Descent3/editor/EPath.cpp
Azamat H. Hackimov 25c4837b1d Editor: fix compilation
Add `"mono.h"` where needed.
2024-09-10 03:00:26 +03:00

560 lines
16 KiB
C++

/*
* 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/EPath.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
* Code to create & modify paths
*
* $Log: not supported by cvs2svn $
*
* 13 8/20/99 9:43p Gwar
* changes to InsertNodeIntoPath and DrawAllPaths for NEWEDITOR
*
* 12 8/18/99 7:00a Gwar
* changes to add EPath.cpp to NEWEDITOR project
*
* 11 4/18/99 5:42a Chris
* Added the FQ_IGNORE_RENDER_THROUGH_PORTALS flag
*
* 10 2/26/99 6:14p Matt
* Made new nodes go at the viewer position instead of in front of it, and
* make the selected path draw in a different color than the others.
*
* 9 2/26/99 12:40p Matt
* Changed occluded messages to (hopefully) be more understandable
*
* 8 2/26/99 12:26p Matt
* Fixed spelling error.
*
* 7 2/18/99 2:01p Dan
* Fixed outside/inside problem
*
* 6 2/08/99 3:29p Chris
* Added a no orient move for objects
*
* 5 2/03/99 6:56p Chris
* Added the "Move node to current object" function
*
* 4 10/14/98 2:48p Kevin
* Changed memory code to comply with mem lib
*
* 3 5/03/98 8:36p Chris
* Additional debug info
*
* 2 2/10/98 10:48a Matt
* Moved editor code from gamepath.cpp to epath.cpp
*
* 1 2/10/98 10:13a Matt
*
*/
#include <memory.h>
#ifndef NEWEDITOR
#include "d3edit.h"
#else
#include "globals.h"
#include "terrain.h"
#include "renderer.h"
#endif
#include "epath.h"
#include "mono.h"
#include "object.h"
#include "findintersection.h"
uint8_t Show_paths = 1;
// Allocs a gamepath that a robot will follow. Returns an index into the GamePaths
// array
int AllocGamePath() {
int i;
if (Viewer_object->flags & OF_OUTSIDE_MINE) {
OutrageMessageBox("You must be in a room or on the terrain to create a path");
return -1;
}
for (i = 0; i < MAX_GAME_PATHS; i++) {
if (GamePaths[i].used == 0) {
GamePaths[i].used = 1;
GamePaths[i].name[0] = 0;
GamePaths[i].num_nodes = 0;
GamePaths[i].flags = 0;
GamePaths[i].pathnodes = (node *)mem_malloc(MAX_NODES_PER_PATH * sizeof(node));
mprintf(0, "Path %d got some\n", i);
Num_game_paths++;
return i;
}
}
OutrageMessageBox("ERROR: Too many paths to add another.");
return -1;
}
int MovePathNode(int pathnum, int nodenum, vector *delta_pos) {
vector attempted_pos = GamePaths[pathnum].pathnodes[nodenum].pos + *delta_pos;
return MovePathNodeToPos(pathnum, nodenum, &attempted_pos);
}
int MovePathNodeToPos(int pathnum, int nodenum, vector *attempted_pos) {
fvi_query fq;
fvi_info hit_info;
fq.p0 = &GamePaths[pathnum].pathnodes[nodenum].pos;
fq.startroom = GamePaths[pathnum].pathnodes[nodenum].roomnum;
fq.p1 = attempted_pos;
fq.rad = 0.0f;
fq.thisobjnum = -1;
fq.ignore_obj_list = NULL;
fq.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
fvi_FindIntersection(&fq, &hit_info);
// Check if new node is valid
if (nodenum >= 1) {
fvi_query fq1;
fvi_info hit_info1;
fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum - 1].pos;
fq1.startroom = GamePaths[pathnum].pathnodes[nodenum - 1].roomnum;
fq1.p1 = &hit_info.hit_pnt;
fq1.rad = 0.0f;
fq1.thisobjnum = -1;
fq1.ignore_obj_list = NULL;
fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
fvi_FindIntersection(&fq1, &hit_info1);
if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
OutrageMessageBox("Cannot move point. There is no line of sight from the previous node to the new position.");
