Files
fs2open.github.com/code/fred2/shipeditordlg.cpp
T

2285 lines
59 KiB
C++

/*
* 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 "FREDDoc.h"
#include "FREDView.h"
#include "MainFrm.h"
#include "render/3d.h"
#include "physics/physics.h"
#include "editor.h"
#include "ai/ailocal.h"
#include "ai/aigoals.h"
#include "parse/parselo.h"
#include "Management.h"
#include "globalincs/linklist.h"
#include "InitialStatus.h"
#include "WeaponEditorDlg.h"
#include "ship/ship.h"
#include "TextViewDlg.h"
#include "playerman/player.h" // used for the max_keyed_target stuff
#include "IgnoreOrdersDlg.h"
#include "mission/missionparse.h"
#include "model/model.h"
#include "starfield/starfield.h"
#include "jumpnode/jumpnode.h"
#include "ShipFlagsDlg.h"
#include "mission/missionmessage.h"
#include "ShipSpecialDamage.h"
#include "ShipTexturesDlg.h"
#include "ShipSpecialHitpoints.h"
#include "altshipclassdlg.h"
#include "species_defs/species_defs.h"
#include "iff_defs/iff_defs.h"
#include "restrictpaths.h"
#define ID_SHIP_MENU 9000
#define NO_PERSONA_INDEX 999
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
void numeric_edit_control::setup(int id, CWnd *wnd)
{
control_id = id;
dlg = wnd;
}
void numeric_edit_control::init(int n)
{
value = n;
unique = 1;
}
void numeric_edit_control::set(int n)
{
if (n != value){
unique = 0;
}
}
void numeric_edit_control::display()
{
CString str;
if (unique){
str.Format("%d", value);
}
dlg->GetDlgItem(control_id)->SetWindowText(str);
}
void numeric_edit_control::save(int *n)
{
CString str;
if (control_id) {
dlg->GetDlgItem(control_id)->GetWindowText(str);
if (!str.IsEmpty()){
MODIFY(*n, atoi(str));
}
}
}
void numeric_edit_control::fix(int n)
{
if (unique) {
CString str;
CWnd *w;
value = n;
str.Format("%d", n);
w = dlg->GetDlgItem(control_id);
dlg->GetDlgItem(control_id)->SetWindowText(str);
}
}
/////////////////////////////////////////////////////////////////////////////
// CShipEditorDlg dialog
CShipEditorDlg::CShipEditorDlg(CWnd* pParent /*=NULL*/)
: CDialog(CShipEditorDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CShipEditorDlg)
m_ship_name = _T("");
m_cargo1 = _T("");
m_ship_class = -1;
m_team = -1;
m_arrival_location = -1;
m_departure_location = -1;
m_ai_class = -1;
m_hotkey = -1;
m_update_arrival = FALSE;
m_update_departure = FALSE;
m_arrival_target = -1;
m_departure_target = -1;
m_persona = -1;
//}}AFX_DATA_INIT
m_pSEView = NULL;
initialized = editing = multi_edit = 0;
select_sexp_node = -1;
bypass_errors = 0;
}
// Modeless constructor, MK
CShipEditorDlg::CShipEditorDlg(CView* pView)
{
m_pSEView = pView;
initialized = editing = 0;
select_sexp_node = -1;
}
void CShipEditorDlg::DoDataExchange(CDataExchange* pDX)
{
int n;
CString str;
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CShipEditorDlg)
DDX_Control(pDX, IDC_NO_DEPARTURE_WARP, m_no_departure_warp);
DDX_Control(pDX, IDC_NO_ARRIVAL_WARP, m_no_arrival_warp);
DDX_Control(pDX, IDC_PLAYER_SHIP, m_player_ship);
DDX_Control(pDX, IDC_DEPARTURE_DELAY_SPIN, m_departure_delay_spin);
DDX_Control(pDX, IDC_ARRIVAL_DELAY_SPIN, m_arrival_delay_spin);
DDX_Control(pDX, IDC_DEPARTURE_TREE, m_departure_tree);
DDX_Control(pDX, IDC_ARRIVAL_TREE, m_arrival_tree);
DDX_Text(pDX, IDC_SHIP_NAME, m_ship_name);
DDX_CBString(pDX, IDC_SHIP_CARGO1, m_cargo1);
DDX_CBIndex(pDX, IDC_SHIP_CLASS, m_ship_class);
DDX_CBIndex(pDX, IDC_SHIP_TEAM, m_team);
DDX_CBIndex(pDX, IDC_ARRIVAL_LOCATION, m_arrival_location);
DDX_CBIndex(pDX, IDC_DEPARTURE_LOCATION, m_departure_location);
DDX_CBIndex(pDX, IDC_AI_CLASS, m_ai_class);
DDX_CBIndex(pDX, IDC_HOTKEY, m_hotkey);
DDX_Check(pDX, IDC_UPDATE_ARRIVAL, m_update_arrival);
DDX_Check(pDX, IDC_UPDATE_DEPARTURE, m_update_departure);
DDX_CBIndex(pDX, IDC_ARRIVAL_TARGET, m_arrival_target);
DDX_CBIndex(pDX, IDC_DEPARTURE_TARGET, m_departure_target);
DDX_CBIndex(pDX, IDC_SHIP_PERSONA, m_persona);
//}}AFX_DATA_MAP
DDV_MaxChars(pDX, m_ship_name, NAME_LENGTH - 1);
DDV_MaxChars(pDX, m_cargo1, NAME_LENGTH - 1);
if (pDX->m_bSaveAndValidate) { // get dialog control values
GetDlgItem(IDC_ARRIVAL_DELAY)->GetWindowText(str);
n = atoi(str);
if (n < 0){
n = 0;
}
m_arrival_delay.init(n);
GetDlgItem(IDC_ARRIVAL_DISTANCE)->GetWindowText(str);
m_arrival_dist.init(atoi(str));
GetDlgItem(IDC_DEPARTURE_DELAY)->GetWindowText(str);
n = atoi(str);
if (n < 0)
n = 0;
m_departure_delay.init(n);
GetDlgItem(IDC_SCORE)->GetWindowText(str);
m_score.init(atoi(str));
GetDlgItem(IDC_ASSIST_SCORE)->GetWindowText(str);
m_assist_score.init(atoi(str));
}
}
BEGIN_MESSAGE_MAP(CShipEditorDlg, CDialog)
//{{AFX_MSG_MAP(CShipEditorDlg)
ON_WM_CLOSE()
ON_NOTIFY(NM_RCLICK, IDC_ARRIVAL_TREE, OnRclickArrivalTree)
ON_NOTIFY(NM_RCLICK, IDC_DEPARTURE_TREE, OnRclickDepartureTree)
ON_NOTIFY(TVN_BEGINLABELEDIT, IDC_ARRIVAL_TREE, OnBeginlabeleditArrivalTree)
ON_NOTIFY(TVN_BEGINLABELEDIT, IDC_DEPARTURE_TREE, OnBeginlabeleditDepartureTree)
ON_NOTIFY(TVN_ENDLABELEDIT, IDC_ARRIVAL_TREE, OnEndlabeleditArrivalTree)
ON_NOTIFY(TVN_ENDLABELEDIT, IDC_DEPARTURE_TREE, OnEndlabeleditDepartureTree)
ON_BN_CLICKED(IDC_GOALS, OnGoals)
ON_CBN_SELCHANGE(IDC_SHIP_CLASS, OnSelchangeShipClass)
ON_BN_CLICKED(IDC_INITIAL_STATUS, OnInitialStatus)
ON_BN_CLICKED(IDC_WEAPONS, OnWeapons)
ON_BN_CLICKED(IDC_SHIP_RESET, OnShipReset)
ON_BN_CLICKED(IDC_DELETE_SHIP, OnDeleteShip)
ON_BN_CLICKED(IDC_SHIP_TBL, OnShipTbl)
ON_BN_CLICKED(IDC_NEXT, OnNext)
ON_NOTIFY(TVN_SELCHANGED, IDC_ARRIVAL_TREE, OnSelchangedArrivalTree)
ON_NOTIFY(TVN_SELCHANGED, IDC_DEPARTURE_TREE, OnSelchangedDepartureTree)
ON_BN_CLICKED(IDC_HIDE_CUES, OnHideCues)
ON_BN_CLICKED(IDC_PREV, OnPrev)
ON_CBN_SELCHANGE(IDC_ARRIVAL_LOCATION, OnSelchangeArrivalLocation)
ON_BN_CLICKED(IDC_PLAYER_SHIP, OnPlayerShip)
ON_BN_CLICKED(IDC_NO_ARRIVAL_WARP, OnNoArrivalWarp)
ON_BN_CLICKED(IDC_NO_DEPARTURE_WARP, OnNoDepartureWarp)
ON_CBN_SELCHANGE(IDC_DEPARTURE_LOCATION, OnSelchangeDepartureLocation)
ON_CBN_SELCHANGE(IDC_HOTKEY, OnSelchangeHotkey)
ON_BN_CLICKED(IDC_FLAGS, OnFlags)
ON_BN_CLICKED(IDC_IGNORE_ORDERS, OnIgnoreOrders)
ON_BN_CLICKED(IDC_SPECIAL_EXP, OnSpecialExp)
ON_BN_CLICKED(IDC_TEXTURES, OnTextures)
ON_BN_CLICKED(IDC_SPECIAL_HITPOINTS, OnSpecialHitpoints)
ON_BN_CLICKED(IDC_ALT_SHIP_CLASS, OnAltShipClass)
ON_BN_CLICKED(IDC_RESTRICT_ARRIVAL, OnRestrictArrival)
ON_BN_CLICKED(IDC_RESTRICT_DEPARTURE, OnRestrictDeparture)
