Descent3/editor/gameeditor.cpp

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/*
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* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/gameeditor.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
* Game to editor/editor to Game interface
*
* $Log: not supported by cvs2svn $
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*
* 103 9/24/99 12:01p Samir
* use directinput when -alternatejoy is selected (like 1.0)
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*
* 102 8/18/99 12:05p 3dsmax
* Joystick fix (from Samir)
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*
* 101 4/29/99 10:01p Samir
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* use emulation mode of joystick first.
*
* 100 4/26/99 9:11p Matt
* Use small font instead of old UI font.
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*
* 99 4/09/99 12:02p Samir
* joystick changes (Win32 DirectInput support)
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*
* 98 3/27/99 7:22p Jeff
* fixed cinematics when going from one cut to another immediatly. Added
* start transition
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*
* 97 3/04/99 6:09p Samir
* initialize slowkey for game.
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*
* 96 2/27/99 6:24p Sean
* may fix sequencing problems with rendering windows going in and out of
* editor.
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*
* 95 2/20/99 3:43a Jeff
* removed useless call to free pilot mission data
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*
* 94 2/15/99 7:47p Jeff
* new pilot file class and read/write system checked in...should be more
* robust than old
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*
* 93 2/11/99 7:24p Nate
* Added hiding of Dallas when going into game, and restoring of Dallas
* when returning to editor
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*
* 92 2/10/99 3:44p Dan
* pause editor while reloading level
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*
* 91 2/01/99 10:35a Matt
* Fixed the initial player position in the game when playing from the
* editor.
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*
* 90 1/25/99 6:47p Samir
* allow slow keyboard
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*
* 89 1/25/99 11:02a Samir
* revamped mouse and key controls.
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*
* 88 1/22/99 3:19p Jason
* added 256x256 textures to help with terrain skies
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*
* 87 1/19/99 12:14p Matt
* Fixed problem if there was no player object when coming back from the
* game
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*
* 86 1/15/99 7:52p Chris
* Updated ObjSetPos() to include a f_update_attach_children flag
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*
* 85 1/11/99 11:12a Jeff
* handle untitled levels and scripts
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*
* 84 1/08/99 2:56p Samir
* Ripped out OSIRIS1.
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*
* 83 1/07/99 12:28p Samir
* Call to InitD3Music added parameter.
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*
* 82 12/31/98 7:33p Jeff
* reset osiris timers when going editor->game
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*
* 81 12/17/98 12:08p Jeff
* first checkin of new implementation of OSIRIS (old OSIRIS no longer
* works)
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*
* 80 12/15/98 4:29p Jeff
* reset pilot mission data when we go to load in a pilot
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*
* 79 11/13/98 2:28p Samir
* new music system.
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*
* 78 11/06/98 12:45p Chris
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*
* 77 11/03/98 6:43p Jeff
* new low-level & high level Force Feedback system implemented, handles
* window losing focus, etc.
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*
* 76 11/02/98 6:15p Chris
* Room AABBs get saved with the level and the sort_face and dec_sort_face
* list s have been removed
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*
* 75 10/15/98 1:36p Jeff
* handle the case where the default pilot gets deleted...forcing a new
* pilot to be made
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*
* 74 10/13/98 3:14p Samir
* maybe hacked temp fix to one editor restore window problem that keeps
* coming up but NEVER happens/happened on my machine under 95 or NT.
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*
* 73 9/30/98 10:25a Jason
* another attempt to the get the OpenGL window thing working reliably...
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*
* 72 9/29/98 6:22p Samir
* this may fix things.
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*
* 71 9/24/98 1:13p Samir
* maybe fix weird editor problem.
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*
* 70 9/22/98 10:32a Jason
* made preferred renderer default to OpenGL
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*
* 69 9/18/98 7:38p Jeff
* creation of low-level forcefeedback and beginning of high-level
* forcefeedback
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*
* 68 9/18/98 2:55p Matt
* Fixed bug resetting viewer position when returning to the editor after
* playing from the main menu.
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*
* 67 9/18/98 1:27p Jason
* cleaned up renderer initting
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*
* 66 9/08/98 3:25p Matt
* Fixed, hopefully, problems with getting the the player position &
* orientation back to the editor when playing from the editor.
