/* * 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 . --- HISTORICAL COMMENTS FOLLOW --- * $Logfile: /DescentIII/Main/editor/EDVARS.cpp $ * $Revision: 1.1.1.1 $ * $Date: 2003-08-26 03:57:38 $ * $Author: kevinb $ * * Misc. variables for the editor * * $Log: not supported by cvs2svn $ * * 22 9/04/98 12:29p Matt * Added marked edge & vertex in the editor * * 21 6/17/98 12:30p Samir * don't draw wireframe when moving an object. * * 20 6/09/98 6:11p Matt * Removed unused variable * * 19 1/26/98 4:33p Samir * Added ability to copy object ids. * * 18 1/21/98 12:32p Matt * Revamped viewer system * * 17 1/02/98 6:38p Matt * Got rid of Render_viewport * * 16 12/29/97 5:45p Samir * Adder reference to Render viewport. * * 15 12/02/97 5:30p Samir * New file dialog interface implemented. * * 14 12/02/97 4:43p Samir * Repaired EDVARS.cpp * * 13 12/01/97 6:06p Samir * Implemented new FileDialog tracker system. * * 12 9/17/97 1:01p Matt * Ripped out segment code * * 11 9/17/97 11:16a Matt * Ripped out segment code * * 10 9/11/97 5:38p Jason * initial door coding for room engine * * 9 9/06/97 3:16p Matt * Added current portal system * * 8 9/04/97 4:39p Matt * Added includes needed as a result of removing includes from d3edit.h * * 7 8/29/97 5:23p Matt * Added Placed_group * * 6 8/18/97 6:59p Matt * Implemented Place Room/Attach room system * * 5 7/22/97 7:07p Matt * Cleaned up D3EditState, moving some vars in and some out, and renaming * and changing a few others * * 4 !/97 7:21p Matt * Added var for current level script * * 13 4/02/97 8:07p Matt * Added variable & button to toggle object move state * * 12 4/02/97 3:25p Jason * got rid of WV_changed and made TV_changed update the textured view and * flag "World_changed" * * 11 3/31/97 5:57p Matt * Revamped mine update flags * * 10 3/31/97 3:47p Matt * Added code to keep track of, render, and display current vertex. * * 9 3/17/97 12:24a Matt * Added warning segs list * * 8 3/12/97 3:27p Matt * Added scrap buffer * * 7 3/11/97 2:54p Samir * Add some vars useful for rotation of segments. * * 6 2/28/97 6:37p Matt * Added variable & toggle button for box selection mode * * 5 2/28/97 12:11p Matt * Added vars for selected seg list * * 4 2/24/97 5:51p Matt * Added vars for Markedsegp & Markedside * * 3 2/10/97 5:36p Matt * Added a couple more vars * * 2 2/07/97 6:01p Matt * Added Mine_changed * */ #include "d3edit.h" #include "room.h" // Current room, face, edge, & vert. room *Curroomp = NULL; int Curface = 0, Curedge = 0, Curvert = 0, Curportal = -1; // Marked room & face room *Markedroomp = NULL; int Markedface = 0, Markededge = 0, Markedvert = 0; // Placed room info int Placed_door = -1; int Placed_room = -1; group *Placed_group = NULL; int Placed_room_face; float Placed_room_angle; vector Placed_room_origin; matrix Placed_room_orient; matrix Placed_room_rotmat; vector Placed_room_attachpoint; room *Placed_baseroomp; int Placed_baseface; // flags for the wireframe and textured views changed int TV_changed = 1; // Set this flag if a new world is loaded/created int New_mine = 1; // init to 1 for initial redraw // Set this when the mine has changed int World_changed = 0; // Set this when the editor state (but not the world itself) has changed int State_changed = 0; // Set this when the viewer (i.e., player) has moved int Viewer_moved = 0; // Set this when the editor viewpoint has changed int Edview_changed = 0; // Set this when an object has moved int Object_moved = 0; // Vars for the list of selected rooms int N_selected_rooms = 0; int Selected_rooms[MAX_ROOMS]; // Flag for if mine has changed (& thus needs to be saved) int Mine_changed; // Current object int Cur_object_index = 0; // How does object movement work? int Object_move_mode = REL_OBJECT; // The scrap buffer group *Scrap = NULL; // Pointer to the scripts for this level char *Current_level_script = NULL; // What mode we're currently in int Editor_view_mode = VM_MINE; // The ID of the most recent viewer object (not counting room view) int Editor_viewer_id = -1; // current directories for a number of file dialogs char Current_files_dir[_MAX_PATH] = ""; char Current_bitmap_dir[_MAX_PATH] = ""; char Current_room_dir[_MAX_PATH] = ""; char Current_scrap_dir[_MAX_PATH] = ""; char Current_model_dir[_MAX_PATH] = ""; char Current_sounds_dir[_MAX_PATH] = ""; char Current_weapon_dir[_MAX_PATH] = ""; // Object ID clipboard int Copied_object_id = 0;