ON_WM_INITMENU()
ON_BN_CLICKED(IDC_SET_AS_PLAYER_SHIP, OnSetAsPlayerShip)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CShipEditorDlg message handlers
BOOL CShipEditorDlg::Create()
{
int i, index;
BOOL r;
CComboBox *ptr;
r = CDialog::Create(IDD, Fred_main_wnd);
ptr = (CComboBox *) GetDlgItem(IDC_ARRIVAL_LOCATION);
ptr->ResetContent();
for (i=0; i<MAX_ARRIVAL_NAMES; i++){
ptr->AddString(Arrival_location_names[i]);
}
ptr = (CComboBox *) GetDlgItem(IDC_DEPARTURE_LOCATION);
ptr->ResetContent();
for (i=0; i<MAX_DEPARTURE_NAMES; i++){
ptr->AddString(Departure_location_names[i]);
}
ptr = (CComboBox *) GetDlgItem(IDC_SHIP_CLASS);
ptr->ResetContent();
for (i=0; i<Num_ship_classes; i++){
ptr->AddString(Ship_info[i].name);
}
ptr = (CComboBox *) GetDlgItem(IDC_AI_CLASS);
ptr->ResetContent();
for (i=0; i<Num_ai_classes; i++){
ptr->AddString(Ai_class_names[i]);
}
// alternate ship name combobox
ptr = (CComboBox *)GetDlgItem(IDC_SHIP_ALT);
ptr->ResetContent();
ptr->AddString("<none>");
ptr->SetCurSel(0);
// deal with the persona dialog
ptr = (CComboBox *)GetDlgItem(IDC_SHIP_PERSONA);
ptr->ResetContent();
index = ptr->AddString("<None>");
if ( index >= 0 ){
ptr->SetItemData(index, NO_PERSONA_INDEX);
}
for ( i = 0; i < Num_personas; i++ ) {
if ( Personas[i].flags & PERSONA_FLAG_WINGMAN ) {
int index;
// don't bother putting any vasudan personas on the list -- done automatically by code
// if ( Personas[i].flags & PERSONA_FLAG_VASUDAN ){
// continue;
// }
CString persona_name = Personas[i].name;
if ( Personas[i].flags & PERSONA_FLAG_VASUDAN ){
persona_name += " -Vas";
}
index = ptr->AddString(persona_name);
if ( index >= 0 ){
ptr->SetItemData(index, i);
}
}
}
m_score.setup(IDC_SCORE, this);
m_assist_score.setup(IDC_ASSIST_SCORE, this);
m_arrival_dist.setup(IDC_ARRIVAL_DISTANCE, this);
m_arrival_delay.setup(IDC_ARRIVAL_DELAY, this);
m_departure_delay.setup(IDC_DEPARTURE_DELAY, this);
m_hotkey = 0;
m_arrival_tree.link_modified(&modified); // provide way to indicate trees are modified in dialog
m_arrival_tree.setup((CEdit *) GetDlgItem(IDC_HELP_BOX));
m_departure_tree.link_modified(&modified);
m_departure_tree.setup();
m_arrival_delay_spin.SetRange(0, 999);
m_departure_delay_spin.SetRange(0, 999);
initialize_data(1);
return r;
}
// This gets called when you click on the "X" button. Note that OnClose
// does not destroy the window. It only hides it.
void CShipEditorDlg::OnClose()
{
if (verify() && (!bypass_errors)) {
SetWindowPos(&wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
bypass_errors = 0;
return;
}
if (update_data()) {
SetWindowPos(&wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
bypass_errors = 0;
return;
}
SetWindowPos(Fred_main_wnd, 0, 0, 0, 0, SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_HIDEWINDOW);
Fred_main_wnd->SetWindowPos(&wndTop, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
}
BOOL CShipEditorDlg::Create(LPCTSTR lpszClassName, LPCTSTR lpszWindowName, DWORD dwStyle, const RECT& rect, CWnd* pParentWnd, UINT nID, CCreateContext* pContext)
{
BOOL r;
r = CDialog::Create(IDD, pParentWnd);
return r;
}
int CShipEditorDlg::tristate_set(int val, int cur_state)
{
if (val) {
if (!cur_state){
return 2;
}
} else {
if (cur_state){
return 2;
}
}
return cur_state;
}
// called to initialize the dialog box to reflect what ships we currently have marked. Any
// time what we have marked changes, this should get called again.
//
// Notes: player_count is the number of player starts marked, when we are in a non-multiplayer
// mission (NMM). In a multiplayer mission (MM), player_count will always be zero.
// ship_count in NMM is the number of ships (i.e. not player starts) that are marked. In MM,
// ship_count is the number of ships and player starts. Total_count is the sum of ship_count
// and player_count in all cases. The reason player_count isn't used in MM, and ship_count
// is used instead to track player starts is because in MM, player starts can be edited as
// freely as AI ships, and are very likely to be AI ships sometimes. Thus, treating them like
// AI ships instead of player starts simplifies processing.
//
void CShipEditorDlg::initialize_data(int full_update)
{
int i, type, ship_count, player_count, total_count, wing = -1, pvalid_count;
int a_cue, d_cue, cue_init = 0, cargo = 0, base_ship, base_player, pship = -1;
int no_arrival_warp = 0, no_departure_warp = 0, escort_count, ship_orders, current_orders;
int pship_count; // a total count of the player ships not marked
object *objp;
CWnd *w = NULL;
CString str;
CComboBox *box;
CSingleLock sync(&CS_update);
nprintf(("Fred routing", "Ship dialog load\n"));
if (!GetSafeHwnd() || bypass_all)
return;
sync.Lock(); // don't initialize if we are still updating. Wait until update is done.
box = (CComboBox *) GetDlgItem(IDC_ARRIVAL_TARGET);
management_add_ships_to_combo( box, SHIPS_2_COMBO_SPECIAL | SHIPS_2_COMBO_ALL_SHIPS );
box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);
management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
if (The_mission.game_type & MISSION_TYPE_MULTI){
mission_type = 0; // multi player mission
} else {
mission_type = 1; // non-multiplayer mission (implies single player mission I guess)
}
// figure out what all we are editing.
ship_count = player_count = escort_count = pship_count = pvalid_count = 0;
base_ship = base_player = -1;
enable = p_enable = 1;
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if ((objp->type == OBJ_SHIP) && (Ships[objp->instance].flags & SF_ESCORT)){
escort_count++; // get a total count of escort ships
}
if (objp->type == OBJ_START){
pship_count++; // count all player starts in mission
}
if (objp->flags & OF_MARKED) {
type = objp->type;
if ((type == OBJ_START) && !mission_type){ // in multiplayer missions, starts act like ships
type = OBJ_SHIP;
}
i = -1;
if (type == OBJ_START) {
player_count++;
// if player_count is 1, base_player will be the one and only player
i = base_player = objp->instance;
} else if (type == OBJ_SHIP) {
ship_count++;
// if ship_count is 1, base_ship will be the one and only ship
i = base_ship = objp->instance;
}
if (i >= 0){
if (Ship_info[Ships[i].ship_info_index].flags & SIF_PLAYER_SHIP){
pvalid_count++;
}
}
}
objp = GET_NEXT(objp);
}
total_count = ship_count + player_count; // get total number of objects being edited.
