Descent3/editor/EDVARS.cpp
2024-06-15 20:12:48 +02:00

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/*
* 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 ---
* $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;