21f736ec37
Prevent passing a canvas that is not specifically typed as a grs_subcanvas.
563 lines
18 KiB
C++
563 lines
18 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Header for editor functions, data strcutures, etc.
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*
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*/
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#pragma once
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#include "dxxsconf.h"
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#include "dsx-ns.h"
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#include "vecmat.h"
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#include "ui.h"
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#include "fmtcheck.h"
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#ifdef __cplusplus
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#include "fwd-window.h"
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#include "fwd-segment.h"
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#include "objnum.h"
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/*
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* Constants
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*
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*/
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#define ED_SCREEN_W 800 //width of editor screen
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#define ED_SCREEN_H 600 //height of editor screen
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#define MENUBAR_H 16
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#define GAMEVIEW_X 1 //where the 320x200 game window goes
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#define GAMEVIEW_Y 1+MENUBAR_H
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#define GAMEVIEW_W 320
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#define GAMEVIEW_H 200
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#define STATUS_X 0
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#define STATUS_H 18
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#define STATUS_Y (ED_SCREEN_H-STATUS_H)
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#define STATUS_W ED_SCREEN_W
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#define LVIEW_X 1 //large view
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#define LVIEW_Y (GAMEVIEW_Y+GAMEVIEW_H+2)
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#define LVIEW_W 447
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#define LVIEW_H (STATUS_Y-LVIEW_Y-2)
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#define TMAPBOX_X (LVIEW_X+LVIEW_W+4) //location of first one
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#define TMAPBOX_Y (LVIEW_Y+2)
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#define TMAPBOX_W 64
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#define TMAPBOX_H 64
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#define TMAPCURBOX_X (TMAPBOX_X + 4*(TMAPBOX_W + 3))
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#define TMAPCURBOX_Y (TMAPBOX_Y + TMAPBOX_H)
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#define OBJCURBOX_X (TMAPCURBOX_X)
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#define OBJCURBOX_Y (TMAPCURBOX_Y + 3*(TMAPBOX_H + 2) -40)
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#define PAD_X (GAMEVIEW_X + GAMEVIEW_W + 16)
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#define PAD_Y (GAMEVIEW_Y + 4)
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#define SMALLVIEW_W 173 //width of small view windows
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#define SMALLVIEW_H 148 //height of small view windows
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#define TVIEW_X (LVIEW_X+LVIEW_W+2) //top view
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#define TVIEW_Y LVIEW_Y
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#define TVIEW_W SMALLVIEW_W
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#define TVIEW_H SMALLVIEW_H
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#define FVIEW_X TVIEW_X //front view
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#define FVIEW_Y (TVIEW_Y+SMALLVIEW_H+2)
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#define FVIEW_W SMALLVIEW_W
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#define FVIEW_H SMALLVIEW_H
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#define RVIEW_X (TVIEW_X+SMALLVIEW_W+2) //right view
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#define RVIEW_Y FVIEW_Y
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#define RVIEW_W SMALLVIEW_W
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#define RVIEW_H SMALLVIEW_H
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#define GVIEW_X RVIEW_X //group view
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#define GVIEW_Y TVIEW_Y
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#define GVIEW_W SMALLVIEW_W
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#define GVIEW_H SMALLVIEW_H
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//there were color constants here, but I moved them to meddraw.c - Matt
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#define SEGMOVE_PAD_ID 0
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#define SEGSIZE_PAD_ID 1
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#define CURVE_PAD_ID 2
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#define TEXTURE_PAD_ID 3
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#define OBJECT_PAD_ID 4
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#define OBJMOV_PAD_ID 5
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#define GROUP_PAD_ID 6
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#define LIGHTING_PAD_ID 7
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#define TEST_PAD_ID 8
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#define MAX_PAD_ID 8
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/*
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* Strucures
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*
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*/
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#define VF_ANGLES 0
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#define VF_MATRIX 1
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// Default size of a segment
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#define DEFAULT_X_SIZE F1_0*20
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#define DEFAULT_Y_SIZE F1_0*20
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#define DEFAULT_Z_SIZE F1_0*20
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// Scale factor from 3d units (integer portion) to uv coordinates (integer portion)
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#define VMAG (F1_0 / (DEFAULT_X_SIZE/F1_0))
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#define UMAG VMAG // unused
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// Number of segments which can be found (size of Found_segs[])
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#define MAX_GROUPS 10
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#define ROT_GROUP MAX_GROUPS
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// Modes for segment sizing
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#define SEGSIZEMODE_FREE 1
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#define SEGSIZEMODE_ALL 2
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#define SEGSIZEMODE_CURSIDE 3
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#define SEGSIZEMODE_EDGE 4
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#define SEGSIZEMODE_VERTEX 5
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#define SEGSIZEMODE_MIN SEGSIZEMODE_FREE
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#define SEGSIZEMODE_MAX SEGSIZEMODE_VERTEX
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//defines a view for an editor window
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struct editor_view
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{
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short ev_num; //each view has it's own number
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short ev_changed; //set to true if view changed
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grs_canvas *ev_canv; //points to this window's canvas
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fix ev_dist; //the distance from the view point
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vms_matrix ev_matrix; //the view matrix
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fix ev_zoom; //zoom for this window
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};
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enum class editor_gamestate : uint8_t
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{
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none, // editing a level, not a gamestate
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unsaved, // just pressed delete-e from a game
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saved // saved state. Do we want to restore it when launching editor from menu? Ask user.
