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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 $
*
* 103 9/24/99 12:01p Samir
* use directinput when -alternatejoy is selected (like 1.0)
*
* 102 8/18/99 12:05p 3dsmax
* Joystick fix (from Samir)
*
* 101 4/29/99 10:01p Samir
* use emulation mode of joystick first.
*
* 100 4/26/99 9:11p Matt
* Use small font instead of old UI font.
*
* 99 4/09/99 12:02p Samir
* joystick changes (Win32 DirectInput support)
*
* 98 3/27/99 7:22p Jeff
* fixed cinematics when going from one cut to another immediatly. Added
* start transition
*
* 97 3/04/99 6:09p Samir
* initialize slowkey for game.
*
* 96 2/27/99 6:24p Sean
* may fix sequencing problems with rendering windows going in and out of
* editor.
*
* 95 2/20/99 3:43a Jeff
* removed useless call to free pilot mission data
*
* 94 2/15/99 7:47p Jeff
* new pilot file class and read/write system checked in...should be more
* robust than old
*
* 93 2/11/99 7:24p Nate
* Added hiding of Dallas when going into game, and restoring of Dallas
* when returning to editor
*
* 92 2/10/99 3:44p Dan
* pause editor while reloading level
*
* 91 2/01/99 10:35a Matt
* Fixed the initial player position in the game when playing from the
* editor.
*
* 90 1/25/99 6:47p Samir
* allow slow keyboard
*
* 89 1/25/99 11:02a Samir
* revamped mouse and key controls.
*
* 88 1/22/99 3:19p Jason
* added 256x256 textures to help with terrain skies
*
* 87 1/19/99 12:14p Matt
* Fixed problem if there was no player object when coming back from the
* game
*
* 86 1/15/99 7:52p Chris
* Updated ObjSetPos() to include a f_update_attach_children flag
*
* 85 1/11/99 11:12a Jeff
* handle untitled levels and scripts
*
* 84 1/08/99 2:56p Samir
* Ripped out OSIRIS1.
*
* 83 1/07/99 12:28p Samir
* Call to InitD3Music added parameter.
*
* 82 12/31/98 7:33p Jeff
* reset osiris timers when going editor->game
*
* 81 12/17/98 12:08p Jeff
* first checkin of new implementation of OSIRIS (old OSIRIS no longer
* works)
*
* 80 12/15/98 4:29p Jeff
* reset pilot mission data when we go to load in a pilot
*
* 79 11/13/98 2:28p Samir
* new music system.
*
* 78 11/06/98 12:45p Chris
*
* 77 11/03/98 6:43p Jeff
* new low-level & high level Force Feedback system implemented, handles
* window losing focus, etc.
*
* 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
*
* 75 10/15/98 1:36p Jeff
* handle the case where the default pilot gets deleted...forcing a new
* pilot to be made
*
* 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.
*
* 73 9/30/98 10:25a Jason
* another attempt to the get the OpenGL window thing working reliably...
*
* 72 9/29/98 6:22p Samir
* this may fix things.
*
* 71 9/24/98 1:13p Samir
* maybe fix weird editor problem.
*
* 70 9/22/98 10:32a Jason
* made preferred renderer default to OpenGL
*
* 69 9/18/98 7:38p Jeff
* creation of low-level forcefeedback and beginning of high-level
* forcefeedback
*
* 68 9/18/98 2:55p Matt
* Fixed bug resetting viewer position when returning to the editor after
* playing from the main menu.
*
* 67 9/18/98 1:27p Jason
* cleaned up renderer initting
*
* 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.
*
* 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.
*
* 64 8/15/98 5:16p Matt
* Added new Base_directory variable. Got rid of D3_LOCAL check and
* 'local directory' registry variable.
*
* 63 8/07/98 2:44p Jeff
* reset player ship permissions when going game->editor
*
* 62 7/28/98 5:40p Samir
* music init and close within editor.
