dxx-rebirth/editor/medmisc.c
2006-03-20 16:43:15 +00:00

697 lines
17 KiB
C
Executable file

/*
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.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/editor/medmisc.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:45:35 $
*
* Miscellaneous functions stripped out of med.c
*
* $Log: medmisc.c,v $
* Revision 1.1.1.1 2006/03/17 19:45:35 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:03:51 donut
* Import of d1x 1.37 source.
*
* Revision 2.1 1995/03/06 15:20:50 john
* New screen mode method.
*
* Revision 2.0 1995/02/27 11:36:40 john
* Version 2.0. Ansi-fied.
*
* Revision 1.31 1994/11/27 23:17:20 matt
* Made changes for new mprintf calling convention
*
* Revision 1.30 1994/11/17 14:48:11 mike
* validation functions moved from editor to game.
*
* Revision 1.29 1994/08/25 21:56:15 mike
* IS_CHILD stuff.
*
* Revision 1.28 1994/08/09 16:06:00 john
* Added the ability to place players. Made old
* Player variable be ConsoleObject.
*
* Revision 1.27 1994/07/21 17:25:43 matt
* Took out unused func medlisp_create_new_mine() and its prototype
*
* Revision 1.26 1994/07/21 13:27:01 matt
* Cleaned up render code and added error checking
*
* Revision 1.25 1994/07/20 15:32:52 matt
* Added func to call g3_point_2_vec() for texture-mapped window
*
* Revision 1.24 1994/07/15 15:26:53 yuan
* Fixed warning
*
* Revision 1.23 1994/07/14 14:45:16 yuan
* Added function to set default segment and attach.
*
* Revision 1.22 1994/07/14 09:46:34 yuan
* Make E attach segment as well as make default.
*
*
* Revision 1.21 1994/07/11 18:39:17 john
* Reversed y axis roll.
*
* Revision 1.20 1994/07/06 16:36:32 mike
* Add hook for game to render wireframe view: draw_world_from_game.
*
* Revision 1.19 1994/06/24 14:08:31 john
* Changed calling params for render_frame.
*
* Revision 1.18 1994/06/23 15:54:02 matt
* Finished hacking in 3d rendering in big window
*
* Revision 1.17 1994/06/22 00:32:56 matt
* New version, without all the errors of the last version. Sorry.
*
* Revision 1.15 1994/05/23 14:48:54 mike
* make current segment be add segment.
*
* Revision 1.14 1994/05/19 12:09:35 matt
* Use new vecmat macros and globals
*
* Revision 1.13 1994/05/14 17:17:55 matt
* Got rid of externs in source (non-header) files
*
* Revision 1.12 1994/05/09 23:35:06 mike
* Add ClearFoundList, which is probably no longer being called.
*
* Revision 1.11 1994/05/04 14:11:40 mike
* Increase render depth from 4 to 6 by default.
*
* Revision 1.10 1994/04/27 21:00:25 matt
* Made texture-mapped window redraw when editor state variables (such as
* current object) have changed.
*
* Revision 1.9 1994/03/31 12:03:38 matt
* Cleaned up includes
*
* Revision 1.8 1994/02/17 11:31:21 matt
* Changes in object system
*
* Revision 1.7 1994/02/11 11:05:14 yuan
* Make chase mode unsettable... Gives a warning on the mono.
*
* Revision 1.6 1994/01/21 17:37:24 matt
* Moved code from render_frame() to caller, making code cleaner
*
* Revision 1.5 1994/01/11 18:12:43 yuan
* compress_mines removed. Now it is called within
* the gamesave.min save whenever we go into the game.
*
* Revision 1.4 1994/01/05 10:54:15 john
* New object code by John
*
* Revision 1.3 1993/12/29 16:15:27 mike
* Kill scale field from segment struct.