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*
* 65 8/25/98 11:37p Matt
* Fixed (I think) problem setting the viewer from the player when going
* from the game to the editor after the player has been deleted.
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*
* 64 8/15/98 5:16p Matt
* Added new Base_directory variable. Got rid of D3_LOCAL check and
* 'local directory' registry variable.
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*
* 63 8/07/98 2:44p Jeff
* reset player ship permissions when going game->editor
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*
* 62 7/28/98 5:40p Samir
* music init and close within editor.
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*
* 61 7/08/98 6:27p Samir
* stream library integrated with highlevel sound system.
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*
* 60 7/01/98 4:59p Samir
* set mouse mode when entering and leaving game.
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*
* 59 6/30/98 4:20p Samir
* added ddio_Close as standalone. ddio_Init will no longer close
* itself.
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*
* 58 6/29/98 6:43p Samir
* IO system initializes using Descent object always (especially for
* fullscreen debug!)
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*
* 57 6/22/98 12:00p Chris
* Working on sound system to make it in a nice shape.
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*
* 56 6/16/98 3:48p Chris
* Updated the sound system and added the start of sound streaming
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*
* 55 6/12/98 5:09p Samir
* resize window later.
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*
* 54 5/11/98 4:40p Chris
* AI info is now a malloc'ed pointer
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*
* 53 5/06/98 4:32p Samir
* moved ui init back to it's proper place.
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*
* 52 5/05/98 5:16p Samir
* took out calls to init UI system (that's done now in SetScreenMode)
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*
* 51 5/01/98 1:54p Jeff
* sound lib inits before mainmenu when going editor->game
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*
* 50 4/21/98 2:29p Matt
* Added mprintf()s
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*
* 49 3/20/98 1:20p Jeff
* Save/restore Default_pilot when switching from game<->editor
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*
* 48 3/19/98 11:27a Samir
* Better error checking.
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*
* 47 3/13/98 5:04p Jason
* fixed problem with preferred renderer
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*
* 46 3/13/98 1:22p Jason
* Moved UseHardware flag to the renderer lib where it belongs
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*
* 45 3/12/98 9:16p Matt
* When going from the game to the editor, only copy the player's position
* to the viewer if was playing directly from the editor, and not if went
* from the editor to the main menu.
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*
* 44 3/10/98 5:16p Samir
* Got debug callbacks working when you hit an Int3.
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*
* 43 3/10/98 12:50p Samir
* Initialize NewUI system at startup.
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*
* 42 3/06/98 2:22p Samir
* Added fullscreen windowed version.
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*
* 41 3/05/98 6:39p Samir
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* Initialize ui system with UI_FONT
*
* 40 2/26/98 1:00p Samir
* Hopefully keystrokes only reach the game.
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*
* 39 2/23/98 6:48p Samir
* Make sure to initialize new window objects.
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*
* 38 2/11/98 5:55p Samir
* Now InitD3XDebug and CloseD3XDebug are called when you enter and leave
* the game. This as well as ui_Init and ui_Close
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*
* 37 2/05/98 2:57p Matt
* Changed code to use ObjSetPos()
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*
* 36 2/04/98 6:09p Matt
* Changed object room number to indicate a terrain cell via a flag. Got
* rid of the object flag which used to indicate terrain.
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*
* 35 1/06/98 2:44p Jason
* another pass for multiplayer
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*
* 34 1/06/98 1:26p Matt
* Cleaned up interfaces to rendering routines, deleted unused code, etc.
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*
* 33 1/02/98 6:39p Matt
* Got rid of Render_viewport
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*
* 32 1/02/98 5:29p Samir
* Set PROGRAM(editor) to 0 when going to game, and 1 when in editor.
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*
* 31 1/02/98 5:32p Chris
* More radical changes to the sound system
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*
* 30 12/29/97 5:46p Samir
* Implemented new video and font changes
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*
* 29 12/19/97 12:21p Jason
* changes for 2d/3d integration
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*
* 28 12/19/97 11:25a Samir
* g3_StartFrame and g3_EndFrame replaced by EditorStartFrame and
* EditorEndFrame
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*
* 27 12/18/97 3:49p Jason
* a new first pass at networking!
