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fs2open.github.com/fred2/management.cpp
T

2638 lines
67 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 "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 "math/curve.h"
#include "mission/missiongrid.h"
#include "mission/missionparse.h"
#include "mission/missionmessage.h"
#include "mission/missiongoals.h"
#include "mission/missionbriefcommon.h"
#include "missioneditor/common.h"
#include "model/modelreplace.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 "MissionCutscenesDlg.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 "lighting/lighting_profiles.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 "scripting/global_hooks.h"
#include "utils/Random.h"
#include "prop/prop.h"
#include <direct.h>
#include "cmdline/cmdline.h"
#define SDL_MAIN_HANDLED
#include <SDL_main.h>
#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_ship_type_combo_index = 0;
waypoint *cur_waypoint = NULL;
waypoint_list *cur_waypoint_list = NULL;
int delete_flag;
int bypass_update = 0;
int Update_ship = 0;
int Update_wing = 0;
int Update_prop = 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];
extern void allocate_parse_text(size_t size);
// object numbers for ships in a wing.
int wing_objects[MAX_WINGS][MAX_SHIPS_PER_WING];
char *Docking_bay_list[MAX_DOCKS];
// Goober5000
SCP_vector<bool> Show_iff;
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, 0 },
{ "Attack", AI_GOAL_CHASE_WING, 0 }, // duplicate needed because we can no longer use bitwise operators
{ "Attack any ship", AI_GOAL_CHASE_ANY, 0 },
{ "Attack ship class", AI_GOAL_CHASE_SHIP_CLASS, 0 },
{ "Attack ship type", AI_GOAL_CHASE_SHIP_TYPE, 0 },
{ "Guard", AI_GOAL_GUARD, 0 },
{ "Guard", AI_GOAL_GUARD_WING, 0 }, // duplicate needed because we can no longer use bitwise operators
{ "Disable ship", AI_GOAL_DISABLE_SHIP, 0 },
{ "Disable ship (tactical)",AI_GOAL_DISABLE_SHIP_TACTICAL, 0 },
{ "Disarm ship", AI_GOAL_DISARM_SHIP, 0 },
{ "Disarm ship (tactical)", AI_GOAL_DISARM_SHIP_TACTICAL, 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);
int query_prop_name_duplicate(int prop);
char* reg_read_string(char* section, char* name, char* default_value);
// Note that the parameter here is max *length*, not max buffer size. Leave room for the null-terminator!
void string_copy(char *dest, const CString &src, size_t max_len, bool modify)
{
if (modify)
if (strcmp(src, dest))
set_modified();
auto len = strlen(src);
if (len > max_len)
len = max_len;
strncpy(dest, src, len);
dest[len] = 0;
}
void string_copy(SCP_string &dest, const CString &src, bool 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, size_t max_len)
{
// leave room for the null terminator
memset(dest, 0, max_len + 1);
strncpy(dest, (LPCTSTR) str, max_len);
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");
}
}
void lcl_fred_replace_stuff(CString &text)
{
// this should be kept in sync with the function in localize.cpp
text.Replace("\"", "$quote");
text.Replace(";", "$semicolon");
text.Replace("/", "$slash");
text.Replace("\\", "$backslash");
}
CString get_display_name_for_text_box(const char *orig_name)
{
auto p = get_pointer_to_first_hash_symbol(orig_name);
if (p)
{
// use the same logic as in end_string_at_first_hash_symbol, but rewritten for CString
CString display_name(orig_name, static_cast<int>(p - orig_name));
display_name.TrimRight();
return display_name;
}
else
return "<none>";
}
void fred_preload_all_briefing_icons()
{
for (SCP_vector<briefing_icon_info>::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<os::GraphicsOperations>&& graphicsOps)
{
int i;
SDL_SetMainReady();
Random::seed(static_cast<unsigned int>(time(nullptr)));
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 bool Xstr_inited;
Xstr_inited = true;
#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);
gr_set_gamma(3.0f);
io::mouse::CursorManager::get()->showCursor(false);
font::init(); // loads up all fonts
curves_init();
particle::ParticleManager::init();
gamesnd_parse_soundstbl(true);
iff_init(); // Goober5000
species_init(); // Kazan
gamesnd_parse_soundstbl(false);
brief_icons_init();
hud_init_comm_orders(); // Goober5000
// 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();
rank_init();
traitor_init();
medals_init(); // get medal names for sexpression usage
key_init();
mouse_init();
model_init();
virtual_pof_init();
event_music_init();
alpha_colors_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();
animation::ModelAnimationParseHelper::parseTables();
sexp_startup(); // Must happen before ship init for LuaAI
obj_init();
armor_init();
ai_init();
ai_profiles_init();
weapon_init();
glowpoint_init();
ship_init();
prop_init();
techroom_intel_init();
hud_positions_init();
asteroid_init();
mission_brief_common_init();
neb2_init(); // fullneb stuff
nebl_init(); // neb lightning
stars_init();
ssm_init(); // The game calls this after stars_init(), and we need Ssm_info initialized for OPF_SSM_CLASS. -MageKing17
lighting_profiles::load_profiles();
// 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) {
// Note: Avoid calling any non-script functions after this line and before OnGameInit->run(), lest they run before scripting has completely initialized.