return -1;
}
}
// Check if new node is valid
if (nodenum < GamePaths[pathnum].num_nodes - 1) {
fvi_query fq1;
fvi_info hit_info1;
fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum + 1].pos;
fq1.startroom = GamePaths[pathnum].pathnodes[nodenum + 1].roomnum;
fq1.p1 = &hit_info.hit_pnt;
fq1.rad = 0.0f;
fq1.thisobjnum = -1;
fq1.ignore_obj_list = NULL;
fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
fvi_FindIntersection(&fq1, &hit_info1);
if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
OutrageMessageBox("Cannot move point. There is no line of sight from the next node to the new position.");
return -1;
}
}
GamePaths[pathnum].pathnodes[nodenum].pos = hit_info.hit_pnt;
GamePaths[pathnum].pathnodes[nodenum].roomnum = hit_info.hit_room;
return 0;
}
// Given a path number, and a node number in that path, adds another node after the
// specified node
// Returns the index number of the new node
// If nodenum is -1, this node was not added
// roomnum is only valid if this is the first node in a room
#ifndef NEWEDITOR
int InsertNodeIntoPath(int pathnum, int nodenum, int flags)
#else
int InsertNodeIntoPath(int pathnum, int nodenum, int flags, int roomnum, vector pos, matrix orient)
#endif
{
int i;
vector attempted_pos;
fvi_query fq;
fvi_info hit_info;
if (Viewer_object->flags & OF_OUTSIDE_MINE) {
OutrageMessageBox("Error: Must be in mine or on terrain to insert a node.");
return -1;
}
if (GamePaths[pathnum].num_nodes >= MAX_NODES_PER_PATH) {
OutrageMessageBox("Error: Path already has its maximum amount of nodes.");
return -1;
}
// First, move all nodes up one
for (i = GamePaths[pathnum].num_nodes - 1; i > nodenum; i--) {
memcpy(&GamePaths[pathnum].pathnodes[i + 1], &GamePaths[pathnum].pathnodes[i], sizeof(node));
}
#ifndef NEWEDITOR
attempted_pos = Viewer_object->pos; // + Viewer_object->orient.fvec * 10.0;
#else
attempted_pos = pos; // + Viewer_object->orient.fvec * 10.0;
#endif
#ifndef NEWEDITOR
fq.p0 = &Viewer_object->pos;
fq.startroom = Viewer_object->roomnum;
#else
fq.p0 = &pos;
fq.startroom = roomnum;
#endif
fq.p1 = &attempted_pos;
fq.rad = 0.0f;
fq.thisobjnum = -1;
fq.ignore_obj_list = NULL;
fq.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
fvi_FindIntersection(&fq, &hit_info);
// Check if new node is valid
if (nodenum >= 0) {
fvi_query fq1;
fvi_info hit_info1;
fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum].pos;
fq1.startroom = GamePaths[pathnum].pathnodes[nodenum].roomnum;
fq1.p1 = &hit_info.hit_pnt;
fq1.rad = 0.0f;
fq1.thisobjnum = -1;
fq1.ignore_obj_list = NULL;
fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
fvi_FindIntersection(&fq1, &hit_info1);
if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
OutrageMessageBox("Cannot add new point. There is no line of sight from the previous node.");
return -1;
}
}
// Check if new node is valid
if (nodenum >= 0 && nodenum < GamePaths[pathnum].num_nodes - 1) {
fvi_query fq1;
fvi_info hit_info1;
fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum + 1].pos;
fq1.startroom = GamePaths[pathnum].pathnodes[nodenum + 1].roomnum;
fq1.p1 = &hit_info.hit_pnt;
fq1.rad = 0.0f;
fq1.thisobjnum = -1;
fq1.ignore_obj_list = NULL;
fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
fvi_FindIntersection(&fq1, &hit_info1);
if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
