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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
465
Code/Tools/LevelEdit/UndoMgr.cpp
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465
Code/Tools/LevelEdit/UndoMgr.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/UndoMgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 4/19/01 11:34a $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "undomgr.h"
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#include "utils.h"
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#include "nodemgr.h"
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#include "node.h"
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#include "leveleditdoc.h"
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#include "leveleditview.h"
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#include "mover.h"
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#include "zonenode.h"
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#include "damagezonenode.h"
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////////////////////////////////////////////////////////////////////////////////////
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//
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// Local constants
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//
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////////////////////////////////////////////////////////////////////////////////////
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const LPCTSTR OPERATION_NAMES[OPERATION_COUNT] =
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{
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"Move",
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"Rotate",
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"Delete",
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"Resize"
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};
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//**************************************************************************************************************//
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//
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// Start of UndoMgrClass
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//
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//**************************************************************************************************************//
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///////////////////////////////////////////////////////////
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//
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// Free_Buffer_List
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//
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///////////////////////////////////////////////////////////
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void
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UndoMgrClass::Free_Buffer_List (void)
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{
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// Free each buffer in our array
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for (int index = 0; index < m_iCurrentBuffer; index ++) {
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SAFE_DELETE (m_pBuffers[index]);
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}
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// Reset the current index
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m_iCurrentBuffer = 0;
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return ;
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}
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///////////////////////////////////////////////////////////
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//
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// Begin_Operation
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//
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///////////////////////////////////////////////////////////
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void
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UndoMgrClass::Begin_Operation
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(
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OPERATION_TYPE type,
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const NODE_LIST &nodes_affected
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)
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{
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UndoBufferClass *pbuffer = new UndoBufferClass;
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ASSERT (pbuffer != NULL);
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if (pbuffer != NULL) {
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// Pass the identifcation information onto the new buffer
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pbuffer->Set_Operation_Type (type);
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pbuffer->Set_ID (m_dwNextOperationID++);
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// Capture the current state of the world in the buffer
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switch (type)
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{
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case OPERATION_MOVE:
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case OPERATION_ROTATE:
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{
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// Record the positions and orientations of the nodes
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pbuffer->Capture_Position (nodes_affected);
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}
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break;
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case OPERATION_DELETE:
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{
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// Make 'backups' of the node that will be deleted
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pbuffer->Capture_Existence (nodes_affected);
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}
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break;
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case OPERATION_RESIZE:
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{
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// Record the width, height, and depth of the nodes
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pbuffer->Capture_Dimensions (nodes_affected);
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}
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break;
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}
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// Push this undo buffer onto the end of our 'stack'
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Push_Buffer (pbuffer);
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}
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return ;
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}
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///////////////////////////////////////////////////////////
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//
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// Push_Buffer
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//
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///////////////////////////////////////////////////////////
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void
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UndoMgrClass::Push_Buffer (UndoBufferClass *pbuffer)
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{
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// Param OK?
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ASSERT (pbuffer != NULL);
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if (pbuffer != NULL) {
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// Can we just add the buffer onto the end of the array?
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if (m_iCurrentBuffer < UNDO_LEVELS) {
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m_pBuffers[m_iCurrentBuffer++] = pbuffer;
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} else {
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// Push the first entry off the list and move everything else down a position
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SAFE_DELETE (m_pBuffers[0]);
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::memmove (&m_pBuffers[0], &m_pBuffers[1], sizeof (UndoBufferClass *) * (UNDO_LEVELS - 1));
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// Now simply add the buffer to the end of the array
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m_iCurrentBuffer = UNDO_LEVELS;
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m_pBuffers[m_iCurrentBuffer-1] = pbuffer;
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////
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//
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// Get_Next_Undo_Name
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//
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//////////////////////////////////////////////////////////
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LPCTSTR
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UndoMgrClass::Get_Next_Undo_Name (void) const
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{
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LPCTSTR pundo_name = NULL;
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// If we have an undo stack, then return the name of the topmost buffer
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if (m_iCurrentBuffer > 0) {
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pundo_name = m_pBuffers[m_iCurrentBuffer - 1]->Get_Operation_Name ();
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}
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// Return the undo name
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return pundo_name;
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}
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//////////////////////////////////////////////////////////
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//
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// Perform_Undo
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//
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//////////////////////////////////////////////////////////
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void
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UndoMgrClass::Perform_Undo (int ilevels)
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{
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// Loop through the undo levels and restore the world state at each...
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int imin_index = ::max((m_iCurrentBuffer - ilevels), 0);
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for (int index = (m_iCurrentBuffer - 1); index >= imin_index; index --) {
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// Undo this level
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m_pBuffers[index]->Restore_State ();
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SAFE_DELETE (m_pBuffers[index]);
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m_iCurrentBuffer --;
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}
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return ;
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}
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//**************************************************************************************************************//
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//
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// End of UndoMgrClass
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//
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//**************************************************************************************************************//
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//**************************************************************************************************************//
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//
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// Start of UndoBufferClass
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//
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//**************************************************************************************************************//
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//////////////////////////////////////////////////////////
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//
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// operator=
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//
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//////////////////////////////////////////////////////////
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const UndoBufferClass::NodeStateClass &
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UndoBufferClass::NodeStateClass::operator= (const NodeStateClass &src)
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{
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MEMBER_ADD (node_ptr, src.node_ptr);
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transform = src.transform;
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dimensions = src.dimensions;
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return *this;
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}
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//////////////////////////////////////////////////////////
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//
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// ~NodeStateClass
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//
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//////////////////////////////////////////////////////////
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UndoBufferClass::NodeStateClass::~NodeStateClass (void)
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{
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MEMBER_RELEASE (node_ptr);
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return ;
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}
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//////////////////////////////////////////////////////////
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//
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// Capture_Dimensions
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//
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//////////////////////////////////////////////////////////
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void
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UndoBufferClass::Capture_Dimensions (const NODE_LIST &node_list)
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{
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// Loop through all the nodes in the list and copy their dimensions
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for (int index = 0; index < node_list.Count (); index ++) {
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NodeClass *node = node_list[index];
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if (node != NULL) {
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//
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// This operation only applies to zones. Is this a zone?
