mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 04:52:16 +00:00
4dba12a5d3
Engine stuff: * Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never draw completely black objects (currently only implemented for Polymost) Mapster32: * Add 'r_shadescale' to config * In 3D mode, make SPACE behave the same as holding down a mose button: the currently pointed-at object is locked. Required some modification of a.m32 to play well (i.e. not reset SPACE). This is useful by itself but more so in conjunction with the next point * make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall, move the other side's sector's ceiling or floor (only this is new). * Auto-alignment of walls can be controlled in a finer grained fashion now: When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for the old behaviour. * When inserting a point in 2D mode, auto-align the neighboring wall git-svn-id: https://svn.eduke32.com/eduke32@1848 1a8010ca-5511-0410-912e-c29ae57300e0
216 lines
6.3 KiB
C
216 lines
6.3 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include "compat.h"
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#define TICSPERFRAME 3
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// #define VULGARITY
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const char *defsfilename = "duke3d.def";
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extern char keystatus[];
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extern int32_t horiz, qsetmode;
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extern vec3_t pos;
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extern int16_t ang, cursectnum;
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extern int16_t ceilingheinum, floorheinum;
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extern char names[MAXTILES][25];
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extern int32_t ydim16, xdimgame, ydimgame, bppgame, xdim2d, ydim2d;
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extern int16_t editstatus, searchit;
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extern int32_t searchx, searchy, osearchx, osearchy; //search input
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#define COLOR_RED 248
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#define COLOR_WHITE 31
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//#define NUMOPTIONS 9
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//char option[NUMOPTIONS] = {0,0,0,0,0,0,1,0,0};
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uint8_t default_buildkeys[NUMBUILDKEYS] =
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{
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0xc8,0xd0,0xcb,0xcd,0x2a,0x9d,0x1d,0x39,
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0x1e,0x2c,0xd1,0xc9,0x47,0x49,
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0x9c,0x1c,0xd,0xc,0xf,0x29
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};
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int32_t nextvoxid = 0;
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extern int32_t whitecol;
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extern char vgapal16[4*256];
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extern char changechar(char dachar, int32_t dadir, char smooshyalign, char boundcheck);
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extern void updatenumsprites(void);
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extern int32_t lastpm16time, synctics;
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extern int32_t halfxdim16, midydim16, zoom;
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static char autospritehelp=0,autosecthelp=0;
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//int16_t MinRate=24, MinD=3;
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//int32_t xoldtimerhandler;
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static int32_t lastmessagetime=-1;
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static char tempbuf[1024];
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static int32_t numsprite[MAXTILES], multisprite[MAXTILES];
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static char lo[64];
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static char levelname[BMAX_PATH];
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static int16_t curwall=0, curwallnum=0;
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static int16_t /*cursearchsprite=0,*/ cursearchspritenum=0, cursector_lotag=0, cursectornum=0;
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static int16_t search_lotag=0,search_hitag=0;
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static char wallsprite=0;
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static char helpon=0;
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//static char onwater=0;
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static uint8_t onnames=4, usedcount=1;
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static int16_t cursprite;
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int32_t mousxplc, mousyplc;
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static int32_t ppointhighlight;
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//static int32_t counter=0;
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static uint8_t nosprites=0,purpleon=0,skill=4;
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static uint8_t framerateon=1,shadepreview=0;
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int32_t autosave=180;
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static int32_t autosavetimer;
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extern int32_t vel, svel, hvel, angvel;
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static void SearchSectors(int32_t dir);
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static inline void SpriteName(int16_t spritenum, char *lo2);
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//static void PrintStatus(const char *string,int32_t num,char x,char y,char color);
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void SetBOSS1Palette();
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void SetSLIMEPalette();
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void SetWATERPalette();
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void SetGAMEPalette();
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extern int32_t grid, autogrid;
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static void EditSpriteData(int16_t spritenum);
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static void EditWallData(int16_t wallnum);
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static void EditSectorData(int16_t sectnum);
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static void FuncMenu(void);
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#define BASEPALCOUNT 7
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static uint8_t GAMEpalette[768], WATERpalette[768], SLIMEpalette[768], TITLEpalette[768];
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static uint8_t REALMSpalette[768], BOSS1palette[768];
