dxx-rebirth/d1x-rebirth/editor/ehostage.cpp
Kp 073f00974a Eliminate uses of the typedef struct X { ... } X; pattern
C++ does not require this pattern.

import re, fileinput
to = re.compile(r'^typedef struct ([a-z_A-Z]+)\s*{')
tc = re.compile(r'^}(.*?)\s*([a-z_A-Z]+);$')
osn = None
for line in fileinput.input(inplace=True):
	m = to.match(line)
	if m:
		osn = m.group(1)
		print 'struct %s\n{' % osn
		continue
	if osn:
		m = tc.match(line)
		if m:
			csn = m.group(2)
			if osn == csn:
				print '}%s;' % m.group(1)
				osn = None
				continue
			else:
				osn = None
	print line,
2013-12-28 22:48:07 +00:00

410 lines
11 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.
*/
/*
*
* Routines for placing hostages, etc...
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "screens.h"
#include "inferno.h"
#include "segment.h"
#include "editor.h"
#include "editor/esegment.h"
#include "ehostage.h"
#include "timer.h"
#include "objpage.h"
#include "maths.h"
#include "kdefs.h"
#include "object.h"
#include "polyobj.h"
#include "game.h"
#include "powerup.h"
#include "ai.h"
#include "hostage.h"
#include "eobject.h"
#include "medwall.h"
#include "eswitch.h"
#include "medrobot.h"
#include "key.h"
#include "bm.h"
#include "sounds.h"
#include "centers.h"
#include "piggy.h"
//-------------------------------------------------------------------------
// Variables for this module...
//-------------------------------------------------------------------------
static UI_DIALOG *MainWindow = NULL;
static int CurrentHostageIndex = -1;
static int LastHostageIndex = -1;
struct hostage_dialog
{
UI_GADGET_USERBOX *hostageViewBox;
UI_GADGET_INPUTBOX *hostageText;
UI_GADGET_BUTTON *quitButton;
vclip *vclip_ptr; // Used for the vclip on monitor
fix64 time;
fix vclip_animation_time; // How long the rescue sequence has been playing
fix vclip_playback_speed; // Calculated internally. Frames/second of vclip.
};
static char HostageMessage[] = " ";
static int SelectPrevHostage() {
int start=0;
do {
CurrentHostageIndex--;
if ( CurrentHostageIndex < 0 ) CurrentHostageIndex = MAX_HOSTAGES-1;
start++;
if ( start > MAX_HOSTAGES ) break;
} while ( !hostage_is_valid( CurrentHostageIndex ) );
if (hostage_is_valid( CurrentHostageIndex ) ) {
Cur_object_index = Hostages[CurrentHostageIndex].objnum;
} else {
CurrentHostageIndex =-1;
}
return CurrentHostageIndex;
}
static int SelectNextHostage() {
int start=0;
do {
CurrentHostageIndex++;
if ( CurrentHostageIndex >= MAX_HOSTAGES ) CurrentHostageIndex = 0;
start++;
if ( start > MAX_HOSTAGES ) break;
} while ( !hostage_is_valid( CurrentHostageIndex ) );
if (hostage_is_valid( CurrentHostageIndex ) ) {
Cur_object_index = Hostages[CurrentHostageIndex].objnum;
} else {
CurrentHostageIndex =-1;
}
return CurrentHostageIndex;
}
static int SelectClosestHostage() {
int start=0;
while ( !hostage_is_valid( CurrentHostageIndex ) ) {
CurrentHostageIndex++;
if ( CurrentHostageIndex >= MAX_HOSTAGES ) CurrentHostageIndex = 0;
start++;
if ( start > MAX_HOSTAGES ) break;
}
if (hostage_is_valid( CurrentHostageIndex ) ) {
Cur_object_index = Hostages[CurrentHostageIndex].objnum;
} else {
CurrentHostageIndex =-1;
}
return CurrentHostageIndex;
}
static int PlaceHostage() {
int ctype,i;
vms_vector cur_object_loc;
//update_due_to_new_segment();
compute_segment_center(&cur_object_loc, Cursegp);
ctype = -1;
for (i=0; i<Num_total_object_types; i++ ) {
if (ObjType[i] == OL_HOSTAGE ) {
ctype = i;
break;
}
}
Assert( ctype != -1 );
