/*
* 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 .
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/DoorwayDialog.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:37 $
* $Author: kevinb $
*
* Doorway keypad
*
* $Log: not supported by cvs2svn $
*
* 23 5/05/99 2:02a Matt
* Added doorway flag to tell the Guide-Bot to ignore the locked state of
* the door.
*
* 22 4/03/99 7:55p Matt
* Use new keypad update system instead of timer to update.
*
* 21 3/05/99 1:51p Kevin
* Fixed small crash bug
*
* 20 3/01/99 10:37a Matt
* Update doorway tab when the door object is renamed
*
* 19 2/06/99 10:03p Matt
* Added keys system
*
* 18 2/04/99 2:05p Matt
* Added blastable doors
*
* 17 1/29/99 12:48p Matt
* Rewrote the doorway system
*
* 16 9/22/98 12:02p Matt
* Fixed compile warnings
*
* 15 9/08/98 12:06p Jason
* added automatic reinitting of doors when rooms get deleted
*
* 14 9/02/98 4:32p Matt
* Added some error checking when placing a door.
*
* 13 6/15/98 4:00p Jason
* replaced monochromatic polymodel lighting with rgb lighting
*
* 12 4/20/98 2:52p Jason
* added doorway reinit function
*
* 11 4/07/98 11:05a Kevin
* For Samir, added m_Active to the if statement in the timer interrupt
*
* 10 4/02/98 3:54p Jason
* first pass in getting polymodel paging to work
*
* 9 12/19/97 11:25a Samir
* g3_StartFrame and g3_EndFrame replaced by EditorStartFrame and
* EditorEndFrame
*
* 8 10/03/97 12:24p Jason
* added new keys for doorways
*
* 7 9/29/97 12:09p Jason
* added functionality to doorway system
*
* 6 9/23/97 12:29p Jason
* fixed m_Active bug
*
* 5 9/17/97 1:01p Matt
* Ripped out segment code
*
* 4 9/11/97 5:46p Jason
* first pass at getting doors to work with room engine
*
* 3 7/24/97 6:11p Matt
* Created symbolic constant for default zoom, and used it every place
* that specifies zoom
*
* 20 6/03/97 4:55p Mark
*
* 20 6/03/97 4:51p Jeff
* Added Context Sensitive Help
*
* 19 4/02/97 5:15p Samir
* Added a Opened checkbox to mark a door as open or closed initially
*
* 18 4/01/97 11:00p Matt
* 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.
*
* 17 3/31/97 5:57p Matt
* Revamped mine update flags
*
* 16 3/26/97 5:43p Samir
* Fixed refresh of doorway selector when changing state of door page.
*
* 15 3/25/97 6:31p Samir
* Now you can select from different 3d doors hopefully.
*
* 14 3/24/97 6:47p Samir
* Fixed some place,remove doorway probs with 3d doors. Made some state
* vars static for multiple instances of dialog.
*
* 13 3/20/97 12:10p Samir
* Fixed prob when going into fullscreen with doorway keypad visible.
*
* 12 3/19/97 7:02p Samir
* If adding door segment fails, don't register it as a door! And
* deactivated moving doorways from one seg to another for now.
*
* 11 3/18/97 11:35a Samir
* Fixed user interface problems.
*
* $NoKeywords: $
*/
// DoorwayDialog.cpp : implementation file
//
#include "stdafx.h"
#include "editor.h"
#include "DoorwayDialog.h"
#include "door.h"
#include "HView.h"
#include "HRoom.h"
#include "polymodel.h"
#include "edoors.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
int Current_door_room = -1;
/////////////////////////////////////////////////////////////////////////////
// CDoorwayDialog dialog
CDoorwayDialog::CDoorwayDialog(CWnd *pParent /*=NULL*/) : CKeypadDialog(CDoorwayDialog::IDD, pParent) {
//{{AFX_DATA_INIT(CDoorwayDialog)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
// m_SelectionType = DOORWAY_DOOR;
}
void CDoorwayDialog::DoDataExchange(CDataExchange *pDX) {
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDoorwayDialog)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDoorwayDialog, CDialog)
//{{AFX_MSG_MAP(CDoorwayDialog)
ON_WM_VSCROLL()
ON_WM_HSCROLL()
ON_WM_SIZE()
ON_WM_PAINT()
ON_BN_CLICKED(IDC_DOORWAY_PLACEDOOR, OnDoorwayPlaceDoorway)
ON_BN_CLICKED(IDC_NEXT_DOOR, OnNextDoor)