script_init(); //WMC
}
Script_system.RunInitFunctions();
Scripting_game_init_run = true; // set this immediately before OnGameInit so that OnGameInit *itself* will run
if (scripting::hooks::OnGameInit->isActive()) {
scripting::hooks::OnGameInit->run();
}
//Technically after the splash screen, but the best we can do these days. Since the override is hard-deprecated, we don't need to check it.
if (scripting::hooks::OnSplashScreen->isActive()) {
scripting::hooks::OnSplashScreen->run();
}
// A non-deprecated hook that runs after the splash screen has faded out.
if (scripting::hooks::OnSplashEnd->isActive()) {
scripting::hooks::OnSplashEnd->run();
}
libs::ffmpeg::initialize();
// for fred specific replacement texture stuff
Fred_texture_replacements.clear();
// Goober5000
Show_iff.clear();
for (i = 0; i < (int)Iff_info.size(); i++)
Show_iff.push_back(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, Voice_script_default_string.c_str());
Voice_export_selection = 0;
Show_waypoints = TRUE;
// 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();
fred_preload_all_briefing_icons(); //phreak. This needs to be done or else the briefing icons won't show up
fiction_viewer_reset();
cmd_brief_reset();
// mission creation requires the existence of a timestamp snapshot
timer_start_frame();
mission_campaign_clear();
create_new_mission();
gr_reset_clip();
g3_start_frame(0);
g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f);
Fred_main_wnd -> init_tools();
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, bool prop)
{
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, prop);
if (obj >= 0) {
mark_object(obj);
FREDDoc_ptr->autosave("object create");
} else if (obj == -1) {
if (prop && Prop_info.empty()) {
Fred_main_wnd->MessageBox("No props defined. Can't create prop object!");
} else {
Fred_main_wnd->MessageBox("Maximum object limit reached. Can't add any more objects.");
}
}
}
return obj;
}
void fix_prop_name(int prop)
{
int i = 1;
do {
sprintf(prop_id_lookup(prop)->prop_name, "U.R.A. Dummy %d", i++);
} while (query_prop_name_duplicate(prop));
}
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)
{
int obj, z1, z2;
float temp_max_hull_strength;
ship_info *sip;
// 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 <fs2path>[/modpath]/data/missions/
// "pop" and cfile_chdirs off the stack
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.erase(DEPART_ITEM);
}
}
else
{
shipp->orders_accepted.clear();
}
}
// 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 create_prop(matrix* orient, vec3d* pos, int prop_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 <fs2path>[/modpath]/data/missions/
// "pop" and cfile_chdirs off the stack
chdir(Fred_base_dir);
int obj = prop_create(orient, pos, prop_type);
if (obj == -1)
return -1;
// ok, done with file io, restore the pwd
chdir(pwd);
if (query_prop_name_duplicate(Objects[obj].instance))
fix_prop_name(Objects[obj].instance);
return obj;
}
int query_prop_name_duplicate(int prop)
{
const auto& target = prop_id_lookup(prop)->prop_name;
for (size_t i = 0; i < Props.size(); ++i) {
if (i == static_cast<size_t>(prop))
continue;
const auto& other = Props[i];
if (other.has_value() && other->objnum != -1) {
if (!stricmp(other->prop_name, target)) {
return 1;
}
}
}
return 0;
}
int query_ship_name_duplicate(int ship)
{
int i;
for (i=0; i<MAX_SHIPS; i++)
if ((i != ship) && (Ships[i].objnum != -1))
if (!stricmp(Ships[i].ship_name, Ships[ship].ship_name))
return 1;
return 0;
}
void copy_bits(int *dest, int src, int mask)
{
*dest &= ~mask;
*dest |= src & mask;
}
int dup_object(object *objp)
{
int i, n, inst, obj = -1;
ai_info *aip1, *aip2;
object *objp1, *objp2;
ship_subsys *subp1, *subp2;
static int waypoint_instance(-1);
if (!objp) {
waypoint_instance = -1;
return 0;
}
inst = objp->instance;
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->ai_class = aip2->ai_class;
