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

2107 lines
55 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/TerrainDialog.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:39 $
* $Author: kevinb $
*
* Terrain dialog implementaion
*
* $Log: not supported by cvs2svn $
*
* 75 4/29/99 3:49p Matt
* Fixed compiler warning
*
* 74 4/27/99 3:38p Jason
* fixed occlusion bug
*
* 73 4/17/99 6:15p Samir
* replaced gr.h with grdefs.h and fixed resulting compile bugs.
*
* 72 2/26/99 3:32p Jason
* made satellites clip properly
*
* 71 2/21/99 12:28p Matt
* Added terrain sound system
*
* 70 1/24/99 5:44p Jason
* added more selection choice for terrain
*
* 69 1/22/99 3:59p Jason
* added 256x256 textures to help with terrain skies
*
* 68 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
* manage.h and multi.h
*
* 67 1/21/99 12:31a Jason
* fixed stack bug
*
* 66 1/20/99 10:50a Jason
* added new terrain
*
* 65 1/15/99 7:52p Chris
* Updated ObjSetPos() to include a f_update_attach_children flag
*
* 64 1/05/99 4:14p Matt
* Fixed compile warning
*
* 63 11/18/98 4:30p Jason
* added some functionality to terrain fog
*
* 62 11/11/98 11:42a Jason
* added sunlight damage
*
* 61 10/14/98 2:48p Kevin
* Changed memory code to comply with mem lib
*
* 60 10/08/98 4:24p Kevin
* Changed code to comply with memory library usage. Always use mem_malloc
* , mem_free and mem_strdup
*
* 59 9/29/98 12:53p Jason
* added "force visiblity" for Luke
*
* 58 8/19/98 2:19p Jeff
* moved detail globals to a struct
*
* 57 8/13/98 1:13p Jason
* fixed terrain distance bug
*
* 56 7/20/98 12:04p Jason
* added per level satellite lighting
*
* 55 6/04/98 6:45p Jason
* made objects use the terrain occlusion system
*
* 54 6/04/98 6:16p Jason
* added terrain occlusion system
*
* 53 5/19/98 3:19p Jason
* cleaned up some texture flags
*
* 52 5/01/98 3:51p Jason
* sped up terrain rendering by precaching all megacell lod bitmaps
*
* 51 4/29/98 5:00p Matt
* Fixed stupid bug
*
* 50 4/29/98 3:58p Matt
* Made the drop terrain function take a desired height, instead of always
* moving the terrain to zero.
*
* 49 4/23/98 6:38p Jason
* made bitmaps use 1555 format
*
* 48 4/01/98 11:25a Jeff
* Added an editor bool to skip Terrain object rendering
*
* 47 3/30/98 5:43p Jason
* fixed pcx exporting
*
* 46 3/30/98 3:29p Jason
* added the ability to save a pcx version of the terrain
*
* 45 3/23/98 6:06p Matt
* Added code to "drop" the terrain so the lowest point has y==0, and to
* move the buildings, objects, & paths with it.
*
* 44 3/06/98 6:15p Jason
* Give message if no cells selected in smooth terrain
*
* 43 3/06/98 6:13p Jason
* Made terrain smoothing work on selected cells only
*
* 42 2/17/98 4:17p Jason
* fixed satellite placement
*
* 41 1/26/98 2:16p Jason
* allowed toggle of visibility to multiple cells
*
* 40 1/16/98 8:06p Jason
* added selectable halos and atmosphere blends to satellites
*
* 39 1/10/98 2:23p Jason
* fixed terrain checksum problem
*
* 38 1/07/98 4:19p Jason
* added dome to terrain sky
*
* 37 12/30/97 5:45p Jason
* added toggleable fog
*
* 36 12/17/97 5:26p Jason
* added support for selectable wraparound sky
*
* 35 12/11/97 1:41p Jason
* added terrain smoothing
*
* 34 12/02/97 5:31p Samir
* New file dialog interface implemented.
*
* 33 12/01/97 10:52a Jason
* separated satellite and star rendering flags
*
* 32 10/15/97 5:20p Jason
* did a HUGE overhaul of the bitmap system
*
* 31 10/06/97 12:16p Jason
* Ripped out old mine/terrain connection code, plus added ability to move
* satellites
*
* 30 10/02/97 6:10p Jason
* made invisible cells not be LODable
*
* 29 10/02/97 2:45p Jason
* got invisible terrain cells working
*
* 28 9/25/97 5:02p Jason
* fixed bug caused by last rev where pixelerror and terraindistance would
* be displayed
*
* 27 9/23/97 2:29p Jason
* did terrain editing enhancements
*
* 26 9/17/97 1:01p Matt
* Ripped out segment code
*
* 25 9/17/97 11:50a Jason
* ripped out segment engine
*
* 24 9/15/97 5:54p Jason
* delete room portals when deleting rooms connected to terrain
*
* 23 9/05/97 6:18p Jason
* made pixel error setable to 0
*
* 22 9/02/97 10:47a Jason
* use separate variables for game and editor LOD engine status
*
* 21 8/26/97 4:36p Jason
* added terrain radiosity
*
* 20 8/25/97 12:04p Samir
* Added scrolling capabilities for dialog.
*
* 19 8/22/97 10:17a Matt
* When adding a room to the terrain, set the current face to be the one
* opposite the portal face.
*
* $NoKeywords: $
*/
#include <algorithm>
#include "stdafx.h"
#include "editor.h"
#include "TerrainDialog.h"
#include "terrain.h"
#include "gametexture.h"
#include "bitmap.h"
#include "group.h"
#include "editor/d3edit.h"
#include "room.h"
#include "erooms.h"
#include "roomuvs.h"
#include "SelectRangeDialog.h"
#include "findintersection.h"
#include "config.h"
#include "mem.h"
#include "mono.h"
#include "gr.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CTerrainDialog dialog
CTerrainDialog::CTerrainDialog(CWnd *pParent /*=NULL*/) : CKeypadDialog(CTerrainDialog::IDD, pParent) {
//{{AFX_DATA_INIT(CTerrainDialog)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