*
* Revision 1.2 1993/12/17 12:05:00 john
* Took stuff out of med.c; moved into medsel.c, meddraw.c, medmisc.c
*
* Revision 1.1 1993/12/17 08:35:47 john
* Initial revision
*
*
*/
#ifdef RCS
static char rcsid[] = "$Id: medmisc.c,v 1.1.1.1 2006/03/17 19:45:35 zicodxx Exp $";
#endif
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#ifdef __MSDOS__
#include <process.h>
#endif
#include "gr.h"
#include "ui.h"
#include "3d.h"
#include "u_mem.h"
#include "error.h"
#include "mono.h"
#include "key.h"
#include "func.h"
#include "inferno.h"
#include "editor/editor.h"
#include "segment.h"
#include "render.h"
#include "screens.h"
#include "object.h"
#include "texpage.h" // For texpage_goto_first
#include "meddraw.h" // For draw_World
#include "game.h"
//return 2d distance, i.e, sqrt(x*x + y*y)
#ifdef __WATCOMC__
long dist_2d(long x,long y);
#pragma aux dist_2d parm [eax] [ebx] value [eax] modify [ecx edx] = \
"imul eax" \
"xchg ebx,eax" \
"mov ecx,edx" \
"imul eax" \
"add eax,ebx" \
"adc edx,ecx" \
"call quad_sqrt";
#else
#include <math.h>
long dist_2d(long x,long y) {
return (long)sqrt((double)x * (double)x + (double)y * (double)y);
}
#endif
// Given mouse movement in dx, dy, returns a 3x3 rotation matrix in RotMat.
// Taken from Graphics Gems III, page 51, "The Rolling Ball"
void GetMouseRotation( int idx, int idy, vms_matrix * RotMat )
{
fix dr, cos_theta, sin_theta, denom, cos_theta1;
fix Radius = i2f(100);
fix dx,dy;
fix dxdr,dydr;
idy *= -1;
dx = i2f(idx); dy = i2f(idy);
dr = dist_2d(dx,dy);
denom = dist_2d(Radius,dr);
cos_theta = fixdiv(Radius,denom);
sin_theta = fixdiv(dr,denom);
cos_theta1 = f1_0 - cos_theta;
dxdr = fixdiv(dx,dr);
dydr = fixdiv(dy,dr);
RotMat->rvec.x = cos_theta + fixmul(fixmul(dydr,dydr),cos_theta1);
RotMat->uvec.x = - fixmul(fixmul(dxdr,dydr),cos_theta1);
RotMat->fvec.x = fixmul(dxdr,sin_theta);
RotMat->rvec.y = RotMat->uvec.x;
RotMat->uvec.y = cos_theta + fixmul(fixmul(dxdr,dxdr),cos_theta1);
RotMat->fvec.y = fixmul(dydr,sin_theta);
RotMat->rvec.z = -RotMat->fvec.x;
RotMat->uvec.z = -RotMat->fvec.y;
RotMat->fvec.z = cos_theta;
}
int Gameview_lockstep; //if set, view is locked to Curseg
int ToggleLockstep()
{
Gameview_lockstep = !Gameview_lockstep;
if (Gameview_lockstep == 0) {
if (last_keypress != KEY_L)
diagnostic_message("[L] - Lock mode OFF");
else
diagnostic_message("Lock mode OFF");
}
if (Gameview_lockstep) {
if (last_keypress != KEY_L)
diagnostic_message("[L] Lock mode ON");
else
diagnostic_message("Lock mode ON");
Cursegp = &Segments[ConsoleObject->segnum];
med_create_new_segment_from_cursegp();
set_view_target_from_segment(Cursegp);
Update_flags = UF_ED_STATE_CHANGED;
}
return Gameview_lockstep;
}
int medlisp_delete_segment(void)
{
if (!med_delete_segment(Cursegp)) {
if (Lock_view_to_cursegp)
set_view_target_from_segment(Cursegp);
autosave_mine(mine_filename);
strcpy(undo_status[Autosave_count], "Delete Segment UNDONE.");
Update_flags |= UF_WORLD_CHANGED;
mine_changed = 1;