for (i=0; i<MAX_AI_GOALS; i++)
aip1->goals[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);
}
i = find_item_with_string(Reinforcements, &reinforcements::name, Ships[inst].ship_name);
if (i >= 0) {
Reinforcements.push_back(Reinforcements[i]);
strcpy_s(Reinforcements.back().name, Ships[n].ship_name);
}
} else if (objp->type == 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, bool prop)
{
int obj, n;
if (prop) {
int prop_class = m_new_prop_type_combo_box.GetCurSel();
if (prop_class < 0 || prop_class >= prop_info_size())
return -1;
obj = create_prop(nullptr, pos, prop_class);
if (obj == -1)
return -1;
} else {
if (cur_ship_type_combo_index == static_cast<int>(Id_select_type_waypoint)) {
obj = create_waypoint(pos, waypoint_instance);
} else if (cur_ship_type_combo_index == static_cast<int>(Id_select_type_jump_node)) {
CJumpNode jnp(pos);
obj = jnp.GetSCPObjectNumber();
Jump_nodes.push_back(std::move(jnp));
} else { // creating a ship
int ship_class = m_new_ship_type_combo_box.GetShipClass(cur_ship_type_combo_index);
if (ship_class < 0 || ship_class >= ship_info_size())
return -1;
obj = create_ship(nullptr, pos, ship_class);
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(vec3d *pos, matrix *orient, int type)
{
int obj;
if (type == -1){
type = get_default_player_ship_index();
}
Assert(type >= 0);
obj = create_ship(orient, pos, type);
Objects[obj].type = OBJ_START;
Assert(Player_starts < MAX_PLAYERS);
Player_starts++;
if (Player_start_shipnum < 0) {
Player_start_shipnum = Objects[obj].instance;
}
// 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();
create_player(&vmd_zero_vector, &vmd_identity_matrix);
stars_post_level_init();
}
void clear_mission(bool fast_reload)
{
char *str;
int i, j, count;
CTime t;
// clean up everything we need to before we reset back to defaults.
clean_up_selections();
if (Briefing_dialog){
Briefing_dialog->reset_editor();
}
allocate_parse_text( PARSE_TEXT_SIZE );
mission_init(&The_mission);
obj_init();
if (!fast_reload)
model_free_all(); // Free all existing models
ai_init();
props_level_init();
asteroid_level_init();
ship_level_init();
nebula_init(Nebula_index, Nebula_pitch, Nebula_bank, Nebula_heading);
Shield_sys_teams.clear();
Shield_sys_teams.resize(Iff_info.size(), 0);
for (i=0; i<MAX_SHIP_CLASSES; i++){
Shield_sys_types[i] = 0;
}
set_cur_indices(-1);
str = reg_read_string("SOFTWARE\\Microsoft\\Windows\\CurrentVersion", "RegisteredOwner", NULL);
if (!str) {
str = reg_read_string("SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion", "RegisteredOwner", NULL);
if (!str) {
str = getenv("USERNAME");
if (!str){
str = UNKNOWN_USER;
}
}
}
time_t currentTime;
time(&currentTime);
auto timeinfo = localtime(&currentTime);
The_mission.name = "Untitled";
The_mission.author = str;
time_to_mission_info_string(timeinfo, The_mission.created, DATE_TIME_LENGTH - 1);
strcpy_s(The_mission.modified, The_mission.created);
strcpy_s(The_mission.notes, "This is a FRED2_OPEN created mission.");
strcpy_s(The_mission.mission_desc, "Put mission description here");
apply_default_custom_data(&The_mission);
// reset alternate name & callsign stuff
for(i=0; i<MAX_SHIPS; i++){
strcpy_s(Fred_alt_names[i], "");
strcpy_s(Fred_callsigns[i], "");
}
// set up the default ship types for all teams. For now, this is the same class
// of ships for all teams
for (i=0; i<MAX_TVT_TEAMS; i++) {
count = 0;
for ( j = 0; j < ship_info_size(); j++ ) {
if (Ship_info[j].flags[Ship::Info_Flags::Default_player_ship]) {
Team_data[i].ship_list[count] = j;
strcpy_s(Team_data[i].ship_list_variables[count], "");
Team_data[i].ship_count[count] = 5;
strcpy_s(Team_data[i].ship_count_variables[count], "");
count++;
}
}
Team_data[i].num_ship_choices = count;
count = 0;
for ( j = 0; j < weapon_info_size(); j++ ) {
if (Weapon_info[j].wi_flags[Weapon::Info_Flags::Default_player_weapon]) {
if (Weapon_info[j].subtype == WP_LASER) {