*
* 61 7/08/98 6:27p Samir
* stream library integrated with highlevel sound system.
*
* 60 7/01/98 4:59p Samir
* set mouse mode when entering and leaving game.
*
* 59 6/30/98 4:20p Samir
* added ddio_Close as standalone. ddio_Init will no longer close
* itself.
*
* 58 6/29/98 6:43p Samir
* IO system initializes using Descent object always (especially for
* fullscreen debug!)
*
* 57 6/22/98 12:00p Chris
* Working on sound system to make it in a nice shape.
*
* 56 6/16/98 3:48p Chris
* Updated the sound system and added the start of sound streaming
*
* 55 6/12/98 5:09p Samir
* resize window later.
*
* 54 5/11/98 4:40p Chris
* AI info is now a malloc'ed pointer
*
* 53 5/06/98 4:32p Samir
* moved ui init back to it's proper place.
*
* 52 5/05/98 5:16p Samir
* took out calls to init UI system (that's done now in SetScreenMode)
*
* 51 5/01/98 1:54p Jeff
* sound lib inits before mainmenu when going editor->game
*
* 50 4/21/98 2:29p Matt
* Added mprintf()s
*
* 49 3/20/98 1:20p Jeff
* Save/restore Default_pilot when switching from game<->editor
*
* 48 3/19/98 11:27a Samir
* Better error checking.
*
* 47 3/13/98 5:04p Jason
* fixed problem with preferred renderer
*
* 46 3/13/98 1:22p Jason
* Moved UseHardware flag to the renderer lib where it belongs
*
* 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.
*
* 44 3/10/98 5:16p Samir
* Got debug callbacks working when you hit an Int3.
*
* 43 3/10/98 12:50p Samir
* Initialize NewUI system at startup.
*
* 42 3/06/98 2:22p Samir
* Added fullscreen windowed version.
*
* 41 3/05/98 6:39p Samir
* Initialize ui system with UI_FONT
*
* 40 2/26/98 1:00p Samir
* Hopefully keystrokes only reach the game.
*
* 39 2/23/98 6:48p Samir
* Make sure to initialize new window objects.
*
* 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
*
* 37 2/05/98 2:57p Matt
* Changed code to use ObjSetPos()
*
* 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.
*
* 35 1/06/98 2:44p Jason
* another pass for multiplayer
*
* 34 1/06/98 1:26p Matt
* Cleaned up interfaces to rendering routines, deleted unused code, etc.
*
* 33 1/02/98 6:39p Matt
* Got rid of Render_viewport
*
* 32 1/02/98 5:29p Samir
* Set PROGRAM(editor) to 0 when going to game, and 1 when in editor.
*
* 31 1/02/98 5:32p Chris
* More radical changes to the sound system
*
* 30 12/29/97 5:46p Samir
* Implemented new video and font changes
*
* 29 12/19/97 12:21p Jason
* changes for 2d/3d integration
*
* 28 12/19/97 11:25a Samir
* g3_StartFrame and g3_EndFrame replaced by EditorStartFrame and
* EditorEndFrame
*
* 27 12/18/97 3:49p Jason
* a new first pass at networking!
*
* 26 11/05/97 3:45p Samir
* After ddio_Init, recall InitControls.
*
* 25 10/17/97 5:43p Samir
* Hopefully this fixes things.
*
* 24 10/17/97 5:26p Samir
* Move window after screen res change.
*
* 23 10/17/97 5:18p Samir
* ddio_Init now does mouse opening and closing, where it should be.
*
* 22 10/17/97 4:26p Samir
* More modifications for debug mode.
*
* 21 10/17/97 3:14p Samir
* Hopefully when debugging, you can get back into debugger.
*
* 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.
*
* 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.)
*
* 18 10/16/97 2:31p Samir
* Reinitialize ddio library when going into game.