diagnostic_message("Segment deleted.");
warn_if_concave_segments(); // This could be faster -- just check if deleted segment was concave, warn accordingly
}
return 1;
}
int medlisp_scale_segment(void)
{
vms_matrix rotmat;
vms_vector scale;
scale.x = fl2f((float) func_get_param(0));
scale.y = fl2f((float) func_get_param(1));
scale.z = fl2f((float) func_get_param(2));
med_create_new_segment(&scale);
med_rotate_segment(Cursegp,vm_angles_2_matrix(&rotmat,&Seg_orientation));
Update_flags |= UF_WORLD_CHANGED;
mine_changed = 1;
return 1;
}
int medlisp_rotate_segment(void)
{
vms_matrix rotmat;
Seg_orientation.p = func_get_param(0);
Seg_orientation.b = func_get_param(1);
Seg_orientation.h = func_get_param(2);
med_rotate_segment(Cursegp,vm_angles_2_matrix(&rotmat,&Seg_orientation));
Update_flags |= UF_WORLD_CHANGED | UF_VIEWPOINT_MOVED;
mine_changed = 1;
return 1;
}
int ToggleLockViewToCursegp(void)
{
Lock_view_to_cursegp = !Lock_view_to_cursegp;
Update_flags = UF_ED_STATE_CHANGED;
if (Lock_view_to_cursegp) {
if (last_keypress != KEY_V+KEY_CTRLED)
diagnostic_message("[ctrl-V] View locked to Cursegp.");
else
diagnostic_message("View locked to Cursegp.");
set_view_target_from_segment(Cursegp);
} else {
if (last_keypress != KEY_V+KEY_CTRLED)
diagnostic_message("[ctrl-V] View not locked to Cursegp.");
else
diagnostic_message("View not locked to Cursegp.");
}
return Lock_view_to_cursegp;
}
int ToggleDrawAllSegments()
{
Draw_all_segments = !Draw_all_segments;
Update_flags = UF_ED_STATE_CHANGED;
if (Draw_all_segments == 1) {
if (last_keypress != KEY_A+KEY_CTRLED)
diagnostic_message("[ctrl-A] Draw all segments ON.");
else
diagnostic_message("Draw all segments ON.");
}
if (Draw_all_segments == 0) {
if (last_keypress != KEY_A+KEY_CTRLED)
diagnostic_message("[ctrl-A] Draw all segments OFF.");
else
diagnostic_message("Draw all segments OFF.");
}
return Draw_all_segments;
}
int Big_depth=6;
int IncreaseDrawDepth(void)
{
Big_depth++;
Update_flags = UF_ED_STATE_CHANGED;
return 1;
}
int DecreaseDrawDepth(void)
{
if (Big_depth > 1) {
Big_depth--;
Update_flags = UF_ED_STATE_CHANGED;
}
return 1;
}
int ToggleCoordAxes()
{
// Toggle display of coordinate axes.
Show_axes_flag = !Show_axes_flag;
LargeView.ev_changed = 1;
if (Show_axes_flag == 1) {
if (last_keypress != KEY_D+KEY_CTRLED)
diagnostic_message("[ctrl-D] Coordinate axes ON.");
else
diagnostic_message("Coordinate axes ON.");
}
if (Show_axes_flag == 0) {
if (last_keypress != KEY_D+KEY_CTRLED)
diagnostic_message("[ctrl-D] Coordinate axes OFF.");
else
diagnostic_message("Coordinate axes OFF.");
}
return Show_axes_flag;
}
int med_keypad_goto_prev()
{
ui_pad_goto_prev();
return 0;
}
int med_keypad_goto_next()
{
ui_pad_goto_next();
return 0;
}
int med_keypad_goto()
{
ui_pad_goto(func_get_param(0));
return 0;
}
int render_3d_in_big_window=0;
int medlisp_update_screen()
{
int vn;
if (!render_3d_in_big_window)
for (vn=0;vn<N_views;vn++)
