/* * 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 "MainFrm.h" #include "FREDDoc.h" #include "FREDView.h" #include "FredRender.h" #include "ai/aigoals.h" #include "ship/ship.h" #include "globalincs/linklist.h" #include "globalincs/version.h" #include "globalincs/alphacolors.h" #include "mission/missiongrid.h" #include "mission/missionparse.h" #include "mission/missionmessage.h" #include "mission/missiongoals.h" #include "mission/missionbriefcommon.h" #include "Management.h" #include "cfile/cfile.h" #include "graphics/2d.h" #include "render/3d.h" #include "weapon/weapon.h" #include "io/key.h" #include "parse/parselo.h" #include "math/fvi.h" #include "starfield/starfield.h" #include "parse/sexp.h" #include "parse/sexp/sexp_lookup.h" #include "io/mouse.h" #include "mission/missioncampaign.h" #include "wing.h" #include "MessageEditorDlg.h" #include "EventEditor.h" #include "MissionGoalsDlg.h" #include "ShieldSysDlg.h" #include "gamesnd/eventmusic.h" #include "DebriefingEditorDlg.h" #include "starfield/nebula.h" #include "asteroid/asteroid.h" #include "hud/hudsquadmsg.h" #include "jumpnode/jumpnode.h" #include "stats/medals.h" #include "localization/localize.h" #include "osapi/osregistry.h" #include "localization/fhash.h" #include "io/timer.h" #include "nebula/neb.h" #include "nebula/neblightning.h" #include "species_defs/species_defs.h" #include "osapi/osapi.h" #include "graphics/font.h" #include "object/objectdock.h" #include "gamesnd/gamesnd.h" #include "iff_defs/iff_defs.h" #include "menuui/techmenu.h" #include "missionui/fictionviewer.h" #include "mod_table/mod_table.h" #include "libs/ffmpeg/FFmpeg.h" #include "scripting/scripting.h" #include #include "cmdline/cmdline.h" #define SDL_MAIN_HANDLED #include #define MAX_DOCKS 1000 #define UNKNOWN_USER "Unknown" extern void ssm_init(); // Need this to populate Ssm_info so OPF_SSM_CLASS does something. -MageKing17 int cur_wing = -1; int cur_wing_index; int cur_object_index = -1; int cur_ship = -1; int cur_model_index = 0; waypoint *cur_waypoint = NULL; waypoint_list *cur_waypoint_list = NULL; int delete_flag; int bypass_update = 0; int Default_player_model = 0; int Update_ship = 0; int Update_wing = 0; char Fred_exe_dir[512] = ""; char Fred_base_dir[512] = ""; char Fred_alt_names[MAX_SHIPS][NAME_LENGTH+1]; char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1]; // object numbers for ships in a wing. int wing_objects[MAX_WINGS][MAX_SHIPS_PER_WING]; char *Docking_bay_list[MAX_DOCKS]; // Goober5000 bool Show_iff[MAX_IFFS]; CCriticalSection CS_cur_object_index; // Used in the FRED drop-down menu and in error_check_initial_orders // NOTE: Certain goals (Form On Wing, Rearm, Chase Weapon, Fly To Ship) aren't listed here. This may or may not be intentional, // but if they are added in the future, it will be necessary to verify correct functionality in the various FRED dialog functions. ai_goal_list Ai_goal_list[] = { { "Waypoints", AI_GOAL_WAYPOINTS, 0 }, { "Waypoints once", AI_GOAL_WAYPOINTS_ONCE, 0 }, { "Attack", AI_GOAL_CHASE | AI_GOAL_CHASE_WING, 0 }, { "Attack any ship", AI_GOAL_CHASE_ANY, 0 }, { "Attack ship class", AI_GOAL_CHASE_SHIP_CLASS, 0 }, { "Guard", AI_GOAL_GUARD | AI_GOAL_GUARD_WING, 0 }, { "Disable ship", AI_GOAL_DISABLE_SHIP, 0 }, { "Disarm ship", AI_GOAL_DISARM_SHIP, 0 }, { "Destroy subsystem", AI_GOAL_DESTROY_SUBSYSTEM, 0 }, { "Dock", AI_GOAL_DOCK, 0 }, { "Undock", AI_GOAL_UNDOCK, 0 }, { "Warp", AI_GOAL_WARP, 0 }, { "Evade ship", AI_GOAL_EVADE_SHIP, 0 }, { "Ignore ship", AI_GOAL_IGNORE, 0 }, { "Ignore ship (new)", AI_GOAL_IGNORE_NEW, 0 }, { "Stay near ship", AI_GOAL_STAY_NEAR_SHIP, 0 }, { "Keep safe distance", AI_GOAL_KEEP_SAFE_DISTANCE, 0 }, { "Stay still", AI_GOAL_STAY_STILL, 0 }, { "Play dead", AI_GOAL_PLAY_DEAD, 0 }, { "Play dead (persistent)", AI_GOAL_PLAY_DEAD_PERSISTENT, 0 } }; int Ai_goal_list_size = sizeof(Ai_goal_list) / sizeof(ai_goal_list); // internal function prototypes void set_cur_indices(int obj); int common_object_delete(int obj); int create_waypoint(vec3d *pos, int waypoint_instance); int create_ship(matrix *orient, vec3d *pos, int ship_type); int query_ship_name_duplicate(int ship); char *reg_read_string( char *section, char *name, char *default_value ); extern int Nmodel_num; extern int Nmodel_instance_num; extern matrix Nmodel_orient; extern int Nmodel_bitmap; void string_copy(char *dest, const CString &src, size_t max_len, int modify) { if (modify) if (strcmp(src, dest)) set_modified(); auto len = strlen(src); if (len >= max_len) len = max_len - 1; strncpy(dest, src, len); dest[len] = 0; } void string_copy(SCP_string &dest, const CString &src, int modify) { if (modify) if (strcmp(src, dest.c_str())) set_modified(); dest = src; } // converts a multiline string (one with newlines in it) into a windows format multiline // string (newlines changed to '\r\n'). void convert_multiline_string(CString &dest, const SCP_string &src) { dest = src.c_str(); dest.Replace("\n", "\r\n"); } // converts a multiline string (one with newlines in it) into a windows format multiline // string (newlines changed to '\r\n'). void convert_multiline_string(CString &dest, const char *src) { dest = src; dest.Replace("\n", "\r\n"); } // Converts a windows format multiline CString back into a normal multiline string. void deconvert_multiline_string(char *dest, const CString &str, int max_len) { // leave room for the null terminator memset(dest, 0, max_len); strncpy(dest, (LPCTSTR) str, max_len - 1); replace_all(dest, "\r\n", "\n", max_len); } // ditto for SCP_string void deconvert_multiline_string(SCP_string &dest, const CString &str) { dest = str; replace_all(dest, "\r\n", "\n"); } void strip_quotation_marks(CString& str) { str.Remove('\"'); } void pad_with_newline(CString& str, int max_size) { int len = str.GetLength(); if (!len) { len = 1; } if (str[len - 1] != '\n' && len < max_size) { str += _T("\n"); } } // medal_stuff Medals[NUM_MEDALS]; /* void parse_medal_tbl() { int rval, num_medals; // open localization lcl_ext_open(); if ((rval = setjmp(parse_abort)) != 0) { mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "medals.tbl", rval)); lcl_ext_close(); return; } read_file_text("medals.tbl"); reset_parse(); // parse in all the rank names num_medals = 0; required_string("#Medals"); while ( required_string_either("#End", "$Name:") ) { Assert ( num_medals < NUM_MEDALS); required_string("$Name:"); stuff_string( Medals[num_medals].name, F_NAME, NULL ); required_string("$Bitmap:"); stuff_string( Medals[num_medals].bitmap, F_NAME, NULL ); required_string("$Num mods:"); stuff_int( &Medals[num_medals].num_versions); // some medals are based on kill counts. When string +Num Kills: is present, we know that // this medal is a badge and should be treated specially Medals[num_medals].kills_needed = 0; if ( optional_string("+Num Kills:") ) { char buf[MULTITEXT_LENGTH + 1]; stuff_int( &Medals[num_medals].kills_needed ); required_string("$Wavefile 1:"); stuff_string(buf, F_NAME, NULL, MAX_FILENAME_LEN); required_string("$Wavefile 2:"); stuff_string(buf, F_NAME, NULL, MAX_FILENAME_LEN); required_string("$Promotion Text:"); stuff_string(buf, F_MULTITEXT, NULL); } num_medals++; } required_string("#End"); // close localization lcl_ext_close(); } */ void parse_init(bool basic = false); void brief_init_colors(); void fred_preload_all_briefing_icons() { for (SCP_vector::iterator ii = Briefing_icon_info.begin(); ii != Briefing_icon_info.end(); ++ii) { generic_anim_load(&ii->regular); hud_anim_load(&ii->fade); hud_anim_load(&ii->highlight); } } bool fred_init(std::unique_ptr&& graphicsOps) { int i; SDL_SetMainReady(); srand( (unsigned) time(NULL) ); init_pending_messages(); os_init(Osreg_class_name, Osreg_app_name); timer_init(); Assert(strlen(Fred_base_dir) > 0); //-V805 // sigh... this should enable proper reading of cmdline_fso.cfg - Goober5000 cfile_chdir(Fred_base_dir); // this should enable mods - Kazan if (!parse_cmdline(__argc, __argv)) { // Command line contained an option that terminates the program immediately exit(1); } #ifndef NDEBUG #if FS_VERSION_REVIS == 0 mprintf(("Fred2 Open version: %i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD)); #else mprintf(("Fred2 Open version: %i.%i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS)); #endif extern void cmdline_debug_print_cmdline(); cmdline_debug_print_cmdline(); #endif // d'oh if(cfile_init(Fred_exe_dir)){ exit(1); } // Load game_settings.tbl mod_table_init(); // initialize localization module. Make sure this is done AFTER initializing OS. // NOTE: Fred should ALWAYS run without localization. Otherwise it might swap in another language // when saving - which would cause inconsistencies when externalizing to tstrings.tbl via Exstr // trust me on this :) lcl_init(LCL_UNTRANSLATED); // Goober5000 - force init XSTRs (so they work, but only work untranslated, based on above comment) extern int Xstr_inited; Xstr_inited = 1; #ifndef NDEBUG load_filter_info(); #endif //CFREDView *window = CFREDView::GetView(); //HWND hwndApp = window->GetSafeHwnd(); //os_set_window((uint) hwndApp); snd_init(); // Not ready for this yet // Cmdline_nospec = 1; // Cmdline_noglow = 1; Cmdline_window = 1; gr_init(std::move(graphicsOps), GR_OPENGL, 640, 480, 32); io::mouse::CursorManager::get()->showCursor(false); // To avoid breaking current mods which do not support scripts in FRED we only initialize the scripting // system if a special mod_table option is set if (Enable_scripts_in_fred) { script_init(); //WMC } font::init(); // loads up all fonts gr_set_gamma(3.0f); key_init(); mouse_init(); particle::ParticleManager::init(); iff_init(); // Goober5000 species_init(); // Kazan brief_parse_icon_tbl(); // for fred specific replacement texture stuff Fred_texture_replacements.clear(); // Goober5000 for (i = 0; i < MAX_IFFS; i++) Show_iff[i] = true; // Goober5000 strcpy_s(Voice_abbrev_briefing, ""); strcpy_s(Voice_abbrev_campaign, ""); strcpy_s(Voice_abbrev_command_briefing, ""); strcpy_s(Voice_abbrev_debriefing, ""); strcpy_s(Voice_abbrev_message, ""); strcpy_s(Voice_abbrev_mission, ""); Voice_no_replace_filenames = false; strcpy_s(Voice_script_entry_format, "Sender: $sender\r\nPersona: $persona\r\nFile: $filename\r\nMessage: $message"); Voice_export_selection = 0; hud_init_comm_orders(); // Goober5000 alpha_colors_init(); gamesnd_parse_soundstbl(); // needs to be loaded after species stuff but before interface/weapon/ship stuff - taylor mission_brief_common_init(); obj_init(); model_free_all(); // Free all existing models ai_init(); ai_profiles_init(); armor_init(); weapon_init(); parse_medal_tbl(); // get medal names for sexpression usage glowpoint_init(); ship_init(); parse_init(); techroom_intel_init(); // get fireball IDs for sexpression usage // (we don't need to init the entire system via fireball_init, we just need the information) fireball_parse_tbl(); // initialize and activate external string hash table // make sure to do here so that we don't parse the table files into the hash table - waste of space fhash_init(); fhash_activate(); neb2_init(); // fullneb stuff stars_init(); ssm_init(); // The game calls this after stars_init(), and we need Ssm_info initialized for OPF_SSM_CLASS. -MageKing17 brief_init_colors(); fred_preload_all_briefing_icons(); //phreak. This needs to be done or else the briefing icons won't show up event_music_init(); fiction_viewer_reset(); cmd_brief_reset(); Show_waypoints = TRUE; mission_campaign_clear(); create_new_mission(); // neb lightning nebl_init(); libs::ffmpeg::initialize(); sexp::dynamic_sexp_init(); // wookieejedi // load in the controls and defaults including the controlconfigdefault.tbl // this allows the sexp tree in key-pressed to actually match what the