*
* 17 10/02/97 12:35p Samir
* Free script when loading in GameSave.d3l.
*
* 16 9/05/97 1:25p Samir
* Moved some code to InitThisLevel for game initialization.
*
* 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.)
*
* 14 8/22/97 5:09p Jason
* save/restore game editor view when appropriate
*
* 13 8/12/97 1:13p Chris
* Added AABBs.
*
* 12 8/11/97 5:55p Chris
* Got rid of a Chrishack. :) Added MakeBoa in a correct manner.
*
* 11 8/01/97 11:59a Samir
* Added a preference for debugging in fullscreen.
*
* 10 7/25/97 12:02p Samir
* Funky window resizings gone because we're using the GDI-DirectX
* graphics system for running the game.
*
* 9 7/24/97 6:34p Jeff
* Turned on mouse by default
*
* 8 7/22/97 7:07p Matt
* Cleaned up D3EditState, moving some vars in and some out, and renaming
* and changing a few others
*
* 7 7/15/97 4:57p Mark
* Corrected usage of UseHardware flag
*
* 41 6/16/97 4:46p Samir
* OpenGL works in window too.
*
* 40 6/16/97 2:34p Jason
* added 3dfx support
*
* 39 6/13/97 4:11p Jason
* took out redundant call to rend_Close
*
* 38 6/12/97 6:35p Samir
* Implented new changes to GR system
*
* 37 6/11/97 2:40p Samir
* Adjusted to new gameos system.
*
* 36 6/09/97 4:15p Samir
* Hide cursor while in game.
*
* 35 5/29/97 3:25p Chris
*
* 34 5/27/97 7:23p Matt
* Fixed (hopefully for real this time) the same problem I tried to fix
* last time.
*
* 33 5/27/97 5:41p Jason
* added toggling of opengl renderer
*
* 32 5/27/97 5:22p Matt
* Fixed editor->game->editor code to save & load gamesave.d3l in same
* directory.
*
* 31 5/27/97 4:39p Jason
* changes to support OpenGL
*
* 30 5/22/97 4:03p Samir
* HACK! Assigned hOpenGLWnd.
*
* 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.)
*
* 28 5/15/97 5:14p Matt
* When going from game to editor, set terrain/mine editing based on where
* the player is
*
* 27 5/15/97 3:20p Samir
* Fixed problem with editor being show during gameplay.
*
* 26 5/15/97 2:07p Samir
* minimize editor when going from editor to game.
*
* 25 5/15/97 1:59a Chris
*
* 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.
*
* 23 5/06/97 1:17p Jason
* checked in for matt
*
* 22 5/01/97 6:08p Matt
* When switching between editor & game, save & load level to temp file.
*
* 21 4/24/97 1:33p Chris
* Sound initializations are all now editor friendly. Fullscreen,
* windowed, and editor.
*
* 20 4/23/97 6:06p Jason
* made player ship and weapons work correctly together (first pass)
*
* 19 4/03/97 8:37p Chris
* Added the Main_OS object pass in the sound library
* initialization code.
*
* 18 4/03/97 5:45p Jason
* make player/viewer object switch flags if over terrain
*
* 17 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate 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.
*
* 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.
*
* 15 3/28/97 11:46a Chris
* Make sound code use editor's window handle
*
* 14 3/27/97 10:48a Chris
* Removed some bad code
*
* 13 3/17/97 5:12p Chris
* Allowed new sound code to be demo'ed.
*
* 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.
*
* 11 3/12/97 6:31p Chris
* Added player flight controls while in game
*
* 10 2/28/97 11:03a Samir
* Changes to reflect newer gameos interface.
*
* 9 2/11/97 3:48p Samir
* Added ddio.h
*
* 8 2/11/97 2:45p Samir
* flushed keyboard when entering or leaving game from editor.
*
* 7 2/05/97 12:17p Samir
* Set window size for both fullscreen and windowed versions.