ON_BN_CLICKED(IDC_PREV_DOOR, OnPrevDoor)
ON_BN_CLICKED(IDC_DOORWAY_LOCKED, OnDoorwayLocked)
ON_BN_CLICKED(IDC_KEY1_CHECK, OnKey1Check)
ON_BN_CLICKED(IDC_KEY2_CHECK, OnKey2Check)
ON_BN_CLICKED(IDC_KEY3_CHECK, OnKey3Check)
ON_BN_CLICKED(IDC_KEY4_CHECK, OnKey4Check)
ON_BN_CLICKED(IDC_KEY5_CHECK, OnKey5Check)
ON_BN_CLICKED(IDC_KEY6_CHECK, OnKey6Check)
ON_BN_CLICKED(IDC_KEY7_CHECK, OnKey7Check)
ON_BN_CLICKED(IDC_KEY8_CHECK, OnKey8Check)
ON_BN_CLICKED(IDC_DOORWAY_ATTACHDOOR, OnDoorwayAttachDoor)
ON_BN_CLICKED(IDC_DOORWAY_AUTO, OnDoorwayAuto)
ON_EN_KILLFOCUS(IDC_DOORWAY_POS_EDIT, OnKillfocusDoorwayPosEdit)
ON_EN_KILLFOCUS(IDC_DOORWAY_HITPOINT_EDIT, OnKillfocusDoorwayHitpointEdit)
ON_BN_CLICKED(IDC_DOORWAY_KEY_ALL, OnDoorwayKeyAll)
ON_BN_CLICKED(IDC_DOORWAY_KEY_ONLY_ONE, OnDoorwayKeyOnlyOne)
ON_BN_CLICKED(IDC_DOORWAY_GB_IGNORE_LOCKED, OnDoorwayGBIgnoreLocked)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDoorwayDialog message handlers
void CDoorwayDialog::OnVScroll(UINT nSBCode, UINT nPos, CScrollBar *pScrollBar) {
// TODO: Add your message handler code here and/or call default
CKeypadDialog::OnVScroll(nSBCode, nPos, pScrollBar);
}
void CDoorwayDialog::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar *pScrollBar) {
// TODO: Add your message handler code here and/or call default
CKeypadDialog::OnHScroll(nSBCode, nPos, pScrollBar);
}
void CDoorwayDialog::OnSize(UINT nType, int cx, int cy) { CKeypadDialog::OnSize(nType, cx, cy); }
void CDoorwayDialog::OnPaint() {
CPaintDC dc(this); // device context for painting
UpdateDialog();
}
BOOL CDoorwayDialog::OnInitDialog() {
CDialog::OnInitDialog();
UpdateDialog();
return TRUE;
}
void CDoorwayDialog::OnOK() {
CWnd *focus = CWnd::GetFocus();
if (focus)
focus->GetNextWindow()->SetFocus();
}
void CDoorwayDialog::EnableCurrentItems(bool state) {
((CButton *)GetDlgItem(IDC_DOORWAY_ID))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_LOCKED))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_GB_IGNORE_LOCKED))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_AUTO))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_CURRENT_BOX))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_POS_TEXT))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_POS_EDIT))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_HITPOINT_TEXT))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_HITPOINT_EDIT))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_KEYS_TEXT))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_KEY_ALL))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_DOORWAY_KEY_ONLY_ONE))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY1_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY2_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY3_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY4_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY5_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY6_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY7_CHECK))->EnableWindow(state);
((CButton *)GetDlgItem(IDC_KEY8_CHECK))->EnableWindow(state);
}
// ---------------------------------------------------------------------------
// Update doorway key functions functions
// ---------------------------------------------------------------------------
char last_name[OBJ_NAME_LEN + 1];
void CDoorwayDialog::UpdateDialog() {
if (!m_Active)
return;
if (Num_doors <= 0)
return;
if (Doors[D3EditState.current_door].used == 0)
D3EditState.current_door = GetNextDoor(D3EditState.current_door);
int door_handle = D3EditState.current_door;
CEdit *ebox = (CEdit *)GetDlgItem(IDC_DOORWAYSELEDIT);
ebox->SetWindowText(Doors[door_handle].name);
DrawDoorwayDoorPic();
((CButton *)GetDlgItem(IDC_DOORWAY_ATTACHDOOR))->EnableWindow(Placed_door != -1);
ebox = (CEdit *)GetDlgItem(IDC_DOORWAY_ID);