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//
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if ( node->Get_Type () == NODE_TYPE_ZONE ||
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node->Get_Type () == NODE_TYPE_DAMAGE_ZONE)
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{
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Box3DClass *box = NULL;
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if (node->Get_Type () == NODE_TYPE_ZONE) {
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ZoneNodeClass *zone = (ZoneNodeClass *)node;
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box = zone->Get_Box ();
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} else {
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DamageZoneNodeClass *zone = (DamageZoneNodeClass *)node;
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box = zone->Get_Box ();
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}
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//
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// Copy the node's dimensions
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//
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NodeStateClass state;
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MEMBER_ADD (state.node_ptr, node);
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state.dimensions = box->Get_Dimensions ();
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state.transform = node->Get_Transform ();
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//
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// Add this state information to our list
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//
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m_StateList.Add (state);
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}
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////
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//
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// Capture_Existence
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//
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//////////////////////////////////////////////////////////
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void
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UndoBufferClass::Capture_Existence (const NODE_LIST &node_list)
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{
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// Loop through all the nodes in the list and copy their pointers
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for (int index = 0; index < node_list.Count (); index ++) {
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NodeClass *node = node_list[index];
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if (node != NULL && node->Get_Type () != NODE_TYPE_WAYPOINT) {
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// Store this node in our state manager
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NodeStateClass state;
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MEMBER_ADD (state.node_ptr, node);
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// Add this state information to our list
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m_StateList.Add (state);
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////
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//
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// Capture_Position
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//
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//////////////////////////////////////////////////////////
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void
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UndoBufferClass::Capture_Position (const NODE_LIST &node_list)
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{
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// Loop through all the nodes in the list and copy their position information
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for (int index = 0; index < node_list.Count (); index ++) {
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NodeClass *node = node_list[index];
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if (node != NULL) {
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// Copy the node's state information
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NodeStateClass state;
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MEMBER_ADD (state.node_ptr, node);
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state.transform = node->Get_Transform ();
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// Add this state information to our list
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m_StateList.Add (state);
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////
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//
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// Restore_State
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//
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//////////////////////////////////////////////////////////
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void
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UndoBufferClass::Restore_State (void)
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{
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// Turn painting off
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CLevelEditView::Allow_Repaint (false);
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//
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// Loop through all the entries in our state list,
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// and restore their state
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//
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for (int index = 0; index < m_StateList.Count (); index ++) {
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// Alias the state structure
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NodeStateClass &state = m_StateList[index];
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// What type of undo operation is this?
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switch (m_Type)
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{
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case OPERATION_MOVE:
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case OPERATION_ROTATE:
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{
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//
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// Reset this node's position and orientation
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//
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if (state.node_ptr != NULL) {
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state.node_ptr->Set_Transform (state.transform);
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}
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}
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break;
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case OPERATION_RESIZE:
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{
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NodeClass *node = state.node_ptr;
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ASSERT (node != NULL);
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//
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// This operation only applies to zones, so if
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// this node is a zone, then resize it.
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//
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if ( node->Get_Type () == NODE_TYPE_ZONE ||
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node->Get_Type () == NODE_TYPE_DAMAGE_ZONE)
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{
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Box3DClass *box = NULL;
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if (node->Get_Type () == NODE_TYPE_ZONE) {
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ZoneNodeClass *zone = (ZoneNodeClass *)node;
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box = zone->Get_Box ();
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} else {
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DamageZoneNodeClass *zone = (DamageZoneNodeClass *)node;
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box = zone->Get_Box ();
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}
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ASSERT (box != NULL);
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box->Set_Dimensions (state.dimensions);
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node->Set_Transform (state.transform);
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}
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}
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break;
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case OPERATION_DELETE:
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{
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// Add the 'deleted' node back into the world
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ASSERT (state.node_ptr != NULL);
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if (state.node_ptr != NULL) {
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::Get_Scene_Editor ()->Add_Node (state.node_ptr);
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state.node_ptr->On_Restore ();
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state.node_ptr->Hide (false);
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}
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}
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break;
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}
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}
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// Ensure the main view is updated
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::Refresh_Main_View ();
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// Turn painting back on
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CLevelEditView::Allow_Repaint (true);
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return ;
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}
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//////////////////////////////////////////////////////////
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//
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// Get_Operation_Name
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//
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//////////////////////////////////////////////////////////
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LPCTSTR
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UndoBufferClass::Get_Operation_Name (void)
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{
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return OPERATION_NAMES[m_Type];
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}
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//**************************************************************************************************************//
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//
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// End of UndoBufferClass
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//
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//**************************************************************************************************************//
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