoNextWall);i += 25;
wd->remove = ui_add_gadget_button(*wd, 155, i, 140, 22, "Remove Wall", wall_remove); i += 25;
wd->bind_trigger = ui_add_gadget_button(*wd, 155, i, 140, 22, "Bind to Trigger", bind_wall_to_trigger); i += 25;
wd->bind_control = ui_add_gadget_button(*wd, 155, i, 140, 22, "Bind to Control", bind_wall_to_control_center); i+=25;
return window_event_result::handled;
}
void close_wall_window()
{
if (MainWindow)
ui_close_dialog(*std::exchange(MainWindow, nullptr));
}
window_event_result wall_dialog::callback_handler(const d_event &event)
{
switch(event.type)
{
case EVENT_WINDOW_CREATED:
return wall_dialog_created(this);
case EVENT_WINDOW_CLOSE:
MainWindow = nullptr;
return window_event_result::ignored;
default:
break;
}
fix DeltaTime;
fix64 Temp;
int keypress = 0;
window_event_result rval = window_event_result::ignored;
if (event.type == EVENT_KEY_COMMAND)
keypress = event_key_get(event);
Assert(MainWindow != NULL);
//------------------------------------------------------------
// Call the ui code..
//------------------------------------------------------------
ui_button_any_drawn = 0;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &WallAnims = GameSharedState.WallAnims;
auto &imwallptridx = Walls.imptridx;
const auto &&w = imwallptridx(Cursegp->shared_segment::sides[Curside].wall_num);
//------------------------------------------------------------
// If we change walls, we need to reset the ui code for all
// of the checkboxes that control the wall flags.
//------------------------------------------------------------
if (w)
{
if (old_wall_num != w)
{
auto &current_wall = w.get_checked_reference();
const auto wall_flags = current_wall.flags;
const auto wall_keys = current_wall.keys;
ui_checkbox_check(doorFlag[0].get(), wall_flags & wall_flag::door_locked);
ui_checkbox_check(doorFlag[1].get(), wall_flags & wall_flag::door_auto);
ui_checkbox_check(doorFlag[2].get(), wall_flags & wall_flag::illusion_off);
ui_radio_set_value(*keyFlag[0], wall_keys & wall_key::none);
ui_radio_set_value(*keyFlag[1], wall_keys & wall_key::blue);
ui_radio_set_value(*keyFlag[2], wall_keys & wall_key::red);
ui_radio_set_value(*keyFlag[3], wall_keys & wall_key::gold);
}
}
//------------------------------------------------------------
// If any of the checkboxes that control the wallflags are set, then
// update the corresponding wall flag.
//------------------------------------------------------------
if (const auto wp = w.get_unchecked_pointer(); wp && wp->type == WALL_DOOR)
{
if (GADGET_PRESSED(doorFlag[0].get()))
{
if (doorFlag[0]->flag == 1)
wp->flags |= wall_flag::door_locked;
else
wp->flags &= ~wall_flag::door_locked;
rval = window_event_result::handled;
}
else if (GADGET_PRESSED(doorFlag[1].get()))
{
if (doorFlag[1]->flag == 1)
wp->flags |= wall_flag::door_auto;
else
wp->flags &= ~wall_flag::door_auto;
rval = window_event_result::handled;
}
//------------------------------------------------------------
// If any of the radio buttons that control the mode are set, then
// update the corresponding key.