if (Cur_object_index == -1 || Objects[Cur_object_index].type != OBJ_DOOR) {
ebox->SetWindowText("No doorway selected");
Current_door_room = -1;
EnableCurrentItems(0);
} else {
char str[250];
object *objp = &Objects[Cur_object_index];
EnableCurrentItems(1);
Current_door_room = objp->roomnum;
ASSERT(Rooms[Current_door_room].flags & RF_DOOR);
strcpy(last_name, Objects[Cur_object_index].name ? Objects[Cur_object_index].name : "");
sprintf(str, "Door: %s ", last_name);
ebox->SetWindowText(str);
doorway *dw = Rooms[Current_door_room].doorway_data;
sprintf(str, "%.2f", dw->position);
ebox = (CEdit *)GetDlgItem(IDC_DOORWAY_POS_EDIT);
ebox->SetWindowText(str);
// Update key check boxes
CButton *bbox = (CButton *)GetDlgItem(IDC_DOORWAY_LOCKED);
bbox->SetCheck(dw->flags & DF_LOCKED);
bbox = (CButton *)GetDlgItem(IDC_DOORWAY_AUTO);
bbox->SetCheck(dw->flags & DF_AUTO);
bbox = (CButton *)GetDlgItem(IDC_DOORWAY_GB_IGNORE_LOCKED);
bbox->SetCheck(dw->flags & DF_GB_IGNORE_LOCKED);
bbox = (CButton *)GetDlgItem(IDC_KEY1_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(1));
bbox = (CButton *)GetDlgItem(IDC_KEY2_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(2));
bbox = (CButton *)GetDlgItem(IDC_KEY3_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(3));
bbox = (CButton *)GetDlgItem(IDC_KEY4_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(4));
bbox = (CButton *)GetDlgItem(IDC_KEY5_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(5));
bbox = (CButton *)GetDlgItem(IDC_KEY6_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(6));
bbox = (CButton *)GetDlgItem(IDC_KEY7_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(7));
bbox = (CButton *)GetDlgItem(IDC_KEY8_CHECK);
bbox->SetCheck(dw->keys_needed & KEY_FLAG(8));
// Update key radio buttons
bbox = (CButton *)GetDlgItem(IDC_DOORWAY_KEY_ALL);
bbox->SetCheck(!(dw->flags & DF_KEY_ONLY_ONE));
bbox = (CButton *)GetDlgItem(IDC_DOORWAY_KEY_ONLY_ONE);
bbox->SetCheck(dw->flags & DF_KEY_ONLY_ONE);
// Update hitpoints editing
door *door = &Doors[dw->doornum];
bool blastable = ((door->flags & DF_BLASTABLE) != 0);
((CButton *)GetDlgItem(IDC_DOORWAY_HITPOINT_TEXT))->EnableWindow(blastable);
sprintf(str, "%d", (int)objp->shields);
ebox = (CEdit *)GetDlgItem(IDC_DOORWAY_HITPOINT_EDIT);
ebox->SetWindowText(str);
ebox->EnableWindow(blastable);
}
}
// update doorway picture
void CDoorwayDialog::DrawDoorwayDoorPic() {
int door_handle = D3EditState.current_door;
vector zero_vector;
vector view_vector = {0, 0, -20};
matrix id_matrix;
float norm_angles[30];
int w, h, bm_handle, x, y;
RECT rect;
CWnd *wnd = GetDlgItem(IDC_DOORPIC);
Desktop_surf->attach_to_window((unsigned)wnd->m_hWnd);
wnd->GetWindowRect(&rect);
ScreenToClient(&rect);
w = rect.right - rect.left;
h = rect.bottom - rect.top;
m_DoorSurf.create(w, h, BPP_16);
Desktop_surf->clear(0, 0, w, h);
bm_handle = GetDoorImage(door_handle);
poly_model *pm = GetPolymodelPointer(bm_handle);
vm_MakeZero(&zero_vector);
vm_MakeIdentity(&id_matrix);
for (int i = 0; i < 30; i++)
norm_angles[i] = 0;
grViewport *vport = new grViewport(&m_DoorSurf);
StartEditorFrame(vport, &view_vector, &id_matrix, D3_DEFAULT_ZOOM);
DrawPolygonModel(&zero_vector, &id_matrix, bm_handle, norm_angles, 0, 1.0, 1.0, 1.0);
EndEditorFrame();
x = rect.left + ((rect.right - rect.left) / 2) - m_DoorSurf.width() / 2;
y = rect.top + ((rect.bottom - rect.top) / 2) - m_DoorSurf.height() / 2;
Desktop_surf->blt(0, 0, &m_DoorSurf);
delete vport;
m_DoorSurf.free();
Desktop_surf->attach_to_window((unsigned)NULL);
}
// ---------------------------------------------------------------------------
// Doorway editing functions
// ---------------------------------------------------------------------------
void CDoorwayDialog::OnDoorwayPlaceDoorway() {
if (Num_doors <= 0)
return;
if (D3EditState.current_door == -1) {