if (total_count > 1){
multi_edit = 1;
} else {
multi_edit = 0;
}
a_cue = d_cue = -1;
m_arrival_location = -1;
m_arrival_dist.blank();
m_arrival_target = -1;
m_arrival_delay.blank();
m_departure_location = -1;
m_departure_target = -1;
m_departure_delay.blank();
player_ship = single_ship = -1;
m_arrival_tree.select_sexp_node = m_departure_tree.select_sexp_node = select_sexp_node;
select_sexp_node = -1;
ship_orders = 0; // assume they are all the same type
if (ship_count) {
box = (CComboBox *) GetDlgItem(IDC_SHIP_CARGO1);
box->ResetContent();
for (i=0; i<Num_cargo; i++){
box->AddString(Cargo_names[i]);
}
if (!multi_edit) {
Assert((ship_count == 1) && (base_ship >= 0));
m_ship_name = Ships[base_ship].ship_name;
} else {
m_ship_name = _T("");
}
m_update_arrival = m_update_departure = 1;
base_player = 0;
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if ((objp->type == OBJ_START) || (objp->type == OBJ_SHIP)) {
if (objp->flags & OF_MARKED) {
// do processing for both ships and players
i = get_ship_from_obj(objp);
if (base_player >= 0) {
m_ship_class = Ships[i].ship_info_index;
m_team = Ships[i].team;
pship = (objp->type == OBJ_START) ? 1 : 0;
base_player = -1;
} else {
if (Ships[i].ship_info_index != m_ship_class)
m_ship_class = -1;
if (Ships[i].team != m_team)
m_team = -1;
pship = tristate_set(Objects[Ships[i].objnum].type == OBJ_START, pship);
}
// 'and' in the ship type of this ship to our running bitfield
current_orders = ship_get_default_orders_accepted( &Ship_info[Ships[i].ship_info_index] );
if (!ship_orders){
ship_orders = current_orders;
} else if (ship_orders != current_orders){
ship_orders = -1;
}
if (Ships[i].flags & SF_ESCORT){
escort_count--; // remove marked escorts from count
}
if (Objects[Ships[i].objnum].type == OBJ_START){
pship_count--; // removed marked starts from count
}
// do processing only for ships (plus players if in a multiplayer mission
if ((objp->type == OBJ_SHIP) || ((objp->type == OBJ_START) && !mission_type)) {
// process this if ship not in a wing
if (Ships[i].wingnum < 0) {
if (!cue_init) {
cue_init = 1;
a_cue = Ships[i].arrival_cue;
d_cue = Ships[i].departure_cue;
m_arrival_location = Ships[i].arrival_location;
m_arrival_dist.init(Ships[i].arrival_distance);
m_arrival_target = Ships[i].arrival_anchor;
m_arrival_delay.init(Ships[i].arrival_delay);
m_departure_location = Ships[i].departure_location;
m_departure_delay.init(Ships[i].departure_delay);
m_departure_target = Ships[i].departure_anchor;
} else {
cue_init++;
if (Ships[i].arrival_location != m_arrival_location){
m_arrival_location = -1;
}
if (Ships[i].departure_location != m_departure_location){
m_departure_location = -1;
}
m_arrival_dist.set(Ships[i].arrival_distance);
m_arrival_delay.set(Ships[i].arrival_delay);
m_departure_delay.set(Ships[i].departure_delay);
if (Ships[i].arrival_anchor != m_arrival_target){
m_arrival_target = -1;
}
if (!cmp_sexp_chains(a_cue, Ships[i].arrival_cue)) {
a_cue = -1;
m_update_arrival = 0;
}
if (!cmp_sexp_chains(d_cue, Ships[i].departure_cue)) {
d_cue = -1;
m_update_departure = 0;
}
if ( Ships[i].departure_anchor != m_departure_target ){
m_departure_target = -1;
}
}
}
// process the first ship in group, else process the rest
if (base_ship >= 0) {
m_ai_class = Ships[i].weapons.ai_class;
cargo = Ships[i].cargo1;
m_cargo1 = Cargo_names[cargo];
m_hotkey = Ships[i].hotkey + 1;
m_score.init(Ships[i].score);
m_assist_score.init((int)(Ships[i].assist_score_pct*100));
m_persona = Ships[i].persona_index + 1;
// we use final_death_time member of ship structure for holding the amount of time before a mission
// to destroy this ship
wing = Ships[i].wingnum;
if (wing < 0) {
GetDlgItem(IDC_WING) -> SetWindowText("None");
} else {
GetDlgItem(IDC_WING) -> SetWindowText(Wings[wing].name);
if (!query_whole_wing_marked(wing))
m_update_arrival = m_update_departure = 0;
}
// set routine local varaiables for ship/object flags
no_arrival_warp = (Ships[i].flags & SF_NO_ARRIVAL_WARP) ? 1 : 0;
no_departure_warp = (Ships[i].flags & SF_NO_DEPARTURE_WARP) ? 1 : 0;
base_ship = -1;
if (!multi_edit)
single_ship = i;
} else {
if (Ships[i].weapons.ai_class != m_ai_class){
m_ai_class = -1;
}
if (Ships[i].cargo1 != cargo){
m_cargo1 = _T("");
}
m_score.set(Ships[i].score);
m_assist_score.set((int)(Ships[i].assist_score_pct*100));
if (Ships[i].hotkey != m_hotkey - 1){
m_hotkey = -1;
}
if ( Ships[i].persona_index != (m_persona-1) ){
m_persona = -1;
}
if (Ships[i].wingnum != wing){
GetDlgItem(IDC_WING) -> SetWindowText("");
}
no_arrival_warp = tristate_set(Ships[i].flags & SF_NO_ARRIVAL_WARP, no_arrival_warp);
no_departure_warp = tristate_set(Ships[i].flags & SF_NO_DEPARTURE_WARP, no_departure_warp);
}
}
}
}
objp = GET_NEXT(objp);
}
if (multi_edit) {
m_arrival_tree.clear_tree("");
m_departure_tree.clear_tree("");
}
if (cue_init) {
m_arrival_tree.load_tree(a_cue);
m_departure_tree.load_tree(d_cue, "false");
} else {
m_arrival_tree.clear_tree();
m_arrival_tree.DeleteAllItems();
m_departure_tree.clear_tree();
m_departure_tree.DeleteAllItems();
}
m_player_ship.SetCheck(pship);
m_no_arrival_warp.SetCheck(no_arrival_warp);
m_no_departure_warp.SetCheck(no_departure_warp);
if (!multi_edit) {
i = m_arrival_tree.select_sexp_node;
if (i != -1) {
w = GetDlgItem(IDC_ARRIVAL_TREE);
m_arrival_tree.hilite_item(i);
} else {
i = m_departure_tree.select_sexp_node;
if (i != -1) {
w = GetDlgItem(IDC_DEPARTURE_TREE);
m_departure_tree.hilite_item(i);
}
}
}
} else { // no ships selected, 0 or more player ships selected
if (player_count > 1) { // multiple player ships selected
Assert(base_player >= 0);
m_ship_name = _T("");
m_player_ship.SetCheck(TRUE);
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if ((objp->type == OBJ_START) && (objp->flags & OF_MARKED)) {
i = objp->instance;
if (base_player >= 0) {
m_ship_class = Ships[i].ship_info_index;
m_team = Ships[i].team;
base_player = -1;
} else {
if (Ships[i].ship_info_index != m_ship_class)
m_ship_class = -1;
if (Ships[i].team != m_team)
m_team = -1;
}
}
objp = GET_NEXT(objp);
}
// only 1 player selected..
} else if (query_valid_object() && (Objects[cur_object_index].type == OBJ_START)) {
Assert((player_count == 1) && !multi_edit);
player_ship = Objects[cur_object_index].instance;
m_ship_name = Ships[player_ship].ship_name;
m_ship_class = Ships[player_ship].ship_info_index;
m_team = Ships[player_ship].team;
m_player_ship.SetCheck(TRUE);
} else { // no ships or players selected..
m_ship_name = _T("");
m_ship_class = -1;
m_team = -1;
m_persona = -1;
m_player_ship.SetCheck(FALSE);
}
m_ai_class = -1;
m_cargo1 = _T("");
m_hotkey = 0;
m_score.blank(); // cause control to be blank
m_assist_score.blank();
m_arrival_location = -1;
m_departure_location = -1;
m_arrival_delay.blank();
m_departure_delay.blank();
m_arrival_dist.blank();
m_arrival_target = -1;
m_departure_target = -1;
m_arrival_tree.clear_tree();
m_arrival_tree.DeleteAllItems();
m_departure_tree.clear_tree();
m_departure_tree.DeleteAllItems();
m_no_arrival_warp.SetCheck(0);
m_no_departure_warp.SetCheck(0);
enable = p_enable = 0;
GetDlgItem(IDC_WING)->SetWindowText(_T("None"));
}
box = (CComboBox *) GetDlgItem(IDC_ARRIVAL_TARGET);
// must put the appropriate ships into the list depending on arrival location
if ( m_arrival_location != ARRIVE_FROM_DOCK_BAY ){
management_add_ships_to_combo( box, SHIPS_2_COMBO_SPECIAL | SHIPS_2_COMBO_ALL_SHIPS );
} else {
management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
}
// set the internal variable appropriatly
// Goober5000 - gah, this is ridiculous! Prior to this point in the function (and only in this function),
// m_arrival_target seems to refer to the arrival anchor. The rest of the time, it refers to the index
// of the drop-down list.