*
* 6 2/04/97 6:23p Samir
* Don't make windowed game window topmost.
*
* 5 2/04/97 5:33p Samir
* Always assert EDITOR_MODE when leaving MainLoop.
*
* 4 2/04/97 5:25p Samir
* Support entering either menu or game from editor.
*
* 3 1/30/97 6:43p Samir
* stupid forgetting an argument
*
* 2 1/30/97 6:21p Samir
* New gameos.h implementation
*
* $NoKeywords: $
*/
#include "stdafx.h"
#include "editor.h"
#include "MainFrm.h"
#include "ui.h"
#include "render.h"
#include "pserror.h"
#include "gr.h"
#include "mono.h"
#include "init.h"
#include "game.h"
#include "descent.h"
#include "Application.h"
#include "AppDatabase.h"
#include "program.h"
#include "ddio.h"
#include "object.h"
#include "slew.h"
#include "hlsoundlib.h" //chrishack
#include "ds3dlib.h" // chrishack
#include "HView.h"
#include "player.h"
#include "loadlevel.h"
#include "renderer.h"
#include "BOA.h"
//@@#include "d3x.h"
//@@#include "d3xdebug.h"
#include "ObjScript.h"
#include "controls.h"
#include "multi.h"
#include "3d.h"
#include "ddvid.h"
#include "gamefont.h"
#include "newui.h"
#include "pilot.h"
#include "streamaudio.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
// ---------------------------------------------------------------------------
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;
static DWORD EditorWndStyle;
static DWORD EditorBackBrush;
static WINDOWPLACEMENT EditorWndPlacement;
static bool Temp_level_saved = 0; // do we have a current temp level saved?
extern bool Disable_editor_rendering;
int Just_returned_from_game = 0;
float Just_returned_time;
// ---------------------------------------------------------------------------
// Prototypes internal
// ---------------------------------------------------------------------------
void GameToEditor(bool); // deinit game, reinit editor
void EditorToGame(); // deinit editor, reinit game
void InitGameEditSystems();
void InitEditGameSystems();
void DeswInitMainWindow(HINSTANCE hinst);
void DeswCloseMainWindow();
LRESULT WINAPI DescentWndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// ---------------------------------------------------------------------------
// Function mode switching functions
// ---------------------------------------------------------------------------
void RunGameFromEditor() {
int game_mode = GetFunctionMode(); // save the mode we're going to (menu or editor_game)
renderer_type old_rend = PreferredRenderer;
// Run the damn game
mprintf(0, "Entering the game...\n");
Editor_active = false;
PROGRAM(editor) = 0;
if (PROGRAM(windowed))
PreferredRenderer = RENDERER_OPENGL;
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!
mprintf(0, "Returning to editor...\n");
}
// 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;
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];
ddio_MakePath(filename, Base_directory_write, "GameSave.D3L", NULL); // make explicit path
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();
// 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);
// close down video system only!
ddvid_Close();
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);
}
// this uses information defined above
io_info.key_emulation = true; //(bool)(FindArg("-slowkey")!=0);
io_info.joy_emulation = (bool)((FindArg("-alternatejoy") == 0) && (FindArg("-directinput") == 0));
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];
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
*/
tLnxAppInfo app_info;
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));
ddio_SetWorkingDir(Base_directory);
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;
Descent = new oeLnxApplication(flags);
Descent->init();
set_size = true;
Descent->get_info(&app_info);
// TODO: retrieve hwnd from SDL window handle
// hGameWnd = app_info.hwnd;
// SetForegroundWindow((HWND)hGameWnd);
Saved_editor_app->defer();
Descent->defer();
// Initialize graphics and sound this must be done after initialization of new window and
// after deferring to OS.