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*
* 26 11/05/97 3:45p Samir
* After ddio_Init, recall InitControls.
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*
* 25 10/17/97 5:43p Samir
* Hopefully this fixes things.
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*
* 24 10/17/97 5:26p Samir
* Move window after screen res change.
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*
* 23 10/17/97 5:18p Samir
* ddio_Init now does mouse opening and closing, where it should be.
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*
* 22 10/17/97 4:26p Samir
* More modifications for debug mode.
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*
* 21 10/17/97 3:14p Samir
* Hopefully when debugging, you can get back into debugger.
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*
* 20 10/16/97 7:35p Samir
* For fullscreen game from editor, hide all user interface elements of
* the editor window and use the client area for our display. It's REALLY
* hacked, but seems to be the cleanest method of playing the game in
* fullscreen. Old method of blanking window doesn't work.
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*
* 19 10/16/97 4:41p Samir
* Don't set game window to be active. It fucks something up under NT
* (and only happens in the editor.)
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*
* 18 10/16/97 2:31p Samir
* Reinitialize ddio library when going into game.
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*
* 17 10/02/97 12:35p Samir
* Free script when loading in GameSave.d3l.
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*
* 16 9/05/97 1:25p Samir
* Moved some code to InitThisLevel for game initialization.
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*
* 15 8/26/97 11:38a Samir
* Added Editor_active global to determine whether editor is currently
* active (useful for any window using the gr library.)
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*
* 14 8/22/97 5:09p Jason
* save/restore game editor view when appropriate
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*
* 13 8/12/97 1:13p Chris
* Added AABBs.
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*
* 12 8/11/97 5:55p Chris
* Got rid of a Chrishack. :) Added MakeBoa in a correct manner.
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*
* 11 8/01/97 11:59a Samir
* Added a preference for debugging in fullscreen.
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*
* 10 7/25/97 12:02p Samir
* Funky window resizings gone because we're using the GDI-DirectX
* graphics system for running the game.
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*
* 9 7/24/97 6:34p Jeff
* Turned on mouse by default
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*
* 8 7/22/97 7:07p Matt
* Cleaned up D3EditState, moving some vars in and some out, and renaming
* and changing a few others
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*
* 7 7/15/97 4:57p Mark
* Corrected usage of UseHardware flag
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*
* 41 6/16/97 4:46p Samir
* OpenGL works in window too.
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*
* 40 6/16/97 2:34p Jason
* added 3dfx support
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*
* 39 6/13/97 4:11p Jason
* took out redundant call to rend_Close
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*
* 38 6/12/97 6:35p Samir
* Implented new changes to GR system
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*
* 37 6/11/97 2:40p Samir
* Adjusted to new gameos system.
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*
* 36 6/09/97 4:15p Samir
* Hide cursor while in game.
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*
* 35 5/29/97 3:25p Chris
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*
* 34 5/27/97 7:23p Matt
* Fixed (hopefully for real this time) the same problem I tried to fix
* last time.
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*
* 33 5/27/97 5:41p Jason
* added toggling of opengl renderer
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*
* 32 5/27/97 5:22p Matt
* Fixed editor->game->editor code to save & load gamesave.d3l in same
* directory.
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*
* 31 5/27/97 4:39p Jason
* changes to support OpenGL
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*
* 30 5/22/97 4:03p Samir
* HACK! Assigned hOpenGLWnd.
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*
* 29 5/16/97 3:40p Matt
* When going from game->editor, only copy player to viewer if the levels
* are the same, which we determine by checking the mission name & level
* number (though I think it would be better to check the filename.)
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*
* 28 5/15/97 5:14p Matt
* When going from game to editor, set terrain/mine editing based on where
* the player is
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*
* 27 5/15/97 3:20p Samir
* Fixed problem with editor being show during gameplay.
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*
* 26 5/15/97 2:07p Samir
* minimize editor when going from editor to game.
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*
* 25 5/15/97 1:59a Chris
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*
* 24 5/06/97 4:11p Matt
* Fixed a bunch of code that deals with the player and viewer objects
* when going between the game and editor.