if (m_arrival_target >= 0)
{
if (m_arrival_target & SPECIAL_ARRIVAL_ANCHOR_FLAG)
{
// figure out what the box represents this as
char tmp[NAME_LENGTH + 15];
stuff_special_arrival_anchor_name(tmp, m_arrival_target, 0);
// find it in the box
m_arrival_target = box->FindStringExact(-1, tmp);
}
else
{
// find it in the box
m_arrival_target = box->FindStringExact(-1, Ships[m_arrival_target].ship_name);
}
}
box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);
// must put the appropriate ships into the list depending on departure location
if ( m_departure_location == DEPART_AT_DOCK_BAY ){
management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
} else {
box->ResetContent();
}
if ( m_departure_target >= 0 ){
m_departure_target = box->FindStringExact( -1, Ships[m_departure_target].ship_name );
}
initialized = 1;
if (player_count) {
box = (CComboBox *) GetDlgItem(IDC_SHIP_TEAM);
if (!mission_type){ // multiplayer mission
box->EnableWindow(TRUE);
}
else {
box->EnableWindow(FALSE);
m_team = -1;
}
box->ResetContent();
for (i=0; i<MAX_TVT_TEAMS; i++)
box->AddString(Iff_info[i].iff_name);
} else {
box = (CComboBox *) GetDlgItem(IDC_SHIP_TEAM);
box->EnableWindow(enable);
box->ResetContent();
for (i=0; i<Num_iffs; i++){
box->AddString(Iff_info[i].iff_name);
}
}
m_score.display();
m_assist_score.display();
m_arrival_dist.display();
m_arrival_delay.display();
m_departure_delay.display();
if (full_update)
UpdateData(FALSE);
if (!cue_init) {
GetDlgItem(IDC_ARRIVAL_LOCATION)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_DELAY)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_DELAY_SPIN)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_TREE)->EnableWindow(FALSE);
GetDlgItem(IDC_DEPARTURE_LOCATION)->EnableWindow(FALSE);
GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(FALSE);
GetDlgItem(IDC_DEPARTURE_DELAY)->EnableWindow(FALSE);
GetDlgItem(IDC_DEPARTURE_DELAY_SPIN)->EnableWindow(FALSE);
GetDlgItem(IDC_DEPARTURE_TREE)->EnableWindow(FALSE);
GetDlgItem(IDC_NO_ARRIVAL_WARP)->EnableWindow(FALSE);
GetDlgItem(IDC_NO_DEPARTURE_WARP)->EnableWindow(FALSE);
GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(FALSE);
GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(FALSE);
} else {
GetDlgItem(IDC_ARRIVAL_LOCATION)->EnableWindow(enable);
if (m_arrival_location) {
GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(enable);
GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(enable);
} else {
GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(FALSE);
}
if (m_arrival_location == ARRIVE_FROM_DOCK_BAY) {
GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(enable);
} else {
GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(FALSE);
}
GetDlgItem(IDC_DEPARTURE_LOCATION)->EnableWindow(enable);
if ( m_departure_location ) {
GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(enable);
} else {
GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(FALSE);
}
if (m_departure_location == DEPART_AT_DOCK_BAY) {
GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(enable);
} else {
GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(FALSE);
}
GetDlgItem(IDC_ARRIVAL_DELAY)->EnableWindow(enable);
GetDlgItem(IDC_ARRIVAL_DELAY_SPIN)->EnableWindow(enable);
GetDlgItem(IDC_ARRIVAL_TREE)->EnableWindow(enable);
GetDlgItem(IDC_DEPARTURE_LOCATION)->EnableWindow(enable);
GetDlgItem(IDC_DEPARTURE_DELAY)->EnableWindow(enable);
GetDlgItem(IDC_DEPARTURE_DELAY_SPIN)->EnableWindow(enable);
GetDlgItem(IDC_DEPARTURE_TREE)->EnableWindow(enable);
GetDlgItem(IDC_NO_ARRIVAL_WARP)->EnableWindow(enable);
GetDlgItem(IDC_NO_DEPARTURE_WARP)->EnableWindow(enable);
}
if (total_count) {
GetDlgItem(IDC_SHIP_NAME)->EnableWindow(!multi_edit);
GetDlgItem(IDC_SHIP_CLASS)->EnableWindow(TRUE);
GetDlgItem(IDC_SHIP_ALT)->EnableWindow(TRUE);
GetDlgItem(IDC_INITIAL_STATUS)->EnableWindow(TRUE);
GetDlgItem(IDC_WEAPONS)->EnableWindow(m_ship_class >= 0);
GetDlgItem(IDC_FLAGS)->EnableWindow(TRUE);
GetDlgItem(IDC_TEXTURES)->EnableWindow(TRUE);
GetDlgItem(IDC_ALT_SHIP_CLASS)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_SHIP_NAME)->EnableWindow(FALSE);
GetDlgItem(IDC_SHIP_CLASS)->EnableWindow(FALSE);
GetDlgItem(IDC_SHIP_ALT)->EnableWindow(FALSE);
GetDlgItem(IDC_INITIAL_STATUS)->EnableWindow(FALSE);
GetDlgItem(IDC_WEAPONS)->EnableWindow(FALSE);
GetDlgItem(IDC_FLAGS)->EnableWindow(FALSE);
GetDlgItem(IDC_TEXTURES)->EnableWindow(FALSE);
GetDlgItem(IDC_ALT_SHIP_CLASS)->EnableWindow(FALSE);
}
// disable textures for multiple ships
if (multi_edit)
{
GetDlgItem(IDC_TEXTURES)->EnableWindow(FALSE);
}
GetDlgItem(IDC_AI_CLASS)->EnableWindow(enable);
GetDlgItem(IDC_SHIP_CARGO1)->EnableWindow(enable);
GetDlgItem(IDC_HOTKEY)->EnableWindow(enable);
if ((m_ship_class >= 0) && !(Ship_info[m_ship_class].flags & SIF_CARGO) && !(Ship_info[m_ship_class].flags & SIF_NO_SHIP_TYPE))
GetDlgItem(IDC_GOALS)->EnableWindow(enable);
else if (multi_edit)
GetDlgItem(IDC_GOALS)->EnableWindow(enable);
else
GetDlgItem(IDC_GOALS)->EnableWindow(FALSE);
// !pship_count used because if allowed to clear, we would have no player starts
// mission_type 0 = multi, 1 = single
if (mission_type || !pship_count || (pship_count + total_count > MAX_PLAYERS) || (pvalid_count < total_count))
m_player_ship.EnableWindow(FALSE);
else
m_player_ship.EnableWindow(TRUE);
// show the "set player" button only if single player
if (mission_type)
GetDlgItem(IDC_SET_AS_PLAYER_SHIP)->ShowWindow(TRUE);
else
GetDlgItem(IDC_SET_AS_PLAYER_SHIP)->ShowWindow(FALSE);
// enable the "set player" button only if single player, single edit, and ship is in player wing
{
int marked_ship = (player_ship >= 0) ? player_ship : single_ship;
if (mission_type && total_count && !multi_edit && wing_is_player_wing(Ships[marked_ship].wingnum))
GetDlgItem(IDC_SET_AS_PLAYER_SHIP)->EnableWindow(TRUE);
else
GetDlgItem(IDC_SET_AS_PLAYER_SHIP)->EnableWindow(FALSE);
}
GetDlgItem(IDC_DELETE_SHIP)->EnableWindow(enable);
GetDlgItem(IDC_SHIP_RESET)->EnableWindow(enable);
GetDlgItem(IDC_SCORE)->EnableWindow(enable);
GetDlgItem(IDC_ASSIST_SCORE)->EnableWindow(enable);
//#ifndef NDEBUG
GetDlgItem(IDC_SHIP_TBL)->EnableWindow(m_ship_class >= 0);
//#else
// GetDlgItem(IDC_SHIP_TBL)->EnableWindow(0);
// GetDlgItem(IDC_SHIP_TBL)->ShowWindow(SW_HIDE);
//#endif
if (cue_init > 1) { // more than one ship (players don't have cues to edit)
GetDlgItem(IDC_UPDATE_ARRIVAL)->ShowWindow(SW_SHOW);
GetDlgItem(IDC_UPDATE_DEPARTURE)->ShowWindow(SW_SHOW);
} else {
GetDlgItem(IDC_UPDATE_ARRIVAL)->ShowWindow(SW_HIDE);
GetDlgItem(IDC_UPDATE_DEPARTURE)->ShowWindow(SW_HIDE);
}
if (multi_edit || (total_count > 1)) {
// we will allow the ignore orders dialog to be multi edit if all selected
// ships are the same type. the ship_type (local) variable holds the ship types
// for all ships. Determine how may bits set and enable/diable window
// as appropriate
if ( /*(m_team == -1) ||*/ (ship_orders == -1) ){
GetDlgItem(IDC_IGNORE_ORDERS)->EnableWindow(FALSE);
} else {
GetDlgItem(IDC_IGNORE_ORDERS)->EnableWindow(TRUE);
}
} else
// always enabled when one ship is selected
GetDlgItem(IDC_IGNORE_ORDERS)->EnableWindow(enable);
// always enabled if >= 1 ship selected
GetDlgItem(IDC_SHIP_PERSONA)->EnableWindow(enable);
if (multi_edit){
SetWindowText("Edit Marked Ships");
} else if (player_count) {
SetWindowText("Edit Player Ship");
} else {
SetWindowText("Edit Ship");
}
// setup alternate name and callsign stuff
if(player_ship >= 0){
ship_alt_name_init(player_ship);
ship_callsign_init(player_ship);
} else {
ship_alt_name_init(single_ship);
ship_callsign_init(single_ship);
}
modified = 0;
if (w){
w->SetFocus();
}
}
// update ship structure(s) with dialog data. The data is first checked for errors. If
// no errors occur, returns 0. If an error occurs, returns -1. If the update is bypassed,
// returns 1. Bypass is necessary to avoid an infinite loop, and it doesn't actually
// update the data. Bypass only occurs if bypass mode is active and we still get an error.
