/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "stdafx.h" #include "FRED.h" #include "CreateWingDlg.h" #include "FREDDoc.h" #include "FREDView.h" #include "MainFrm.h" #include "Management.h" #include "Management.h" #include "wing.h" #include "globalincs/linklist.h" #include "math/vecmat.h" #include "object/object.h" #include "physics/physics.h" #include "render/3d.h" #include "ship/ship.h" #ifdef _DEBUG #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif #define MULTI_WING 999999 int already_deleting_wing = 0; int Wings_initialized = 0; // Declared here /** * @brief Takes a player out of a wing, deleting wing if that was the only ship in it. */ void remove_player_from_wing(int player, int min = 1); /** * @brief Checks wing dependencies * * @TODO verify */ int check_wing_dependencies(int wing_num); /** * @brief Initializes the wings and formations * * @note Looks incomplete. Only init's the first formation * @TODO verify */ void initialize_wings(void); /** * @brief Gets the index of the first available object slot * * * @returns The objindex of the first available slot, or * @returns -1 if no slots available * * @note Unused * @TODO verify and maybe remove */ int get_free_objnum(void); /** * @brief Finds a free wing slot (i.e. unused) */ int find_free_wing(); int check_wing_dependencies(int wing_num) { char *name; name = Wings[wing_num].name; return reference_handler(name, sexp_ref_type::WING, -1); } int create_wing() { char msg[1024]; int i, ship, wing = -1, waypoints = 0, count = 0, illegal_ships = 0; int leader, leader_team; object *ptr; create_wing_dlg dlg; if (!query_valid_object()) return -1; leader = cur_object_index; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (( (ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START) ) && (ptr->flags[Object::Object_Flags::Marked])) { count++; i = -1; switch (ptr->type) { case OBJ_SHIP: case OBJ_START: i = Ships[ptr->instance].wingnum; break; } if (i >= 0) { if (wing < 0) wing = i; else if (wing != i) wing = MULTI_WING; } } ptr = GET_NEXT(ptr); } if (count > MAX_SHIPS_PER_WING) { sprintf(msg, "You have too many ships marked!\n" "A wing is limited to %d ships total", MAX_SHIPS_PER_WING); Fred_main_wnd->MessageBox(msg, "Error", MB_ICONEXCLAMATION); return -1; } if ((wing >= 0) && (wing != MULTI_WING)) { sprintf(msg, "Do you want to reform wing \"%s\"?", Wings[wing].name); i = Fred_main_wnd->MessageBox(msg, "Query", MB_YESNOCANCEL); if (i == IDCANCEL) return -1; else if (i == IDNO) wing = -1; else { // must be IDYES for (i = Wings[wing].wave_count - 1; i >= 0; i--) { ptr = &Objects[wing_objects[wing][i]]; switch (ptr->type) { case OBJ_SHIP: remove_ship_from_wing(ptr->instance, 0); break; case OBJ_START: remove_player_from_wing(ptr->instance, 0); break; default: Int3(); // shouldn't be in a wing! } } Assert(!Wings[wing].wave_count); Num_wings--; } } else wing = -1; if (wing < 0) { wing = find_free_wing(); if (wing < 0) { Fred_main_wnd->MessageBox("Too many wings, can't create more!", "Error", MB_ICONEXCLAMATION); return -1; } Wings[wing].clear(); Wings[wing].arrival_cue = Locked_sexp_true; Wings[wing].departure_cue = Locked_sexp_false; if (dlg.DoModal() == IDCANCEL) return -1; dlg.m_name.TrimLeft(); dlg.m_name.TrimRight(); string_copy(Wings[wing].name, dlg.m_name, NAME_LENGTH - 1); // if this name has a hash, create a default display name if (get_pointer_to_first_hash_symbol(Wings[wing].name)) { Wings[wing].display_name = Wings[wing].name; end_string_at_first_hash_symbol(Wings[wing].display_name); Wings[wing].flags.set(Ship::Wing_Flags::Has_display_name); } // otherwise reset the display name else { Wings[wing].display_name = ""; Wings[wing].flags.remove(Ship::Wing_Flags::Has_display_name); } } set_cur_indices(-1); ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (ptr->flags[Object::Object_Flags::Marked]) { // if ((ptr->type == OBJ_START) && (ptr->instance)) { // starts++; // unmark_object(OBJ_INDEX(ptr)); // } else if (ptr->type == OBJ_WAYPOINT) { if (ptr->type == OBJ_WAYPOINT) { waypoints++; unmark_object(OBJ_INDEX(ptr)); } else if (ptr->type == OBJ_SHIP) { int ship_type = ship_query_general_type(ptr->instance); if (ship_type < 0 || !