cc_mode = CC_MODE_SKY;
}
void CTerrainDialog::DoDataExchange(CDataExchange *pDX) {
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CTerrainDialog)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CTerrainDialog, CDialog)
//{{AFX_MSG_MAP(CTerrainDialog)
ON_WM_SIZE()
ON_BN_CLICKED(IDC_TERRPAD_MOVE_UP, OnTerrpadMoveUp)
ON_BN_CLICKED(IDC_TERRPAD_MOVE_DOWN, OnTerrpadMoveDown)
ON_BN_CLICKED(IDC_TERRPAD_IMPORT, OnTerrpadImport)
ON_BN_CLICKED(IDC_TERRPAD_RENORMALIZE, OnTerrpadRenormalize)
ON_BN_CLICKED(IDC_TERRPAD_RAISE10, OnTerrpadRaise10)
ON_BN_CLICKED(IDC_TERRPAD_LOWER10, OnTerrpadLower10)
ON_BN_CLICKED(IDC_SKY_TEXTURE, OnSkyTexture)
ON_BN_CLICKED(IDC_TERRPAD_SELECT_NONE, OnTerrpadSelectNone)
ON_BN_CLICKED(IDC_TERRPAD_ROT_TEXTURE, OnTerrpadRotTexture)
ON_BN_CLICKED(IDC_SKY_NEARER, OnSkyNearer)
ON_BN_CLICKED(IDC_SKY_FARTHER, OnSkyFarther)
ON_BN_CLICKED(IDC_STARS_CHECK, OnStarsCheck)
ON_BN_CLICKED(IDC_FAST_TERRAIN_CHECK, OnFastTerrainCheck)
ON_BN_CLICKED(IDC_TERRPAD_FILL_AREA, OnTerrpadFillArea)
ON_BN_CLICKED(IDC_TERRPAD_REDO_TOPMAP, OnTerrpadRedoTopmap)
ON_BN_CLICKED(IDC_TERRPAD_MAKE_MAX, OnTerrpadMakeMax)
ON_BN_CLICKED(IDC_TERRPAD_MAKE_MIN, OnTerrpadMakeMin)
ON_BN_CLICKED(IDC_TERRPAD_MAKE_ZERO, OnTerrpadMakeZero)
ON_BN_CLICKED(IDC_TERRPAD_PYRAMID, OnTerrpadPyramid)
ON_BN_CLICKED(IDC_TERRPAD_HILL, OnTerrpadHill)
ON_BN_CLICKED(IDC_TERRPAD_PANCAKES, OnTerrpadPancakes)
ON_BN_CLICKED(IDC_TERR_MOVE_MOON, OnTerrMoveMoon)
ON_BN_CLICKED(IDC_TERR_RANDOMIZE_SKY, OnTerrRandomizeSky)
ON_WM_PAINT()
ON_BN_CLICKED(IDC_TERR_MORE_MOONS, OnTerrMoreMoons)
ON_BN_CLICKED(IDC_TERR_LESS_MOONS, OnTerrLessMoons)
ON_BN_CLICKED(IDC_TERR_NEXT_MOON, OnTerrNextMoon)
ON_BN_CLICKED(IDC_TERR_PREV_MOON, OnTerrPrevMoon)
ON_BN_CLICKED(IDC_SHOW_TERRAIN, OnShowTerrain)
ON_BN_CLICKED(IDC_FLAT_SHADE_TERRAIN_CHECK, OnFlatShadeTerrainCheck)
ON_WM_HELPINFO()
ON_BN_CLICKED(IDC_TERR_SELECT_ALL, OnTerrSelectAll)
ON_BN_CLICKED(IDC_TERRAIN_2D, OnTerrain2d)
ON_BN_CLICKED(IDC_TEXTURE_SKY, OnTextureSky)
ON_EN_KILLFOCUS(IDC_SKY_RED_EDIT, OnKillfocusSkyRedEdit)
ON_EN_KILLFOCUS(IDC_SKY_GREEN_EDIT, OnKillfocusSkyGreenEdit)
ON_EN_KILLFOCUS(IDC_SKY_BLUE_EDIT, OnKillfocusSkyBlueEdit)
ON_BN_CLICKED(IDC_NO_LOD_ENGINE, OnNoLodEngine)
ON_EN_KILLFOCUS(IDC_FOG_DISTANCE_EDIT, OnKillfocusFogDistanceEdit)
ON_EN_KILLFOCUS(IDC_PIXEL_ERROR_EDIT, OnKillfocusPixelErrorEdit)
ON_BN_CLICKED(IDC_TERRPAD_SELECTRANGE, OnTerrpadSelectrange)
ON_WM_VSCROLL()
ON_WM_HSCROLL()
ON_BN_CLICKED(IDC_SKY_RADIO, OnSkyRadio)
ON_BN_CLICKED(IDC_HORIZON_RADIO, OnHorizonRadio)
ON_BN_CLICKED(IDC_FOG_RADIO, OnFogRadio)
ON_BN_CLICKED(IDC_TOGGLE_VISIBILITY, OnToggleVisibility)
ON_BN_CLICKED(IDC_SHOW_INVISIBLE, OnShowInvisible)
ON_BN_CLICKED(IDC_TERR_MOVE_MOON_AWAY, OnTerrMoveMoonAway)
ON_BN_CLICKED(IDC_MOVE_SAT_UP, OnMoveSatUp)
ON_BN_CLICKED(IDC_MOVE_SAT_DOWN, OnMoveSatDown)
ON_BN_CLICKED(IDC_MOVE_SAT_LEFT, OnMoveSatLeft)
ON_BN_CLICKED(IDC_MOVE_SAT_RIGHT, OnMoveSatRight)
ON_BN_CLICKED(IDC_SATELLITE_CHECK, OnSatelliteCheck)
ON_BN_CLICKED(IDC_SMOOTH_TERRAIN, OnSmoothTerrain)
ON_BN_CLICKED(IDC_USE_FOG, OnUseFog)
ON_BN_CLICKED(IDC_USE_HALO, OnUseHalo)
ON_BN_CLICKED(IDC_USE_ATMOSPHERE, OnUseAtmosphere)
ON_BN_CLICKED(IDC_DROP_TERRAIN, OnDropTerrain)
ON_BN_CLICKED(IDC_SAVE_AS_PCX, OnSaveAsPcx)
ON_BN_CLICKED(IDC_NO_EXT_ROOMS_OBJS, OnNoExtRoomsObjs)
ON_BN_CLICKED(IDC_TERRAIN_OCCLUSION, OnTerrainOcclusion)
ON_BN_CLICKED(IDC_SATELLITE_RADIO, OnSatelliteRadio)
ON_BN_CLICKED(IDC_FORCE_VISIBLE, OnForceVisible)
ON_EN_KILLFOCUS(IDC_DAMAGE_PER_SEC_EDIT, OnKillfocusDamagePerSecEdit)
ON_EN_KILLFOCUS(IDC_FOG_SCALAR_EDIT, OnKillfocusFogScalarEdit)
ON_BN_CLICKED(IDC_ROTATE_STARS, OnRotateStars)
ON_BN_CLICKED(IDC_ROTATE_SKY, OnRotateSky)
ON_EN_KILLFOCUS(IDC_ROTATE_SPEED_EDIT, OnKillfocusRotateSpeedEdit)
ON_BN_CLICKED(IDC_TILE_MORE, OnTileMore)
ON_BN_CLICKED(IDC_TILE_LESS, OnTileLess)
ON_BN_CLICKED(IDC_TERR_SOUND, OnTerrSound)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CTerrainDialog message handlers
void CTerrainDialog::OnSize(UINT nType, int cx, int cy) {
CKeypadDialog::OnSize(nType, cx, cy);
Current_satellite = 0;
cc_mode = CC_MODE_SKY;
}
void CTerrainDialog::DrawSwatch(int handle, int r, int g, int b) {
CWnd *texwnd;
RECT rect;
int w, h;
texwnd = GetDlgItem(handle);
texwnd->GetWindowRect(&rect);
ScreenToClient(&rect);
Desktop_surf->attach_to_window((unsigned)m_hWnd);
w = rect.right - rect.left;
h = rect.bottom - rect.top;
ddgr_color color = GR_RGB(r, g, b);
Desktop_surf->clear(rect.left, rect.top, w, h, color);
Desktop_surf->attach_to_window(NULL);
}
void CTerrainDialog::UpdateDialog() {
CButton *bbox;
char str[20];
CEdit *ebox;
if (!m_Active)
return;
ebox = (CEdit *)GetDlgItem(IDC_DAMAGE_PER_SEC_EDIT);
sprintf(str, "%f", Terrain_sky.damage_per_second);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_FOG_SCALAR_EDIT);
sprintf(str, "%f", Terrain_sky.fog_scalar);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_FOG_DISTANCE_EDIT);
sprintf(str, "%f", Detail_settings.Terrain_render_distance / TERRAIN_SIZE);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_PIXEL_ERROR_EDIT);