// Once the error no longer occurs, bypass mode is cleared and data is updated.
int CShipEditorDlg::update_data(int redraw)
{
char *str, old_name[255];
object *ptr;
int i, z, wing;
CSingleLock sync(&CS_cur_object_index), sync2(&CS_update);
nprintf(("Fred routing", "Ship dialog save\n"));
if (!GetSafeHwnd() || !initialized || bypass_all)
return 0;
sync.Lock(); // don't allow cur_object_index to change while we are using it
sync2.Lock(); // don't allow reinitialization until we are done updating
UpdateData(TRUE);
UpdateData(TRUE);
Wing_editor_dialog.update_data_safe();
if (multi_edit) { // editing multiple ships (ships and/or players)
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (((ptr->type == OBJ_START) || (ptr->type == OBJ_SHIP)) && (ptr->flags & OF_MARKED))
update_ship(get_ship_from_obj(ptr));
ptr = GET_NEXT(ptr);
}
} else if (player_ship >= 0) { // editing a single player
update_ship(player_ship);
} else if (single_ship >= 0) { // editing a single ship
m_ship_name.TrimLeft();
m_ship_name.TrimRight();
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)) && (cur_object_index != OBJ_INDEX(ptr))) {
str = Ships[ptr->instance].ship_name;
if (!stricmp(m_ship_name, str)) {
if (bypass_errors)
return 1;
bypass_errors = 1;
z = MessageBox("This ship name is already being used by another ship\n"
"Press OK to restore old name", "Error", MB_ICONEXCLAMATION | MB_OKCANCEL);
if (z == IDCANCEL)
return -1;
m_ship_name = _T(Ships[single_ship].ship_name);
UpdateData(FALSE);
}
}
ptr = GET_NEXT(ptr);
}
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count && !stricmp(Wings[i].name, m_ship_name)) {
if (bypass_errors)
return 1;
bypass_errors = 1;
z = MessageBox("This ship name is already being used by a wing\n"
"Press OK to restore old name", "Error", MB_ICONEXCLAMATION | MB_OKCANCEL);
if (z == IDCANCEL)
return -1;
m_ship_name = _T(Ships[single_ship].ship_name);
UpdateData(FALSE);
}
for (i=0; i<MAX_WAYPOINT_LISTS; i++)
if (Waypoint_lists[i].count && !stricmp(Waypoint_lists[i].name, m_ship_name)) {
if (bypass_errors)
return 0;
bypass_errors = 1;
z = MessageBox("This ship name is already being used by a waypoint path\n"
"Press OK to restore old name", "Error", MB_ICONEXCLAMATION | MB_OKCANCEL);
if (z == IDCANCEL)
return -1;
m_ship_name = _T(Ships[single_ship].ship_name);
UpdateData(FALSE);
}
if(jumpnode_get_by_name(m_ship_name) != NULL)
{
if (bypass_errors)
return 1;
bypass_errors = 1;
z = MessageBox("This ship name is already being used by a jump node\n"
"Press OK to restore old name", "Error", MB_ICONEXCLAMATION | MB_OKCANCEL);
if (z == IDCANCEL)
return -1;
m_ship_name = _T(Ships[single_ship].ship_name);
UpdateData(FALSE);
}
wing = Ships[single_ship].wingnum;
if (wing >= 0) {
Assert((wing < MAX_WINGS) && Wings[wing].wave_count);
for (i=0; i<Wings[wing].wave_count; i++)
if (wing_objects[wing][i] == Ships[single_ship].objnum)
break;
Assert(i < Wings[wing].wave_count);
sprintf(old_name, "%s %d", Wings[wing].name, i + 1);
if (stricmp(old_name, m_ship_name)) {
if (bypass_errors)
return 0;
if (MessageBox("This ship is part of a wing, and its name cannot be changed",
NULL, MB_OKCANCEL) == IDCANCEL)
return -1;
m_ship_name = _T(old_name);
UpdateData(FALSE);
}
}
z = update_ship(single_ship);
if (z)
return z;
strcpy_s(old_name, Ships[single_ship].ship_name);
string_copy(Ships[single_ship].ship_name, m_ship_name, NAME_LENGTH, 1);
str = Ships[single_ship].ship_name;
if (stricmp(old_name, str)) {
update_sexp_references(old_name, str);
ai_update_goal_references(REF_TYPE_SHIP, old_name, str);
update_texture_replacements(old_name, str);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(old_name, Reinforcements[i].name)) {
Assert(strlen(str) < NAME_LENGTH);
strcpy_s(Reinforcements[i].name, str);
}
Update_window = 1;
}
}
if (Player_start_shipnum < 0 || Objects[Ships[Player_start_shipnum].objnum].type != OBJ_START) { // need a new single player start.
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->type == OBJ_START) {
Player_start_shipnum = ptr->instance;
break;
}
ptr = GET_NEXT(ptr);
}
}
if (modified)
set_modified();
Wing_editor_dialog.initialize_data_safe(1);
bypass_errors = 0;
modified = 0;
if (redraw)
update_map_window();
return 0;
}
int CShipEditorDlg::update_ship(int ship)
{
int z, d;
CString str;
CComboBox *box;
int persona;
// THIS DIALOG IS THE SOME OF THE WORST CODE I HAVE EVER SEEN IN MY ENTIRE LIFE.
// IT TOOK A RIDICULOUSLY LONG AMOUNT OF TIME TO ADD 2 FUNCTIONS. OMG
ship_alt_name_close(ship);
ship_callsign_close(ship);
if ((Ships[ship].ship_info_index != m_ship_class) && (m_ship_class != -1)) {
change_ship_type(ship, m_ship_class);
set_modified();
}
if (m_team != -1)
MODIFY(Ships[ship].team, m_team);
if (Objects[Ships[ship].objnum].type != OBJ_SHIP){
if (mission_type || (Objects[Ships[ship].objnum].type != OBJ_START)){
return 0;
}
}
if (m_ai_class != -1){
MODIFY(Ships[ship].weapons.ai_class, m_ai_class);
}
if (strlen(m_cargo1)) {
z = string_lookup(m_cargo1, Cargo_names, Num_cargo);
if (z == -1) {
Assert(Num_cargo < MAX_CARGO);
z = Num_cargo++;
strcpy(Cargo_names[z], m_cargo1);
}
MODIFY(Ships[ship].cargo1, (char)z);
}
m_score.save(&Ships[ship].score);
int temp_assist = -1;
m_assist_score.save(&temp_assist);
if (temp_assist != -1) {
Ships[ship].assist_score_pct = ((float)temp_assist)/100;
// value must be a percentage
if (Ships[ship].assist_score_pct < 0) {
Ships[ship].assist_score_pct = 0;
MessageBox("Assist Percentage too low. Set to 0. No score will be granted for an assist");
}
else if (Ships[ship].assist_score_pct > 1) {
Ships[ship].assist_score_pct = 1;
MessageBox("Assist Percentage too high. Set to 1. Assists will score as many points as a kill");
}
}
if (m_arrival_location != -1)
MODIFY(Ships[ship].arrival_location, m_arrival_location);
if (m_departure_location != -1)
MODIFY(Ships[ship].departure_location, m_departure_location);
if (m_persona != -1)
{
// do the persona update
// m_persona holds the index into the list. Get the item data associated with this index and then
// assign to the ship taking care that we check for the NO_PERSONA_INDEX id
box = (CComboBox *)GetDlgItem(IDC_SHIP_PERSONA);
persona = box->GetItemData(m_persona);
if ( persona == NO_PERSONA_INDEX )
persona = -1;
MODIFY(Ships[ship].persona_index, persona);
}
if (Ships[ship].wingnum < 0) {
if (!multi_edit || m_update_arrival) { // should we update the arrival cue?
