/* * 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 . */ /* ObjectClipboard.cpp This file contains the cut,copy,paste, and delete routines used when you right click in the view */ #include "stdafx.h" #include "TextureGrWnd.h" #include "editor.h" #include "render.h" #include "manage.h" #include "gr.h" #include "gameloop.h" #include "descent.h" #include "terrain.h" #include "HTexture.h" #include "terraindialog.h" #include "room.h" #include #include #include "mono.h" #include "3d.h" #include "gr.h" #include "gamepath.h" #include "ObjectClipboard.h" #include "HObject.h" object ClipBoardObject; bool ObjectInBuffer; // Returns the number if OBJ_PLAYER in the Objects list int GetNumberPlayerObjs() { int count; int i; count=0; for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type==OBJ_PLAYER) count++; } mprintf((0,"GetNumberPlayerObjs returns %d\n",count)); return count; } //Makes a copy of the current object to the clipboard object, then deletes this object //Returns true on success bool ObjectCut() { mprintf((0,"ObjectCut()\n")); if(Cur_object_index!=-1) { int objnum=Cur_object_index; int num_player_objects=GetNumberPlayerObjs(); if((num_player_objects==1) && Objects[objnum].type==OBJ_PLAYER) { mprintf((0,"Oops, Can't delete the only player...sorry\n")); return false; } mprintf((0,"Attempting to cut object #%d into buffer...",objnum)); memcpy(&ClipBoardObject,&Objects[objnum],sizeof(object)); mprintf((0,"Done!\n")); ObjectInBuffer=true; HObjectDelete(); return true; } return false; } //Makes a copy of the current object to the clipboard object //Returns true on success bool ObjectCopy() { mprintf((0,"ObjectCopy()\n")); if(Cur_object_index!=-1) { int objnum=Cur_object_index; mprintf((0,"Attempting to copy object #%d into buffer...",objnum)); memcpy(&ClipBoardObject,&Objects[objnum],sizeof(object)); mprintf((0,"Done!\n")); ObjectInBuffer=true; return true; } return false; } //Just deletes the current object //Returns true on success bool ObjectDelete() { mprintf((0,"ObjectDelete()\n")); if(Cur_object_index!=-1) { int objnum=Cur_object_index; int num_player_objects=GetNumberPlayerObjs(); if((num_player_objects==1) && Objects[objnum].type==OBJ_PLAYER) { mprintf((0,"Oops, Can't delete the only player...sorry\n")); return false; } HObjectDelete(); return true; } return false; } //Pastes the object in the Clipboard to the middle of the current segment //Returns true on success bool ObjectPaste() { mprintf((0,"ObjectPaste()\n")); Int3(); //I'm not so sure about this routine -- by copying everything over, it may copy //some data it shouldn't, such as script info. if(!ObjectInBuffer) return false; short next,prev; int roomnum; vector pos; matrix orient; vector last_pos; float creation_time; int handle; if(!HObjectPlace(ClipBoardObject.type,ClipBoardObject.id)) { return false; } mprintf((0,"Saving data...\n")); handle=Objects[Cur_object_index].handle; next=Objects[Cur_object_index].next; prev=Objects[Cur_object_index].prev; roomnum=Objects[Cur_object_index].roomnum; pos=Objects[Cur_object_index].pos; orient=Objects[Cur_object_index].orient; last_pos=Objects[Cur_object_index].last_pos; creation_time=Objects[Cur_object_index].creation_time; mprintf((0,"Overwriting with buffer data\n")); memcpy(&Objects[Cur_object_index],&ClipBoardObject,sizeof(object)); mprintf((0,"Restoring data...\n")); Objects[Cur_object_index].handle=handle; Objects[Cur_object_index].next=next; Objects[Cur_object_index].prev=prev; Objects[Cur_object_index].roomnum=roomnum; Objects[Cur_object_index].pos=pos; ObjSetOrient(&Objects[Cur_object_index], &orient); Objects[Cur_object_index].last_pos=last_pos; Objects[Cur_object_index].creation_time=creation_time; return true; }