sprintf(str, "%f", Detail_settings.Pixel_error);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_NUM_MOONS_STATIC);
sprintf(str, "Num of sats:%d", Terrain_sky.num_satellites);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_CUR_MOON_STATIC);
sprintf(str, "Current sat:%d", Current_satellite);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_ROTATE_SPEED_EDIT);
sprintf(str, "%f", Terrain_sky.rotate_rate);
ebox->SetWindowText(str);
CheckDlgButton(IDC_TEXTURE_SKY, Terrain_sky.textured ? 1 : 0);
CheckDlgButton(IDC_STARS_CHECK, Terrain_sky.flags & TF_STARS ? 1 : 0);
CheckDlgButton(IDC_ROTATE_STARS, Terrain_sky.flags & TF_ROTATE_STARS ? 1 : 0);
CheckDlgButton(IDC_ROTATE_SKY, Terrain_sky.flags & TF_ROTATE_SKY ? 1 : 0);
CheckDlgButton(IDC_SATELLITE_CHECK, Terrain_sky.flags & TF_SATELLITES ? 1 : 0);
CheckDlgButton(IDC_USE_FOG, Terrain_sky.flags & TF_FOG ? 1 : 0);
CheckDlgButton(IDC_USE_HALO, Terrain_sky.satellite_flags[Current_satellite] & TSF_HALO ? 1 : 0);
CheckDlgButton(IDC_USE_ATMOSPHERE, Terrain_sky.satellite_flags[Current_satellite] & TSF_ATMOSPHERE ? 1 : 0);
CheckDlgButton(IDC_FAST_TERRAIN_CHECK, Fast_terrain ? 1 : 0);
CheckDlgButton(IDC_SHOW_TERRAIN, D3EditState.terrain_dots ? 1 : 0);
CheckDlgButton(IDC_FLAT_SHADE_TERRAIN_CHECK, D3EditState.terrain_flat_shade ? 1 : 0);
CheckDlgButton(IDC_NO_LOD_ENGINE, Editor_LOD_engine_off ? 1 : 0);
CheckDlgButton(IDC_NO_EXT_ROOMS_OBJS, Terrain_render_ext_room_objs ? 0 : 1);
bbox = (CButton *)GetDlgItem(IDC_SKY_RADIO);
bbox->SetCheck(cc_mode == CC_MODE_SKY);
bbox = (CButton *)GetDlgItem(IDC_HORIZON_RADIO);
bbox->SetCheck(cc_mode == CC_MODE_HORIZON);
bbox = (CButton *)GetDlgItem(IDC_FOG_RADIO);
bbox->SetCheck(cc_mode == CC_MODE_FOG);
bbox = (CButton *)GetDlgItem(IDC_SATELLITE_RADIO);
bbox->SetCheck(cc_mode == CC_MODE_SAT);
// Draw swatches
DrawSwatch(IDC_SKY_SWATCH, GR_COLOR_RED(Terrain_sky.sky_color), GR_COLOR_GREEN(Terrain_sky.sky_color),
GR_COLOR_BLUE(Terrain_sky.sky_color));
DrawSwatch(IDC_HORIZON_SWATCH, GR_COLOR_RED(Terrain_sky.horizon_color), GR_COLOR_GREEN(Terrain_sky.horizon_color),
GR_COLOR_BLUE(Terrain_sky.horizon_color));
DrawSwatch(IDC_FOG_SWATCH, GR_COLOR_RED(Terrain_sky.fog_color), GR_COLOR_GREEN(Terrain_sky.fog_color),
GR_COLOR_BLUE(Terrain_sky.fog_color));
// Draw satellite swatch
float maxc = std::max(Terrain_sky.satellite_r[Current_satellite], Terrain_sky.satellite_g[Current_satellite]);
maxc = std::max(Terrain_sky.satellite_b[Current_satellite], maxc);
float r, g, b;
if (maxc > 1.0) {
r = Terrain_sky.satellite_r[Current_satellite] / maxc;
g = Terrain_sky.satellite_g[Current_satellite] / maxc;
b = Terrain_sky.satellite_b[Current_satellite] / maxc;
} else {
r = Terrain_sky.satellite_r[Current_satellite];
g = Terrain_sky.satellite_g[Current_satellite];
b = Terrain_sky.satellite_b[Current_satellite];
}
r *= 255.0;
g *= 255.0;
b *= 255.0;
DrawSwatch(IDC_SATELLITE_SWATCH, r, g, b);
if (cc_mode != CC_MODE_SAT) {
int r, g, b;
if (cc_mode == CC_MODE_SKY) {
r = GR_COLOR_RED(Terrain_sky.sky_color);
g = GR_COLOR_GREEN(Terrain_sky.sky_color);
b = GR_COLOR_BLUE(Terrain_sky.sky_color);
} else if (cc_mode == CC_MODE_HORIZON) {
r = GR_COLOR_RED(Terrain_sky.horizon_color);
g = GR_COLOR_GREEN(Terrain_sky.horizon_color);
b = GR_COLOR_BLUE(Terrain_sky.horizon_color);
} else {
r = GR_COLOR_RED(Terrain_sky.fog_color);
g = GR_COLOR_GREEN(Terrain_sky.fog_color);
b = GR_COLOR_BLUE(Terrain_sky.fog_color);
}
ebox = (CEdit *)GetDlgItem(IDC_SKY_RED_EDIT);
sprintf(str, "%d", r);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_SKY_GREEN_EDIT);
sprintf(str, "%d", g);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_SKY_BLUE_EDIT);
sprintf(str, "%d", b);
ebox->SetWindowText(str);
} else {
ebox = (CEdit *)GetDlgItem(IDC_SKY_RED_EDIT);
sprintf(str, "%f", Terrain_sky.satellite_r[Current_satellite]);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_SKY_GREEN_EDIT);
sprintf(str, "%f", Terrain_sky.satellite_g[Current_satellite]);
ebox->SetWindowText(str);
ebox = (CEdit *)GetDlgItem(IDC_SKY_BLUE_EDIT);
sprintf(str, "%f", Terrain_sky.satellite_b[Current_satellite]);
ebox->SetWindowText(str);
}
}
void CTerrainDialog::OnTerrpadMoveUp() {
int i;
for (i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i]) {
int cury = Terrain_seg[i].ypos;
if (cury <= 254) {
Terrain_seg[i].ypos++;
Terrain_seg[i].y += (float)(TERRAIN_HEIGHT_INCREMENT);
TV_changed++;
}
}
}
}
void CTerrainDialog::OnTerrpadMoveDown() {
for (int i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i]) {
int cury = Terrain_seg[i].ypos;
if (cury > 0) {
Terrain_seg[i].ypos--;
Terrain_seg[i].y -= (float)(TERRAIN_HEIGHT_INCREMENT);
TV_changed++;
}
}
}
}
void CTerrainDialog::RunKeypadFunction(int code) {
switch (code) {
case VK_ADD:
OnTerrpadMoveDown();
break;
case VK_SUBTRACT:
OnTerrpadMoveUp();
break;
}
}
void CTerrainDialog::OnTerrpadImport() {
char filename[255];
CString filter = "PCX files (*.pcx)|*.pcx||";
if (!OpenFileDialog(this, (LPCSTR)filter, filename, Current_bitmap_dir, sizeof(Current_bitmap_dir)))
return;
// Okay, we selected a file. Lets do what needs to be done here.