if (!ddvid_Init(Descent, subsystem))
Error("Graphics initialization failed.\n");
} else if (D3EditState.fullscreen_debug_state) {
CMenu *menu = theApp.main_frame->GetMenu();
hEditorMenu = menu->m_hMenu;
theApp.main_frame->SetMenu(NULL);
flags = OEAPP_FULLSCREEN;
Descent = new oeLnxApplication(flags);
Descent->init();
set_size = true;
Descent->get_info(&app_info);
// TODO: get hwnd from SDL Window
// hGameWnd = app_info.hwnd;
// SetForegroundWindow((HWND)hGameWnd);
Saved_editor_app->defer();
Descent->defer();
// Initialize graphics and sound this must be done after initialization of new window and
// after deferring to OS.
if (!ddvid_Init(Saved_editor_app, subsystem))
Error("Graphics initialization failed.\n");
// 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 graphics and sound this must be done after initialization of new window and
// after deferring to OS.
if (!ddvid_Init(Descent, subsystem))
Error("Graphics initialization failed.\n");
}
// Initialize IO System for child window
io_info.obj = Descent;
io_info.key_emulation = true; //(bool)(FindArg("-slowkey")!=0);
io_info.joy_emulation = (bool)((FindArg("-alternatejoy") == 0) && (FindArg("-directinput") == 0));
ddio_Init(&io_info);
// Init force feedback
ForceInit();
// Create game screen and clear it.
ddvid_SetVideoHandle(hGameWnd);
// Initialize everything else.
InitEditGameSystems();
// maybe we should CLEAR HERE
if (set_size) {
((oeLnxApplication *)Descent)->set_sizepos(0, 0, 640, 480);
}
Just_returned_from_game = 1;
Just_returned_time = timer_GetTime();
// if (D3EditState.fullscreen_debug_state)
// theApp.main_frame->MoveWindow(-50,-50,20,20);
}
void InitEditGameSystems() {
tUIInitInfo uiinit;
#if defined(RELEASE)
SetDebugBreakHandlers(NULL, NULL);
#else
SetDebugBreakHandlers(D3DebugStopHandler, D3DebugResumeHandler);
#endif
Descent->set_defer_handler(D3DeferHandler);
LoadAllFonts();
InitControls();
ddio_KeyFlush();
ddio_MouseMode(MOUSE_EXCLUSIVE_MODE);
// Sound initialization
InitD3Music(FindArg("-nomusic") ? false : true);
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 {
strcpy(Default_pilot, " ");
Current_pilot.set_filename("");
}
}
void InitGameEditSystems() {
// UnLoad the pilot and fill in the default
char p_fname[_MAX_FNAME];
Current_pilot.get_filename(p_fname);
if (p_fname[0] != '\0')
strcpy(Default_pilot, p_fname);
else
strcpy(Default_pilot, " ");
// reset ship permissions
PlayerResetShipPermissions(-1, true);
CloseControls();
ddio_KeyFlush();
ddio_MouseMode(MOUSE_STANDARD_MODE);
// Sound initialization for editor
InitD3Music(FindArg("-nomusic") ? false : true);
Sound_system.InitSoundLib(Descent, Sound_mixer, Sound_quality, false);
NewUIClose();
ui_Close();
SetDebugBreakHandlers(NULL, NULL);
}
// THESE FUNCTIONS DEAL WITH INTERFACING EDITOR AND GAME 3D system
static grViewport *Editor_g3_vp = NULL;
void StartEditorFrame(grViewport *vp, vector *viewer_eye, matrix *viewer_orient, float zoom) {
grSurface *surf;
ASSERT(vp != NULL);
Editor_g3_vp = vp;
surf = Editor_g3_vp->lock();
if (!surf)
Int3(); // This surface should be locked. bad?
rend_StartFrame(0, 0, surf->width(), surf->height());
g3_StartFrame(viewer_eye, viewer_orient, zoom);
}
void EndEditorFrame() {
Editor_g3_vp->unlock();
Editor_g3_vp = NULL;
g3_EndFrame();
rend_EndFrame();
}
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