Team_data[i].weaponry_count[count] = 16;
} else {
Team_data[i].weaponry_count[count] = 500;
}
Team_data[i].weaponry_pool[count] = j;
strcpy_s(Team_data[i].weaponry_pool_variable[count], "");
strcpy_s(Team_data[i].weaponry_amount_variable[count], "");
count++;
}
Team_data[i].weapon_required[j] = false;
}
Team_data[i].num_weapon_choices = count;
}
unmark_all();
fred_render_init();
set_physics_controls();
Event_annotations.clear();
Fred_migrated_immobile_ships.clear();
// free memory from all parsing so far -- see also the stop_parse() in player_select_close() which frees all tbls found during game_init()
stop_parse();
// however, FRED expects to parse comments from the raw buffer, so we need a nominal string for that
allocate_parse_text(1);
set_modified(FALSE);
Update_window = 1;
}
int query_valid_object(int index)
{
int obj_found = FALSE;
object *ptr;
if (index < 0 || index >= 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 = Update_prop = 1;
Waypoint_editor_dialog.initialize_data(1);
Jumpnode_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; i<Wings[cur_wing].wave_count; i++)
if (wing_objects[cur_wing][i] == cur_object_index) {
cur_wing_index = i;
break;
}
} else if (Objects[obj].type == OBJ_WAYPOINT) {
cur_waypoint = find_waypoint_with_instance(Objects[obj].instance);
Assert(cur_waypoint != NULL);
cur_waypoint_list = cur_waypoint->get_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; i<Wings[cur_wing].wave_count; i++)
if (wing_objects[cur_wing][i] == cur_object_index) {
cur_wing_index = i;
break;
}
} else if (ptr->type == 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 = Prop_editor_dialog.update_data(0);
if (z) {
nprintf(("Fred routing", "prop dialog save failed\n"));
Prop_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;
}
z = Jumpnode_editor_dialog.update_data(0);
if (z) {
nprintf(("Fred routing", "jumpnode dialog save failed\n"));
Jumpnode_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];
const char *name;
int i, z, r, type;
object *objp;
SCP_list<CJumpNode>::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, sexp_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, sexp_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();
auto count = 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, sexp_ref_type::WAYPOINT_PATH, obj);
if (r)
return r;
}
// check for waypoint references
waypoint_stuff_name(msg, *wpt);
name = msg;
r = reference_handler(name, sexp_ref_type::WAYPOINT, obj);
if (r)
return r;
// at this point we've confirmed we want to delete it
invalidate_references(name, sexp_ref_type::WAYPOINT);
if (count == 1) {
invalidate_references(wp_list->get_name(), sexp_ref_type::WAYPOINT_PATH);
}
// save info needed to update shifted waypoint references after removal
int deleted_index = wpt->get_index();
char list_name[NAME_LENGTH];
strcpy_s(list_name, wp_list->get_name());
// the actual removal code has been moved to this function in waypoints.cpp
waypoint_remove(wpt);
// update SEXP and AI goal references for waypoints that shifted down
for (int wi = deleted_index; wi < (int)count - 1; wi++) {
char old_wpt_name[NAME_LENGTH];
char new_wpt_name[NAME_LENGTH];
waypoint_stuff_name(old_wpt_name, list_name, wi + 2); // old 1-based number
waypoint_stuff_name(new_wpt_name, list_name, wi + 1); // new 1-based number
update_sexp_references(old_wpt_name, new_wpt_name);
ai_update_goal_references(sexp_ref_type::WAYPOINT, old_wpt_name, new_wpt_name);
}
} else if (type == OBJ_SHIP) {
name = Ships[Objects[obj].instance].ship_name;
r = reference_handler(name, sexp_ref_type::SHIP, obj);
if (r)
return r;
z = Objects[obj].instance;
if (Ships[z].wingnum >= 1) {
invalidate_references(name, sexp_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, sexp_ref_type::SHIP);
}
delete_reinforcement(name);
// 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]));
}
} else if (type == OBJ_PROP) {
// Delete briefing icons maybe?
