mirror of
https://github.com/kevinbentley/Descent3.git
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167 lines
4.6 KiB
C++
167 lines
4.6 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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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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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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mprintf(0, "ObjectCut()\n");
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if (Cur_object_index != -1) {
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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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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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mprintf(0, "ObjectCopy()\n");
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if (Cur_object_index != -1) {
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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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mprintf(0, "ObjectDelete()\n");
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if (Cur_object_index != -1) {
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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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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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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)
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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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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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