dxx-rebirth/main/editor/eswitch.c

521 lines
15 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Editor switch functions.
*
*/
#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "inferno.h"
#include "editor.h"
#include "eswitch.h"
#include "segment.h"
#include "error.h"
#include "gameseg.h"
#include "wall.h"
#include "medwall.h"
#include "screens.h"
#include "textures.h"
#include "texmerge.h"
#include "medrobot.h"
#include "timer.h"
#include "key.h"
#include "ehostage.h"
#include "centers.h"
#include "piggy.h"
//-------------------------------------------------------------------------
// Variables for this module...
//-------------------------------------------------------------------------
#define NUM_TRIGGER_FLAGS 10
static UI_WINDOW *MainWindow = NULL;
static UI_GADGET_USERBOX *WallViewBox;
static UI_GADGET_BUTTON *QuitButton;
static UI_GADGET_CHECKBOX *TriggerFlag[NUM_TRIGGER_FLAGS];
static int old_trigger_num;
//-----------------------------------------------------------------
// Adds a trigger to wall, and returns the trigger number.
// If there is a trigger already present, it returns the trigger number. (To be replaced)
int add_trigger(segment *seg, short side)
{
int trigger_num = Num_triggers;
int wall_num = seg->sides[side].wall_num;
Assert(trigger_num < MAX_TRIGGERS);
if (trigger_num>=MAX_TRIGGERS) return -1;
if (wall_num == -1) {
wall_add_to_markedside(WALL_OPEN);
wall_num = seg->sides[side].wall_num;
Walls[wall_num].trigger = trigger_num;
// Set default values first time trigger is added
Triggers[trigger_num].flags = 0;
Triggers[trigger_num].value = F1_0*5;
Triggers[trigger_num].num_links = 0;
Triggers[trigger_num].flags &= TRIGGER_ON;
Num_triggers++;
return trigger_num;
} else {
if (Walls[wall_num].trigger != -1)
return Walls[wall_num].trigger;
// Create new trigger.
Walls[wall_num].trigger = trigger_num;
// Set default values first time trigger is added
Triggers[trigger_num].flags = 0;
Triggers[trigger_num].value = F1_0*5;
Triggers[trigger_num].num_links = 0;
Triggers[trigger_num].flags &= TRIGGER_ON;
Num_triggers++;
return trigger_num;
}
}
//-----------------------------------------------------------------
// Adds a specific trigger flag to Markedsegp/Markedside if it is possible.
// Automatically adds flag to Connectside if possible unless it is a control trigger.
// Returns 1 if trigger flag added.
// Returns 0 if trigger flag cannot be added.
int trigger_add_to_Markedside(short flag) {
int trigger_num; //, ctrigger_num;
if (!Markedsegp) {
editor_status("No Markedside.");
return 0;
}
// If no child on Markedside return
if (!IS_CHILD(Markedsegp->children[Markedside])) return 0;
trigger_num = add_trigger(Markedsegp, Markedside);
if (trigger_num == -1) {
editor_status("Cannot add trigger at Markedside.");
return 0;
}
Triggers[trigger_num].flags |= flag;
return 1;
}
int trigger_remove_flag_from_Markedside(short flag) {
int trigger_num; //, ctrigger_num;
int wall_num;
if (!Markedsegp) {
editor_status("No Markedside.");
return 0;
}
// If no child on Markedside return
if (!IS_CHILD(Markedsegp->children[Markedside])) return 0;
// If no wall just return
wall_num = Markedsegp->sides[Markedside].wall_num;
if (wall_num == -1) return 0;
trigger_num = Walls[wall_num].trigger;
// If flag is already cleared, then don't change anything.