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uint8_t *basepaltable[BASEPALCOUNT] = { palette, WATERpalette, SLIMEpalette, TITLEpalette, REALMSpalette, BOSS1palette, GAMEpalette };
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static char num_tables;
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static int32_t updownunits=1024;
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extern int16_t highlightsector[MAXSECTORS], highlightsectorcnt;
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extern int16_t highlight[MAXWALLS];
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extern int16_t pointhighlight, linehighlight, highlightcnt;
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extern int16_t asksave;
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static char getmessage[162], getmessageleng;
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static int32_t getmessagetimeoff; //, charsperline;
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extern int32_t startposx, startposy, startposz;
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extern int16_t startang, startsectnum;
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extern int32_t numsprites;
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extern int32_t showfirstwall;
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extern char spritecol2d[MAXTILES][2];
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extern char custom2dcolors;
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//int32_t intro=0;
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extern int32_t ydim16, halfxdim16, midydim16, zoom;
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extern intptr_t frameplace;
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//extern char pow2char[8];
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static int32_t acurpalette=0;
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extern int32_t checksectorpointer(int16_t i, int16_t sectnum);
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extern double msens;
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//void ContextHelp(int16_t spritenum);
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//void ResetKeys();
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extern void fixspritesectors(void);
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//#define KEY_PRESSED(sc) KB_KeyPressed((sc))
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// This table defines the various zoom levels, the numbers being the pixel width
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// and height of the sprite when plotted on the screen. Probably zooms in too far
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// for some, but I'm a blind old git :-(
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#define FUCKING_GOOD_EYESIGHT 16
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static const int32_t ZoomToThumbSize[] =
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{
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FUCKING_GOOD_EYESIGHT, 32, 64, 128, 192, 256, 384, 512
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};
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#define NUM_ZOOMS (sizeof(ZoomToThumbSize)/sizeof(ZoomToThumbSize[0]))
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#define INITIAL_ZOOM 2
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typedef struct
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{
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int32_t *pIds; // ptr to list of tile Ids
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int32_t nIds; // num of tile ids
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char *szText; // description to present to user.
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char key1; // key1 and key2 are two alternative keypresses used to
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char key2; // select tile set. Bodge to do eary upper/lower case handling
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char color1; // 2d sprite color 1
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char color2; // 2d sprite color 2
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} TileGroup;
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#define MAX_TILE_GROUPS 32
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#define MAX_TILE_GROUP_ENTRIES 1024
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static TileGroup s_TileGroups[MAX_TILE_GROUPS];
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static int32_t tilegroupItems;
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static int32_t tilegroupActors;
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static int32_t tile_groups = 0;
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#define NUMPRINTABLES 94
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#define MAX_ALPHABETS 32
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// alphabet definitions struct for the sprite text renderer
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typedef struct
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{
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int16_t pic[NUMPRINTABLES]; // maps printable ASCII chars to tilenums
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int8_t xofs[NUMPRINTABLES]; // additional offset
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int8_t yofs[NUMPRINTABLES];
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} alphabet_t;
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static alphabet_t alphabets[MAX_ALPHABETS];
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static int32_t numalphabets = 0;
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#define FIRST_USER_ART_TILE 3584
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// Some atomic tiles are sprinkled in the V1.3d's area but
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// this is where the main atomic tiles start :-
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#define FIRST_ATOMIC_TILE 4096
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#define FIRST_EXTENDED_TILE 6144
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#define SECOND_EXTENDED_TILE 9216
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extern int16_t localartfreq[MAXTILES];
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extern int16_t localartlookup[MAXTILES], localartlookupnum;
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extern int32_t lockclock;
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extern void clearkeys(void);
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static int32_t gs_spriteTagValue[3][7];
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static char gs_spriteTagInterested[3][7];
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static int16_t gs_cursprite=-1;
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int32_t g_musicSize=0;
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