if (place_object(Cursegp, &cur_object_loc, ctype, 0 )==0) {
Int3(); // Debug below
i=place_object(Cursegp, &cur_object_loc, ctype, 0 );
return 1;
}
if (hostage_object_is_valid( Cur_object_index ) ) {
CurrentHostageIndex = get_hostage_id(&Objects[Cur_object_index]);
} else {
Int3(); // Get John! (Object should be valid)
i=hostage_object_is_valid( Cur_object_index ); // For debugging only
}
return 0;
}
static int CompressHostages()
{
hostage_compress_all();
return 0;
}
//@@int SelectPrevVclip() {
//@@ if (!hostage_is_valid( CurrentHostageIndex ) )
//@@ return 0;
//@@
//@@ if ( Hostages[CurrentHostageIndex].type == 0 )
//@@ Hostages[CurrentHostageIndex].type = N_hostage_types-1;
//@@ else
//@@ Hostages[CurrentHostageIndex].type--;
//@@
//@@ if ( Hostages[CurrentHostageIndex].type >= N_hostage_types )
//@@ Hostages[CurrentHostageIndex].type = 0;
//@@
//@@ return 1;
//@@}
//@@
//@@int SelectNextVclip() {
//@@ if (!hostage_is_valid( CurrentHostageIndex ) )
//@@ return 0;
//@@
//@@ Hostages[CurrentHostageIndex].type++;
//@@ if ( Hostages[CurrentHostageIndex].type >= N_hostage_types )
//@@ Hostages[CurrentHostageIndex].type = 0;
//@@
//@@ return 1;
//@@}
//@@int find_next_hostage_sound() {
//@@ int start=0,n;
//@@
//@@ n = Hostages[CurrentHostageIndex].sound_num;
//@@ do {
//@@ n++;
//@@ if ( n < SOUND_HOSTAGE_VOICES ) n = SOUND_HOSTAGE_VOICES+MAX_HOSTAGE_SOUNDS-1;
//@@ if ( n >= SOUND_HOSTAGE_VOICES+MAX_HOSTAGE_SOUNDS ) n = SOUND_HOSTAGE_VOICES;
//@@ start++;
//@@ if ( start > MAX_HOSTAGE_SOUNDS ) break;
//@@ } while ( Sounds[n] == NULL );
//@@
//@@ if ( Sounds[n] == NULL )
//@@ Hostages[CurrentHostageIndex].sound_num = -1;
//@@ else {
//@@ Hostages[CurrentHostageIndex].sound_num = n;
//@@ PlayHostageSound();
//@@ }
//@@ return 1;
//@@}
//@@
//@@int find_prev_hostage_sound() {
//@@ int start=0,n;
//@@
//@@ n = Hostages[CurrentHostageIndex].sound_num;
//@@ do {
//@@ n--;
//@@ if ( n < SOUND_HOSTAGE_VOICES ) n = SOUND_HOSTAGE_VOICES+MAX_HOSTAGE_SOUNDS-1;
//@@ if ( n >= SOUND_HOSTAGE_VOICES+MAX_HOSTAGE_SOUNDS ) n = SOUND_HOSTAGE_VOICES;
//@@ start++;
//@@ if ( start > MAX_HOSTAGE_SOUNDS ) break;
//@@ } while ( Sounds[n] == NULL );
//@@
//@@ if ( Sounds[n] == NULL )
//@@ Hostages[CurrentHostageIndex].sound_num = -1;
//@@ else {
//@@ Hostages[CurrentHostageIndex].sound_num = n;
//@@ PlayHostageSound();
//@@ }
//@@ return 1;
//@@}
static int hostage_dialog_handler(UI_DIALOG *dlg, d_event *event, hostage_dialog *h);
//-------------------------------------------------------------------------
// Called from the editor... does one instance of the hostage dialog box
//-------------------------------------------------------------------------
int do_hostage_dialog()
{
int i;
hostage_dialog *h;
// Only open 1 instance of this window...
if ( MainWindow != NULL ) return 0;
// Close other windows
close_all_windows();
MALLOC(h, hostage_dialog, 1);
if (!h)
return 0;
h->vclip_animation_time = 0;
h->vclip_playback_speed = 0;
h->vclip_ptr = NULL;
CurrentHostageIndex = 0;
SelectClosestHostage();
// Open a window with a quit button
MainWindow = ui_create_dialog( TMAPBOX_X+10, TMAPBOX_Y+20, 765-TMAPBOX_X, 545-TMAPBOX_Y, DF_DIALOG, hostage_dialog_handler, h );
h->quitButton = ui_add_gadget_button( MainWindow, 20, 222, 48, 40, "Done", NULL );
h->hostageText = ui_add_gadget_inputbox( MainWindow, 10, 50, HOSTAGE_MESSAGE_LEN, HOSTAGE_MESSAGE_LEN, HostageMessage );
// The little box the hostage vclip will play in.