//------------------------------------------------------------
range_for (const int i, xrange(4u)) {
if (GADGET_PRESSED(keyFlag[i].get()))
{
wp->keys = static_cast<wall_key>(1 << i);
rval = window_event_result::handled;
}
}
} else {
range_for (auto &i, partial_const_range(doorFlag, 2u))
ui_checkbox_check(i.get(), 0);
range_for (auto &i, keyFlag)
ui_radio_set_value(*i, 0);
}
if (const auto wp = w.get_unchecked_pointer(); wp && wp->type == WALL_ILLUSION)
{
if (GADGET_PRESSED(doorFlag[2].get()))
{
auto &wf = wp->flags;
if (doorFlag[2]->flag == 1)
wf |= wall_flag::illusion_off;
else
wf &= ~wall_flag::illusion_off;
rval = window_event_result::handled;
}
} else
doorFlag[2]->flag = 0; // Tells ui that this button isn't checked
//------------------------------------------------------------
// 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 - time;
gr_set_current_canvas(wallViewBox->canvas);
if (const auto wp = w.get_unchecked_pointer())
{
const auto type = wp->type;
if ((type == WALL_DOOR) || (type == WALL_BLASTABLE)) {
if (DeltaTime > ((F1_0*200)/1000)) {
framenum++;
time = Temp;
}
auto &wa = WallAnims[wp->clip_num];
if (framenum >= wa.num_frames)
framenum=0;
const auto frame = wa.frames[framenum];
auto &texture = Textures[frame];
PIGGY_PAGE_IN(texture);
gr_ubitmap(*grd_curcanv, GameBitmaps[texture.index]);
} else {
if (type == WALL_OPEN)
gr_clear_canvas(*grd_curcanv, CBLACK);
else {
auto &curside = Cursegp->unique_segment::sides[Curside];
const auto tmap_num = curside.tmap_num;
if (curside.tmap_num2 != texture2_value::None)
gr_ubitmap(*grd_curcanv, texmerge_get_cached_bitmap(tmap_num, curside.tmap_num2));
else {
auto &texture1 = Textures[get_texture_index(tmap_num)];
PIGGY_PAGE_IN(texture1);
gr_ubitmap(*grd_curcanv, GameBitmaps[texture1.index]);
}
}
}
} else
gr_clear_canvas(*grd_curcanv, CGREY);
}
//------------------------------------------------------------
// If anything changes in the ui system, redraw all the text that
// identifies this wall.
//------------------------------------------------------------
if (event.type == EVENT_UI_DIALOG_DRAW)
{
if (const auto wp = w.get_unchecked_pointer())
{
ui_dprintf_at( MainWindow, 12, 6, "Wall: %hu ", underlying_value(wallnum_t{w}));
switch (wp->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_dputs_at( MainWindow, 223, 6, &WallAnims[wp->clip_num].filename[0]);
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 (wp->type != WALL_DOOR)
ui_dprintf_at( MainWindow, 223, 6, " " );
ui_dprintf_at( MainWindow, 12, 40, " Clip: %d ", wp->clip_num );
ui_dprintf_at(MainWindow, 12, 57, " Trigger: %d ", underlying_value(wp->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 || old_wall_num != w)
Update_flags |= UF_WORLD_CHANGED;
if (GADGET_PRESSED(quitButton.get()) || keypress == KEY_ESC)
{
return window_event_result::close;
}
old_wall_num = w;
return rval;
}
//---------------------------------------------------------------------
// Restore all walls to original status (closed doors, repaired walls)
int wall_restore_all()
{
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &WallAnims = GameSharedState.WallAnims;
auto &vcwallptr = Walls.vcptr;
auto &vmwallptr = Walls.vmptr;
range_for (const auto &&wp, vmwallptr)
{
auto &w = *wp;
if (w.flags & wall_flag::blasted)
{
w.hps = WALL_HPS;
}
w.flags &= ~(wall_flag::blasted | wall_flag::door_opened | wall_flag::exploding);
}
auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
range_for (auto &&i, ActiveDoors.vmptr)
wall_close_door_ref(Segments.vmptridx, Walls, WallAnims, i);
for (csmusegment &&i : vmsegptr)
for (auto &&[ss, us] : zip(i.s.sides, i.u.sides))
{
const auto wall_num = ss.wall_num;
if (wall_num != wall_none)
{
auto &w = *vcwallptr(wall_num);
if (w.type == WALL_BLASTABLE || w.type == WALL_DOOR)
us.tmap_num2 = texture2_value{WallAnims[w.clip_num].frames[0]};
}
}
#if defined(DXX_BUILD_DESCENT_II)
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
auto &vmtrgptr = Triggers.vmptr;
range_for (const auto i, vmtrgptr)
i->flags &= ~trigger_behavior_flags::disabled;
#endif
Update_flags |= UF_GAME_VIEW_CHANGED;
return 1;
}
//---------------------------------------------------------------------
// Remove a specific side.