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*
* 23 5/06/97 1:17p Jason
* checked in for matt
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*
* 22 5/01/97 6:08p Matt
* When switching between editor & game, save & load level to temp file.
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*
* 21 4/24/97 1:33p Chris
* Sound initializations are all now editor friendly. Fullscreen,
* windowed, and editor.
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*
* 20 4/23/97 6:06p Jason
* made player ship and weapons work correctly together (first pass)
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*
* 19 4/03/97 8:37p Chris
* Added the Main_OS object pass in the sound library
* initialization code.
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*
* 18 4/03/97 5:45p Jason
* make player/viewer object switch flags if over terrain
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*
* 17 4/01/97 11:00p Matt
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* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,
* the player position is copied to the viewer, and the player object is
* reset to its start location.
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*
* 16 3/31/97 1:23p Samir
* Fixed problem when going to fullscreen mode when last mode was GDI,
* which then caused a crash. Fixed this by moving graphics and sound
* initialization to after new window is created and processed.
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*
* 15 3/28/97 11:46a Chris
* Make sound code use editor's window handle
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*
* 14 3/27/97 10:48a Chris
* Removed some bad code
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*
* 13 3/17/97 5:12p Chris
* Allowed new sound code to be demo'ed.
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*
* 12 3/17/97 11:54a Chris
* Forced a valid mass and drag (hack). But, I did use chrishack so I
* will remove it later. This fixes the problem with imported D2 levels
* have invalid player data.
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*
* 11 3/12/97 6:31p Chris
* Added player flight controls while in game
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*
* 10 2/28/97 11:03a Samir
* Changes to reflect newer gameos interface.
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*
* 9 2/11/97 3:48p Samir
* Added ddio.h
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*
* 8 2/11/97 2:45p Samir
* flushed keyboard when entering or leaving game from editor.
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*
* 7 2/05/97 12:17p Samir
* Set window size for both fullscreen and windowed versions.
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*
* 6 2/04/97 6:23p Samir
* Don't make windowed game window topmost.
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*
* 5 2/04/97 5:33p Samir
* Always assert EDITOR_MODE when leaving MainLoop.
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*
* 4 2/04/97 5:25p Samir
* Support entering either menu or game from editor.
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*
* 3 1/30/97 6:43p Samir
* stupid forgetting an argument
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*
* 2 1/30/97 6:21p Samir
* New gameos.h implementation
*
* $NoKeywords: $
*/
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#include <string>
#include "stdafx.h"
#include "editor.h"
#include "MainFrm.h"
#include "ui.h"
#include "pserror.h"
#include "gr.h"
#include "mono.h"
#include "game.h"
#include "descent.h"
#include "program.h"
#include "ddio.h"
#include "object.h"
#include "slew.h"
#include "hlsoundlib.h" //chrishack
#include "HView.h"
#include "player.h"
#include "loadlevel.h"
#include "renderer.h"
#include "ObjScript.h"
#include "controls.h"
#include "3d.h"
#include "gamefont.h"
#include "newui.h"
#include "pilot.h"
#include "D3ForceFeedback.h"
#include "d3music.h"
#include "osiris_dll.h"
#include "d3edit.h"
#include "editordoc.h"
#include "args.h"
#include "terrain.h"
#include "mem.h"
#include "DallasMainDlg.h"
#include "gamecinematics.h"
// ---------------------------------------------------------------------------
// local globals
// ---------------------------------------------------------------------------
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static oeApplication *Saved_editor_app = NULL; // the editor's app object
static char Editor_dir[_MAX_PATH]; // old editor directory
static RECT Editor_wndrect; // editor window rect.
unsigned hGameWnd; // used for hack. window handle to draw to.
static HMENU hEditorMenu;
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static DWORD EditorWndStyle;
static DWORD EditorBackBrush;
static WINDOWPLACEMENT EditorWndPlacement;
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static bool Temp_level_saved = 0; // do we have a current temp level saved?