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};
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/*
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* Global variables
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*
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*/
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extern std::array<editor_view *, 1> Views;
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extern int Large_view_index;
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extern std::unique_ptr<UI_GADGET_USERBOX> LargeViewBox, GameViewBox, GroupViewBox;
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extern int Found_seg_index; // Index in Found_segs corresponding to Cursegp
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extern editor_gamestate gamestate;
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extern grs_font_ptr editor_font;
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extern vms_vector Ed_view_target; // what editor is looking at
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extern class window *Pad_info; // Keypad text
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extern int Show_axes_flag; // 0 = don't show, !0 = do show coordinate axes in *Cursegp orientation
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namespace dcx {
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extern int Autosave_count; // Current counter for which autosave mine we are "on"
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extern int Autosave_flag; // Whether or not Autosave is on.
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extern struct tm Editor_time_of_day;
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using mine_filename_type = std::array<char, PATH_MAX>;
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extern mine_filename_type mine_filename;
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}
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extern int SegSizeMode; // Mode = 0/1 = not/is legal to move bound vertices,
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#ifdef dsx
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namespace dsx {
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void init_editor(void);
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// Initialize all vertices to inactive status.
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extern void init_all_vertices(void);
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}
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#endif
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void med_combine_duplicate_vertices(enumerated_array<uint8_t, MAX_VERTICES, vertnum_t> &);
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#ifdef dsx
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namespace dsx {
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// Attach side newside of newseg to side destside of destseg.
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// Copies *newseg into global array Segments, increments Num_segments.
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// Forms a weld between the two segments by making the new segment fit to the old segment.
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// Updates number of faces per side if necessitated by new vertex coordinates.
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// Return value:
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// 0 = successful attach
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// 1 = No room in Segments[].
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// 2 = No room in Vertices[].
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int med_attach_segment(vmsegptridx_t destseg, csmusegment newseg, unsigned destside, unsigned newside);
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// Delete a segment.
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// Deletes a segment from the global array Segments.
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// Updates Cursegp to be the segment to which the deleted segment was connected. If there is
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// more than one connected segment, the new Cursegp will be the segment with the highest index
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// of connection in the deleted segment (highest index = front)
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// Return value:
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// 0 = successful deletion
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// 1 = unable to delete
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int med_delete_segment(vmsegptridx_t sp);
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// Rotate the segment *seg by the pitch, bank, heading defined by *rot, destructively
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// modifying its four free vertices in the global array Vertices.
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// It is illegal to rotate a segment which has MAX_SIDES_PER_SEGMENT != 1.
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// Pitch, bank, heading are about the point which is the average of the four points
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// forming the side of connection.
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// Return value:
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// 0 = successful rotation
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// 1 = MAX_SIDES_PER_SEGMENT makes rotation illegal (connected to 0 or 2+ segments)
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// 2 = Rotation causes degeneracy, such as self-intersecting segment.
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int med_rotate_segment(vmsegptridx_t seg, const vms_matrix &rotmat);
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// Create a wall which can be removed.