int wall_remove_side(const vmsegptridx_t seg, const sidenum_t side)
{
const shared_segment &sseg = seg;
const auto seg_child = sseg.children[side];
if (IS_CHILD(seg_child) && sseg.sides[side].wall_num != wall_none)
{
shared_segment &csegp = *vmsegptr(seg_child);
const auto Connectside = find_connect_side(seg, csegp);
remove_trigger(seg, side);
remove_trigger(csegp, Connectside);
// Remove walls 'wall_num' and connecting side 'wall_num'
// from Walls array.
const auto wall0 = seg->shared_segment::sides[side].wall_num;
const auto wall1 = csegp.sides[Connectside].wall_num;
const auto lower_wallnum = (wall0 < wall1) ? wall0 : wall1;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
auto &vmwallptr = Walls.vmptr;
{
const auto linked_wall = vcwallptr(lower_wallnum)->linked_wall;
if (linked_wall != wall_none)
vmwallptr(linked_wall)->linked_wall = wall_none;
}
const wallnum_t upper_wallnum = static_cast<wallnum_t>(static_cast<unsigned>(lower_wallnum) + 1u);
{
const auto linked_wall = vcwallptr(upper_wallnum)->linked_wall;
if (linked_wall != wall_none)
vmwallptr(linked_wall)->linked_wall = wall_none;
}
{
const auto num_walls = Walls.get_count();
auto &&sr = partial_const_range(Walls, static_cast<unsigned>(lower_wallnum) + 2, num_walls);
std::move(sr.begin(), sr.end(), partial_range(Walls, static_cast<unsigned>(lower_wallnum), num_walls - 2).begin());
Walls.set_count(num_walls - 2);
}
range_for (const auto &&segp, vmsegptr)
{
if (segp->segnum != segment_none)
range_for (auto &w, segp->shared_segment::sides)
if (w.wall_num != wall_none && w.wall_num > upper_wallnum)
w.wall_num = static_cast<wallnum_t>(static_cast<unsigned>(w.wall_num) - 2u);
}
// Destroy any links to the deleted wall.
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
auto &vmtrgptr = Triggers.vmptr;
range_for (const auto vt, vmtrgptr)
{
auto &t = *vt;
for (int l=0;l < t.num_links;l++)
if (t.seg[l] == seg && t.side[l] == side) {
for (int t1=0;t1 < t.num_links-1;t1++) {
t.seg[t1] = t.seg[t1+1];
t.side[t1] = t.side[t1+1];
}
t.num_links--;
}
}
// Destroy control center links as well.
for (int l=0;l<ControlCenterTriggers.num_links;l++)
if (ControlCenterTriggers.seg[l] == seg && ControlCenterTriggers.side[l] == side) {
for (int t1=0;t1<ControlCenterTriggers.num_links-1;t1++) {
ControlCenterTriggers.seg[t1] = ControlCenterTriggers.seg[t1+1];
ControlCenterTriggers.side[t1] = ControlCenterTriggers.side[t1+1];
}
ControlCenterTriggers.num_links--;
}
seg->shared_segment::sides[side].wall_num = wall_none;
csegp.sides[Connectside].wall_num = wall_none;
Update_flags |= UF_WORLD_CHANGED;
return 1;
}
editor_status( "Can't remove wall. No wall present.");
return 0;
}
//---------------------------------------------------------------------
// Remove a special wall.