extern bool Disable_editor_rendering;
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int Just_returned_from_game = 0;
float Just_returned_time;
// ---------------------------------------------------------------------------
// Prototypes internal
// ---------------------------------------------------------------------------
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void GameToEditor(bool); // deinit game, reinit editor
void EditorToGame(); // deinit editor, reinit game
void InitGameEditSystems();
void InitEditGameSystems();
void DeswInitMainWindow(HINSTANCE hinst);
void DeswCloseMainWindow();
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LRESULT WINAPI DescentWndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// ---------------------------------------------------------------------------
// Function mode switching functions
// ---------------------------------------------------------------------------
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void RunGameFromEditor() {
int game_mode = GetFunctionMode(); // save the mode we're going to (menu or editor_game)
renderer_type old_rend = PreferredRenderer;
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// Run the damn game
mprintf(0, "Entering the game...\n");
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Editor_active = false;
PROGRAM(editor) = 0;
if (PROGRAM(windowed))
PreferredRenderer = RENDERER_OPENGL;
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EditorToGame();
MainLoop();
GameToEditor(game_mode == EDITOR_GAME_MODE); // if was playing from editor, copy player pos to viewer
PROGRAM(editor) = 1;
PreferredRenderer = old_rend;
Editor_active = true;
SetFunctionMode(EDITOR_MODE); // ASSERT WE ARE IN EDITOR MODE!
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mprintf(0, "Returning to editor...\n");
}
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// Vars for getting the viewer position back from the game to the editor
vector editor_player_pos;
matrix editor_player_orient;
int editor_player_roomnum;
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uint16_t *Save_sky_data = NULL;
void GameToEditor(bool set_viewer_from_player) {
/* We have to reinitialize the DDGR system for windowed mode.
This will annihilate all previous DDGR settings.
*/
Cinematic_Close();
ddio_init_info io_info;
theApp.pause();
// Sleep to prevent race conditions with the display drivers
Sleep(2000);
// Close down whatever renderer we were using and restore the software renderer
rend_Init(RENDERER_OPENGL, Saved_editor_app, NULL);
if (Game_screen)
delete Game_screen;
// Restore saved game if one exists
if (Temp_level_saved) {
char filename[_MAX_PATH];
Add -aditionaldir option Before this change, Descent 3 would look for all of its game data files in a single directory. This change allows users to spread out Descent 3’s game data over multiple directories. Building Descent 3 produces multiple files that can be freely redistributed (Descent3, d3-linux.hog, online/Direct TCP~IP.d3c, etc.). Running Descent 3 requires those files and several additional files that cannot be freely redistributed. Before this change, the files that were redistributable had to be in the same directory as the files that were not redistributable. This change makes it so that they can be in separate directories. The main motivation behind this change is to allow people to package Descent 3 for Linux in a reasonable manner. For the most part, binary packages for Descent 3 will contain all of the freely redistributable components. Package managers will copy those components into system directories that are owned by root and that users probably shouldn’t edit manually. Users will then create a new directory and copy the game data from their copy of Descent 3 into that new directory. Users will then be able to run: Descent3 -setdir <path-to-proprietary-files> -additionaldir <path-to-open-source-files> The -additionaldir option can also be used to support more complicated scenarios. For example, if the user is using Debian’s game-data-packager [1], then they would do something like this: Descent3 -setdir <path-to-writable-directory> -additionaldir <path-to-gdp-directory> -additionaldir <path-to-open-source-files> The -additionaldir option can also be used to load a mod that replaces .hog files: Descent3 -setdir <path-to-base-game-data> -additionaldir <path-to-mod-files> [1]: <https://github.com/DescentDevelopers/Descent3/issues/373#issuecomment-2120330650>
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ddio_MakePath(filename, cf_GetWritableBaseDirectory().u8string().c_str(), "GameSave.D3L", NULL); // make explicit path
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LoadLevel(filename);
Temp_level_saved = 0;
}
// if no player vars back from the game, use the viewer from the file
if (editor_player_roomnum == -1) {
set_viewer_from_player = 0;
editor_player_roomnum = Player_object->roomnum;
}
// Set editor to mine or terrain mode based on current player position
Editor_view_mode = ROOMNUM_OUTSIDE(editor_player_roomnum) ? VM_TERRAIN : VM_MINE;
// Make sure there's a viewer object
SetEditorViewer();
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// Move the viewer to the player's (pre-restore) position, if wasn't playing from the editor
if (set_viewer_from_player)
ObjSetPos(Viewer_object, &editor_player_pos, editor_player_roomnum, &editor_player_orient, false);
// Reset previous working directory
ddio_SetWorkingDir(Editor_dir);
ASSERT((OBJECT_OUTSIDE(Viewer_object) != 0) == (Editor_view_mode == VM_TERRAIN));
SlewStop(Viewer_object);
// Close forcefeedback
ForceClose();
// restore Current OS object.