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// Creates wall at sp->sides[side], making it part of segment sp
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// Removable walls must be placed between two connected segments. You should add the removable
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// wall on both sides. In fact, you really must.
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void create_removable_wall(fvcvertptr &vcvertptr, vmsegptridx_t sp, unsigned side, texture1_value tmap_num);
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}
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#endif
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// Saves mine contained in Segments[] and Vertices[].
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// Num_segments = number of segments in mine.
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// Num_vertices = number of vertices in mine.
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// Cursegp = current segment.
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// Saves Num_segments, and index of current segment (which is Cursegp - Segments), which will be converted to a pointer
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// and written to Cursegp in med_load_mine.
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// Returns:
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// 0 = successfully saved.
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// 1 = unable to save.
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int med_save_mine(const mine_filename_type &name);
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// Updates the screen... (I put the prototype here for curves.c)
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extern int medlisp_update_screen();
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// Returns 0 if no error, 1 if error, whatever that might be.
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// Sets globals:
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// Num_segments
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// Num_vertices
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// Cursegp = pointer to only segment.
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#ifdef dsx
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namespace dsx {
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extern int create_new_mine(void);
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}
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#endif
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#ifdef dsx
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namespace dsx {
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// Create a segment given center, dimensions, rotation matrix.
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// Note that the created segment will always have planar sides and rectangular cross sections.
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// It will be created with walls on all sides, ie not connected to anything.
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void med_create_segment(vmsegptridx_t sp,fix cx, fix cy, fix cz, fix length, fix width, fix height, const vms_matrix &mp);
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// Create New_segment with sizes found in *scale.
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void med_create_new_segment(const vms_vector &scale);
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// Create New_segment with sizes found in Cursegp.
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extern void med_create_new_segment_from_cursegp(void);
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// Create a new segment and use it to form a bridge between two existing segments.
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// Specify two segment:side pairs. If either segment:side is not open (ie, segment->children[side] != -1)
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// then it is not legal to form the brider.
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// Return:
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// 0 bridge segment formed
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// 1 unable to form bridge because one (or both) of the sides is not open.
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// Note that no new vertices are created by this process.
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int med_form_bridge_segment(vmsegptridx_t seg1, int side1, vmsegptridx_t seg2, int side2);
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}
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#endif
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// Compress mine at Segments and Vertices by squeezing out all holes.
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// If no holes (ie, an unused segment followed by a used segment), then no action.
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// If Cursegp or Markedsegp is a segment which gets moved to fill in a hole, then
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// they are properly updated.
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extern void med_compress_mine(void);
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void update_matrix_based_on_side(vms_matrix &rotmat,int destside);
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// Curves stuff.
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#define ACCURACY 0.1*F1_0
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struct vms_equation
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{
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union {
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struct {fix x3, x2, x1, x0, y3, y2, y1, y0, z3, z2, z1, z0;} n;
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std::array<std::array<fix, 4>, 3> xyz;
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};
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};
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// Q(t) = (2t^3 - 3t^2 + 1) p1 + (-2t^3 + 3t^2) p4 + (t^3 - 2t^2 + t) r1 + (t^3 - t^2 ) r4
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extern vms_vector evaluate_curve(vms_equation *coeffs, int degree, fix t);
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fix curve_dist(vms_equation *coeffs, int degree, fix t0, const vms_vector &p0, fix dist);
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extern void plot_parametric(vms_equation *coeffs, fix min_t, fix max_t, fix del_t);
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// Curve generation routine.
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// Returns 1 if curve is generated.
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// Returns 0 if no curve.
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extern int generate_curve( fix r1scale, fix r4scale );
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// Deletes existing curve generated in generate_curve().
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extern void delete_curve();
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#ifdef dsx
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namespace dsx {
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void med_extract_matrix_from_segment(const shared_segment &sp, vms_matrix &rotmat);
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// Assign default u,v coordinates to all sides of a segment.
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// This routine should only be used for segments which are not connected to anything else,
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// ie the segment created at mine creation.
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void assign_default_uvs_to_segment(vmsegptridx_t segp);
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void assign_default_uvs_to_side(vmsegptridx_t segp, unsigned side);
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// Create coordinate axes in orientation of specified segment, stores vertices at *vp.