OutrageMessageBox("You must have a current door for this operation");
return;
}
if (Curroomp->faces[Curface].portal_num != -1) {
OutrageMessageBox("There's already a connection at the current room:face.");
return;
}
PlaceDoor(Curroomp, Curface, D3EditState.current_door);
UpdateDialog();
World_changed = 1;
}
/*BOOL CDoorwayDialog::OnHelpInfo(HELPINFO* pHelpInfo)
{
// TODO: Add your message handler code here and/or call default
WinHelp(HID_DOORWAYTAB,HELP_CONTEXT);
return TRUE;
//return CDialog::OnHelpInfo(pHelpInfo);
}*/
void CDoorwayDialog::OnNextDoor() {
if (Num_doors <= 0)
return;
D3EditState.current_door = GetNextDoor(D3EditState.current_door);
UpdateDialog();
}
void CDoorwayDialog::OnPrevDoor() {
if (Num_doors <= 0)
return;
D3EditState.current_door = GetPrevDoor(D3EditState.current_door);
UpdateDialog();
}
void CDoorwayDialog::OnDoorwayLocked() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
int c = IsDlgButtonChecked(IDC_DOORWAY_LOCKED);
if (c)
dp->flags |= DF_LOCKED;
else
dp->flags &= ~DF_LOCKED;
}
void CDoorwayDialog::UpdateKeypad(int mask) {
if (mask & (KUF_CUROBJ_CHANGED + KUF_CUROBJ_NAME_CHANGED))
UpdateDialog();
}
void CDoorwayDialog::OnKeyCheck(int id, int keynum) {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
if (IsDlgButtonChecked(id))
dp->keys_needed |= KEY_FLAG(keynum);
else
dp->keys_needed &= ~KEY_FLAG(keynum);
}
void CDoorwayDialog::OnKey1Check() { OnKeyCheck(IDC_KEY1_CHECK, 1); }
void CDoorwayDialog::OnKey2Check() { OnKeyCheck(IDC_KEY2_CHECK, 2); }
void CDoorwayDialog::OnKey3Check() { OnKeyCheck(IDC_KEY3_CHECK, 3); }
void CDoorwayDialog::OnKey4Check() { OnKeyCheck(IDC_KEY4_CHECK, 4); }
void CDoorwayDialog::OnKey5Check() { OnKeyCheck(IDC_KEY5_CHECK, 5); }
void CDoorwayDialog::OnKey6Check() { OnKeyCheck(IDC_KEY6_CHECK, 6); }
void CDoorwayDialog::OnKey7Check() { OnKeyCheck(IDC_KEY7_CHECK, 7); }
void CDoorwayDialog::OnKey8Check() { OnKeyCheck(IDC_KEY8_CHECK, 8); }
void CDoorwayDialog::OnDoorwayAttachDoor() {
ASSERT(Placed_door != -1);
AttachRoom();
UpdateDialog();
}
void CDoorwayDialog::OnDoorwayAuto() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
int c = IsDlgButtonChecked(IDC_DOORWAY_AUTO);
if (c)
dp->flags |= DF_AUTO;
else
dp->flags &= ~DF_AUTO;
}
void CDoorwayDialog::OnKillfocusDoorwayPosEdit() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
char str[100];
CEdit *ebox = (CEdit *)GetDlgItem(IDC_DOORWAY_POS_EDIT);
ebox->GetWindowText(str, sizeof(str));
dp->position = dp->dest_pos = atof(str);
if (dp->position < 0.0)
dp->position = 0.0;
if (dp->position > 1.0)
dp->position = 1.0;
dp->dest_pos = dp->position;
DoorwayUpdateAnimation(&Rooms[Current_door_room]);
World_changed = 1;
}
void CDoorwayDialog::OnKillfocusDoorwayHitpointEdit() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
char str[100];
CEdit *ebox = (CEdit *)GetDlgItem(IDC_DOORWAY_HITPOINT_EDIT);
ebox->GetWindowText(str, sizeof(str));
ASSERT(Objects[Cur_object_index].type == OBJ_DOOR);
Objects[Cur_object_index].shields = atof(str);
World_changed = 1;
}
void CDoorwayDialog::OnDoorwayKeyAll() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
if (IsDlgButtonChecked(IDC_DOORWAY_KEY_ALL))
dp->flags &= ~DF_KEY_ONLY_ONE;
else
dp->flags |= DF_KEY_ONLY_ONE;
World_changed = 1;
UpdateDialog();
}
void CDoorwayDialog::OnDoorwayKeyOnlyOne() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
if (IsDlgButtonChecked(IDC_DOORWAY_KEY_ONLY_ONE))
dp->flags |= DF_KEY_ONLY_ONE;
else
dp->flags &= ~DF_KEY_ONLY_ONE;
World_changed = 1;
UpdateDialog();
}
void CDoorwayDialog::OnDoorwayGBIgnoreLocked() {
if (Current_door_room == -1)
return;
doorway *dp = Rooms[Current_door_room].doorway_data;
ASSERT(dp != NULL);
int c = IsDlgButtonChecked(IDC_DOORWAY_GB_IGNORE_LOCKED);
if (c)
dp->flags |= DF_GB_IGNORE_LOCKED;
else
dp->flags &= ~DF_GB_IGNORE_LOCKED;
}