ddio_Close();
CloseD3Music();
if (PROGRAM(windowed)) {
// reinitialize IO system for editor
delete Descent;
Descent = Saved_editor_app;
io_info.obj = Descent;
} else if (D3EditState.fullscreen_debug_state) {
// reinitialize IO system for editor
delete Descent;
Descent = Saved_editor_app;
io_info.obj = Descent;
theApp.main_frame->SetMenu(CMenu::FromHandle(hEditorMenu));
} else {
Descent = Saved_editor_app;
io_info.obj = Descent;
theApp.main_frame->SetMenu(CMenu::FromHandle(hEditorMenu));
SetClassLong(theApp.main_frame->m_hWnd, GCL_HBRBACKGROUND, EditorBackBrush);
SetWindowLong(theApp.main_frame->m_hWnd, GWL_STYLE, EditorWndStyle);
}
ddio_Init(&io_info);
Cinematic_Init();
// Init force feedback effects
ForceInit();
// This line is needed to disable OpenGL for ddgr
if (!ddgr_Init(Descent, "GDI32", false)) {
Error("Graphics initialization failed.\n");
}
// theApp.main_frame->SetWindowPos(&CWnd::wndNoTopMost, Editor_wndrect.left, Editor_wndrect.top,
// Editor_wndrect.right-Editor_wndrect.left,
// Editor_wndrect.bottom -
//Editor_wndrect.top, SWP_SHOWWINDOW);
// Restore sky if possible
if (Save_sky_data) {
int dome_bm = Terrain_sky.dome_texture;
if (bm_w(dome_bm, 0) != 256) {
// It was changed during rendering
bm_ChangeSize(dome_bm, 256, 256);
uint16_t *dest_data = (uint16_t *)bm_data(dome_bm, 0);
memcpy(dest_data, Save_sky_data, 256 * 256 * 2);
}
mem_free(Save_sky_data);
Save_sky_data = NULL;
}
// initialize systems back to editor.
InitGameEditSystems();
theApp.resume();
// If Dallas is running, restore it to where it was
if (theApp.m_DallasModelessDlgPtr != NULL)
theApp.m_DallasModelessDlgPtr->ShowWindow(SW_SHOWNA);
Disable_editor_rendering = false;
}
char Editor_quickplay_levelname[_MAX_PATH];
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void EditorToGame() {
Disable_editor_rendering = true;
// Hide Dallas (if it's running) so it doesn't get any keypresses
if (theApp.m_DallasModelessDlgPtr != NULL)
theApp.m_DallasModelessDlgPtr->ShowWindow(SW_HIDE);
/* Create a new window and display it. Initialize a new GameOS Object and use this
for our game
*/
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tLnxAppInfo app_info;
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bool paged = true;
char subsystem[8];
ddio_init_info io_info;
// Save the sky in case it gets changed
int dome_bm = GetTextureBitmap(Terrain_sky.dome_texture, 0);
if (bm_w(dome_bm, 0) == 256) {
Save_sky_data = (uint16_t *)mem_malloc(256 * 256 * 2);
ASSERT(Save_sky_data);
uint16_t *src_data = bm_data(dome_bm, 0);
memcpy(Save_sky_data, src_data, 256 * 256 * 2);
}
/* We have to reinitialize the DDGR system for full screen mode.
This will annihilate all previous DDGR settings.