game will use // especially useful when a custom Controlconfigdefaults.tbl is used control_config_common_init(); gr_reset_clip(); g3_start_frame(0); g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f); // Get the default player ship Default_player_model = cur_model_index = get_default_player_ship_index(); Id_select_type_start = (int)(Ship_info.size() + 2); Id_select_type_jump_node = (int)(Ship_info.size() + 1); Id_select_type_waypoint = (int)(Ship_info.size()); Fred_main_wnd -> init_tools(); Script_system.RunInitFunctions(); Script_system.RunCondition(CHA_GAMEINIT); return true; } void set_physics_controls() { physics_init(&view_physics); view_physics.max_vel.xyz.x *= physics_speed / 3.0f; view_physics.max_vel.xyz.y *= physics_speed / 3.0f; view_physics.max_vel.xyz.z *= physics_speed / 3.0f; view_physics.max_rear_vel *= physics_speed / 3.0f; view_physics.max_rotvel.xyz.x *= physics_rot / 30.0f; view_physics.max_rotvel.xyz.y *= physics_rot / 30.0f; view_physics.max_rotvel.xyz.z *= physics_rot / 30.0f; view_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED; theApp.write_ini_file(1); } int create_object_on_grid(int waypoint_instance) { int obj = -1; float rval; vec3d dir,pos; g3_point_to_vec_delayed(&dir, marking_box.x2, marking_box.y2); rval = fvi_ray_plane(&pos, &The_grid->center, &The_grid->gmatrix.vec.uvec, &view_pos, &dir, 0.0f); if (rval>=0.0f) { unmark_all(); obj = create_object(&pos, waypoint_instance); if (obj >= 0) { mark_object(obj); FREDDoc_ptr->autosave("object create"); } else if (obj == -1) Fred_main_wnd->MessageBox("Maximum ship limit reached. Can't add any more ships."); } return obj; } void fix_ship_name(int ship) { int i = 1; do { sprintf(Ships[ship].ship_name, "U.R.A. Moron %d", i++); } while (query_ship_name_duplicate(ship)); } int create_ship(matrix *orient, vec3d *pos, int ship_type) { // Save the Current Working dir to restore in a minute - fred is being stupid char pwd[MAX_PATH_LEN]; getcwd(pwd, MAX_PATH_LEN); // get the present working dir - probably [/modpapth]/data/missions/ int obj, z1, z2; float temp_max_hull_strength; ship_info *sip; // "pop" and cfile_chdirs off the sta chdir(Fred_base_dir); obj = ship_create(orient, pos, ship_type); if (obj == -1) return -1; // ok, done with file io, restore the pwd chdir(pwd); Objects[obj].phys_info.speed = 33.0f; ship *shipp = &Ships[Objects[obj].instance]; sip = &Ship_info[shipp->ship_info_index]; if (query_ship_name_duplicate(Objects[obj].instance)) fix_ship_name(Objects[obj].instance); // default stuff according to species and IFF shipp->team = Species_info[Ship_info[shipp->ship_info_index].species].default_iff; resolve_parse_flags(&Objects[obj], Iff_info[shipp->team].default_parse_flags); // default shield setting shipp->special_shield = -1; z1 = Shield_sys_teams[shipp->team]; z2 = Shield_sys_types[ship_type]; if (((z1 == 1) && z2) || (z2 == 1)) Objects[obj].flags.set(Object::Object_Flags::No_shields); // set orders according to whether the ship is on the player ship's team { object *temp_objp; ship *temp_shipp = NULL; // find the first player ship for (temp_objp = GET_FIRST(&obj_used_list); temp_objp != END_OF_LIST(&obj_used_list); temp_objp = GET_NEXT(temp_objp)) { if (temp_objp->type == OBJ_START) { temp_shipp = &Ships[temp_objp->instance]; break; } } // set orders if teams match, or if player couldn't be found if (temp_shipp == NULL || shipp->team == temp_shipp->team) { // if this ship is not a small ship, then make the orders be the default orders without // the depart item if (!(sip->is_small_ship())) { shipp->orders_accepted = ship_get_default_orders_accepted( sip ); shipp->orders_accepted &= ~DEPART_ITEM; } } else { shipp->orders_accepted = 0; } } // calc kamikaze stuff if (shipp->use_special_explosion) { temp_max_hull_strength = (float)shipp->special_exp_blast; } else { temp_max_hull_strength = sip->max_hull_strength; } Ai_info[shipp->ai_index].kamikaze_damage = (int) std::min(1000.0f, 200.0f + (temp_max_hull_strength / 4.0f)); return obj; } int query_ship_name_duplicate(int ship) { int i; for (i=0; iinstance; if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) { obj = create_ship(&objp->orient, &objp->pos, Ships[inst].ship_info_index); if (obj == -1) return -1; n = Objects[obj].instance; Ships[n].team = Ships[inst].team; Ships[n].arrival_cue = dup_sexp_chain(Ships[inst].arrival_cue); Ships[n].departure_cue = dup_sexp_chain(Ships[inst].departure_cue); Ships[n].cargo1 = Ships[inst].cargo1; Ships[n].arrival_location = Ships[inst].arrival_location; Ships[n].departure_location = Ships[inst].departure_location; Ships[n].arrival_delay = Ships[inst].arrival_delay; Ships[n].departure_delay = Ships[inst].departure_delay; Ships[n].weapons = Ships[inst].weapons; Ships[n].hotkey = Ships[inst].hotkey; aip1 = &Ai_info[Ships[n].ai_index]; aip2 = &Ai_info[Ships[inst].ai_index]; aip1->behavior = aip2->behavior; aip1->ai_class = aip2->ai_class; for (i=0; igoals[i] = aip2->goals[i]; if (aip2->ai_flags[AI::AI_Flags::Kamikaze]) aip1->ai_flags.set(AI::AI_Flags::Kamikaze); if (aip2->ai_flags[AI::AI_Flags::No_dynamic]) aip2->ai_flags.set(AI::AI_Flags::No_dynamic); aip1->kamikaze_damage = aip2->kamikaze_damage; objp1 = &Objects[obj]; objp2 = &Objects[Ships[inst].objnum]; objp1->phys_info.speed = objp2->phys_info.speed; objp1->phys_info.fspeed = objp2->phys_info.fspeed; objp1->hull_strength = objp2->hull_strength; objp1->shield_quadrant[0] = objp2->shield_quadrant[0]; subp1 = GET_FIRST(&Ships[n].subsys_list); subp2 = GET_FIRST(&Ships[inst].subsys_list); while (subp1 != END_OF_LIST(&Ships[n].subsys_list)) { Assert(subp2 != END_OF_LIST(&Ships[inst].subsys_list)); subp1 -> current_hits = subp2 -> current_hits; subp1 = GET_NEXT(subp1); subp2 = GET_NEXT(subp2); } for (i=0; itype == OBJ_WAYPOINT) { obj = create_waypoint(&objp->pos, waypoint_instance); waypoint_instance = Objects[obj].instance; } if (obj == -1) return -1; Objects[obj].pos = objp->pos; Objects[obj].orient = objp->orient; Objects[obj].flags.set(Object::Object_Flags::Temp_marked); return obj; } int create_object(vec3d *pos, int waypoint_instance) { int obj, n; if (cur_model_index == Id_select_type_waypoint) obj = create_waypoint(pos, waypoint_instance); else if (cur_model_index == Id_select_type_start) { if (Player_starts >= MAX_PLAYERS) { Fred_main_wnd->MessageBox("Unable to create new player start point.