if (Ships[ship].arrival_cue >= 0)
free_sexp2(Ships[ship].arrival_cue);
Ships[ship].arrival_cue = m_arrival_tree.save_tree();
}
if (!multi_edit || m_update_departure) {
if (Ships[ship].departure_cue >= 0)
free_sexp2(Ships[ship].departure_cue);
Ships[ship].departure_cue = m_departure_tree.save_tree();
}
m_arrival_dist.save(&Ships[ship].arrival_distance);
m_arrival_delay.save(&Ships[ship].arrival_delay);
m_departure_delay.save(&Ships[ship].departure_delay);
if (m_arrival_target >= 0) {
z = ((CComboBox *) GetDlgItem(IDC_ARRIVAL_TARGET)) -> GetItemData(m_arrival_target);
MODIFY(Ships[ship].arrival_anchor, z);
// if the arrival is not hyperspace or docking bay -- force arrival distance to be
// greater than 2*radius of target.
if (((m_arrival_location != ARRIVE_FROM_DOCK_BAY) && (m_arrival_location != ARRIVE_AT_LOCATION)) && (z >= 0) && !(z & SPECIAL_ARRIVAL_ANCHOR_FLAG)) {
d = int(min(500, 2.0f * Objects[Ships[ship].objnum].radius));
if ((Ships[ship].arrival_distance < d) && (Ships[ship].arrival_distance > -d)) {
str.Format("Ship must arrive at least %d meters away from target.\n"
"Value has been reset to this. Use with caution!\r\n"
"Reccomended distance is %d meters.\r\n", d, (int)(2.0f * Objects[Ships[ship].objnum].radius) );
MessageBox(str);
if (Ships[ship].arrival_distance < 0)
Ships[ship].arrival_distance = -d;
else
Ships[ship].arrival_distance = d;
m_arrival_dist.fix(Ships[ship].arrival_distance);
}
}
}
z = ((CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET))->GetItemData(m_departure_target);
MODIFY(Ships[ship].departure_anchor, z );
}
if (m_hotkey != -1)
MODIFY(Ships[ship].hotkey, m_hotkey - 1);
switch( m_no_arrival_warp.GetCheck() ) {
case 0:
if (Ships[ship].flags & SF_NO_ARRIVAL_WARP)
set_modified();
Ships[ship].flags &= ~SF_NO_ARRIVAL_WARP;
break;
case 1:
if (!(Ships[ship].flags & SF_NO_ARRIVAL_WARP))
set_modified();
Ships[ship].flags |= SF_NO_ARRIVAL_WARP;
break;
}
switch( m_no_departure_warp.GetCheck() ) {
case 0:
if (Ships[ship].flags & SF_NO_DEPARTURE_WARP)
set_modified();
Ships[ship].flags &= ~SF_NO_DEPARTURE_WARP;
break;
case 1:
if (!(Ships[ship].flags & SF_NO_DEPARTURE_WARP))
set_modified();
Ships[ship].flags |= SF_NO_DEPARTURE_WARP;
break;
}
switch (m_player_ship.GetCheck()) {
case 1:
if (Objects[Ships[ship].objnum].type != OBJ_START) {
Player_starts++;
set_modified();
}
Objects[Ships[ship].objnum].type = OBJ_START;
break;
case 0:
if (Objects[Ships[ship].objnum].type == OBJ_START) {
Player_starts--;
set_modified();
}
Objects[Ships[ship].objnum].type = OBJ_SHIP;
break;
}
Update_ship = 1;
return 0;
}
void CShipEditorDlg::OnOK()
{
HWND h;
CWnd *w;
w = GetFocus();
if (w) {
h = w->m_hWnd;
GetDlgItem(IDC_ARRIVAL_TREE)->SetFocus();
::SetFocus(h);
}
}
void CShipEditorDlg::OnInitMenu(CMenu *pMenu)
{
CMenu *m;
m = pMenu->GetSubMenu(0);
clear_menu(m);
generate_ship_popup_menu(m, ID_SHIP_MENU, MF_ENABLED, SHIP_FILTER_PLAYERS);
if (cur_ship != -1)
m->CheckMenuItem(ID_SHIP_MENU + cur_ship, MF_BYCOMMAND | MF_CHECKED);
CWnd::OnInitMenu(pMenu);
}
BOOL CShipEditorDlg::OnCommand(WPARAM wParam, LPARAM lParam)
{
int id, ship;
id = LOWORD(wParam);
if (id >= ID_SHIP_MENU && id < ID_SHIP_MENU + MAX_SHIPS) {
if (!update_data()) {
ship = id - ID_SHIP_MENU;
unmark_all();
set_cur_object_index(Ships[ship].objnum);
return 1;
}
}
return CDialog::OnCommand(wParam, lParam);
}
void CShipEditorDlg::OnRclickArrivalTree(NMHDR* pNMHDR, LRESULT* pResult)
{
m_arrival_tree.right_clicked();
*pResult = 0;
}
void CShipEditorDlg::OnRclickDepartureTree(NMHDR* pNMHDR, LRESULT* pResult)
{
m_departure_tree.right_clicked();
*pResult = 0;
}
void CShipEditorDlg::OnBeginlabeleditArrivalTree(NMHDR* pNMHDR, LRESULT* pResult)
{
TV_DISPINFO* pTVDispInfo = (TV_DISPINFO*)pNMHDR;
if (m_arrival_tree.edit_label(pTVDispInfo->item.hItem) == 1) {
*pResult = 0;
modified = editing = 1;
} else
*pResult = 1;
}
void CShipEditorDlg::OnBeginlabeleditDepartureTree(NMHDR* pNMHDR, LRESULT* pResult)
{
TV_DISPINFO* pTVDispInfo = (TV_DISPINFO*)pNMHDR;
if (m_departure_tree.edit_label(pTVDispInfo->item.hItem) == 1) {
*pResult = 0;
modified = editing = 1;
} else
*pResult = 1;
}
void CShipEditorDlg::OnEndlabeleditArrivalTree(NMHDR* pNMHDR, LRESULT* pResult)
{
TV_DISPINFO* pTVDispInfo = (TV_DISPINFO*)pNMHDR;
*pResult = m_arrival_tree.end_label_edit(pTVDispInfo->item);
editing = 0;
}
void CShipEditorDlg::OnEndlabeleditDepartureTree(NMHDR* pNMHDR, LRESULT* pResult)
{
TV_DISPINFO* pTVDispInfo = (TV_DISPINFO*)pNMHDR;
*pResult = m_departure_tree.end_label_edit(pTVDispInfo->item);
editing = 0;
}
int CShipEditorDlg::verify()
{
nprintf(("Fred routing", "Ship dialog verify\n"));
if (!GetSafeHwnd() || !modified)
return 0;
if (bypass_errors)
return 1;
return 0;
}
void CShipEditorDlg::OnGoals()
{
ShipGoalsDlg dlg_goals;
Assert(query_valid_object());
// if (multi_edit)
// dlg_goals.initialize_multi();
//
// else {
// Assert(single_ship != -1);
// dlg_goals.self_ship = single_ship;
// dlg_goals.initialize(Ai_info[Ships[single_ship].ai_index].goals);
// }
if (!multi_edit) {
Assert(single_ship != -1);
dlg_goals.self_ship = single_ship;
}
dlg_goals.DoModal();
if (!multi_edit && !query_initial_orders_empty(Ai_info[Ships[single_ship].ai_index].goals))
if ((Ships[single_ship].wingnum >= 0) && (query_initial_orders_conflict(Ships[single_ship].wingnum)))
MessageBox("This ship's wing also has initial orders", "Possible conflict");
}
void CShipEditorDlg::OnSelchangeShipClass()
{
object *ptr;
UpdateData(TRUE);
UpdateData(TRUE);
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 & OF_MARKED))
if (Ships[ptr->instance].ship_info_index != m_ship_class) {
change_ship_type(ptr->instance, m_ship_class);
set_modified();
}
ptr = GET_NEXT(ptr);
}
update_map_window();
}
void CShipEditorDlg::OnInitialStatus()
{
initial_status dlg;
dlg.m_multi_edit = multi_edit;
dlg.DoModal();
}
void CShipEditorDlg::OnWeapons()
{
int i, ship = -1;
WeaponEditorDlg dlg;
object *objp;
CComboBox *box;
dlg.m_multi_edit = multi_edit;
dlg.DoModal();
if (multi_edit) {
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->flags & OF_MARKED)
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
i = objp->instance;
if (ship) {
if (Ships[i].weapons.ai_class != Ships[ship].weapons.ai_class)
m_ai_class = -1;
} else {
ship = i;
m_ai_class = Ships[i].weapons.ai_class;
}
}
objp = GET_NEXT(objp);
}
} else {
ship = single_ship;
if (ship < 0)
ship = player_ship;
Assert(ship >= 0);
m_ai_class = Ships[ship].weapons.ai_class;
}
box = (CComboBox *) GetDlgItem(IDC_AI_CLASS);
box->SetCurSel(m_ai_class);
}
void CShipEditorDlg::OnShipReset()
{
int i, j, index, ship;
object *objp;
ship_info *sip;
ship_subsys *ptr;
ship_weapon *wp;
model_subsystem *sp;
m_cargo1 = "Nothing";
m_ai_class = AI_DEFAULT_CLASS;
if (m_ship_class) {
m_team = Species_info[Ship_info[m_ship_class].species].default_iff;