*/
// theApp.main_frame->ShowWindow(SW_SHOWMINNOACTIVE);
// set game working directory
bool set_size = false;
ddio_GetWorkingDir(Editor_dir, sizeof(Editor_dir));
Add -aditionaldir option Before this change, Descent 3 would look for all of its game data files in a single directory. This change allows users to spread out Descent 3’s game data over multiple directories. Building Descent 3 produces multiple files that can be freely redistributed (Descent3, d3-linux.hog, online/Direct TCP~IP.d3c, etc.). Running Descent 3 requires those files and several additional files that cannot be freely redistributed. Before this change, the files that were redistributable had to be in the same directory as the files that were not redistributable. This change makes it so that they can be in separate directories. The main motivation behind this change is to allow people to package Descent 3 for Linux in a reasonable manner. For the most part, binary packages for Descent 3 will contain all of the freely redistributable components. Package managers will copy those components into system directories that are owned by root and that users probably shouldn’t edit manually. Users will then create a new directory and copy the game data from their copy of Descent 3 into that new directory. Users will then be able to run: Descent3 -setdir <path-to-proprietary-files> -additionaldir <path-to-open-source-files> The -additionaldir option can also be used to support more complicated scenarios. For example, if the user is using Debian’s game-data-packager [1], then they would do something like this: Descent3 -setdir <path-to-writable-directory> -additionaldir <path-to-gdp-directory> -additionaldir <path-to-open-source-files> The -additionaldir option can also be used to load a mod that replaces .hog files: Descent3 -setdir <path-to-base-game-data> -additionaldir <path-to-mod-files> [1]: <https://github.com/DescentDevelopers/Descent3/issues/373#issuecomment-2120330650>
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ddio_SetWorkingDir(cf_GetWritableBaseDirectory().u8string().c_str());
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Osiris_ResetAllTimers();
// continue
SlewStop(Viewer_object);
// Save the player positions
FindPlayerStarts();
// Save the level to restore when go back to editor
mprintf(0, "Make temp copy of level...");
SaveLevel("GameSave.D3L");
mprintf(0, "done\n");
Temp_level_saved = 1; // say that we have a level saved
// Save the viewer position for the game to use
editor_player_pos = Viewer_object->pos;
editor_player_orient = Viewer_object->orient;
editor_player_roomnum = Viewer_object->roomnum;
// Set up the player
SetObjectControlType(Player_object, CT_FLYING); // don't think we really need this
Viewer_object = Player_object;
// create a new OS object, hence a new window (The Descent III window)
unsigned flags;
Saved_editor_app = Descent;
Saved_editor_app->get_info(&app_info);
theApp.main_frame->GetWindowRect(&Editor_wndrect);
// close down ddgr system only.
ddgr_Close();
if (PROGRAM(windowed))
strcpy(subsystem, "GDI");
else if (Renderer_type == RENDERER_OPENGL)
strcpy(subsystem, "GDIF");
else
strcpy(subsystem, "GDIX");
if (theApp.main_doc) {
CString path = theApp.main_doc->GetPathName();
strcpy(Editor_quickplay_levelname, path.GetBuffer(0));
if (Editor_quickplay_levelname[0] == '\0')
strcpy(Editor_quickplay_levelname, "Untitled.d3l");
} else {
strcpy(Editor_quickplay_levelname, "Untitled.d3l");
}
// close forcefeedback
ForceClose();
// occurs after io initialization
ddio_Close();
CloseD3Music();
// create window and start game.
if (PROGRAM(windowed)) {
flags = OEAPP_WINDOWED;
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Descent = new oeLnxApplication(flags);
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Descent->init();
set_size = true;
Descent->get_info(&app_info);
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// TODO: retrieve hwnd from SDL window handle
// hGameWnd = app_info.hwnd;
// SetForegroundWindow((HWND)hGameWnd);
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Saved_editor_app->defer();
Descent->defer();
} else if (D3EditState.fullscreen_debug_state) {
CMenu *menu = theApp.main_frame->GetMenu();
hEditorMenu = menu->m_hMenu;
theApp.main_frame->SetMenu(NULL);
flags = OEAPP_FULLSCREEN;
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Descent = new oeLnxApplication(flags);
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Descent->init();
set_size = true;
Descent->get_info(&app_info);
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// TODO: get hwnd from SDL Window
// hGameWnd = app_info.hwnd;
// SetForegroundWindow((HWND)hGameWnd);
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Saved_editor_app->defer();
Descent->defer();
// force application to think it's active.
