File: ObjectClipboard.cpp

package info (click to toggle)
descent3 1.5.0%2Bds-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid
  • size: 35,256 kB
  • sloc: cpp: 416,147; ansic: 3,233; sh: 10; makefile: 8
file content (166 lines) | stat: -rw-r--r-- 4,757 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
/*
* 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;
}