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void create_coordinate_axes_from_segment(const shared_segment &sp, std::array<vertnum_t, 16> &vertnums);
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// Set Vertex_active to number of occurrences of each vertex.
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// Set Num_vertices.
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extern void set_vertex_counts(void);
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// Modify seg2 to share side2 with seg1:side1. This forms a connection between
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// two segments without creating a new segment. It modifies seg2 by sharing
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// vertices from seg1. seg1 is not modified. Four vertices from seg2 are
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// deleted.
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// If the four vertices forming side2 in seg2 are not free, the joint is not formed.
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// Return code:
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// 0 joint formed
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// 1 unable to form joint because one or more vertices of side2 is not free
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// 2 unable to form joint because side1 is already used
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int med_form_joint(vmsegptridx_t seg1, int side1, vmsegptridx_t seg2, int side2);
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}
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// The current texture... use by saying something=bm_lock_bitmap(CurrentTexture)
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extern texture_index CurrentTexture;
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namespace dsx {
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void med_propagate_tmaps_to_segments(vcsegptridx_t base_seg,vmsegptridx_t con_seg, int uv_only_flag);
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void med_propagate_tmaps_to_back_side(vmsegptridx_t base_seg, int back_side, int uv_only_flag);
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// Find segment adjacent to sp:side.
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// Adjacent means a segment which shares all four vertices.
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// Return true if segment found and fill in segment in adj_sp and side in adj_side.
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// Return false if unable to find, in which case adj_sp and adj_side are undefined.
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int med_find_adjacent_segment_side(vmsegptridx_t sp, int side, imsegptridx_t &adj_sp, int *adj_side);
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// Finds the closest segment and side to sp:side.
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int med_find_closest_threshold_segment_side(vmsegptridx_t sp, int side, imsegptridx_t &adj_sp, int *adj_side, fix threshold);
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// Select previous segment.
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// If there is a connection on the side opposite to the current side, then choose that segment.
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// If there is no connecting segment on the opposite face, try any segment.
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// Select next segment.
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// If there is a connection on the current side, then choose that segment.
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// If there is no connecting segment on the current side, try any segment.
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// Copy texture maps in newseg to nsp.
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void copy_uvs_seg_to_seg(unique_segment &destseg, const unique_segment &srcseg);
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// Return true if segment is concave.
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// Return N_found_segs = number of concave segments in mine.
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// Segment ids stored at Found_segs
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extern void find_concave_segs(void);
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// High level call. Check for concave segments, print warning message (using editor_status)
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// if any concave segments.
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// Calls find_concave_segs, therefore N_found_segs gets set, and Found_segs filled in.
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extern void warn_if_concave_segments(void);
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// Warn if segment s is concave.
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void warn_if_concave_segment(vmsegptridx_t s);
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}
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// Add a vertex to the vertex list.
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vertnum_t med_add_vertex(const vertex &vp);
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// Add a vertex to the vertex list which may be identical to another vertex (in terms of coordinates).
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// Don't scan list, looking for presence of a vertex with same coords, add this one.
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vertnum_t med_create_duplicate_vertex(const vertex &vp);
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namespace dsx {
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// Create a new segment, duplicating exactly, including vertex ids and children, the passed segment.
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segnum_t med_create_duplicate_segment(segment_array &, const segment &sp);
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// Returns the index of a free segment.
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// Scans the Segments array.
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segnum_t get_free_segment_number(segment_array &);
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}
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#endif
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// Diagnostic message.
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#define diagnostic_message editor_status
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#define diagnostic_message_fmt editor_status_fmt
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// Editor status message.