LoadPCXTerrain(filename);
}
void CTerrainDialog::OnTerrpadRenormalize() {
mprintf(0, "Building terrain normals...this might take a couple of seconds.\n");
Terrain_checksum = -1;
BuildMinMaxTerrain();
BuildTerrainNormals();
State_changed = 1;
}
void CTerrainDialog::OnTerrpadRaise10() {
for (int i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i]) {
int cury = Terrain_seg[i].ypos;
if (cury < 255 - 10) {
Terrain_seg[i].ypos += 10;
Terrain_seg[i].y += (float)(10 * (TERRAIN_HEIGHT_INCREMENT));
TV_changed++;
}
}
}
}
void CTerrainDialog::OnTerrpadLower10() {
for (int i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i]) {
int cury = Terrain_seg[i].ypos;
if (cury > 9) {
Terrain_seg[i].ypos -= 10;
Terrain_seg[i].y -= (float)(10 * (TERRAIN_HEIGHT_INCREMENT));
TV_changed++;
}
}
}
}
void CTerrainDialog::OnSkyTexture() { TV_changed = 1; }
void CTerrainDialog::OnTerrpadSelectNone() {
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++)
TerrainSelected[i] = 0;
Num_terrain_selected = 0;
World_changed = 1;
}
void CTerrainDialog::OnTerrpadRotTexture() {
int i;
uint8_t touched[TERRAIN_TEX_WIDTH * TERRAIN_TEX_DEPTH];
memset(touched, 0, TERRAIN_TEX_WIDTH * TERRAIN_TEX_DEPTH);
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (!touched[Terrain_seg[i].texseg_index]) {
int val = Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation & 0x0F;
val++;
val %= 4;
Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation &= ~0x0F;
Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation |= val;
touched[Terrain_seg[i].texseg_index] = 1;
}
}
}
World_changed = 1;
TV_changed = 1;
}
void CTerrainDialog::OnSkyNearer() {
if (Terrain_sky.radius > 500) {
SetupSky(Terrain_sky.radius - 500, Terrain_sky.flags);
TV_changed = 1;
}
}
void CTerrainDialog::OnSkyFarther() {
SetupSky(Terrain_sky.radius + 500, Terrain_sky.flags);
TV_changed = 1;
}
void CTerrainDialog::OnStarsCheck() {
int c = IsDlgButtonChecked(IDC_STARS_CHECK);
if (c)
Terrain_sky.flags |= TF_STARS;
else
Terrain_sky.flags &= ~TF_STARS;
TV_changed = 1;
}
void CTerrainDialog::OnFastTerrainCheck() {
int c = IsDlgButtonChecked(IDC_FAST_TERRAIN_CHECK);
if (c)
Fast_terrain = 1;
else
Fast_terrain = 0;
TV_changed = 1;
}
void CTerrainDialog::OnTerrpadFillArea() {
int i;
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++)
if (TerrainSelected[i])
Terrain_tex_seg[Terrain_seg[i].texseg_index].tex_index = D3EditState.texdlg_texture;
World_changed = 1;
}
void CTerrainDialog::OnTerrpadRedoTopmap() { World_changed = 1; }
void CTerrainDialog::OnTerrpadMakeMax() {
int max_so_far = 0, i;
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (Terrain_seg[i].ypos > max_so_far)
max_so_far = Terrain_seg[i].ypos;
}
}
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
Terrain_seg[i].ypos = max_so_far;
Terrain_seg[i].y = max_so_far * (TERRAIN_HEIGHT_INCREMENT);
}
}
World_changed = 1;
}
void CTerrainDialog::OnTerrpadMakeMin() {
int min_so_far = 9999, i;
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (Terrain_seg[i].ypos < min_so_far)
min_so_far = Terrain_seg[i].ypos;
}
}
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
Terrain_seg[i].ypos = min_so_far;
Terrain_seg[i].y = min_so_far * (TERRAIN_HEIGHT_INCREMENT);
}
}
World_changed = 1;
}
void CTerrainDialog::OnTerrpadMakeZero() {
int i;
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
Terrain_seg[i].ypos = 0;
Terrain_seg[i].y = 0;
}
}
World_changed = 1;
}
// Makes a pyramid out of the selected region
void CTerrainDialog::OnTerrpadPyramid() {
int left = TERRAIN_WIDTH, right = 0;
int top = TERRAIN_DEPTH, bottom = 0;
int i, t, x, y;
int max_so_far = 0;
int min_so_far = 999;
// First find highest/lowest point
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (Terrain_seg[i].ypos > max_so_far)
max_so_far = Terrain_seg[i].ypos;
if (Terrain_seg[i].ypos < min_so_far)
min_so_far = Terrain_seg[i].ypos;
}
}
// Now get dimensions of selection
for (i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i]) {
x = i % TERRAIN_WIDTH;
y = i / TERRAIN_WIDTH;
if (x > right)
right = x;
if (x < left)
left = x;
if (y > bottom)
bottom = y;
if (y < top)
top = y;
}
}
int width = (right - left);
int height = (bottom - top);
int hdiff = max_so_far - min_so_far;
if (hdiff == 0) {
MessageBox("The area you selected is flat. Pull a point up to the desired height and then retry this operation.");
return;
}
fix xstep = IntToFix(hdiff) / (width / 2);
fix ystep = IntToFix(hdiff) / (height / 2);
// upper left
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((top + i) * TERRAIN_WIDTH) + (t + left);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
// upper right
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((top + i) * TERRAIN_WIDTH) + (right - t);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
// lower left
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((bottom - i) * TERRAIN_WIDTH) + (left + t);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
// lower right
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((bottom - i) * TERRAIN_WIDTH) + (right - t);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
World_changed = 1;
}
void CTerrainDialog::OnTerrpadHill() {}
void CTerrainDialog::OnTerrpadPancakes() {
int left = TERRAIN_WIDTH, right = 0;
int top = TERRAIN_DEPTH, bottom = 0;
int i, t, x, y;
int max_so_far = 0;
int min_so_far = 999;
// First find highest/lowest point
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (Terrain_seg[i].ypos > max_so_far)
max_so_far = Terrain_seg[i].ypos;
if (Terrain_seg[i].ypos < min_so_far)
min_so_far = Terrain_seg[i].ypos;
}
}
// Now get dimensions of selection
for (i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i]) {
x = i % TERRAIN_WIDTH;
y = i / TERRAIN_WIDTH;
if (x > right)
right = x;
if (x < left)
left = x;
if (y > bottom)
bottom = y;
if (y < top)
top = y;
}
}
int width = (right - left);
int height = (bottom - top);
int hdiff = max_so_far - min_so_far;
if (hdiff == 0) {
MessageBox("The area you selected is flat. Pull a point up to the desired height and then retry this operation.");
return;
}
fix xstep = IntToFix(hdiff) / (width / 2);
fix ystep = IntToFix(hdiff) / (height / 2);
// upper left
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((top + i) * TERRAIN_WIDTH) + (t + left);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
// upper right
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((top + i) * TERRAIN_WIDTH) + (right - t);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
// lower left
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((bottom - i) * TERRAIN_WIDTH) + (left + t);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
// lower right
for (i = 0; i <= (height / 2); i++) {
for (t = 0; t <= (width / 2); t++) {
