mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
185 lines
4.4 KiB
C++
185 lines
4.4 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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ObjectClipboard.cpp
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This file contains the cut,copy,paste, and delete routines used when you right click in the view
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*/
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#include "stdafx.h"
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#include "TextureGrWnd.h"
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#include "editor.h"
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#include "render.h"
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#include "manage.h"
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#include "gr.h"
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#include "gameloop.h"
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#include "descent.h"
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#include "terrain.h"
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#include "HTexture.h"
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#include "terraindialog.h"
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#include "room.h"
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#include <string.h>
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#include <assert.h>
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#include "mono.h"
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#include "3d.h"
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#include "gr.h"
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#include "gamepath.h"
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#include "ObjectClipboard.h"
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#include "HObject.h"
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object ClipBoardObject;
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bool ObjectInBuffer;
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// Returns the number if OBJ_PLAYER in the Objects list
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int GetNumberPlayerObjs()
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{
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int count;
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int i;
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count=0;
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for (i=0;i<=Highest_object_index;i++)
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{
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if (Objects[i].type==OBJ_PLAYER)
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count++;
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}
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mprintf((0,"GetNumberPlayerObjs returns %d\n",count));
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return count;
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}
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//Makes a copy of the current object to the clipboard object, then deletes this object
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//Returns true on success
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bool ObjectCut()
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{
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mprintf((0,"ObjectCut()\n"));
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if(Cur_object_index!=-1)
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{
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int objnum=Cur_object_index;
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int num_player_objects=GetNumberPlayerObjs();
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if((num_player_objects==1) && Objects[objnum].type==OBJ_PLAYER)
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{
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mprintf((0,"Oops, Can't delete the only player...sorry\n"));
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return false;
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}
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mprintf((0,"Attempting to cut object #%d into buffer...",objnum));
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memcpy(&ClipBoardObject,&Objects[objnum],sizeof(object));
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mprintf((0,"Done!\n"));
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ObjectInBuffer=true;
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HObjectDelete();
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return true;
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}
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return false;
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}
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//Makes a copy of the current object to the clipboard object
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//Returns true on success
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bool ObjectCopy()
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{
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mprintf((0,"ObjectCopy()\n"));
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if(Cur_object_index!=-1)
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{
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int objnum=Cur_object_index;
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mprintf((0,"Attempting to copy object #%d into buffer...",objnum));
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memcpy(&ClipBoardObject,&Objects[objnum],sizeof(object));
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mprintf((0,"Done!\n"));
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ObjectInBuffer=true;
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return true;
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}
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return false;
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}
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//Just deletes the current object
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//Returns true on success
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bool ObjectDelete()
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{
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mprintf((0,"ObjectDelete()\n"));
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if(Cur_object_index!=-1)
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{
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int objnum=Cur_object_index;
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int num_player_objects=GetNumberPlayerObjs();
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if((num_player_objects==1) && Objects[objnum].type==OBJ_PLAYER)
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{
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mprintf((0,"Oops, Can't delete the only player...sorry\n"));
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return false;
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}
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HObjectDelete();
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return true;
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}
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return false;
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}
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//Pastes the object in the Clipboard to the middle of the current segment
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//Returns true on success
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bool ObjectPaste()
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{
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mprintf((0,"ObjectPaste()\n"));
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Int3(); //I'm not so sure about this routine -- by copying everything over, it may copy
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//some data it shouldn't, such as script info.
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if(!ObjectInBuffer) return false;
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int16_t next,prev;
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int roomnum;
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vector pos;
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matrix orient;
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vector last_pos;
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float creation_time;
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int handle;
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if(!HObjectPlace(ClipBoardObject.type,ClipBoardObject.id))
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{
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return false;
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}
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mprintf((0,"Saving data...\n"));
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handle=Objects[Cur_object_index].handle;
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next=Objects[Cur_object_index].next;
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prev=Objects[Cur_object_index].prev;
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roomnum=Objects[Cur_object_index].roomnum;
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pos=Objects[Cur_object_index].pos;
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orient=Objects[Cur_object_index].orient;
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last_pos=Objects[Cur_object_index].last_pos;
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creation_time=Objects[Cur_object_index].creation_time;
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mprintf((0,"Overwriting with buffer data\n"));
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memcpy(&Objects[Cur_object_index],&ClipBoardObject,sizeof(object));
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mprintf((0,"Restoring data...\n"));
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Objects[Cur_object_index].handle=handle;
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Objects[Cur_object_index].next=next;
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Objects[Cur_object_index].prev=prev;
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Objects[Cur_object_index].roomnum=roomnum;
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Objects[Cur_object_index].pos=pos;
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ObjSetOrient(&Objects[Cur_object_index], &orient);
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Objects[Cur_object_index].last_pos=last_pos;
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Objects[Cur_object_index].creation_time=creation_time;
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return true;
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}
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