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extern void editor_status_fmt(const char *format, ... ) __attribute_format_printf(1, 2);
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#define editor_status_fmt(F,...) dxx_call_printf_checked(editor_status_fmt,editor_status,(),(F),##__VA_ARGS__)
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// Variables in editor.c that the k*.c files need
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#define UF_NONE 0x000 //nothing has changed
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#define UF_WORLD_CHANGED 0x001 //something added or deleted
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#define UF_VIEWPOINT_MOVED 0x002 //what we're watching has moved
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#define UF_GAME_VIEW_CHANGED 0x004 //the game window changed
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#define UF_ED_STATE_CHANGED 0x008 //something like curside,curseg changed
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#define UF_ALL 0xffffffff //all flags
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extern uint Update_flags;
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extern int Funky_chase_mode;
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extern vms_angvec Seg_orientation;
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extern int mine_changed;
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extern int ModeFlag;
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extern editor_view *current_view;
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//the view for the different windows
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extern editor_view LargeView;
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extern editor_view TopView;
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extern editor_view FrontView;
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extern editor_view RightView;
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extern int SafetyCheck();
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#ifdef dsx
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namespace dsx {
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int save_mine_data_compiled(PHYSFS_File *SaveFile);
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}
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#endif
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void editor_status( const char *text);
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extern int MacroNumEvents;
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extern int MacroStatus;
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//extern int Highest_segment_index; // Highest index in Segments, an efficiency hack
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extern int Lock_view_to_cursegp; // !0 means whenever cursegp changes, view it
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// eglobal.c
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extern int Num_tilings; // number of tilings/wall
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extern int Degenerate_segment_found;
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namespace dcx {
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#ifdef dsx
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// Returns true if vertex vi is contained in exactly one segment, else returns false.
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int is_free_vertex(const fvcsegptr &vcsegptr, vertnum_t vi);
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#endif
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// Initializes autosave system.
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// Sets global Autosave_count to 0.
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extern void init_autosave(void);
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// Closes autosave system.
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// Deletes all autosaved files.
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extern void close_autosave(void);
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// Saves current mine to name.miX where name = suffix of mine name and X = Autosave_count.
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// For example, if name = "cookie.min", and Autosave_count = 3, then writes "cookie.mi3".
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// Increments Autosave_count, wrapping from 9 to 0.
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// (If there is no current mine name, assume "temp.min")
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// Call med_save_mine to save the mine.
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void autosave_mine(const std::array<char, PATH_MAX> &name);
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// Timed autosave
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void TimedAutosave(const std::array<char, PATH_MAX> &name);
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extern void set_editor_time_of_day();
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// Undo function
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extern int undo(void);
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extern std::array<const char *, 10> undo_status;
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}
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// group.c
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int RotateSegmentNew(vms_angvec *pbh);
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int rotate_segment_new(const vms_angvec &pbh);
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// The current object type and id declared in eglobal.c
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extern short Cur_object_type;
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extern short Cur_object_id;
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// From med.c
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extern int DisplayCurrentRobotType(void);
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extern objnum_t Cur_object_index;
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extern int render_3d_in_big_window;
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extern void move_object_to_mouse_click(void);
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//these are instances of canvases, pointed to by variables below
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extern grs_subcanvas _canv_editor_game; //the game on the editor screen
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//these are pointers to our canvases
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extern grs_canvas *Canv_editor; //the editor screen
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extern grs_subcanvas *const Canv_editor_game; //the game on the editor screen
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struct editor_dialog : UI_DIALOG
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{
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using UI_DIALOG::UI_DIALOG;
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std::array<std::unique_ptr<UI_GADGET_BUTTON>, 9> pad_goto;
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std::unique_ptr<UI_GADGET_BUTTON>
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pad_prev,
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pad_next;
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virtual window_event_result callback_handler(const d_event &) override;
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};
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extern editor_dialog *EditorWindow;
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void med_point_2_vec(grs_canvas *canv,vms_vector &v,short sx,short sy);
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//shutdown ui on the editor screen
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void close_editor_screen(void);
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#ifdef dsx
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namespace dsx {
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// From eobject.c
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int place_object(vmsegptridx_t segp, const vms_vector &object_pos, short object_type, short object_id);
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// from ksegsize.c
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void med_extract_up_vector_from_segment_side(const shared_segment &sp, int sidenum, vms_vector &vp);
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void med_extract_right_vector_from_segment_side(const shared_segment &sp, int sidenum, vms_vector &vp);
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}
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#endif
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// In medmisc.c
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extern void draw_world_from_game(void);
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// In medrobot.c
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extern void close_all_windows(void);
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// In seguvs.c
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// Amount to stretch a texture map by.
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// The two different ones are for the two dimensions of a texture map.
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extern fix Stretch_scale_x, Stretch_scale_y;
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#endif
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