OutrageMessageBox("Cannot add new point. There is no line of sight from the next node.");
return -1;
}
}
int newnode = nodenum + 1;
GamePaths[pathnum].pathnodes[newnode].pos = hit_info.hit_pnt;
GamePaths[pathnum].pathnodes[newnode].roomnum = hit_info.hit_room;
#ifndef NEWEDITOR
GamePaths[pathnum].pathnodes[newnode].fvec = Viewer_object->orient.fvec;
GamePaths[pathnum].pathnodes[newnode].uvec = Viewer_object->orient.uvec;
#else
GamePaths[pathnum].pathnodes[newnode].fvec = orient.fvec;
GamePaths[pathnum].pathnodes[newnode].uvec = orient.uvec;
#endif
GamePaths[pathnum].num_nodes++;
GamePaths[pathnum].pathnodes[newnode].flags = flags;
return newnode;
}
// Given a pathnum and a node index, deletes that node and moves all the following nodes down
// by one
void DeleteNodeFromPath(int pathnum, int nodenum) {
int i;
// First, move all nodes up one
for (i = nodenum; i < GamePaths[pathnum].num_nodes - 1; i++) {
memcpy(&GamePaths[pathnum].pathnodes[i], &GamePaths[pathnum].pathnodes[i + 1], sizeof(node));
}
GamePaths[pathnum].num_nodes--;
}
// Gets next path from n that has actually been alloced
int GetNextPath(int n) {
int i;
ASSERT(n >= 0 && n < MAX_GAME_PATHS);
if (Num_game_paths == 0)
return -1;
for (i = n + 1; i < MAX_GAME_PATHS; i++)
if (GamePaths[i].used)
return i;
for (i = 0; i < n; i++)
if (GamePaths[i].used)
return i;
// this is the only one
return n;
}
// Gets previous path from n that has actually been alloced
int GetPrevPath(int n) {
int i;
ASSERT(n >= 0 && n < MAX_GAME_PATHS);
if (Num_game_paths == 0)
return -1;
for (i = n - 1; i >= 0; i--) {
if (GamePaths[i].used)
return i;
}
for (i = MAX_GAME_PATHS - 1; i > n; i--) {
if (GamePaths[i].used)
return i;
}
// this is the only one
return n;
}
// returns the index of the first path (from 0) alloced
// returns -1 if there are no paths
int GetFirstPath() {
int i;
for (i = 0; i < MAX_GAME_PATHS; i++) {
if (GamePaths[i].used)
return i;
}
return -1;
}
#ifndef NEWEDITOR
#include "editor/d3edit.h"
#endif
#include "gr.h"
void DrawAllPaths(grViewport *vp, vector *viewer_eye, matrix *viewer_orient, float zoom) {
int i, current_path_index = 0, t;
g3Point rot_points[300];
int sort_index[300];
if (!Show_paths)
return;
current_path_index = GetFirstPath();
for (i = 0; i < Num_game_paths; i++, current_path_index = GetNextPath(current_path_index)) {
game_path *gp = &GamePaths[current_path_index];
#ifndef NEWEDITOR
int curnode = D3EditState.current_node;
#else
int curnode = Editor_state.GetCurrentNode();
#endif
for (t = 0; t < gp->num_nodes; t++) {
g3_RotatePoint(&rot_points[t], &gp->pathnodes[t].pos);
sort_index[t] = t;
}
#ifndef NEWEDITOR
ddgr_color path_color =
(current_path_index == D3EditState.current_path) ? GR_RGB(255, 255, 255) : GR_RGB(36, 99, 238);
#else
ddgr_color path_color =
(current_path_index == Editor_state.GetCurrentPath()) ? GR_RGB(255, 255, 255) : GR_RGB(36, 99, 238);
#endif
for (t = 0; t < gp->num_nodes - 1; t++) {
g3Point p1 = rot_points[t];
g3Point p2 = rot_points[t + 1];
g3_DrawLine(path_color, &p1, &p2);
}
for (t = 0; t < gp->num_nodes; t++) {
for (int k = 0; k < gp->num_nodes; k++) {
if (rot_points[k].p3_vec.z < rot_points[t].p3_vec.z) {
g3Point temp;
int tindex;
memcpy(&temp, &rot_points[t], sizeof(g3Point));
memcpy(&rot_points[t], &rot_points[k], sizeof(g3Point));
memcpy(&rot_points[k], &temp, sizeof(g3Point));