int wall_remove()
{
return wall_remove_side(Cursegp, Curside);
}
namespace {
//---------------------------------------------------------------------
// Add a wall to curside
static int wall_add_to_side(fvcvertptr &vcvertptr, wall_array &Walls, const vmsegptridx_t segp, const sidenum_t side, const unsigned type)
{
if (add_wall(vcvertptr, Walls, segp, side)) {
const auto &&csegp = segp.absolute_sibling(segp->children[side]);
auto connectside = find_connect_side(segp, csegp);
auto &vmwallptr = Walls.vmptr;
auto &w0 = *vmwallptr(segp->shared_segment::sides[side].wall_num);
auto &w1 = *vmwallptr(csegp->shared_segment::sides[connectside].wall_num);
w0.segnum = segp;
w1.segnum = csegp;
w0.sidenum = side;
w1.sidenum = connectside;
w0.flags = {};
w1.flags = {};
w0.type = type;
w1.type = type;
w0.clip_num = -1;
w1.clip_num = -1;
w0.keys = wall_key::none;
w1.keys = wall_key::none;
if (type == WALL_BLASTABLE) {
w0.hps = WALL_HPS;
w1.hps = WALL_HPS;
}
if (type != WALL_DOOR) {
segp->unique_segment::sides[side].tmap_num2 = texture2_value::None;
csegp->unique_segment::sides[connectside].tmap_num2 = texture2_value::None;
}
if (type == WALL_DOOR) {
w0.flags |= wall_flag::door_auto;
w1.flags |= wall_flag::door_auto;
w0.clip_num = Current_door_type;
w1.clip_num = Current_door_type;
}
//Update_flags |= UF_WORLD_CHANGED;
//return 1;
// return NextWall(); //assign a clip num
return wall_assign_door(Current_door_type);
} else {
editor_status( "Cannot add wall here, no children" );
return 0;
}
}
}
//---------------------------------------------------------------------
// Add a wall to markedside
int wall_add_to_markedside(fvcvertptr &vcvertptr, wall_array &Walls, const int8_t type)
{
if (add_wall(vcvertptr, Walls, Markedsegp, Markedside)) {
const auto &&csegp = vmsegptridx(Markedsegp->children[Markedside]);
auto Connectside = find_connect_side(Markedsegp, csegp);
const auto wall_num = Markedsegp->shared_segment::sides[Markedside].wall_num;
const auto cwall_num = csegp->shared_segment::sides[Connectside].wall_num;
auto &vmwallptr = Walls.vmptr;
auto &w0 = *vmwallptr(wall_num);
auto &w1 = *vmwallptr(cwall_num);
w0.segnum = Markedsegp;
w1.segnum = csegp;
w0.sidenum = Markedside;
w1.sidenum = Connectside;
w0.flags = {};
w1.flags = {};
w0.type = type;
w1.type = type;
w0.trigger = trigger_none;
w1.trigger = trigger_none;
w0.clip_num = -1;
w1.clip_num = -1;
w0.keys = wall_key::none;
w1.keys = wall_key::none;
if (type == WALL_BLASTABLE) {
w0.hps = WALL_HPS;
w1.hps = WALL_HPS;
w0.clip_num = 0;
w1.clip_num = 0;
}
if (type != WALL_DOOR) {
Markedsegp->unique_segment::sides[Markedside].tmap_num2 = texture2_value::None;
csegp->unique_segment::sides[Connectside].tmap_num2 = texture2_value::None;
}
Update_flags |= UF_WORLD_CHANGED;
return 1;
} else {
editor_status( "Cannot add wall here, no children" );
return 0;
}
}
int bind_wall_to_control_center() {
int link_num;
if (Cursegp->shared_segment::sides[Curside].wall_num == wall_none) {
editor_status("No wall at Curside.");
return 0;
}
link_num = ControlCenterTriggers.num_links;
for (int i=0;i<link_num;i++)
