Descent3/legacy/editor/ObjectClipboard.cpp
2024-05-24 20:57:17 -04:00

185 lines
4.4 KiB
C++

/*
* 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 ---
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 <string.h>
#include <assert.h>
#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;
}