tindex = sort_index[t];
sort_index[t] = sort_index[k];
sort_index[k] = tindex;
}
}
}
for (t = 0; t < gp->num_nodes; t++) {
int color;
float size;
#ifdef NEWEDITOR
ddgr_color oldcolor;
if (TSearch_on) {
rend_SetPixel(GR_RGB(16, 255, 16), TSearch_x, TSearch_y);
oldcolor = rend_GetPixel(TSearch_x, TSearch_y);
}
#endif
#ifndef NEWEDITOR
if (current_path_index == D3EditState.current_path && curnode == sort_index[t])
#else
if (current_path_index == Editor_state.GetCurrentPath() && curnode == sort_index[t])
#endif
{
color = GR_RGB(100, 128, 255);
size = 1.2f;
} else {
color = GR_RGB(0, 128, 160);
size = 1.2f;
}
g3_DrawSphere(color, &rot_points[t], size);
vector fpos = gp->pathnodes[sort_index[t]].pos + gp->pathnodes[sort_index[t]].fvec * (size - size / 10.0);
vector upos = gp->pathnodes[sort_index[t]].pos + gp->pathnodes[sort_index[t]].uvec * (size - size / 10.0);
g3Point frot;
g3Point urot;
g3_RotatePoint(&frot, &fpos);
g3_RotatePoint(&urot, &upos);
g3_DrawLine(GR_RGB(0, 255, 0), &rot_points[t], &frot);
g3_DrawLine(GR_RGB(0, 0, 255), &rot_points[t], &urot);
g3_DrawSphere(GR_RGB(0, 255, 0), &frot, size / 10.0);
g3_DrawSphere(GR_RGB(0, 0, 255), &urot, size / 10.0);
#ifdef NEWEDITOR
if (TSearch_on) {
if (rend_GetPixel(TSearch_x, TSearch_y) != oldcolor) {
TSearch_found_type = TSEARCH_FOUND_NODE;
TSearch_seg = current_path_index;
TSearch_face = sort_index[t];
}
}
#endif
DrawNumber(sort_index[t] + 1, gp->pathnodes[sort_index[t]].pos, size * .5);
}
}
}
static float ArrayX[10][20] = {{-1, 1, 1, -1, -1},
{-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -.5},
{-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
{-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
{1.0, -1.0, -1.0, 1.0, 1.0, 1.0}};
static float ArrayY[10][20] = {{1, 1, -1, -1, 1},
{.75, 1.0, 1.0, -1.0, -1.0, -1.0},
{1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
{1.0, 1.0, -1.0, -1.0, -1.0, 0, 0.0},
{1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
{1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
{1.0, 1.0, 1.0, -1.0},
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
{1.0, 1.0, 0.0, 0.0, 1.0, -1.0}};
static int NumOfPoints[] = {5, 6, 10, 7, 6, 10, 10, 4, 10, 6};
void DrawNumber(int num, vector pos, float size) {
g3Point basepnt, rot_pnt[20];
int num_array[10];
int i, j;
int total = num;
size /= 2;
if (num < 0) {
return;
}
int num_numbers = log10(num) + 1;
if (num_numbers > 10) {
mprintf(0, "Cannot represent a number with over 10 digits\n");
Int3();
return;
}
for (j = num_numbers - 1; j >= 0; j--) {
num_array[j] = total / (pow(10, j));
total -= num_array[j] * pow(10, j);
}
for (j = 0; j < num_numbers; j++) {
vector cur_pos;
if (num_numbers & 0x00000001)
cur_pos = pos + (2.1 * size * ((num_numbers >> 1) - j)) * Viewer_object->orient.rvec;
else
cur_pos = pos + (2.1 * size * ((num_numbers >> 1) - j) - size) * Viewer_object->orient.rvec;
g3_RotatePoint(&basepnt, &cur_pos);
for (i = 0; i < NumOfPoints[num_array[j]]; i++) {
rot_pnt[i] = basepnt;
rot_pnt[i].p3_vec.x += (ArrayX[num_array[j]][i] * size);
rot_pnt[i].p3_vec.y += (ArrayY[num_array[j]][i] * size);
rot_pnt[i].p3_flags = 0;
g3_CodePoint(&rot_pnt[i]);
g3_ProjectPoint(&rot_pnt[i]);
}
for (i = 0; i < NumOfPoints[num_array[j]] - 1; i++) {
g3Point p1, p2;
p1 = rot_pnt[i];
p2 = rot_pnt[i + 1];
g3_DrawLine(GR_RGB(255, 255, 255), &p1, &p2);
}
}
}