h->hostageViewBox = ui_add_gadget_userbox( MainWindow,10, 90+10, 64, 64 );
// A bunch of buttons...
i = 90;
//@@ ui_add_gadget_button( MainWindow,155,i,70, 26, "<< Type", SelectPrevVclip );
//@@ ui_add_gadget_button( MainWindow,155+70,i,70, 26, "Type >>", SelectNextVclip );i += 29;
//@@ ui_add_gadget_button( MainWindow,155,i,70, 26, "<< Sound", find_prev_hostage_sound );
//@@ ui_add_gadget_button( MainWindow,155+70,i,70, 26, "Sound >>", find_next_hostage_sound );i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Next Hostage", SelectNextHostage ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Prev Hostage", SelectPrevHostage ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Compress All", CompressHostages ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Delete", ObjectDelete ); i += 29;
ui_add_gadget_button( MainWindow,155,i,140, 26, "Create New", PlaceHostage ); i += 29;
h->time = timer_query();
LastHostageIndex = -2; // Set to some dummy value so everything works ok on the first frame.
// if ( CurrentHostageIndex == -1 )
// SelectNextHostage();
return 1;
}
void hostage_close_window()
{
if ( MainWindow!=NULL ) {
ui_close_dialog( MainWindow );
MainWindow = NULL;
}
}
static int hostage_dialog_handler(UI_DIALOG *dlg, d_event *event, hostage_dialog *h)
{
fix64 Temp;
int keypress = 0;
int rval = 0;
if (event->type == EVENT_KEY_COMMAND)
keypress = event_key_get(event);
Assert(MainWindow != NULL);
SelectClosestHostage();
//------------------------------------------------------------
// Call the ui code..
//------------------------------------------------------------
ui_button_any_drawn = 0;
//------------------------------------------------------------
// If we change objects, we need to reset the ui code for all
// of the radio buttons that control the ai mode. Also makes
// the current AI mode button be flagged as pressed down.
//------------------------------------------------------------
if (LastHostageIndex != CurrentHostageIndex ) {
strcpy(h->hostageText->text, " " );
h->hostageText->position = strlen(h->hostageText->text);
h->hostageText->oldposition = h->hostageText->position;
h->hostageText->status=1;
h->hostageText->first_time = 1;
}
//------------------------------------------------------------
// If any of the radio buttons that control the mode are set, then
// update the cooresponding AI state.
//------------------------------------------------------------
//------------------------------------------------------------
// Redraw the object in the little 64x64 box
//------------------------------------------------------------
if (event->type == EVENT_UI_DIALOG_DRAW)
{
ui_dprintf_at( MainWindow, 10, 32,"&Message:" );
// A simple frame time counter for spinning the objects...
Temp = timer_query();
h->time = Temp;
if (CurrentHostageIndex > -1 ) {
gr_set_current_canvas( h->hostageViewBox->canvas );
gr_clear_canvas( CGREY );
} else {
// no hostage, so just blank out
gr_set_current_canvas( h->hostageViewBox->canvas );
gr_clear_canvas( CGREY );
}
}
//------------------------------------------------------------
// If anything changes in the ui system, redraw all the text that
// identifies this robot.
//------------------------------------------------------------
if (event->type == EVENT_UI_DIALOG_DRAW)
{
if ( CurrentHostageIndex > -1 ) {
ui_dprintf_at( MainWindow, 10, 15, "Hostage: %d Object: %d", CurrentHostageIndex, Hostages[CurrentHostageIndex].objnum );
//@@ui_dprintf_at( MainWindow, 10, 73, "Type: %d Sound: %d ", Hostages[CurrentHostageIndex].type, Hostages[CurrentHostageIndex].sound_num );
} else {
ui_dprintf_at( MainWindow, 10, 15, "Hostage: none " );
//@@ui_dprintf_at( MainWindow, 10, 73, "Type: Sound: " );
ui_dprintf_at( MainWindow, 10, 73, "Face: " );
}
}
if (ui_button_any_drawn || (LastHostageIndex != CurrentHostageIndex))
Update_flags |= UF_WORLD_CHANGED;
if (event->type == EVENT_WINDOW_CLOSE)
{
d_free(h);
return 0;
}
if ( GADGET_PRESSED(h->quitButton) || (keypress==KEY_ESC))
{
hostage_close_window();
return 1;
}
LastHostageIndex = CurrentHostageIndex;
return rval;
}