(Ship_types[ship_type].flags[Ship::Type_Info_Flags::AI_can_form_wing])) { illegal_ships++; unmark_object(OBJ_INDEX(ptr)); } } } ptr = GET_NEXT(ptr); } // if this wing is a player starting wing, automatically set the hotkey for this wing for (i = 0; i < MAX_STARTING_WINGS; i++) { if (!stricmp(Wings[wing].name, Starting_wing_names[i])) { Wings[wing].hotkey = i; break; } } count = 0; if ((Player_start_shipnum >= 0) && (Player_start_shipnum < MAX_SHIPS) && (Ships[Player_start_shipnum].objnum >= 0) && Objects[Ships[Player_start_shipnum].objnum].flags[Object::Object_Flags::Marked]) count = 1; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (ptr->flags[Object::Object_Flags::Marked]) { if ((ptr->type == OBJ_START) && (ptr->instance == Player_start_shipnum)) i = 0; // player 1 start always goes to front of the wing else i = count++; Assert((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)); ship = ptr->instance; if (Ships[ship].wingnum != -1) { if (ptr->type == OBJ_SHIP) remove_ship_from_wing(ship); else remove_player_from_wing(ptr->instance); } wing_bash_ship_name(msg, Wings[wing].name, i + 1); rename_ship(ship, msg); // bash it again for the display name wing_bash_ship_name(&Ships[ship], &Wings[wing], i + 1, true); Wings[wing].ship_index[i] = ship; Ships[ship].wingnum = wing; if (Ships[ship].arrival_cue >= 0) free_sexp2(Ships[ship].arrival_cue); Ships[ship].arrival_cue = Locked_sexp_false; if (Ships[ship].departure_cue >= 0) free_sexp2(Ships[ship].departure_cue); Ships[ship].departure_cue = Locked_sexp_false; wing_objects[wing][i] = OBJ_INDEX(ptr); if (OBJ_INDEX(ptr) == leader) Wings[wing].special_ship = i; } ptr = GET_NEXT(ptr); } if (!count) // this should never happen, so if it does, needs to be fixed now. Error(LOCATION, "No valid ships were selected to form wing from"); Wings[wing].wave_count = count; Num_wings++; // if (starts) // Fred_main_wnd->MessageBox("Multi-player starting points can't be part of a wing!\n" // "All marked multi-player starting points were ignored", // "Error", MB_ICONEXCLAMATION); if (waypoints) Fred_main_wnd->MessageBox("Waypoints can't be part of a wing!\n" "All marked waypoints were ignored", "Error", MB_ICONEXCLAMATION); if (illegal_ships) Fred_main_wnd->MessageBox("Some ship types aren't allowed to be in a wing.\n" "All marked ships of these types were ignored", "Error", MB_ICONEXCLAMATION); leader_team = Ships[Wings[wing].ship_index[Wings[wing].special_ship]].team; for (i = 0; i < Wings[wing].wave_count; i++) { if (Ships[Wings[wing].ship_index[i]].team != leader_team) { Fred_main_wnd->MessageBox("Wing contains ships on different teams", "Warning"); break; } } mark_wing(wing); update_custom_wing_indexes(); return 0; } int delete_wing(int wing_num, int bypass) { int i, r, total; if (already_deleting_wing) return 0; r = check_wing_dependencies(wing_num); if (r) return r; already_deleting_wing = 1; delete_reinforcement(Wings[wing_num].name); invalidate_references(Wings[wing_num].name, sexp_ref_type::WING); if (!bypass) { total = Wings[wing_num].wave_count; for (i = 0; i max_threshold) Wings[wing].threshold = max_threshold; } } Ships[ship].wingnum = -1; } set_modified(); // reset ship name to non-wing default ship name sprintf(buf, "%s %d", Ship_info[Ships[ship].ship_info_index].name, ship); rename_ship(ship, buf); } void disband_wing(int wing_num) { int i, total; object *ptr; if (check_wing_dependencies(wing_num)) return; delete_reinforcement(Wings[wing_num].name); Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 1; Ship_editor_dialog.update_data(0); total = Wings[wing_num].wave_count; for (i=0; itype == OBJ_SHIP) remove_ship_from_wing(ptr->instance, 0); else if (ptr->type == OBJ_START) remove_player_from_wing(ptr->instance, 0); } Assert(!Wings[wing_num].wave_count); Wings[wing_num].wave_count = 0; Wings[wing_num].wing_squad_filename[0] = '\0'; Wings[wing_num].wing_insignia_texture = -1; Ship_editor_dialog.initialize_data(1); Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 0; if (cur_wing == wing_num) { set_cur_wing(cur_wing = -1); // yes, one '=' is correct. } free_sexp2(Wings[wing_num].arrival_cue); free_sexp2(Wings[wing_num].departure_cue); Num_wings--; update_custom_wing_indexes(); set_modified(); }