int xa, ya, a;
xa = FixToInt(xstep * t);
ya = FixToInt(ystep * i);
a = std::max(xa, ya);
int seg = ((bottom - i) * TERRAIN_WIDTH) + (right - t);
Terrain_seg[seg].ypos = min_so_far + a;
Terrain_seg[seg].y = (min_so_far + a) * (TERRAIN_HEIGHT_INCREMENT);
}
}
World_changed = 1;
}
void CTerrainDialog::OnTerrMoveMoon() {
int n = Current_satellite;
Terrain_sky.satellite_size[n] *= 1.1f;
TV_changed = 1;
}
void CTerrainDialog::OnTerrRandomizeSky() {
SetupSky(Terrain_sky.radius, Terrain_sky.flags, 1);
TV_changed = 1;
}
void CTerrainDialog::OnPaint() {
CPaintDC dc(this); // device context for painting
UpdateDialog();
// Do not call CDialog::OnPaint() for painting messages
}
void CTerrainDialog::OnTerrMoreMoons() {
if (Terrain_sky.num_satellites < 5)
Terrain_sky.num_satellites++;
TV_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnTerrLessMoons() {
if (Terrain_sky.num_satellites > 0)
Terrain_sky.num_satellites--;
TV_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnTerrNextMoon() {
Current_satellite++;
Current_satellite %= 5;
UpdateDialog();
}
void CTerrainDialog::OnTerrPrevMoon() {
Current_satellite--;
if (Current_satellite < 0)
Current_satellite = 4;
UpdateDialog();
}
void CTerrainDialog::OnShowTerrain() {
int c = IsDlgButtonChecked(IDC_SHOW_TERRAIN);
D3EditState.terrain_dots = (c != 0);
State_changed = 1;
}
void CTerrainDialog::OnFlatShadeTerrainCheck() {
int c = IsDlgButtonChecked(IDC_FLAT_SHADE_TERRAIN_CHECK);
D3EditState.terrain_flat_shade = (c != 0);
if (c) {
Terrain_texture_distance = 0;
Detail_settings.Terrain_render_distance = DEFAULT_VISIBLE_TERRAIN_DISTANCE * 2;
} else {
Terrain_texture_distance = 9999999;
Detail_settings.Terrain_render_distance = DEFAULT_VISIBLE_TERRAIN_DISTANCE;
}
State_changed = 1;
}
BOOL CTerrainDialog::OnHelpInfo(HELPINFO *pHelpInfo) {
WinHelp(HID_TERRAINTAB, HELP_CONTEXT);
return TRUE;
// return CDialog::OnHelpInfo(pHelpInfo);
}
void CTerrainDialog::OnTerrSelectAll() {
int i;
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++)
TerrainSelected[i] = 1;
Num_terrain_selected = TERRAIN_WIDTH * TERRAIN_DEPTH;
World_changed = 1;
}
void CTerrainDialog::OnTerrain2d() {
int c = IsDlgButtonChecked(IDC_TERRAIN_2D);
if (c) {
Flat_terrain = 1;
} else {
Flat_terrain = 0;
}
State_changed = 1;
}
void CTerrainDialog::SetCurrentMoon(int n) {
Current_satellite = n;
UpdateDialog();
}
void CTerrainDialog::OnTextureSky() {
int c = IsDlgButtonChecked(IDC_TEXTURE_SKY);
Terrain_sky.textured = c;
World_changed = 1;
}
void CTerrainDialog::OnKillfocusSkyRedEdit() {
CEdit *ebox;
char str[20];
int r, g, b, nr;
float fv;
if (cc_mode == CC_MODE_SKY) {
r = GR_COLOR_RED(Terrain_sky.sky_color);
g = GR_COLOR_GREEN(Terrain_sky.sky_color);
b = GR_COLOR_BLUE(Terrain_sky.sky_color);
} else if (cc_mode == CC_MODE_HORIZON) {
r = GR_COLOR_RED(Terrain_sky.horizon_color);
g = GR_COLOR_GREEN(Terrain_sky.horizon_color);
b = GR_COLOR_BLUE(Terrain_sky.horizon_color);
} else {
r = GR_COLOR_RED(Terrain_sky.fog_color);
g = GR_COLOR_GREEN(Terrain_sky.fog_color);
b = GR_COLOR_BLUE(Terrain_sky.fog_color);
}
ebox = (CEdit *)GetDlgItem(IDC_SKY_RED_EDIT);
ebox->GetWindowText(str, 20);
if (cc_mode != CC_MODE_SAT) {
nr = atoi(str);
if (nr < 0)
nr = 0;
if (nr > 255)
nr = 255;
if (cc_mode == CC_MODE_SKY)
Terrain_sky.sky_color = GR_RGB(nr, g, b);
else if (cc_mode == CC_MODE_HORIZON)
Terrain_sky.horizon_color = GR_RGB(nr, g, b);
else
Terrain_sky.fog_color = GR_RGB(nr, g, b);
} else {
fv = atof(str);
if (fv < 0)
fv = 0;
Terrain_sky.satellite_r[Current_satellite] = fv;
}
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnKillfocusSkyGreenEdit() {
CEdit *ebox;
char str[20];
int r, g, b, nr;
float fv;
if (cc_mode == CC_MODE_SKY) {
r = GR_COLOR_RED(Terrain_sky.sky_color);
g = GR_COLOR_GREEN(Terrain_sky.sky_color);
b = GR_COLOR_BLUE(Terrain_sky.sky_color);
} else if (cc_mode == CC_MODE_HORIZON) {
r = GR_COLOR_RED(Terrain_sky.horizon_color);
g = GR_COLOR_GREEN(Terrain_sky.horizon_color);
b = GR_COLOR_BLUE(Terrain_sky.horizon_color);
} else {
r = GR_COLOR_RED(Terrain_sky.fog_color);
g = GR_COLOR_GREEN(Terrain_sky.fog_color);
b = GR_COLOR_BLUE(Terrain_sky.fog_color);
}
ebox = (CEdit *)GetDlgItem(IDC_SKY_GREEN_EDIT);
ebox->GetWindowText(str, 20);
if (cc_mode != CC_MODE_SAT) {
nr = atoi(str);
if (nr < 0)
nr = 0;
if (nr > 255)
nr = 255;
if (cc_mode == CC_MODE_SKY)
Terrain_sky.sky_color = GR_RGB(r, nr, b);
else if (cc_mode == CC_MODE_HORIZON)
Terrain_sky.horizon_color = GR_RGB(r, nr, b);
else
Terrain_sky.fog_color = GR_RGB(r, nr, b);
} else {
fv = atof(str);
if (fv < 0)
fv = 0;
Terrain_sky.satellite_g[Current_satellite] = fv;
}
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnKillfocusSkyBlueEdit() {
CEdit *ebox;
char str[20];
int r, g, b, nr;
float fv;
if (cc_mode == CC_MODE_SKY) {
r = GR_COLOR_RED(Terrain_sky.sky_color);
g = GR_COLOR_GREEN(Terrain_sky.sky_color);
b = GR_COLOR_BLUE(Terrain_sky.sky_color);
} else if (cc_mode == CC_MODE_HORIZON) {
r = GR_COLOR_RED(Terrain_sky.horizon_color);
g = GR_COLOR_GREEN(Terrain_sky.horizon_color);
b = GR_COLOR_BLUE(Terrain_sky.horizon_color);
} else {
r = GR_COLOR_RED(Terrain_sky.fog_color);
g = GR_COLOR_GREEN(Terrain_sky.fog_color);
b = GR_COLOR_BLUE(Terrain_sky.fog_color);
}
ebox = (CEdit *)GetDlgItem(IDC_SKY_BLUE_EDIT);
ebox->GetWindowText(str, 20);
if (cc_mode != CC_MODE_SAT) {
nr = atoi(str);
if (nr < 0)
nr = 0;
if (nr > 255)
nr = 255;
if (cc_mode == CC_MODE_SKY)
Terrain_sky.sky_color = GR_RGB(r, g, nr);
else if (cc_mode == CC_MODE_HORIZON)
Terrain_sky.horizon_color = GR_RGB(r, g, nr);
else
Terrain_sky.fog_color = GR_RGB(r, g, nr);
} else {
fv = atof(str);
if (fv < 0)
fv = 0;
Terrain_sky.satellite_b[Current_satellite] = fv;
}
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnNoLodEngine() {
int c = IsDlgButtonChecked(IDC_NO_LOD_ENGINE);
Editor_LOD_engine_off = c;
State_changed = 1;
}
void CTerrainDialog::OnKillfocusFogDistanceEdit() {
CEdit *ebox;
char str[20];
float predist;
float dist;
ebox = (CEdit *)GetDlgItem(IDC_FOG_DISTANCE_EDIT);
ebox->GetWindowText(str, 20);
predist = atof(str);
if (predist < 20)
predist = 20;
if (predist > 200)
predist = 200;
dist = predist * TERRAIN_SIZE;
Detail_settings.Terrain_render_distance = dist;
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnKillfocusPixelErrorEdit() {
CEdit *ebox;
char str[20];
float err;
ebox = (CEdit *)GetDlgItem(IDC_PIXEL_ERROR_EDIT);
ebox->GetWindowText(str, 20);
err = atof(str);
if (err < 0)
err = 0;
if (err > 64)
err = 64;
Detail_settings.Pixel_error = err;
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnTerrpadSelectrange() {
SelectRangeDialog dlg;
theApp.pause();
dlg.DoModal();
World_changed = 1;
theApp.resume();
}
// These functions allow the terrain keypad to scroll!!