if ( trigger_num == -1 ) {
editor_status("No trigger at Markedside.");
return 0;
}
if (!Triggers[trigger_num].flags & flag)
return 1;
Triggers[trigger_num].flags &= ~flag;
return 1;
}
int bind_matcen_to_trigger() {
int wall_num, trigger_num, link_num;
int i;
if (!Markedsegp) {
editor_status("No marked segment.");
return 0;
}
wall_num = Markedsegp->sides[Markedside].wall_num;
if (wall_num == -1) {
editor_status("No wall at Markedside.");
return 0;
}
trigger_num = Walls[wall_num].trigger;
if (trigger_num == -1) {
editor_status("No trigger at Markedside.");
return 0;
}
if (!(Curseg2p->special & SEGMENT_IS_ROBOTMAKER))
{
editor_status("No Matcen at Cursegp.");
return 0;
}
link_num = Triggers[trigger_num].num_links;
for (i=0;i<link_num;i++)
if (Cursegp-Segments == Triggers[trigger_num].seg[i]) {
editor_status("Matcen already bound to Markedside.");
return 0;
}
// Error checking completed, actual binding begins
Triggers[trigger_num].seg[link_num] = Cursegp - Segments;
Triggers[trigger_num].num_links++;
editor_status("Matcen linked to trigger");
return 1;
}
int bind_wall_to_trigger() {
int wall_num, trigger_num, link_num;
int i;
if (!Markedsegp) {
editor_status("No marked segment.");
return 0;
}
wall_num = Markedsegp->sides[Markedside].wall_num;
if (wall_num == -1) {
editor_status("No wall at Markedside.");
return 0;
}
trigger_num = Walls[wall_num].trigger;
if (trigger_num == -1) {
editor_status("No trigger at Markedside.");
return 0;
}
if (Cursegp->sides[Curside].wall_num == -1) {
editor_status("No wall at Curside.");
return 0;
}
if ((Cursegp==Markedsegp) && (Curside==Markedside)) {
editor_status("Cannot bind wall to itself.");
return 0;
}
link_num = Triggers[trigger_num].num_links;
for (i=0;i<link_num;i++)
if ((Cursegp-Segments == Triggers[trigger_num].seg[i]) && (Curside == Triggers[trigger_num].side[i])) {
editor_status("Curside already bound to Markedside.");
return 0;
}
// Error checking completed, actual binding begins
Triggers[trigger_num].seg[link_num] = Cursegp - Segments;
Triggers[trigger_num].side[link_num] = Curside;
Triggers[trigger_num].num_links++;
editor_status("Wall linked to trigger");
return 1;
}
int remove_trigger_num(int trigger_num)
{
if (trigger_num != -1)
{
int t, w;
Num_triggers--;
for (t = trigger_num; t < Num_triggers; t++)
Triggers[t] = Triggers[t + 1];
for (w = 0; w < Num_walls; w++)
{
if (Walls[w].trigger == trigger_num)
Walls[w].trigger = -1; // a trigger can be shared by multiple walls
else if (Walls[w].trigger > trigger_num)
Walls[w].trigger--;
}
return 1;
}
editor_status("No trigger to remove");
return 0;
}
int remove_trigger(segment *seg, short side)
{
if (seg->sides[side].wall_num == -1)
{
return 0;
}
return remove_trigger_num(Walls[seg->sides[side].wall_num].trigger);
}
int add_trigger_control()
{
trigger_add_to_Markedside(TRIGGER_CONTROL_DOORS);
Update_flags = UF_WORLD_CHANGED;
return 1;
}
int trigger_remove()
{
remove_trigger(Markedsegp, Markedside);
Update_flags = UF_WORLD_CHANGED;
return 1;
}
int trigger_turn_all_ON()
{
int t;
for (t=0;t<Num_triggers;t++)
Triggers[t].flags &= TRIGGER_ON;
return 1;
}
//-------------------------------------------------------------------------
// Called from the editor... does one instance of the trigger dialog box
//-------------------------------------------------------------------------
int do_trigger_dialog()
{
int i;
if (!Markedsegp) {
editor_status("Trigger requires Marked Segment & Side.");
return 0;
}
// Only open 1 instance of this window...
if ( MainWindow != NULL ) return 0;
// Close other windows.