\n" "You have reached the maximum limit.", NULL, MB_OK | MB_ICONEXCLAMATION); obj = -2; } else if (The_mission.game_type & MISSION_TYPE_SINGLE) { Fred_main_wnd->MessageBox("You can't have more than one player start in\n" "single player missions.\n", NULL, MB_OK | MB_ICONEXCLAMATION); obj = -2; } else if (The_mission.game_type & MISSION_TYPE_TRAINING) { Fred_main_wnd->MessageBox("You can't have more than one player start in\n" "a training missions.\n", NULL, MB_OK | MB_ICONEXCLAMATION); obj = -2; } else obj = create_player(Player_starts, pos, NULL, Default_player_model); } else if (cur_model_index == Id_select_type_jump_node) { CJumpNode jnp(pos); obj = jnp.GetSCPObjectNumber(); Jump_nodes.push_back(std::move(jnp)); } else if(Ship_info[cur_model_index].flags[Ship::Info_Flags::No_fred]){ obj = -1; } else { // creating a ship obj = create_ship(NULL, pos, cur_model_index); if (obj == -1) return -1; n = Objects[obj].instance; Ships[n].arrival_cue = alloc_sexp("true", SEXP_ATOM, SEXP_ATOM_OPERATOR, -1, -1); Ships[n].departure_cue = alloc_sexp("false", SEXP_ATOM, SEXP_ATOM_OPERATOR, -1, -1); Ships[n].cargo1 = 0; } if (obj < 0) return obj; obj_merge_created_list(); set_modified(); Update_window = 1; return obj; } int create_player(int num, vec3d *pos, matrix *orient, int type, int init) { int obj; if (type == -1){ type = Default_player_model; } Assert(type >= 0); Assert(Player_starts < MAX_PLAYERS); Player_starts++; obj = create_ship(orient, pos, type); Objects[obj].type = OBJ_START; // be sure arrival/departure cues are set Ships[Objects[obj].instance].arrival_cue = Locked_sexp_true; Ships[Objects[obj].instance].departure_cue = Locked_sexp_false; obj_merge_created_list(); set_modified(); return obj; } int create_waypoint(vec3d *pos, int waypoint_instance) { int obj = waypoint_add(pos, waypoint_instance); set_modified(); return obj; } void create_new_mission() { reset_mission(); *Mission_filename = 0; FREDDoc_ptr->autosave("nothing"); Undo_count = 0; } void reset_mission() { clear_mission(); player_start1 = create_player(0, &vmd_zero_vector, &vmd_identity_matrix); stars_post_level_init(); } void clear_mission() { char *str; int i, j, count; CTime t; // clean up everything we need to before we reset back to defaults. if (Briefing_dialog){ Briefing_dialog->reset_editor(); } extern void allocate_parse_text(size_t size); allocate_parse_text( PARSE_TEXT_SIZE ); The_mission.cutscenes.clear(); fiction_viewer_reset(); cmd_brief_reset(); mission_event_shutdown(); Asteroid_field.num_initial_asteroids = 0; // disable asteroid field by default. Asteroid_field.speed = 0.0f; vm_vec_make(&Asteroid_field.min_bound, -1000.0f, -1000.0f, -1000.0f); vm_vec_make(&Asteroid_field.max_bound, 1000.0f, 1000.0f, 1000.0f); vm_vec_make(&Asteroid_field.inner_min_bound, -500.0f, -500.0f, -500.0f); vm_vec_make(&Asteroid_field.inner_max_bound, 500.0f, 500.0f, 500.0f); Asteroid_field.has_inner_bound = 0; Asteroid_field.field_type = FT_ACTIVE; Asteroid_field.debris_genre = DG_ASTEROID; Asteroid_field.field_debris_type[0] = -1; Asteroid_field.field_debris_type[1] = -1; Asteroid_field.field_debris_type[2] = -1; strcpy_s(Mission_parse_storm_name, "none"); obj_init(); model_free_all(); // Free all existing models ai_init(); ai_profiles_init(); ship_init(); jumpnode_level_close(); waypoint_level_close(); Num_wings = 0; for (i=0; i= MAX_OBJECTS || Objects[index].type == OBJ_NONE) return FALSE; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { Assert(ptr->type != OBJ_NONE); if (OBJ_INDEX(ptr) == index) obj_found = TRUE; ptr = GET_NEXT(ptr); } Assert(obj_found); // just to make sure it's in the list like it should be. return TRUE; } int query_valid_ship(int index) { int obj_found = FALSE; object *ptr; if (index < 0 || index >= MAX_OBJECTS || Objects[index].type != OBJ_SHIP) return FALSE; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { Assert(ptr->type != OBJ_NONE); if (OBJ_INDEX(ptr) == index) obj_found = TRUE; ptr = GET_NEXT(ptr); } Assert(obj_found); // just to make sure it's in the list like it should be. return TRUE; } int query_valid_waypoint(int index) { int obj_found = FALSE; object *ptr; if (index < 0 || index >= MAX_OBJECTS || Objects[index].type != OBJ_WAYPOINT) return FALSE; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { Assert(ptr->type != OBJ_NONE); if (OBJ_INDEX(ptr) == index) obj_found = TRUE; ptr = GET_NEXT(ptr); } Assert(obj_found); // just to make sure it's in the list like it should be. return TRUE; } // Sets the current object to whatever is specified or advances to the next object // in the list if nothing is passed. void set_cur_object_index(int obj) { if (obj < 0) unmark_all(); else mark_object(obj); set_cur_indices(obj); // select the new object Update_ship = Update_wing = 1; Waypoint_editor_dialog.initialize_data(1); Update_window = 1; } // changes the currently selected wing. It is assumed that cur_wing == cur_ship's wing // number. Don't call this if this won't be true, or else you'll screw things up. void set_cur_wing(int wing) { cur_wing = wing; /* if (cur_ship != -1) Assert(cur_wing == Ships[cur_ship].wingnum); if ((cur_object_index != -1) && (Objects[cur_object_index].type == OBJ_SHIP)) Assert(cur_wing == Ships[Objects[cur_object_index].instance].wingnum);*/ Update_wing = 1; Update_window = 1; } // sets up the various cur_* global variables related to the selecting