void CTerrainDialog::OnVScroll(UINT nSBCode, UINT nPos, CScrollBar *pScrollBar) {
// TODO: Add your message handler code here and/or call default
CKeypadDialog::OnVScroll(nSBCode, nPos, pScrollBar);
}
void CTerrainDialog::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar *pScrollBar) {
// TODO: Add your message handler code here and/or call default
CKeypadDialog::OnHScroll(nSBCode, nPos, pScrollBar);
}
void CTerrainDialog::OnSkyRadio() {
cc_mode = CC_MODE_SKY;
UpdateDialog();
}
void CTerrainDialog::OnHorizonRadio() {
cc_mode = CC_MODE_HORIZON;
UpdateDialog();
}
void CTerrainDialog::OnFogRadio() {
cc_mode = CC_MODE_FOG;
UpdateDialog();
}
void CTerrainDialog::OnToggleVisibility() {
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
int c = Terrain_seg[i].flags & TF_INVISIBLE;
if (c)
Terrain_seg[i].flags &= ~TF_INVISIBLE;
else
Terrain_seg[i].flags |= TF_INVISIBLE;
World_changed = 1;
}
}
if (World_changed)
GenerateLODDeltas();
}
void CTerrainDialog::OnShowInvisible() {
int c = IsDlgButtonChecked(IDC_SHOW_INVISIBLE);
Show_invisible_terrain = c;
State_changed = 1;
}
void CTerrainDialog::OnTerrMoveMoonAway() {
int n = Current_satellite;
Terrain_sky.satellite_size[n] *= .9f;
TV_changed = 1;
}
void CTerrainDialog::MoveSat(int pitch, int heading) {
int n = Current_satellite;
matrix rot_matrix, orient;
vm_AnglesToMatrix(&rot_matrix, pitch, heading, 0); // move up a little
orient = rot_matrix;
vector sat_vec = Terrain_sky.satellite_vectors[n] - Viewer_object->pos;
float mag = vm_GetMagnitude(&sat_vec);
vector rot_vec;
vm_NormalizeVector(&sat_vec);
vm_MatrixMulVector(&rot_vec, &sat_vec, &orient);
Terrain_sky.satellite_vectors[n] = Viewer_object->pos + (rot_vec * mag);
}
void CTerrainDialog::OnMoveSatUp() {
MoveSat(1500, 0);
TV_changed = 1;
}
void CTerrainDialog::OnMoveSatDown() {
MoveSat(64000, 0);
TV_changed = 1;
}
void CTerrainDialog::OnMoveSatLeft() {
MoveSat(0, 64000);
TV_changed = 1;
}
void CTerrainDialog::OnMoveSatRight() {
MoveSat(0, 1500);
TV_changed = 1;
}
void CTerrainDialog::OnSatelliteCheck() {
int c = IsDlgButtonChecked(IDC_SATELLITE_CHECK);
if (c)
Terrain_sky.flags |= TF_SATELLITES;
else
Terrain_sky.flags &= ~TF_SATELLITES;
TV_changed = 1;
}
void CTerrainDialog::OnSmoothTerrain() {
uint8_t *src_data;
int y, x;
if (Num_terrain_selected == 0) {
OutrageMessageBox("This operation works on selected cells. You have no cells selected!");
return;
}
if ((MessageBox("Are you sure you wish to smooth the terrain? This operation cannot be undone.", "Question",
MB_YESNO)) == IDNO)
return;
src_data = (uint8_t *)mem_malloc(TERRAIN_WIDTH * TERRAIN_DEPTH);
ASSERT(src_data); // Ran out of memory!
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++)
src_data[i] = Terrain_seg[i].ypos;
int w = TERRAIN_WIDTH;
int h = TERRAIN_DEPTH;
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
if (!TerrainSelected[y * w + x])
continue;
int total = 0;
int num = 0;
total += src_data[y * w + x];
num++;
// Left edge
if (x != 0) {
total += src_data[y * w + (x - 1)];
num++;
if (y != 0) {
total += src_data[(y - 1) * w + (x - 1)];
num++;
}
if (y != h - 1) {
total += src_data[(y + 1) * w + (x - 1)];
num++;
}
}
// Right edge
if (x != (w - 1)) {
total += src_data[(y)*w + (x + 1)];
num++;
if (y != 0) {
total += src_data[(y - 1) * w + (x + 1)];
num++;
}
if (y != h - 1) {
total += src_data[(y + 1) * w + (x + 1)];
num++;
}
}
// Center
if (y != 0) {
total += src_data[(y - 1) * w + (x)];
num++;
}
if (y != h - 1) {
total += src_data[(y + 1) * w + (x)];
num++;
}
if (num > 0) {
total /= num;
Terrain_seg[y * w + x].ypos = total;
}
}
}
mem_free(src_data);
BuildMinMaxTerrain();
OutrageMessageBox("Terrain smoothed!");
World_changed = 1;
}
void CTerrainDialog::OnUseFog() {
int c = IsDlgButtonChecked(IDC_USE_FOG);
if (c)
Terrain_sky.flags |= TF_FOG;
else
Terrain_sky.flags &= ~TF_FOG;
World_changed = 1;
}
void CTerrainDialog::OnUseHalo() {
int n = Current_satellite;
int c = IsDlgButtonChecked(IDC_USE_HALO);
if (c)
Terrain_sky.satellite_flags[n] |= TSF_HALO;
else
Terrain_sky.satellite_flags[n] &= ~TSF_HALO;
World_changed = 1;
}
void CTerrainDialog::OnUseAtmosphere() {
int n = Current_satellite;
int c = IsDlgButtonChecked(IDC_USE_ATMOSPHERE);
if (c)
Terrain_sky.satellite_flags[n] |= TSF_ATMOSPHERE;
else
Terrain_sky.satellite_flags[n] &= ~TSF_ATMOSPHERE;
World_changed = 1;
}
#include "gamepath.h"
#include "EditLineDialog.h"
void CTerrainDialog::OnDropTerrain() {
int desired_height, lowest_height, highest_height, delta_height;
int x, y;
// Find lowest & highest terrain values
for (x = 0, lowest_height = INT_MAX, highest_height = 0; x < TERRAIN_WIDTH; x++)
for (y = 0; y < TERRAIN_DEPTH; y++) {
if (Terrain_seg[x * TERRAIN_WIDTH + y].ypos < lowest_height)
lowest_height = Terrain_seg[x * TERRAIN_WIDTH + y].ypos;
if (Terrain_seg[x * TERRAIN_WIDTH + y].ypos > highest_height)
highest_height = Terrain_seg[x * TERRAIN_WIDTH + y].ypos;
}
// Get desired terrain level
get_height:;
if (!InputNumber(&desired_height, "Raise/Lower Terrain", "Enter the desired height for the lowest terrain point:"))
return;
// Check valid values
if ((desired_height < 0) || (desired_height > 255)) {
OutrageMessageBox("Invalid value: the height must be between 0 and 255, inclusive.");
goto get_height;
}
if (((highest_height - lowest_height) + desired_height) > 255) {
OutrageMessageBox("The delta height of the terrain is %d, so you cannot set the lowest point above %d.",
highest_height - lowest_height, 255 - (highest_height - lowest_height));