robot_close_window();
close_wall_window();
close_centers_window();
hostage_close_window();
// Open a window with a quit button
MainWindow = ui_open_window( TMAPBOX_X+20, TMAPBOX_Y+20, 765-TMAPBOX_X, 545-TMAPBOX_Y, WIN_DIALOG );
// These are the checkboxes for each door flag.
i = 44;
TriggerFlag[0] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Door Control" ); i+=22;
TriggerFlag[1] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Shield damage" ); i+=22;
TriggerFlag[2] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Energy drain" ); i+=22;
TriggerFlag[3] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Exit" ); i+=22;
TriggerFlag[4] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "One-shot" ); i+=22;
TriggerFlag[5] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Illusion ON" ); i+=22;
TriggerFlag[6] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Illusion OFF" ); i+=22;
TriggerFlag[7] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Trigger ON" ); i+=22;
TriggerFlag[8] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Matcen Trigger" ); i+=22;
TriggerFlag[9] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Secret Exit" ); i+=22;
QuitButton = ui_add_gadget_button( MainWindow, 20, i, 48, 40, "Done", NULL );
// The little box the wall will appear in.
WallViewBox = ui_add_gadget_userbox( MainWindow, 155, 5, 64, 64 );
// A bunch of buttons...
i = 80;
// ui_add_gadget_button( MainWindow,155,i,140, 26, "Add Door Control", add_trigger_control ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Remove Trigger", trigger_remove ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Bind Wall", bind_wall_to_trigger ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Bind Matcen", bind_matcen_to_trigger ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "All Triggers ON", trigger_turn_all_ON ); i += 29;
old_trigger_num = -2; // Set to some dummy value so everything works ok on the first frame.
return 1;
}
void close_trigger_window()
{
if ( MainWindow!=NULL ) {
ui_close_window( MainWindow );
MainWindow = NULL;
}
}
void do_trigger_window()
{
int i;
short Markedwall, trigger_num;
if ( MainWindow == NULL ) return;
if (!Markedsegp) {
close_trigger_window();
return;
}
//------------------------------------------------------------
// Call the ui code..
//------------------------------------------------------------
ui_button_any_drawn = 0;
ui_window_do_gadgets(MainWindow);
//------------------------------------------------------------
// If we change walls, we need to reset the ui code for all
// of the checkboxes that control the wall flags.
//------------------------------------------------------------
Markedwall = Markedsegp->sides[Markedside].wall_num;
if (Markedwall != -1)
trigger_num = Walls[Markedwall].trigger;
else trigger_num = -1;
if (old_trigger_num != trigger_num)
{
if (trigger_num != -1)
{
trigger *trig = &Triggers[trigger_num];
ui_checkbox_check(TriggerFlag[0], trig->flags & TRIGGER_CONTROL_DOORS);
ui_checkbox_check(TriggerFlag[1], trig->flags & TRIGGER_SHIELD_DAMAGE);
ui_checkbox_check(TriggerFlag[2], trig->flags & TRIGGER_ENERGY_DRAIN);
ui_checkbox_check(TriggerFlag[3], trig->flags & TRIGGER_EXIT);
ui_checkbox_check(TriggerFlag[4], trig->flags & TRIGGER_ONE_SHOT);
ui_checkbox_check(TriggerFlag[5], trig->flags & TRIGGER_ILLUSION_ON);
ui_checkbox_check(TriggerFlag[6], trig->flags & TRIGGER_ILLUSION_OFF);
ui_checkbox_check(TriggerFlag[7], trig->flags & TRIGGER_ON);
ui_checkbox_check(TriggerFlag[8], trig->flags & TRIGGER_MATCEN);
ui_checkbox_check(TriggerFlag[9], trig->flags & TRIGGER_SECRET_EXIT);
}
}
//------------------------------------------------------------
// If any of the checkboxes that control the wallflags are set, then
// update the cooresponding wall flag.