of an object. This // is an internal function that shouldn't typically get called directly. Use set_cur_object_index() instead. void set_cur_indices(int obj) { int i; object *ptr; CSingleLock sync(&CS_cur_object_index); sync.Lock(); // Don't modify until it's unlocked (if it's locked elsewhere). if (query_valid_object(obj)) { cur_object_index = obj; cur_ship = cur_wing = -1; cur_waypoint_list = NULL; cur_waypoint = NULL; if ((Objects[obj].type == OBJ_SHIP) || (Objects[obj].type == OBJ_START)) { cur_ship = Objects[obj].instance; cur_wing = Ships[cur_ship].wingnum; if (cur_wing >= 0) for (i=0; iget_parent_list(); } return; } if (obj == -1 || !Num_objects) { cur_object_index = cur_ship = cur_wing = -1; cur_waypoint_list = NULL; cur_waypoint = NULL; return; } if (query_valid_object(cur_object_index)) ptr = Objects[cur_object_index].next; else ptr = GET_FIRST(&obj_used_list); if (ptr == END_OF_LIST(&obj_used_list)) ptr = ptr->next; Assert(ptr != END_OF_LIST(&obj_used_list)); cur_object_index = OBJ_INDEX(ptr); Assert(ptr->type != OBJ_NONE); cur_ship = cur_wing = -1; cur_waypoint_list = NULL; cur_waypoint = NULL; if (ptr->type == OBJ_SHIP) { cur_ship = ptr->instance; cur_wing = Ships[cur_ship].wingnum; for (i=0; itype == OBJ_WAYPOINT) { cur_waypoint = find_waypoint_with_instance(ptr->instance); Assert(cur_waypoint != NULL); cur_waypoint_list = cur_waypoint->get_parent_list(); } } int update_dialog_boxes() { int z; nprintf(("Fred routing", "updating dialog boxes\n")); // check wing first, since ships are dependent on wings, but not the reverse z = Wing_editor_dialog.update_data(0); if (z) { nprintf(("Fred routing", "wing dialog save failed\n")); Wing_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); return z; } z = Ship_editor_dialog.update_data(0); if (z) { nprintf(("Fred routing", "ship dialog save failed\n")); Ship_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); return z; } z = Waypoint_editor_dialog.update_data(0); if (z) { nprintf(("Fred routing", "waypoint dialog save failed\n")); Waypoint_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); return z; } update_map_window(); return 0; } int delete_object(int obj) { int r; Ship_editor_dialog.bypass_all++; r = common_object_delete(obj); Ship_editor_dialog.bypass_all--; return r; } int delete_object(object *ptr) { int r; Ship_editor_dialog.bypass_all++; r = common_object_delete(OBJ_INDEX(ptr)); Ship_editor_dialog.bypass_all--; return r; } int delete_ship(int ship) { int r; Ship_editor_dialog.bypass_all++; r = common_object_delete(Ships[ship].objnum); Ship_editor_dialog.bypass_all--; return r; } int common_object_delete(int obj) { char msg[255], *name; int i, z, r, type; object *objp; SCP_list::iterator jnp; type = Objects[obj].type; if (type == OBJ_START) { i = Objects[obj].instance; if (Player_starts < 2) { // player 1 start Fred_main_wnd->MessageBox("Must have at least 1 player starting point!", NULL, MB_OK | MB_ICONEXCLAMATION); unmark_object(obj); return 1; } Assert((i >= 0) && (i < MAX_SHIPS)); sprintf(msg, "Player %d", i + 1); name = msg; r = reference_handler(name, REF_TYPE_PLAYER, obj); if (r) return r; if (Ships[i].wingnum >= 0) { r = delete_ship_from_wing(i); if (r) return r; } Objects[obj].type = OBJ_SHIP; // was allocated as a ship originally, so remove as such. invalidate_references(name, REF_TYPE_PLAYER); // check if any ship is docked with this ship and break dock if so while (object_is_docked(&Objects[obj])) { ai_do_objects_undocked_stuff(&Objects[obj], dock_get_first_docked_object(&Objects[obj])); } if (Player_start_shipnum == i) { // need a new single player start. objp = GET_FIRST(&obj_used_list); while (objp != END_OF_LIST(&obj_used_list)) { if (objp->type == OBJ_START) { Player_start_shipnum = objp->instance; break; } objp = GET_NEXT(objp); } } Player_starts--; } else if (type == OBJ_WAYPOINT) { waypoint *wpt = find_waypoint_with_instance(Objects[obj].instance); Assert(wpt != NULL); waypoint_list *wp_list = wpt->get_parent_list(); int index = calc_waypoint_list_index(Objects[obj].instance); int count = (int) wp_list->get_waypoints().size(); // we'll end up deleting the path, so check for path references if (count == 1) { name = wp_list->get_name(); r = reference_handler(name, REF_TYPE_PATH, obj); if (r) return r; } // check for waypoint references sprintf(msg, "%s:%d", wp_list->get_name(), index + 1); name = msg; r = reference_handler(name, REF_TYPE_WAYPOINT, obj); if (r) return r; // at this point we've confirmed we want to delete it invalidate_references(name, REF_TYPE_WAYPOINT); if (count == 1) { invalidate_references(wp_list->get_name(), REF_TYPE_PATH); } // the actual removal code has been moved to this function in waypoints.cpp waypoint_remove(wpt); } else if (type == OBJ_SHIP) { name = Ships[Objects[obj].instance].ship_name; r = reference_handler(name, REF_TYPE_SHIP, obj); if (r) return r; z = Objects[obj].instance; if (Ships[z].wingnum >= 1) { invalidate_references(name, REF_TYPE_SHIP); r = delete_ship_from_wing(z); if (r) return r; } else if (Ships[z].wingnum >= 0) { r = delete_ship_from_wing(z); if (r) return r; invalidate_references(name, REF_TYPE_SHIP); } for (i=0; idelete_icon(Objects[obj].instance); Update_window = 1; return 0; } else if (type == OBJ_JUMP_NODE) { for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) { if(jnp->GetSCPObject() == &Objects[obj]) break; } // come on, WMC, we don't want to call obj_delete twice... // fool the destructor into not calling obj_delete yet Objects[obj].type = OBJ_NONE; // now call the destructor Jump_nodes.erase(jnp); // now restore the jump node type so that the below unmark and obj_delete will work Objects[obj].type = OBJ_JUMP_NODE; } unmark_object(obj); //we need to call obj_delete() even if obj is a jump node //the statement "delete Objects[obj].jnp" deletes the jnp object //obj_delete() frees up the