/*
* 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 ---
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;
int16_t 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;
}