//------------------------------------------------------------
if (IS_CHILD(Markedsegp->children[Markedside])) {
if (TriggerFlag[0]->flag == 1)
trigger_add_to_Markedside(TRIGGER_CONTROL_DOORS);
else
trigger_remove_flag_from_Markedside(TRIGGER_CONTROL_DOORS);
if (TriggerFlag[1]->flag == 1)
trigger_add_to_Markedside(TRIGGER_SHIELD_DAMAGE);
else
trigger_remove_flag_from_Markedside(TRIGGER_SHIELD_DAMAGE);
if (TriggerFlag[2]->flag == 1)
trigger_add_to_Markedside(TRIGGER_ENERGY_DRAIN);
else
trigger_remove_flag_from_Markedside(TRIGGER_ENERGY_DRAIN);
if (TriggerFlag[3]->flag == 1)
trigger_add_to_Markedside(TRIGGER_EXIT);
else
trigger_remove_flag_from_Markedside(TRIGGER_EXIT);
if (TriggerFlag[4]->flag == 1)
trigger_add_to_Markedside(TRIGGER_ONE_SHOT);
else
trigger_remove_flag_from_Markedside(TRIGGER_ONE_SHOT);
if (TriggerFlag[5]->flag == 1)
trigger_add_to_Markedside(TRIGGER_ILLUSION_ON);
else
trigger_remove_flag_from_Markedside(TRIGGER_ILLUSION_ON);
if (TriggerFlag[6]->flag == 1)
trigger_add_to_Markedside(TRIGGER_ILLUSION_OFF);
else
trigger_remove_flag_from_Markedside(TRIGGER_ILLUSION_OFF);
if (TriggerFlag[7]->flag == 1)
trigger_add_to_Markedside(TRIGGER_ON);
else
trigger_remove_flag_from_Markedside(TRIGGER_ON);
if (TriggerFlag[8]->flag == 1)
trigger_add_to_Markedside(TRIGGER_MATCEN);
else
trigger_remove_flag_from_Markedside(TRIGGER_MATCEN);
if (TriggerFlag[9]->flag == 1)
trigger_add_to_Markedside(TRIGGER_SECRET_EXIT);
else
trigger_remove_flag_from_Markedside(TRIGGER_SECRET_EXIT);
} else
for (i = 0; i < NUM_TRIGGER_FLAGS; i++ )
ui_checkbox_check(TriggerFlag[i], 0);
//------------------------------------------------------------
// Draw the wall in the little 64x64 box
//------------------------------------------------------------
gr_set_current_canvas( WallViewBox->canvas );
if ((Markedsegp->sides[Markedside].wall_num == -1) || (Walls[Markedsegp->sides[Markedside].wall_num].trigger) == -1)
gr_clear_canvas( CBLACK );
else {
if (Markedsegp->sides[Markedside].tmap_num2 > 0) {
gr_ubitmap(0,0, texmerge_get_cached_bitmap( Markedsegp->sides[Markedside].tmap_num, Markedsegp->sides[Markedside].tmap_num2));
} else {
if (Markedsegp->sides[Markedside].tmap_num > 0) {
PIGGY_PAGE_IN(Textures[Markedsegp->sides[Markedside].tmap_num]);
gr_ubitmap(0,0, &GameBitmaps[Textures[Markedsegp->sides[Markedside].tmap_num].index]);
} else
gr_clear_canvas( CGREY );
}
}
//------------------------------------------------------------
// If anything changes in the ui system, redraw all the text that
// identifies this robot.
//------------------------------------------------------------
if (ui_button_any_drawn || (old_trigger_num != trigger_num) ) {
if ( Markedsegp->sides[Markedside].wall_num > -1 ) {
ui_wprintf_at( MainWindow, 12, 6, "Trigger: %d ", trigger_num);
} else {
ui_wprintf_at( MainWindow, 12, 6, "Trigger: none ");
}
Update_flags |= UF_WORLD_CHANGED;
}
if ( QuitButton->pressed || (last_keypress==KEY_ESC)) {
close_trigger_window();
return;
}
old_trigger_num = trigger_num;
}