if (Cursegp == ControlCenterTriggers.seg[i] && Curside == ControlCenterTriggers.side[i])
{
editor_status("Curside already bound to Control Center.");
return 0;
}
// Error checking completed, actual binding begins
ControlCenterTriggers.seg[link_num] = Cursegp;
ControlCenterTriggers.side[link_num] = Curside;
ControlCenterTriggers.num_links++;
editor_status("Wall linked to control center");
return 1;
}
//link two doors, curseg/curside and markedseg/markedside
int wall_link_doors()
{
const auto cwall_num = Cursegp->shared_segment::sides[Curside].wall_num;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &imwallptr = Walls.imptr;
const auto &&w1 = imwallptr(cwall_num);
if (!w1 || w1->type != WALL_DOOR) {
editor_status("Curseg/curside is not a door");
return 0;
}
if (!Markedsegp) {
editor_status("No marked side.");
return 0;
}
const auto mwall_num = Markedsegp->shared_segment::sides[Markedside].wall_num;
const auto &&w2 = imwallptr(mwall_num);
if (!w2 || w2->type != WALL_DOOR) {
editor_status("Markedseg/markedside is not a door");
return 0;
}
if (w1->linked_wall != wall_none)
editor_status("Curseg/curside is already linked");
if (w2->linked_wall != wall_none)
editor_status("Markedseg/markedside is already linked");
w1->linked_wall = Markedsegp->shared_segment::sides[Markedside].wall_num;
w2->linked_wall = Cursegp->shared_segment::sides[Curside].wall_num;
return 1;
}
int wall_unlink_door()
{
const auto cwall_num = Cursegp->shared_segment::sides[Curside].wall_num;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &imwallptr = Walls.imptr;
const auto &&w1 = imwallptr(cwall_num);
if (!w1 || w1->type != WALL_DOOR) {
editor_status("Curseg/curside is not a door");
return 0;
}
if (w1->linked_wall == wall_none)
{
editor_status("Curseg/curside is not linked");
return 0;
}
auto &vmwallptr = Walls.vmptr;
auto &w2 = *vmwallptr(w1->linked_wall);
Assert(w2.linked_wall == cwall_num);
w2.linked_wall = wall_none;
w1->linked_wall = wall_none;
return 1;
}
int check_walls()
{
auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters;
std::array<count_wall, MAX_WALLS> CountedWalls;
unsigned wall_count = 0;
range_for (const auto &&segp, vmsegptridx)
{
if (segp->segnum != segment_none) {
// Check fuelcenters
const auto matcen_num = segp->matcen_num;
if (matcen_num == materialization_center_number{0u})
if (RobotCenters[matcen_num].segnum != segp) {
segp->matcen_num = materialization_center_number::None;
}
if (matcen_num != materialization_center_number::None)
RobotCenters[matcen_num].segnum = segp;
for (auto &&[idx, s] : enumerate(segp->shared_segment::sides))
{
if (s.wall_num != wall_none) {
CountedWalls[wall_count].wallnum = s.wall_num;
CountedWalls[wall_count].segnum = segp;
CountedWalls[wall_count].sidenum = idx;
wall_count++;
}
}
}
}
auto &Walls = LevelUniqueWallSubsystemState.Walls;
if (wall_count != Walls.get_count()) {
if (ui_messagebox(-2, -2, 2, "Num_walls is bogus\nDo you wish to correct it?\n", "Yes", "No") == 1)
{
Walls.set_count(wall_count);
editor_status_fmt("Num_walls set to %d\n", Walls.get_count());
}
}
// Check validity of Walls array.