if (Views[vn]->ev_changed || (Update_flags & (UF_WORLD_CHANGED|UF_VIEWPOINT_MOVED|UF_ED_STATE_CHANGED))) {
draw_world(Views[vn]->ev_canv,Views[vn],Cursegp,Big_depth);
Views[vn]->ev_changed = 0;
}
if (Update_flags & (UF_WORLD_CHANGED|UF_GAME_VIEW_CHANGED|UF_ED_STATE_CHANGED)) {
grs_canvas temp_canvas;
grs_canvas *render_canv,*show_canv;
if (render_3d_in_big_window) {
gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
render_canv = &temp_canvas;
show_canv = LargeView.ev_canv;
}
else {
render_canv = VR_offscreen_buffer;
show_canv = Canv_editor_game;
}
gr_set_current_canvas(render_canv);
render_frame(0);
Assert(render_canv->cv_bitmap.bm_w == show_canv->cv_bitmap.bm_w &&
render_canv->cv_bitmap.bm_h == show_canv->cv_bitmap.bm_h);
ui_mouse_hide();
gr_bm_ubitblt(show_canv->cv_bitmap.bm_w,show_canv->cv_bitmap.bm_h,
0,0,0,0,&render_canv->cv_bitmap,&show_canv->cv_bitmap);
ui_mouse_show();
}
Update_flags=UF_NONE; //clear flags
return 1;
}
void med_point_2_vec(grs_canvas *canv,vms_vector *v,short sx,short sy)
{
gr_set_current_canvas(canv);
g3_start_frame();
g3_set_view_matrix(&Viewer->pos,&Viewer->orient,Render_zoom);
g3_point_2_vec(v,sx,sy);
g3_end_frame();
}
void draw_world_from_game(void)
{
if (ModeFlag == 2)
draw_world(Views[0]->ev_canv,Views[0],Cursegp,Big_depth);
}
int UndoCommand()
{ int u;
u = undo();
if (Lock_view_to_cursegp)
set_view_target_from_segment(Cursegp);
if (u == 0) {
if (Autosave_count==9) diagnostic_message(undo_status[0]);
else
diagnostic_message(undo_status[Autosave_count+1]);
}
else
if (u == 1) diagnostic_message("Can't Undo.");
else
if (u == 2) diagnostic_message("Can't Undo - Autosave OFF");
Update_flags |= UF_WORLD_CHANGED;
mine_changed = 1;
warn_if_concave_segments();
return 1;
}
int ToggleAutosave()
{
Autosave_flag = !Autosave_flag;
if (Autosave_flag == 1)
diagnostic_message("Autosave ON.");
else
diagnostic_message("Autosave OFF.");
return Autosave_flag;
}
int AttachSegment()
{
if (med_attach_segment(Cursegp, &New_segment, Curside, AttachSide)==4) // Used to be WBACK instead of Curside
diagnostic_message("Cannot attach segment - already a connection on current side.");
else {
if (Lock_view_to_cursegp)
set_view_target_from_segment(Cursegp);
vm_angvec_make(&Seg_orientation,0,0,0);
Curside = WBACK;
Update_flags |= UF_WORLD_CHANGED;
autosave_mine(mine_filename);
strcpy(undo_status[Autosave_count], "Attach Segment UNDONE.\n");
mine_changed = 1;
warn_if_concave_segment(Cursegp);
}
return 1;
}
int ForceTotalRedraw()
{
Update_flags = UF_ALL;
return 1;
}
#if ORTHO_VIEWS
int SyncLargeView()
{
// Make large view be same as one of the orthogonal views.
Large_view_index = (Large_view_index + 1) % 3; // keep in 0,1,2 for top, front, right
switch (Large_view_index) {
case 0: LargeView.ev_matrix = TopView.ev_matrix; break;
case 1: LargeView.ev_matrix = FrontView.ev_matrix; break;
case 2: LargeView.ev_matrix = RightView.ev_matrix; break;
}
Update_flags |= UF_VIEWPOINT_MOVED;
return 1;
}
#endif
int DeleteCurSegment()
{
// Delete current segment.