object slot where the node used to reside. //if we don't call this then the node will still show up in fred and you can try to delete it twice //this causes an ugly crash. obj_delete(obj); set_modified(); Update_window = 1; return 0; } void delete_marked() { object *ptr, *next; delete_flag = 0; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { next = GET_NEXT(ptr); if (ptr->flags[Object::Object_Flags::Marked]) if (delete_object(ptr) == 2) // user went to a reference, so don't get in the way. break; ptr = next; } if (!delete_flag) set_cur_object_index(-1); Update_window = 1; } void delete_reinforcement(int num) { int i; for (i=num; i= 0) { if (Wings[wing].wave_count == 1) { cur_wing = -1; Update_wing = 1; r = delete_wing(wing, 1); if (r) { if (r == 2){ delete_flag = 1; } return r; } } else { i = Wings[wing].wave_count; end = i - 1; while (i--){ if (wing_objects[wing][i] == Ships[ship].objnum){ break; } } Assert(i != -1); // Error, object should be in wing. if (Wings[wing].special_ship == i){ Wings[wing].special_ship = 0; } else if (Wings[wing].special_ship > i) { Wings[wing].special_ship--; } if (i != end) { wing_objects[wing][i] = wing_objects[wing][end]; Wings[wing].ship_index[i] = Wings[wing].ship_index[end]; if (Objects[wing_objects[wing][i]].type == OBJ_SHIP) { wing_bash_ship_name(name, Wings[wing].name, i + 1); rename_ship(Wings[wing].ship_index[i], name); } } if (Wings[wing].threshold >= Wings[wing].wave_count){ Wings[wing].threshold = Wings[wing].wave_count - 1; } Wings[wing].wave_count--; if (Wings[wing].wave_count && (Wings[wing].threshold >= Wings[wing].wave_count)){ Wings[wing].threshold = Wings[wing].wave_count - 1; } } } set_modified(); return 0; } // Return true if current object is valid and is in a wing. // Else return false. int query_object_in_wing(int obj) { if (query_valid_object(obj)){ if (Ships[Objects[obj].instance].wingnum != -1){ return TRUE; } } return FALSE; } void mark_object(int obj) { Assert(query_valid_object(obj)); if (!(Objects[obj].flags[Object::Object_Flags::Marked])) { Objects[obj].flags.set(Object::Object_Flags::Marked); // set as marked Marked++; Update_window = 1; if (cur_object_index == -1){ set_cur_object_index(obj); } Update_ship = Update_wing = 1; Waypoint_editor_dialog.initialize_data(1); } } void unmark_object(int obj) { Assert(query_valid_object(obj)); if (Objects[obj].flags[Object::Object_Flags::Marked]) { Objects[obj].flags.remove(Object::Object_Flags::Marked); Marked--; Update_window = 1; if (obj == cur_object_index) { // need to find a new index object *ptr; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (ptr->flags[Object::Object_Flags::Marked]) { set_cur_object_index(OBJ_INDEX(ptr)); // found one return; } ptr = GET_NEXT(ptr); } set_cur_object_index(-1); // can't find one; nothing is marked. } Update_ship = Update_wing = 1; Waypoint_editor_dialog.initialize_data(1); } } // clears the marked flag of all objects (so nothing is marked) void unmark_all() { int i; if (Marked) { for (i=0; iGetMenuItemCount(); while (count--){ ptr->DeleteMenu(count, MF_BYPOSITION); } } void generate_wing_popup_menu(CMenu *mptr, int first_id, int state) { int i, z, columns, rows, count; columns = 1; rows = Num_wings; while (rows > 25) { columns++; rows = Num_wings / columns; } count = rows + 1; for (i=0; iAppendMenu(z, first_id + i, Wings[i].name); } } mptr->DeleteMenu(ID_PLACEHOLDER, MF_BYCOMMAND); } void generate_ship_popup_menu(CMenu *mptr, int first_id, int state, int filter) { int z, ship, columns, rows, count, num_ships; object *ptr; columns = 1; num_ships = ship_get_num_ships(); rows = num_ships; while (rows > 25) { columns++; rows = num_ships / columns; } count = rows + 1; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if ((ptr->type == OBJ_SHIP) || ((ptr->type == OBJ_START) && (filter & SHIP_FILTER_PLAYERS))) { z = 1; if (filter & SHIP_FILTER_FLYABLE) { if (!Ship_info[Ships[get_ship_from_obj(ptr)].ship_info_index].is_flyable()){ z = 0; } } if (z) { z = state | MF_STRING; if (!count--) { count = rows; z |= MF_MENUBARBREAK; } ship = ptr->instance; mptr->AppendMenu(z, first_id + ship, Ships[ship].ship_name); } } ptr = GET_NEXT(ptr); } mptr->DeleteMenu(ID_PLACEHOLDER, MF_BYCOMMAND); } // Alternate string lookup function, taking a CString instead. The reason that it's here, // instead of parselo.cpp, is because the class CString require an include of windows.h, // which everyone wants to avoid including in any freespace header files. So.. int string_lookup(const CString &str1, char *strlist[], int max) { int i; for (i=0; iGetMenuItemCount(); while (i--) { if ((submenu = base->GetSubMenu(i))>0) { if (gray_menu_tree(submenu)) { count++; } else { base->EnableMenuItem(i, MF_GRAYED | MF_BYPOSITION); } } else { z = base->GetMenuState(i, MF_BYPOSITION); if (z == MF_ENABLED){ count++; } } } return count; } int query_initial_orders_conflict(int wing) { int i, z; Assert(wing != -1); if (wing == -1){ return 0; } if (query_initial_orders_empty(Wings[wing].ai_goals)){ return 0; } i = Wings[wing].wave_count; // wing has orders, now check ships. while (i--) { z = Ships[Objects[wing_objects[wing][i]].instance].ai_index; if (!query_initial_orders_empty(Ai_info[z].goals)){ // ship also has orders return 1; } } return 0; } int query_initial_orders_empty(ai_goal *ai_goals) { int i; for (i=0; in_docks <= MAX_DOCKS); for (i=0; in_docks; i++) Docking_bay_list[i] = pm->docking_bays[i].name; return pm->n_docks; } // DA 1/7/99 These ship names are not variables int rename_ship(int ship, char *name) { int i; Assert(ship >= 0); Assert(strlen(name) < NAME_LENGTH); update_sexp_references(Ships[ship].ship_name, name); ai_update_goal_references(REF_TYPE_SHIP, Ships[ship].ship_name, name); update_texture_replacements(Ships[ship].ship_name, name); for (i=0; i", name); update_sexp_references(name, new_name); ai_update_goal_references(type, name, new_name); update_texture_replacements(name, new_name); for (i=0; i= 0) { verify_sexp_tree(Ships[i].arrival_cue); verify_sexp_tree(Ships[i].departure_cue); if (Ships[i].ai_index < 0) Assert(0); if (Ai_info[Ships[i].ai_index].shipnum != i) Int3(); } return 0; } void correct_marking() { object *ptr; ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { if (ptr->flags[Object::Object_Flags::Marked]) { if (ptr->flags[Object::Object_Flags::Hidden]) unmark_object(OBJ_INDEX(ptr)); else switch (ptr->type) { case OBJ_WAYPOINT: if (!Show_waypoints) unmark_object(OBJ_INDEX(ptr)); break; case OBJ_START: if (!Show_starts || !Show_ships) unmark_object(OBJ_INDEX(ptr)); break; case OBJ_SHIP: if (!Show_ships) unmark_object(OBJ_INDEX(ptr)); if (!Show_iff[Ships[ptr->instance].team]) unmark_object(OBJ_INDEX(ptr)); break; } } ptr = GET_NEXT(ptr); } } // Fills a combo box with a list of all docking points of type 'type' on ship 'ship'. // Item data is the actual docking point index. void set_valid_dock_points(int ship, int type, CComboBox *box) { int i, z, num, model; model = Ship_info[Ships[ship].ship_info_index].model_num; num = model_get_num_dock_points(model); for (i=0; iAddString(model_get_dock_name(model, i)); box->SetItemData(z, i); } Assert(box->GetCount()); } // Given an object index, find the ship index for that object. int get_ship_from_obj(int obj) { if ((Objects[obj].type == OBJ_SHIP) || (Objects[obj].type == OBJ_START)) return Objects[obj].instance; Int3(); return 0; } int get_ship_from_obj(object *objp) { if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) return objp->instance; Int3(); return 0; } void ai_update_goal_references(int type, const char *old_name, const char *new_name) { int i; for (i=0; i= 0) // skip if unused if (query_referenced_in_ai_goals(Ai_info[i].goals, type, name)) return Ai_info[i].shipnum | SRC_SHIP_ORDER; for (i=0; i= 0) unmark_object(obj); return 1; } if (r == 2) { delete_flag = 1; return 2; } } r = query_referenced_in_ai_goals(type, name); if (r) { n = r & SRC_DATA_MASK; switch (r & SRC_MASK) { case SRC_SHIP_ORDER: sprintf(text, "ship \"%s\"", Ships[n].ship_name); break; case SRC_WING_ORDER: sprintf(text, "wing \"%s\"", Wings[n].name); break; default: // very bad. Someone added an sexp somewhere and didn't change this. Error(LOCATION, "\"%s\" referenced by an unknown initial orders source! " "Run for the hills and let Hoffoss know right now!", name); } sprintf(msg, "%s is referenced by the initial orders of %s (possibly \n" "more initial orders). Do you want to delete it anyway?\n\n" "(click Cancel to go to the reference)", type_name, text); r = orders_reference_handler(r, msg); if (r == 1) { if (obj >= 0) unmark_object(obj); return 1; } if (r == 2) { delete_flag = 1; return 2; } } if ((type != REF_TYPE_SHIP) && (type != REF_TYPE_WING)) return 0; for (n=0; nMessageBox(msg, NULL, MB_YESNO | MB_ICONEXCLAMATION); if (r == IDNO) { if (obj >= 0) unmark_object(obj); return 1; } } return 0; } int orders_reference_handler(int code, char *msg) { int r, n; r = Fred_main_wnd->MessageBox(msg, "Warning", MB_YESNOCANCEL | MB_ICONEXCLAMATION); if (r == IDNO) return 1; if (r == IDYES) return 0; ShipGoalsDlg dlg_goals; n = code & SRC_DATA_MASK; switch (code & SRC_MASK) { case SRC_SHIP_ORDER: unmark_all(); mark_object(Ships[n].objnum); dlg_goals.self_ship = n; dlg_goals.DoModal(); if (!query_initial_orders_empty(Ai_info[Ships[n].ai_index].goals)) if ((Ships[n].wingnum >= 0) && (query_initial_orders_conflict(Ships[n].wingnum))) Fred_main_wnd->MessageBox("This ship's wing also has initial orders", "Possible conflict"); break; case SRC_WING_ORDER: unmark_all(); mark_wing(n); dlg_goals.self_wing = n; dlg_goals.DoModal(); if (query_initial_orders_conflict(n)) Fred_main_wnd->MessageBox("One or more ships of this wing also has initial orders", "Possible conflict"); break; default: // very bad. Someone added an sexp somewhere and didn't change this. Error(LOCATION, "Unknown initial order reference source"); } delete_flag = 1; return 2; } int sexp_reference_handler(int node, int code, char *msg) { int r; r = Fred_main_wnd->MessageBox(msg, "Warning", MB_YESNOCANCEL | MB_ICONEXCLAMATION); if (r == IDNO) return 1; if (r == IDYES) return 0; switch (code & SRC_MASK) { case SRC_SHIP_ARRIVAL: case SRC_SHIP_DEPARTURE: if (!Ship_editor_dialog.GetSafeHwnd()) Ship_editor_dialog.Create(); Ship_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); Ship_editor_dialog.ShowWindow(SW_RESTORE); Ship_editor_dialog.select_sexp_node = node; unmark_all(); mark_object(Ships[code & SRC_DATA_MASK].objnum); break; case SRC_WING_ARRIVAL: case SRC_WING_DEPARTURE: if (!Wing_editor_dialog.GetSafeHwnd()) Wing_editor_dialog.Create(); Wing_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); Wing_editor_dialog.ShowWindow(SW_RESTORE); Wing_editor_dialog.select_sexp_node = node; unmark_all(); mark_wing(code & SRC_DATA_MASK); break; case SRC_EVENT: if (Message_editor_dlg) { Fred_main_wnd->MessageBox("You must close the message editor before the event editor can be opened"); break; } if (!Event_editor_dlg) { Event_editor_dlg = new event_editor; Event_editor_dlg->select_sexp_node = node; Event_editor_dlg->Create(event_editor::IDD); } Event_editor_dlg->SetWindowPos(&CWnd::wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); Event_editor_dlg->ShowWindow(SW_RESTORE); break; case SRC_MISSION_GOAL: { CMissionGoalsDlg dlg; dlg.select_sexp_node = node; dlg.DoModal(); break; } case SRC_DEBRIEFING: { debriefing_editor_dlg dlg; dlg.select_sexp_node = node; dlg.DoModal(); break; } case SRC_BRIEFING: { if (!Briefing_dialog) { Briefing_dialog = new briefing_editor_dlg; Briefing_dialog->create(); } Briefing_dialog->SetWindowPos(&Briefing_dialog->wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE); Briefing_dialog->ShowWindow(SW_RESTORE); Briefing_dialog->focus_sexp(node); break; } default: // very bad. Someone added an sexp somewhere and didn't change this. Error(LOCATION, "Unknown sexp reference source"); } delete_flag = 1; return 2; } char *object_name(int obj) { static char text[80]; waypoint_list *wp_list; int waypoint_num; if (!query_valid_object(obj)) return "*none*"; switch (Objects[obj].type) { case OBJ_SHIP: case OBJ_START: return Ships[Objects[obj].instance].ship_name; case OBJ_WAYPOINT: wp_list = find_waypoint_list_with_instance(Objects[obj].instance, &waypoint_num); Assert(wp_list != NULL); sprintf(text, "%s:%d", wp_list->get_name(), waypoint_num + 1); return text; case OBJ_POINT: return "Briefing icon"; } return "*unknown*"; } const char *get_order_name(int order) { int i; if (order == AI_GOAL_NONE) // special case return "None"; for (i=0; itype == OBJ_WAYPOINT) { waypoint *wpt = find_waypoint_with_instance(objp->instance); Assert(wpt != NULL); wpt->set_pos(&objp->pos); } if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) // do we have a ship? { // reset the already-handled flag (inefficient, but it's FRED, so who cares) for (int i = 0; i < MAX_OBJECTS; i++) Objects[i].flags.remove(Object::Object_Flags::Docked_already_handled); // move all docked objects docked to me dock_move_docked_objects(objp); } } // determine if all the ships in a given wing are all marked or not. int query_whole_wing_marked(int wing) { int count = 0; object *ptr; if (!Wings[wing].wave_count) return 0; 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_SHIP) || (ptr->type == OBJ_START)) if (Ships[get_ship_from_obj(ptr)].wingnum == wing) count++; ptr = GET_NEXT(ptr); } if (count == Wings[wing].wave_count) return 1; return 0; } void generate_ship_usage_list(int *arr, int wing) { int i; if (wing < 0) { return; } i = Wings[wing].wave_count; while (i--) { arr[Ships[Wings[wing].ship_index[i]].ship_info_index]++; } } void generate_weaponry_usage_list(int *arr, int wing) { int i, j; ship_weapon *swp; if (wing < 0) return; i = Wings[wing].wave_count; while (i--) { swp = &Ships[Wings[wing].ship_index[i]].weapons; j = swp->num_primary_banks; while (j--) { if (swp->primary_bank_weapons[j] >= 0 && swp->primary_bank_weapons[j] < weapon_info_size()) { arr[swp->primary_bank_weapons[j]]++; } } j = swp->num_secondary_banks; while (j--) { if (swp->secondary_bank_weapons[j] >=0 && swp->secondary_bank_weapons[j] < weapon_info_size()) { arr[swp->secondary_bank_weapons[j]] += (int) floor((swp->secondary_bank_ammo[j] * swp->secondary_bank_capacity[j] / 100.0f / Weapon_info[swp->secondary_bank_weapons[j]].cargo_size) + 0.5f); } } } } void generate_weaponry_usage_list(int team, int *arr) { int i; for (i=0; i= 0 && team < MAX_TVT_TEAMS); for (i=0; iResetContent(); // add the "special" targets, i.e. any friendly, any hostile, etc. if (flags & SHIPS_2_COMBO_SPECIAL) { for (restrict_to_players = 0; restrict_to_players < 2; restrict_to_players++) { for (i = 0; i < Num_iffs; i++) { char tmp[NAME_LENGTH + 15]; stuff_special_arrival_anchor_name(tmp, i, restrict_to_players, 0); id = box->AddString(tmp); box->SetItemData(id, get_special_anchor(tmp)); } } } // either add all ships to the list, or only add ships with docking bays. if ( flags & SHIPS_2_COMBO_ALL_SHIPS ) { for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) && !(objp->flags[Object::Object_Flags::Marked]) ) { id = box->AddString(Ships[get_ship_from_obj(objp)].ship_name); box->SetItemData(id, get_ship_from_obj(objp)); } } } else if ( flags & SHIPS_2_COMBO_DOCKING_BAY_ONLY ) { for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) && !(objp->flags[Object::Object_Flags::Marked]) ) { polymodel *pm; // determine if this ship has a docking bay pm = model_get( Ship_info[Ships[objp->instance].ship_info_index].model_num ); Assert( pm ); if ( pm->ship_bay && (pm->ship_bay->num_paths > 0) ) { id = box->AddString(Ships[get_ship_from_obj(objp)].ship_name); box->SetItemData(id, get_ship_from_obj(objp)); } } } } } char *reg_read_string( char *section, char *name, char *default_value ) { HKEY hKey = NULL; DWORD dwType, dwLen; char keyname[1024]; static char tmp_string_data[1024]; LONG lResult; strcpy_s( keyname, section ); lResult = RegOpenKeyEx( HKEY_LOCAL_MACHINE, // Where it is keyname, // name of key NULL, // DWORD reserved KEY_QUERY_VALUE, // Allows all changes &hKey ); // Location to store key if ( lResult != ERROR_SUCCESS ) { mprintf(( "Error opening registry key '%s'\n", keyname )); goto Cleanup; } if ( !name ) { mprintf(( "No variable name passed\n" )); goto Cleanup; } dwLen = 1024; lResult = RegQueryValueEx( hKey, // Handle to key name, // The values name NULL, // DWORD reserved &dwType, // What kind it is (ubyte *)&tmp_string_data, // value to set &dwLen ); // How many bytes to set if ( lResult != ERROR_SUCCESS ) { mprintf(( "Error reading registry key '%s'\n", name )); goto Cleanup; } default_value = tmp_string_data; Cleanup: if ( hKey ) RegCloseKey(hKey); return default_value; } // Goober5000 int wing_is_player_wing(int wing) { int i; if (wing < 0) return 0; if (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) { for (i=0; i", iff_name); else sprintf(buf, "", iff_name); strlwr(buf); } // Goober5000 void stuff_special_arrival_anchor_name(char *buf, int anchor_num, int retail_format) { // filter out iff int iff_index = anchor_num; iff_index &= ~SPECIAL_ARRIVAL_ANCHOR_FLAG; iff_index &= ~SPECIAL_ARRIVAL_ANCHOR_PLAYER_FLAG; // filter players int restrict_to_players = (anchor_num & SPECIAL_ARRIVAL_ANCHOR_PLAYER_FLAG); // get name stuff_special_arrival_anchor_name(buf, iff_index, restrict_to_players, retail_format); } // Goober5000 void update_texture_replacements(const char *old_name, const char *new_name) { for (SCP_vector::iterator ii = Fred_texture_replacements.begin(); ii != Fred_texture_replacements.end(); ++ii) { if (!stricmp(ii->ship_name, old_name)) strcpy_s(ii->ship_name, new_name); } }