auto &vmwallptr = Walls.vmptr;
range_for (auto &cw, partial_const_range(CountedWalls, Walls.get_count()))
{
auto &w = *vmwallptr(cw.wallnum);
if (w.segnum != cw.segnum || w.sidenum != cw.sidenum)
{
if (ui_messagebox( -2, -2, 2, "Unmatched wall detected\nDo you wish to correct it?\n", "Yes", "No") == 1)
{
w.segnum = cw.segnum;
w.sidenum = cw.sidenum;
}
}
}
const auto &&used_walls = partial_const_range(Walls, wall_count);
const auto predicate = [](const wall &w) {
return w.trigger != trigger_none;
};
unsigned trigger_count = std::count_if(used_walls.begin(), used_walls.end(), predicate);
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
if (trigger_count != Triggers.get_count()) {
if (ui_messagebox(-2, -2, 2, "Num_triggers is bogus\nDo you wish to correct it?\n", "Yes", "No") == 1)
{
Triggers.set_count(trigger_count);
editor_status_fmt("Num_triggers set to %d\n", Triggers.get_count());
}
}
return 1;
}
int delete_all_walls()
{
if (ui_messagebox(-2, -2, 2, "Are you sure that walls are hosed so\n badly that you want them ALL GONE!?\n", "YES!", "No") == 1)
{
range_for (shared_segment &segp, vmsegptr)
{
range_for (auto &side, segp.sides)
side.wall_num = wall_none;
}
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
Walls.set_count(0);
Triggers.set_count(0);
return 1;
}
return 0;
}
namespace {
// ------------------------------------------------------------------------------------------------
static void copy_old_wall_data_to_new(wallnum_t owall, wallnum_t nwall)
{
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &o = *Walls.vcptr(owall);
auto &n = *Walls.vmptr(nwall);
n.flags = o.flags;
n.type = o.type;
n.clip_num = o.clip_num;
n.keys = o.keys;
n.hps = o.hps;
n.state = o.state;
n.linked_wall = wall_none;
n.trigger = trigger_none;
if (o.trigger != trigger_none)
{
editor_status("Warning: Trigger not copied in group copy.");
}
}
}
// ------------------------------------------------------------------------------------------------
void copy_group_walls(int old_group, int new_group)
{
group::segment_array_type_t::const_iterator bn = GroupList[new_group].segments.begin();
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
range_for (const auto old_seg, GroupList[old_group].segments)
{
const auto new_seg = *bn++;
auto &os = vcsegptr(old_seg)->shared_segment::sides;
auto &ns = vmsegptr(new_seg)->shared_segment::sides;
for (const auto j : MAX_SIDES_PER_SEGMENT)
{
if (os[j].wall_num != wall_none) {
const auto nw = static_cast<wallnum_t>(Walls.get_count());
ns[j].wall_num = nw;
copy_old_wall_data_to_new(os[j].wall_num, nw);
auto &w = *vmwallptr(nw);
w.segnum = new_seg;
w.sidenum = j;
Walls.set_count(Walls.get_count() + 1);
Assert(Walls.get_count() < MAX_WALLS);
}
}
}
}
static int Validate_walls=1;
// --------------------------------------------------------------------------------------------------------
// This function should be in medwall.c.
// Make sure all wall/segment connections are valid.
void check_wall_validity(void)
{
if (!Validate_walls)
return;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
range_for (const auto &&w, vcwallptr)
{
segnum_t segnum;
segnum = w->segnum;
const auto sidenum = w->sidenum;
if (vcwallptr(vcsegptr(segnum)->shared_segment::sides[sidenum].wall_num) != w) {
if (!Validate_walls)
return;
Int3(); // Error! Your mine has been invalidated!
// Do not continue! Do not save!
// Remember your last action and Contact Mike!
// To continue, set the variable Validate_walls to 1 by doing:
// /Validate_walls = 1
// Then do the usual /eip++;g
}
}
enumerated_array<bool, MAX_WALLS, wallnum_t> wall_flags{};
range_for (const auto &&segp, vmsegptridx)
{
if (segp->segnum != segment_none)
for (const auto j : MAX_SIDES_PER_SEGMENT)
{
// Check walls
auto wall_num = segp->shared_segment::sides[j].wall_num;
if (wall_num != wall_none) {
if (wall_flags[wall_num] != 0) {
if (!Validate_walls)
return;
Int3(); // Error! Your mine has been invalidated!
// Do not continue! Do not save!
// Remember your last action and Contact Mike!
// To continue, set the variable Validate_walls to 1 by doing:
// /Validate_walls = 1
// Then do the usual /eip++;g
}
auto &w = *vcwallptr(wall_num);
if (w.segnum != segp || w.sidenum != j)
{
if (!Validate_walls)
return;
Int3(); // Error! Your mine has been invalidated!
// Do not continue! Do not save!
// Remember your last action and Contact Mike!
// To continue, set the variable Validate_walls to 1 by doing:
// /Validate_walls = 1
// Then do the usual /eip++;g
}
wall_flags[wall_num] = 1;
}
}
}
}