med_delete_segment(Cursegp);
autosave_mine(mine_filename);
strcpy(undo_status[Autosave_count], "Delete segment UNDONE.");
if (Lock_view_to_cursegp)
set_view_target_from_segment(Cursegp);
Update_flags |= UF_WORLD_CHANGED;
mine_changed = 1;
diagnostic_message("Segment deleted.");
warn_if_concave_segments(); // This could be faster -- just check if deleted segment was concave, warn accordingly
return 1;
}
int CreateDefaultNewSegment()
{
// Create a default segment for New_segment.
vms_vector tempvec;
med_create_new_segment(vm_vec_make(&tempvec,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE));
mine_changed = 1;
return 1;
}
int CreateDefaultNewSegmentandAttach()
{
CreateDefaultNewSegment();
AttachSegment();
return 1;
}
int ExchangeMarkandCurseg()
{
// If Markedsegp != Cursegp, and Markedsegp->segnum != -1, exchange Markedsegp and Cursegp
if (Markedsegp)
if (Markedsegp->segnum != -1) {
segment *tempsegp;
int tempside;
tempsegp = Markedsegp; Markedsegp = Cursegp; Cursegp = tempsegp;
tempside = Markedside; Markedside = Curside; Curside = tempside;
med_create_new_segment_from_cursegp();
Update_flags |= UF_ED_STATE_CHANGED;
mine_changed = 1;
}
return 1;
}
int medlisp_add_segment()
{
AttachSegment();
//segment *ocursegp = Cursegp;
// med_attach_segment(Cursegp, &New_segment, Curside, WFRONT); // Used to be WBACK instead of Curside
//med_propagate_tmaps_to_segments(ocursegp,Cursegp);
// set_view_target_from_segment(Cursegp);
//// while (!vm_angvec_make(&Seg_orientation,0,0,0));
// Curside = WBACK;
return 1;
}
int ClearSelectedList(void)
{
N_selected_segs = 0;
Update_flags |= UF_WORLD_CHANGED;
diagnostic_message("Selected list cleared.");
return 1;
}
int ClearFoundList(void)
{
N_found_segs = 0;
Update_flags |= UF_WORLD_CHANGED;
diagnostic_message("Found list cleared.");
return 1;
}
// ---------------------------------------------------------------------------------------------------
// Do chase mode.
// View current segment (Cursegp) from the previous segment.
void set_chase_matrix(segment *sp)
{
int v;
vms_vector forvec = ZERO_VECTOR, upvec;
vms_vector tv = ZERO_VECTOR;
segment *psp;
// move back two segments, if possible, else move back one, if possible, else use current
if (IS_CHILD(sp->children[WFRONT])) {
psp = &Segments[sp->children[WFRONT]];
if (IS_CHILD(psp->children[WFRONT]))
psp = &Segments[psp->children[WFRONT]];
} else
psp = sp;
for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++)
vm_vec_add2(&forvec,&Vertices[sp->verts[v]]);
vm_vec_scale(&forvec,F1_0/MAX_VERTICES_PER_SEGMENT);
for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++)
vm_vec_add2(&tv,&Vertices[psp->verts[v]]);
vm_vec_scale(&tv,F1_0/MAX_VERTICES_PER_SEGMENT);
Ed_view_target = forvec;
vm_vec_sub2(&forvec,&tv);
extract_up_vector_from_segment(psp,&upvec);
if (!((forvec.x == 0) && (forvec.y == 0) && (forvec.z == 0)))
vm_vector_2_matrix(&LargeView.ev_matrix,&forvec,&upvec,NULL);
}
// ---------------------------------------------------------------------------------------------------
void set_view_target_from_segment(segment *sp)
{
vms_vector tv = ZERO_VECTOR;
int v;
if (Funky_chase_mode)
{
mprintf((0, "Trying to set chase mode\n"));
//set_chase_matrix(sp);
}
else {
for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++)
vm_vec_add2(&tv,&Vertices[sp->verts[v]]);
vm_vec_scale(&tv,F1_0/MAX_VERTICES_PER_SEGMENT);
Ed_view_target = tv;
}
Update_flags |= UF_VIEWPOINT_MOVED;
}