goto get_height;
}
// Compute delta
delta_height = desired_height - lowest_height;
// Now lower the terrain
for (x = 0; x < TERRAIN_WIDTH; x++)
for (y = 0; y < TERRAIN_DEPTH; y++)
Terrain_seg[x * TERRAIN_WIDTH + y].ypos += delta_height;
// Update stuff
BuildMinMaxTerrain();
// How much we move by
float delta_y = delta_height * TERRAIN_HEIGHT_INCREMENT;
int r, v, o, p, n;
room *rp;
// Drop all the rooms
for (r = 0, rp = Rooms; r <= Highest_room_index; r++, rp++)
if (rp->used)
for (v = 0; v < rp->num_verts; v++)
rp->verts[v].y += delta_y;
// Drop all the objects
for (o = 0; o <= Highest_object_index; o++)
if (Objects[o].type != OBJ_NONE) {
vector new_pos = Objects[o].pos;
new_pos.y += delta_y;
ObjSetPos(&Objects[o], &new_pos, Objects[o].roomnum, NULL, false);
}
// Drop all the paths
for (p = 0; p < Num_game_paths; p++)
for (n = 0; n < GamePaths[p].num_nodes; n++)
GamePaths[p].pathnodes[n].pos.y += delta_y;
// Done
EditorStatus("Terrain moved by by %d to %d", delta_height, desired_height);
World_changed = 1;
}
void CTerrainDialog::OnSaveAsPcx() {
char filename[255];
CString filter = "PCX files (*.pcx)|*.pcx||";
if (!SaveFileDialog(this, (LPCSTR)filter, filename, Current_bitmap_dir, sizeof(Current_bitmap_dir)))
return;
CFILE *outfile;
outfile = (CFILE *)cfopen(filename, "wb");
if (!outfile) {
OutrageMessageBox("Couldn't open that filename to save to!");
return;
}
// Header info
cf_WriteByte(outfile, 10);
cf_WriteByte(outfile, 5);
cf_WriteByte(outfile, 1);
cf_WriteByte(outfile, 8);
// Dimensions of image
cf_WriteShort(outfile, 0);
cf_WriteShort(outfile, 0);
cf_WriteShort(outfile, 255);
cf_WriteShort(outfile, 255);
// Display adapter dimensions (bash to 256)
cf_WriteShort(outfile, 256);
cf_WriteShort(outfile, 256);
for (int i = 0; i < 48; i++)
cf_WriteByte(outfile, 0);
cf_WriteByte(outfile, 0);
cf_WriteByte(outfile, 1);
cf_WriteShort(outfile, 256);
cf_WriteShort(outfile, 2);
for (int i = 0; i < 58; i++)
cf_WriteByte(outfile, 0);
for (int i = 0; i < TERRAIN_DEPTH; i++) {
for (int t = 0; t < TERRAIN_WIDTH; t++) {
uint8_t val = Terrain_seg[(((TERRAIN_DEPTH - 1) - i) * TERRAIN_WIDTH) + t].ypos;
uint8_t runlen = 0xc1;
cf_WriteByte(outfile, runlen);
cf_WriteByte(outfile, val);
}
}
cf_WriteByte(outfile, 12);
for (int i = 0; i < 256; i++) {
cf_WriteByte(outfile, i);
cf_WriteByte(outfile, i);
cf_WriteByte(outfile, i);
}
cfclose(outfile);
OutrageMessageBox("PCX exported!\n");
}
void CTerrainDialog::OnNoExtRoomsObjs() {
if (IsDlgButtonChecked(IDC_NO_EXT_ROOMS_OBJS)) {
Terrain_render_ext_room_objs = false;
} else {
Terrain_render_ext_room_objs = true;
}
}
#define FILL_COLOR 1
static uint8_t *Terrain_heights, *Terrain_fill;
#define PUSH_FILL(x) \
{ \
fill_stack[stack_count] = x; \
Terrain_fill[x] = 1; \
stack_count++; \
ASSERT(stack_count < 65536); \
}
#define POP_FILL() \
{ \
stack_count--; \
cell = fill_stack[stack_count]; \
}
void FillTerrainHeights(int cell) {
terrain_segment *tseg = &Terrain_seg[cell];
uint16_t fill_stack[65536];
int stack_count = 0;
ASSERT(cell >= 0 && cell < TERRAIN_WIDTH * TERRAIN_DEPTH);
memset(Terrain_fill, 0, TERRAIN_WIDTH * TERRAIN_DEPTH);
PUSH_FILL(cell);
while (stack_count > 0) {
POP_FILL();
if (Terrain_heights[cell] == 0) {
int x = cell % 256;
int z = cell / 256;
Terrain_heights[cell] = FILL_COLOR;
if (x != 0 && Terrain_fill[cell - 1] == 0)
PUSH_FILL(cell - 1);
if (x != TERRAIN_WIDTH - 1 && Terrain_fill[cell + 1] == 0)
PUSH_FILL(cell + 1);
if (z != 0 && Terrain_fill[cell - TERRAIN_WIDTH] == 0)
PUSH_FILL(cell - TERRAIN_WIDTH);
if (z != TERRAIN_DEPTH - 1 && Terrain_fill[cell + TERRAIN_WIDTH] == 0)
PUSH_FILL(cell + TERRAIN_DEPTH);
}
}
}
void CTerrainDialog::OnTerrainOcclusion() {
// TODO: Add your control notification handler code here
if (Terrain_occlusion_checksum == (Terrain_checksum + 1)) {
OutrageMessageBox("The occlusion map is already calculated for this terrain.");
// return;
}
if ((MessageBox("Are you sure you wish to calculate terrain occlusion?", "Question", MB_YESNO)) == IDNO)
return;
mprintf(0, "Now doing occlusion tests...\n");
int count = 0;
int occlude_count = 0;
uint8_t *touch_buffer[256];
for (int i = 0; i < 256; i++) {
memset(Terrain_occlusion_map[i], 0, 32);
touch_buffer[i] = (uint8_t *)mem_malloc(256);
ASSERT(touch_buffer[i]);
memset(touch_buffer[i], 255, 256);
}
uint8_t *save_buffer;
// Build a height map so we can flood fill
Terrain_heights = (uint8_t *)mem_malloc(TERRAIN_WIDTH * TERRAIN_DEPTH);
Terrain_fill = (uint8_t *)mem_malloc(TERRAIN_WIDTH * TERRAIN_DEPTH);
save_buffer = (uint8_t *)mem_malloc(TERRAIN_WIDTH * TERRAIN_DEPTH);
ASSERT(Terrain_heights);
ASSERT(save_buffer);
ASSERT(Terrain_fill);
memset(save_buffer, 0, TERRAIN_WIDTH * TERRAIN_DEPTH);
memset(Terrain_fill, 0, TERRAIN_WIDTH * TERRAIN_DEPTH);
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (Terrain_seg[i].ypos == 255)
save_buffer[i] = 255;
}
for (int i = 0; i < OCCLUSION_SIZE; i++) {
for (int t = 0; t < OCCLUSION_SIZE; t++) {
int src_occlusion_index = i * OCCLUSION_SIZE + t;
int start_x = t * OCCLUSION_SIZE;
int start_z = i * OCCLUSION_SIZE;
int k, j;
int dest_x, dest_z;
for (dest_z = 0; dest_z < OCCLUSION_SIZE; dest_z++) {
for (dest_x = 0; dest_x < OCCLUSION_SIZE; dest_x++) {
int end_z = dest_z * OCCLUSION_SIZE;
int end_x = dest_x * OCCLUSION_SIZE;
int dest_occlusion_index = dest_z * OCCLUSION_SIZE + dest_x;
mprintf_at(2, 5, 0, "Count=%7d", count++);
if (dest_occlusion_index == src_occlusion_index) {
// This is us!
