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