}
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (((objp->type == OBJ_SHIP) || ((objp->type == OBJ_START) && !mission_type)) && (objp->flags & OF_MARKED)) {
ship = objp->instance;
// reset ship goals
for (i=0; i<MAX_AI_GOALS; i++){
Ai_info[Ships[ship].ai_index].goals[i].ai_mode = AI_GOAL_NONE;
}
objp->phys_info.speed = 0.0f;
objp->shield_quadrant[0] = 100.0f;
objp->hull_strength = 100.0f;
sip = &Ship_info[Ships[ship].ship_info_index];
for (i=0; i<sip->num_primary_banks; i++)
Ships[ship].weapons.primary_bank_weapons[i] = sip->primary_bank_weapons[i];
for (i=0; i<sip->num_secondary_banks; i++) {
Ships[ship].weapons.secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
Ships[ship].weapons.secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
}
index = 0;
ptr = GET_FIRST(&Ships[ship].subsys_list);
while (ptr != END_OF_LIST(&Ships[ship].subsys_list)) {
ptr->current_hits = 0.0f;
if (ptr->system_info->type == SUBSYSTEM_TURRET) {
wp = &ptr->weapons;
sp = &Ship_info[Ships[ship].ship_info_index].subsystems[index];
j = 0;
for (i=0; i<MAX_SHIP_PRIMARY_BANKS; i++){
if (sp->primary_banks[i] != -1){
wp->primary_bank_weapons[j++] = sp->primary_banks[i];
}
}
wp->num_primary_banks = j;
j = 0;
for (i=0; i<MAX_SHIP_SECONDARY_BANKS; i++){
if (sp->secondary_banks[i] != -1) {
wp->secondary_bank_weapons[j] = sp->secondary_banks[i];
wp->secondary_bank_capacity[j++] = sp->secondary_bank_capacity[i];
}
}
wp->num_secondary_banks = j;
for (i=0; i<MAX_SHIP_SECONDARY_BANKS; i++){
wp->secondary_bank_ammo[i] = 100;
}
}
index++;
ptr = GET_NEXT(ptr);
}
}
objp = GET_NEXT(objp);
}
UpdateData(FALSE);
if (multi_edit){
MessageBox("Ships reset to ship class defaults");
} else {
MessageBox("Ship reset to ship class defaults");
}
}
void CShipEditorDlg::OnDeleteShip()
{
delete_marked();
unmark_all();
}
void CShipEditorDlg::OnShipTbl()
{
text_view_dlg dlg;
dlg.set(m_ship_class);
dlg.DoModal();
}
int CShipEditorDlg::make_ship_list(int *arr)
{
int n = 0;
object *ptr;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if ((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)){
arr[n++] = OBJ_INDEX(ptr);
}
ptr = GET_NEXT(ptr);
}
return n;
}
void CShipEditorDlg::OnPrev()
{
int i, n, arr[MAX_SHIPS];
if (!update_data()) {
n = make_ship_list(arr);
if (!n){
return;
}
if (cur_ship < 0){
i = n - 1;
}
else {
for (i=0; i<n; i++){
if (Ships[cur_ship].objnum == arr[i]){
break;
}
}
Assert(i < n);
i--;
if (i < 0){
i = n - 1;
}
}
unmark_all();
set_cur_object_index(arr[i]);
Ship_editor_dialog.initialize_data(1);
Update_ship = 0;
}
return;
}
void CShipEditorDlg::OnNext()
{
int i, n, arr[MAX_SHIPS];
if (!update_data()) {
n = make_ship_list(arr);
if (!n)
return;
if (cur_ship < 0)
i = 0;
else {
for (i=0; i<n; i++)
if (Ships[cur_ship].objnum == arr[i])
break;
Assert(i < n);
i++;
if (i == n)
i = 0;
}
unmark_all();
set_cur_object_index(arr[i]);
Ship_editor_dialog.initialize_data(1);
Update_ship = 0;
}
return;
}
void CShipEditorDlg::OnSelchangedArrivalTree(NMHDR* pNMHDR, LRESULT* pResult)
{
HTREEITEM h;
NM_TREEVIEW* pNMTreeView = (NM_TREEVIEW*)pNMHDR;
h = pNMTreeView->itemNew.hItem;
if (h){
m_arrival_tree.update_help(h);
}
*pResult = 0;
}
void CShipEditorDlg::OnSelchangedDepartureTree(NMHDR* pNMHDR, LRESULT* pResult)
{
HTREEITEM h;
NM_TREEVIEW* pNMTreeView = (NM_TREEVIEW*)pNMHDR;
h = pNMTreeView->itemNew.hItem;
if (h){
m_departure_tree.update_help(h);
}
*pResult = 0;
}
void CShipEditorDlg::calc_cue_height()
{
CRect cue, help;
GetDlgItem(IDC_CUE_FRAME)->GetWindowRect(cue);
cue_height = (cue.bottom - cue.top)+20;
if (Show_sexp_help){
GetDlgItem(IDC_HELP_BOX)->GetWindowRect(help);
cue_height += (help.bottom - help.top);
}
if (Hide_ship_cues) {
((CButton *) GetDlgItem(IDC_HIDE_CUES)) -> SetCheck(1);
OnHideCues();
}
}
void CShipEditorDlg::show_hide_sexp_help()
{
CRect rect, help;
GetDlgItem(IDC_HELP_BOX)->GetWindowRect(help);
float box_size = (float)(help.bottom - help.top);
if (Show_sexp_help){
cue_height += (int)box_size;
} else {
cue_height -= (int)box_size;
}
if (((CButton *) GetDlgItem(IDC_HIDE_CUES)) -> GetCheck()){
return;
}
GetWindowRect(rect);
if (Show_sexp_help){
rect.bottom += (LONG)box_size;
} else {
rect.bottom -= (LONG)box_size;
}
MoveWindow(rect);
}
void CShipEditorDlg::OnHideCues()
{
CRect rect;
GetWindowRect(rect);
if (((CButton *) GetDlgItem(IDC_HIDE_CUES)) -> GetCheck()) {
rect.bottom -= cue_height;
Hide_ship_cues = 1;
} else {
rect.bottom += cue_height;
Hide_ship_cues = 0;
}
MoveWindow(rect);
}
void CShipEditorDlg::OnSelchangeArrivalLocation()
{
CComboBox *box;
UpdateData();
box = (CComboBox *)GetDlgItem( IDC_ARRIVAL_TARGET );
if (m_arrival_location) {
GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(TRUE);
GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(TRUE);
if (m_arrival_target < 0) {
m_arrival_target = 0;
}
// determine which items we should put into the arrival target combo box
if ( m_arrival_location == ARRIVE_FROM_DOCK_BAY ) {
management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
} else {
management_add_ships_to_combo( box, SHIPS_2_COMBO_SPECIAL | SHIPS_2_COMBO_ALL_SHIPS );
}
} else {
m_arrival_target = -1;
GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(FALSE);
GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(FALSE);
}
if (m_arrival_location == ARRIVE_FROM_DOCK_BAY) {
GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(FALSE);
}
UpdateData(FALSE);
}
void CShipEditorDlg::OnSelchangeDepartureLocation()
{
CComboBox *box;
UpdateData();
box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);
if ( m_departure_location ) {
box->EnableWindow(TRUE);
if ( m_departure_target < 0 ) {
m_departure_target = 0;
}
// we need to build up the list box content based on the departure type. When
// from a docking bay, only show ships in the list which have them. Show all ships otherwise
if ( m_departure_location == DEPART_AT_DOCK_BAY ) {
management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
} else {
// I think that this section is currently illegal
Int3();
}
} else {
m_departure_target = -1;
box->EnableWindow(FALSE);
}
if (m_departure_location == DEPART_AT_DOCK_BAY) {
GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(FALSE);
}
UpdateData(FALSE);
}
void CShipEditorDlg::OnPlayerShip()
{
if (m_player_ship.GetCheck() == 1)
m_player_ship.SetCheck(0);
else
m_player_ship.SetCheck(1);
update_map_window();
}
void CShipEditorDlg::OnNoArrivalWarp()
{
if (m_no_arrival_warp.GetCheck() == 1)
m_no_arrival_warp.SetCheck(0);
else
m_no_arrival_warp.SetCheck(1);
}
void CShipEditorDlg::OnNoDepartureWarp()
{
if (m_no_departure_warp.GetCheck() == 1)
m_no_departure_warp.SetCheck(0);
else
m_no_departure_warp.SetCheck(1);
}
// function to possibly warn user when he selects a hotkey which might be used for
// a player wing.