int occ_byte = dest_occlusion_index / 8;
int occ_bit = dest_occlusion_index % 8;
Terrain_occlusion_map[src_occlusion_index][occ_byte] |= (1 << occ_bit);
touch_buffer[src_occlusion_index][dest_occlusion_index] = 1;
continue;
}
if (touch_buffer[dest_occlusion_index][src_occlusion_index] != 255) {
// this one has already been computed
int hit = touch_buffer[dest_occlusion_index][src_occlusion_index];
int dest_occ_byte = dest_occlusion_index / 8;
int dest_occ_bit = dest_occlusion_index % 8;
if (hit)
Terrain_occlusion_map[src_occlusion_index][dest_occ_byte] |= (1 << dest_occ_bit);
else
Terrain_occlusion_map[src_occlusion_index][dest_occ_byte] &= ~(1 << dest_occ_bit);
touch_buffer[src_occlusion_index][dest_occlusion_index] = hit;
continue;
}
// See if this ray is close enough
vector src_vec, dest_vec;
src_vec.x = start_x;
src_vec.y = 0;
src_vec.z = start_z;
dest_vec.x = end_x;
dest_vec.y = 0;
dest_vec.z = end_z;
// vector subvec=dest_vec-src_vec;
// Set our heights to max
memset(Terrain_heights, 255, TERRAIN_WIDTH * TERRAIN_DEPTH);
// Now carve out a path from the src to the dest
int x_major = 1;
if (abs(end_z - start_z) > abs(end_x - start_x))
x_major = 0;
// We're iterating over the x axis
if (x_major) {
int x_add = 1;
int limit = end_x - start_x;
if (limit < 0) {
x_add = -1;
limit = -limit;
}
int cur_x = start_x;
float cur_z = start_z;
float delta_z = (float)(end_z - start_z) / (float)limit;
for (j = 0; j < limit; j++, cur_x += x_add, cur_z += delta_z) {
for (int z = 0; z < OCCLUSION_SIZE; z++) {
for (int x = 0; x < OCCLUSION_SIZE; x++) {
int index = (cur_z + z) * TERRAIN_WIDTH;
index += (cur_x + x);
Terrain_heights[index] = 0;
}
}
}
} else // iterate over z axis
{
int z_add = 1;
int limit = end_z - start_z;
if (limit < 0) {
z_add = -1;
limit = -limit;
}
int cur_z = start_z;
float cur_x = start_x;
float delta_x = (float)(end_x - start_x) / (float)limit;
for (j = 0; j < limit; j++, cur_z += z_add, cur_x += delta_x) {
for (int z = 0; z < OCCLUSION_SIZE; z++) {
for (int x = 0; x < OCCLUSION_SIZE; x++) {
int index = (cur_z + z) * TERRAIN_WIDTH;
index += (cur_x + x);
Terrain_heights[index] = 0;
}
}
}
}
// Ok, we have a carved path
// Now put back in all the max values from our original map
for (k = 0; k < TERRAIN_WIDTH * TERRAIN_DEPTH; k++) {
if (save_buffer[k] == 255)
Terrain_heights[k] = 255;
}
// Set our src block to zero
for (k = 0; k < OCCLUSION_SIZE; k++) {
for (j = 0; j < OCCLUSION_SIZE; j++) {
Terrain_heights[((start_z + k) * TERRAIN_WIDTH) + start_x + j] = 0;
}
}
// Fill that valley
FillTerrainHeights((start_z * TERRAIN_WIDTH) + start_x);
// Check to see if we hit our destination
int seen = 0;
for (int z = 0; z < OCCLUSION_SIZE && !seen; z++) {
for (int x = 0; x < OCCLUSION_SIZE && !seen; x++) {
int index = (end_z + z) * TERRAIN_WIDTH;
index += (end_x + x);
if (Terrain_heights[index] == 1)
seen = 1;
}
}
touch_buffer[src_occlusion_index][dest_occlusion_index] = seen;
if (seen) {
int occ_byte = dest_occlusion_index / 8;
int occ_bit = dest_occlusion_index % 8;
Terrain_occlusion_map[src_occlusion_index][occ_byte] |= (1 << occ_bit);
} else {
int occ_byte = dest_occlusion_index / 8;
int occ_bit = dest_occlusion_index % 8;
Terrain_occlusion_map[src_occlusion_index][occ_byte] &= ~(1 << occ_bit);
occlude_count++;
}
}
}
}
}
mem_free(Terrain_heights);
mem_free(Terrain_fill);
mem_free(save_buffer);
for (int i = 0; i < 256; i++)
mem_free(touch_buffer[i]);
Terrain_occlusion_checksum = Terrain_checksum + 1;
mprintf(0, "%d cells were occluded.\n", occlude_count);
OutrageMessageBox("Occlusion checking complete. Remember to save!");
}
void CTerrainDialog::OnSatelliteRadio() {
cc_mode = CC_MODE_SAT;
UpdateDialog();
}
void CTerrainDialog::OnForceVisible() {
for (int i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
int c = Terrain_seg[i].flags & TF_INVISIBLE;
if (c) {
Terrain_seg[i].flags &= ~TF_INVISIBLE;
World_changed = 1;
}
}
}
if (World_changed)
GenerateLODDeltas();
}
void CTerrainDialog::OnKillfocusDamagePerSecEdit() {
CEdit *ebox;
char str[20];
float err;
ebox = (CEdit *)GetDlgItem(IDC_DAMAGE_PER_SEC_EDIT);
ebox->GetWindowText(str, 20);
err = atof(str);
if (err < 0)
err = 0;
if (err > 200)
err = 200;
Terrain_sky.damage_per_second = err;
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnKillfocusFogScalarEdit() {
CEdit *ebox;
char str[20];
float err;
ebox = (CEdit *)GetDlgItem(IDC_FOG_SCALAR_EDIT);
ebox->GetWindowText(str, 20);
err = atof(str);
if (err < .2)
err = .2f;
if (err > 1.0)
err = 1.0;
Terrain_sky.fog_scalar = err;
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnRotateStars() {
int c = IsDlgButtonChecked(IDC_ROTATE_STARS);
if (c)
Terrain_sky.flags |= TF_ROTATE_STARS;
else
Terrain_sky.flags &= ~TF_ROTATE_STARS;
TV_changed = 1;
}
void CTerrainDialog::OnRotateSky() {
int c = IsDlgButtonChecked(IDC_ROTATE_SKY);
if (c)
Terrain_sky.flags |= TF_ROTATE_SKY;
else
Terrain_sky.flags &= ~TF_ROTATE_SKY;
TV_changed = 1;
}
void CTerrainDialog::OnKillfocusRotateSpeedEdit() {
CEdit *ebox;
char str[20];
float err;
ebox = (CEdit *)GetDlgItem(IDC_ROTATE_SPEED_EDIT);
ebox->GetWindowText(str, 20);
err = atof(str);
if (err < 0)
err = 0;
if (err > 180)
err = 180;
Terrain_sky.rotate_rate = err;
World_changed = 1;
UpdateDialog();
}
void CTerrainDialog::OnTileMore() {
int i;
uint8_t touched[TERRAIN_TEX_WIDTH * TERRAIN_TEX_DEPTH];
memset(touched, 0, TERRAIN_TEX_WIDTH * TERRAIN_TEX_DEPTH);
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (!touched[Terrain_seg[i].texseg_index]) {
int val = Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation >> 4;
if (val < 8)
val++;
val <<= 4;
Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation &= ~0xF0;
Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation |= val;
touched[Terrain_seg[i].texseg_index] = 1;
}
}
}
World_changed = 1;
TV_changed = 1;
}
void CTerrainDialog::OnTileLess() {
int i;
uint8_t touched[TERRAIN_TEX_WIDTH * TERRAIN_TEX_DEPTH];
memset(touched, 0, TERRAIN_TEX_WIDTH * TERRAIN_TEX_DEPTH);
for (i = 0; i < TERRAIN_WIDTH * TERRAIN_DEPTH; i++) {
if (TerrainSelected[i]) {
if (!touched[Terrain_seg[i].texseg_index]) {
int val = Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation >> 4;
if (val > 1)
val--;
val <<= 4;
Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation &= ~0xF0;
Terrain_tex_seg[Terrain_seg[i].texseg_index].rotation |= val;
touched[Terrain_seg[i].texseg_index] = 1;
}
}
}
World_changed = 1;
TV_changed = 1;
}
#include "TerrainSoundDialog.h"
void CTerrainDialog::OnTerrSound() {
CTerrainSoundDialog dlg;
dlg.DoModal();
}