SetActiveWindow((HWND)hGameWnd);
// Descent->activate();
} else {
CMenu *menu = theApp.main_frame->GetMenu();
hGameWnd = (unsigned)theApp.main_frame->m_hWnd;
hEditorMenu = menu->m_hMenu;
theApp.main_frame->SetMenu(NULL);
EditorWndStyle = GetWindowLong(theApp.main_frame->m_hWnd, GWL_STYLE);
EditorBackBrush = GetClassLong(theApp.main_frame->m_hWnd, GCL_HBRBACKGROUND);
SetWindowLong(theApp.main_frame->m_hWnd, GWL_STYLE, EditorWndStyle & ~(WS_CAPTION | WS_THICKFRAME | WS_BORDER));
SetClassLong(theApp.main_frame->m_hWnd, GCL_HBRBACKGROUND, (DWORD)GetStockObject(HOLLOW_BRUSH));
}
// Initialize IO System for child window
io_info.obj = Descent;
ddio_Init(&io_info);
// Init force feedback
ForceInit();
// Initialize everything else.
InitEditGameSystems();
// maybe we should CLEAR HERE
if (set_size) {
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((oeLnxApplication *)Descent)->set_sizepos(0, 0, 640, 480);
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}
Just_returned_from_game = 1;
Just_returned_time = timer_GetTime();
// if (D3EditState.fullscreen_debug_state)
// theApp.main_frame->MoveWindow(-50,-50,20,20);
}
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void InitEditGameSystems() {
tUIInitInfo uiinit;
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#if defined(RELEASE)
SetDebugBreakHandlers(NULL, NULL);
#else
SetDebugBreakHandlers(D3DebugStopHandler, D3DebugResumeHandler);
#endif
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Descent->set_defer_handler(D3DeferHandler);
LoadAllFonts();
InitControls();
ddio_KeyFlush();
ddio_MouseMode(MOUSE_EXCLUSIVE_MODE);
// Sound initialization
InitD3Music(FindArg("-nomusic") || FindArg("-nosound") ? false : true);
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Sound_system.InitSoundLib(Descent, Sound_mixer, Sound_quality, false);
// UI init.
uiinit.window_font = SMALL_FONT;
uiinit.w = 640;
uiinit.h = 480;
ui_Init(Descent, &uiinit);
ui_UseCursor("StdCursor.ogf");
NewUIInit();
// Load up the pilot selected by default
if (cfexist(Default_pilot)) {
mprintf(0, "Loading up Default Pilot: %s\n", Default_pilot);
Current_pilot.set_filename(Default_pilot);
PltReadFile(&Current_pilot, true, true);
} else {
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Default_pilot = " ";
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Current_pilot.set_filename("");
}
}
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void InitGameEditSystems() {
// UnLoad the pilot and fill in the default
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std::string p_fname = Current_pilot.get_filename();
if (p_fname.empty())
Default_pilot = " ";
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else
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Default_pilot = p_fname;
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// reset ship permissions
PlayerResetShipPermissions(-1, true);
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CloseControls();
ddio_KeyFlush();
ddio_MouseMode(MOUSE_STANDARD_MODE);
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// Sound initialization for editor
InitD3Music(FindArg("-nomusic") || FindArg("-nosound") ? false : true);
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Sound_system.InitSoundLib(Descent, Sound_mixer, Sound_quality, false);
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NewUIClose();
ui_Close();
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SetDebugBreakHandlers(NULL, NULL);
}
// THESE FUNCTIONS DEAL WITH INTERFACING EDITOR AND GAME 3D system
static grViewport *Editor_g3_vp = NULL;
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void StartEditorFrame(grViewport *vp, vector *viewer_eye, matrix *viewer_orient, float zoom) {
grSurface *surf;
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ASSERT(vp != NULL);
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Editor_g3_vp = vp;
surf = Editor_g3_vp->lock();
if (!surf)
Int3(); // This surface should be locked. bad?
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rend_StartFrame(0, 0, surf->width(), surf->height());
g3_StartFrame(viewer_eye, viewer_orient, zoom);
}
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void EndEditorFrame() {
Editor_g3_vp->unlock();
Editor_g3_vp = NULL;
g3_EndFrame();
rend_EndFrame();
}