void CShipEditorDlg::OnSelchangeHotkey()
{
int set_num;
char buf[256];
UpdateData(TRUE);
set_num = m_hotkey-1; // use -1 since values associated with hotkey sets are 1 index based
// the first three sets are generally reserved for player starting wings.
if ( set_num < MAX_STARTING_WINGS ) {
sprintf( buf, "This hotkey set should probably be reserved\nfor wing %s", Starting_wing_names[set_num] );
MessageBox(buf, NULL, MB_OK);
}
}
void CShipEditorDlg::OnFlags()
{
ship_flags_dlg dlg;
dlg.setup(p_enable);
dlg.DoModal();
}
void CShipEditorDlg::OnIgnoreOrders()
{
// TODO: Add your control notification handler code here
ignore_orders_dlg player_order_dlg;
Assert(query_valid_object());
if (!multi_edit) {
if ( single_ship != -1 ){
player_order_dlg.m_ship = single_ship;
} else {
player_order_dlg.m_ship = player_ship;
}
} else {
player_order_dlg.m_ship = -1;
}
player_order_dlg.DoModal();
}
void CShipEditorDlg::OnSpecialExp()
{
// TODO: Add your control notification handler code here
ShipSpecialDamage dlg;
dlg.DoModal();
}
// alternate ship name stuff
void CShipEditorDlg::ship_alt_name_init(int base_ship)
{
int idx;
CComboBox *ptr = (CComboBox*)GetDlgItem(IDC_SHIP_ALT);
if(ptr == NULL){
Int3();
return;
}
// multi-edit. bah
if(multi_edit){
GetDlgItem(IDC_SHIP_ALT)->EnableWindow(FALSE);
return;
}
GetDlgItem(IDC_SHIP_ALT)->EnableWindow(TRUE);
// reset the combobox and add all relevant strings
ptr->ResetContent();
ptr->AddString("<none>");
for(idx=0; idx<Mission_alt_type_count; idx++){
ptr->AddString(Mission_alt_types[idx]);
}
// "none"
if(base_ship < 0){
ptr->SetCurSel(0);
}
// otherwise look his stuff up
if(strlen(Fred_alt_names[base_ship])){
ptr->SelectString(0, Fred_alt_names[base_ship]);
} else {
ptr->SetCurSel(0);
}
}
void CShipEditorDlg::ship_alt_name_close(int base_ship)
{
CString cstr;
char str[NAME_LENGTH+2] = "";
char *p;
CComboBox *ptr = (CComboBox*)GetDlgItem(IDC_SHIP_ALT);
if(multi_edit){
return;
}
if(ptr == NULL){
Int3();
return;
}
// see if we have something besides "none" selected
ptr->GetWindowText(cstr);
if(cstr == CString("<none>")){
// zero the entry
strcpy_s(Fred_alt_names[base_ship], "");
return;
}
p = cstr.GetBuffer(0);
if(p == NULL){
return;
}
strcpy_s(str, p);
// otherwise see if it already exists
if(mission_parse_lookup_alt(str) >= 0){
strcpy_s(Fred_alt_names[base_ship], str);
return;
}
// otherwise try and add it
if(mission_parse_add_alt(str) >= 0){
strcpy_s(Fred_alt_names[base_ship], str);
return;
}
// bad - couldn't add
strcpy_s(Fred_alt_names[base_ship], "");
MessageBox("Couldn't add new alternate type name. Already using too many!");
}
// callsign stuff
void CShipEditorDlg::ship_callsign_init(int base_ship)
{
int idx;
CComboBox *ptr = (CComboBox*)GetDlgItem(IDC_SHIP_CALLSIGN);
if(ptr == NULL){
Int3();
return;
}
// multi-edit. bah
if(multi_edit){
GetDlgItem(IDC_SHIP_CALLSIGN)->EnableWindow(FALSE);
return;
}
GetDlgItem(IDC_SHIP_CALLSIGN)->EnableWindow(TRUE);
// reset the combobox and add all relevant strings
ptr->ResetContent();
ptr->AddString("<none>");
for(idx=0; idx<Mission_callsign_count; idx++){
ptr->AddString(Mission_callsigns[idx]);
}
// "none"
if(base_ship < 0){
ptr->SetCurSel(0);
}
// otherwise look his stuff up
if(strlen(Fred_callsigns[base_ship])){
ptr->SelectString(0, Fred_callsigns[base_ship]);
} else {
ptr->SetCurSel(0);
}
}
void CShipEditorDlg::ship_callsign_close(int base_ship)
{
CString cstr;
char str[NAME_LENGTH+2] = "";
char *p;
CComboBox *ptr = (CComboBox*)GetDlgItem(IDC_SHIP_CALLSIGN);
if(multi_edit){
return;
}
if(ptr == NULL){
Int3();
return;
}
// see if we have something besides "none" selected
ptr->GetWindowText(cstr);
if(cstr == CString("<none>")){
// zero the entry
strcpy_s(Fred_callsigns[base_ship], "");
return;
}
p = cstr.GetBuffer(0);
if(p == NULL){
return;
}
strcpy_s(str, p);
// otherwise see if it already exists
if(mission_parse_lookup_callsign(str) >= 0){
strcpy_s(Fred_callsigns[base_ship], str);
return;
}
// otherwise try and add it
if(mission_parse_add_callsign(str) >= 0){
strcpy_s(Fred_callsigns[base_ship], str);
return;
}
// bad - couldn't add
strcpy_s(Fred_callsigns[base_ship], "");
MessageBox("Couldn't add new callsign. Already using too many!");
}
void CShipEditorDlg::OnTextures()
{
CShipTexturesDlg dlg_textures;
Assert(query_valid_object());
if (multi_edit)
{
MessageBox("Sorry, you can only edit textures for one ship at a time.", "Too many ships selected");
return;
}
// get the ship that's marked
int marked_ship = (player_ship >= 0) ? player_ship : single_ship;
dlg_textures.self_ship = marked_ship;
dlg_textures.DoModal();
}
void CShipEditorDlg::OnSpecialHitpoints()
{
ShipSpecialHitpoints dlg;
dlg.DoModal();
}
void CShipEditorDlg::OnAltShipClass()
{
AltShipClassDlg dlg;
dlg.DoModal();
}
// Goober5000
void CShipEditorDlg::OnSetAsPlayerShip()
{
Assert(query_valid_object());
if (multi_edit)
{
MessageBox("Please select only one ship.", "Too many ships selected");
return;
}
// since this is single player, clear all player ships and set only this one
object *objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list))
{
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START))
{
if (objp->flags & OF_MARKED) // there should only be one selected ship
{
// set as player ship
objp->type = OBJ_START;
objp->flags |= OF_PLAYER_SHIP;
}
else
{
// set as regular ship
objp->type = OBJ_SHIP;
objp->flags &= ~OF_PLAYER_SHIP;
}
}
objp = GET_NEXT(objp);
}
// finally set editor dialog
m_player_ship.SetCheck(1);
update_map_window();
}
// Goober5000
void CShipEditorDlg::OnRestrictArrival()
{
int arrive_from_ship;
CComboBox *box;
restrict_paths dlg;
// grab stuff from GUI
UpdateData(TRUE);
if (m_arrival_location != ARRIVE_FROM_DOCK_BAY)
{
Int3();
return;
}
box = (CComboBox *) GetDlgItem(IDC_ARRIVAL_TARGET);
if (box->GetCount() == 0)
return;
arrive_from_ship = box->GetItemData(m_arrival_target);
if (!ship_has_dock_bay(arrive_from_ship))
{
Int3();
return;
}
// get the ship that's marked
int marked_ship = (player_ship >= 0) ? player_ship : single_ship;
dlg.m_arrival = true;
dlg.m_ship_class = Ships[arrive_from_ship].ship_info_index;
dlg.m_path_mask = &Ships[marked_ship].arrival_path_mask;
dlg.DoModal();
}
// Goober5000
void CShipEditorDlg::OnRestrictDeparture()
{
int depart_to_ship;
CComboBox *box;
restrict_paths dlg;
// grab stuff from GUI
UpdateData(TRUE);
if (m_departure_location != DEPART_AT_DOCK_BAY)
{
Int3();
return;
}
box = (CComboBox *) GetDlgItem(IDC_DEPARTURE_TARGET);
if (box->GetCount() == 0)
return;
depart_to_ship = box->GetItemData(m_departure_target);
if (!ship_has_dock_bay(depart_to_ship))
{
Int3();
return;
}
// get the ship that's marked
int marked_ship = (player_ship >= 0) ? player_ship : single_ship;
dlg.m_arrival = false;
dlg.m_ship_class = Ships[depart_to_ship].ship_info_index;
dlg.m_path_mask = &Ships[marked_ship].departure_path_mask;
dlg.DoModal();
}