} else if (type == OBJ_POINT) {
Assert(Briefing_dialog);
Briefing_dialog->delete_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
if (jnp != Jump_nodes.end())
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(const char *name)
{
int i = find_item_with_string(Reinforcements, &reinforcements::name, name);
if (i < 0)
return;
Reinforcements.erase(Reinforcements.begin() + i);
set_modified();
}
// delete ship, removing it from its wing if necessary.
int delete_ship_from_wing(int ship)
{
char name[NAME_LENGTH];
int i, r, wing, end;
wing = Ships[ship].wingnum;
if (wing >= 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);
// bash it again for the display name
wing_bash_ship_name(&Ships[Wings[wing].ship_index[i]], &Wings[wing], i + 1, true);
}
}
const auto max_threshold_before = MAX_SHIPS_PER_WING - Wings[wing].wave_count;
if (Wings[wing].threshold > max_threshold_before){
Wings[wing].threshold = max_threshold_before;
}
Wings[wing].wave_count--;
if (Wings[wing].wave_count){
const auto max_threshold_after = MAX_SHIPS_PER_WING - Wings[wing].wave_count;
if (Wings[wing].threshold > max_threshold_after) {
Wings[wing].threshold = max_threshold_after;
}
}
}
}
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 = Update_prop = 1;
Waypoint_editor_dialog.initialize_data(1);
Jumpnode_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 = Update_prop = 1;
Waypoint_editor_dialog.initialize_data(1);
Jumpnode_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; i<MAX_OBJECTS; i++){
Objects[i].flags.remove(Object::Object_Flags::Marked);
}
Marked = 0;
Update_window = 1;
set_cur_object_index(-1);
}
}
void clean_up_selections()
{
if (Briefing_dialog)
Briefing_dialog->icon_select(-1);
unmark_all();
}
void clear_menu(CMenu *ptr)
{
int count;
count = ptr->GetMenuItemCount();
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; i<MAX_WINGS; i++){
if (Wings[i].wave_count) {
z = state | MF_STRING;
if (!count--) {
count = rows;
z |= MF_MENUBARBREAK;
}
mptr->AppendMenu(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; i<max; i++) {
Assert(strlen(strlist[i]));
if (!stricmp((LPCTSTR) str1, strlist[i])){
return i;
}
}
return -1;
}
int gray_menu_tree(CMenu *base)
{
int i, z, count = 0;
CMenu *submenu;
i = base->GetMenuItemCount();
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; i<MAX_AI_GOALS; i++){
if (ai_goals[i].ai_mode != AI_GOAL_NONE){
return 0;
}
}
return 1;
}
int set_reinforcement(const char *name, int state)
{
int index;
int cur = find_item_with_string(Reinforcements, &reinforcements::name, name);
if (!state && (cur != -1)) {
Reinforcements.erase(Reinforcements.begin() + cur);
// clear the ship/wing flag for this reinforcement
index = ship_name_lookup(name);
if ( index != -1 ){
Ships[index].flags.remove(Ship::Ship_Flags::Reinforcement);
} else {
index = wing_name_lookup(name);
if ( index != -1 ){
Wings[index].flags.remove(Ship::Wing_Flags::Reinforcement);
}
}
if (index == -1 ){
Int3(); // get allender -- coudln't find ship/wing for clearing reinforcement flag
}
set_modified();
return -1;
}
if (state && (cur == -1)) {
Assert(strlen(name) < NAME_LENGTH);
Reinforcements.emplace_back(name);
// set the reinforcement flag on the ship or wing
index = ship_name_lookup(name);
if ( index != -1 ){
Ships[index].flags.set(Ship::Ship_Flags::Reinforcement);
} else {
index = wing_name_lookup(name);
if ( index != -1 ){
Wings[index].flags.set(Ship::Wing_Flags::Reinforcement);
}
}
if ( index == -1 ){
Int3(); // get allender -- coudln't find ship/wing for setting reinforcement flag
}
set_modified();
return 1;
}
// this code will take care of setting the bits for the ship/wing flags
if ( state && (cur != -1) ) {
// set the reinforcement flag on the ship or wing
index = ship_name_lookup(name);
if ( index != -1 ){
Ships[index].flags.set(Ship::Ship_Flags::Reinforcement);
} else {
index = wing_name_lookup(name);
if ( index != -1 ){
Wings[index].flags.set(Ship::Wing_Flags::Reinforcement);
}
}
if ( index == -1 ){
Int3(); // get allender -- coudln't find ship/wing for setting reinforcement flag
}
}
return 0;
}
int get_docking_list(int model_index)
{
int i;
polymodel *pm;
pm = model_get(model_index);
Assert(pm->n_docks <= MAX_DOCKS);
for (i=0; i<pm->n_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, const char *name)
{
Assert(ship >= 0);
Assert(strlen(name) < NAME_LENGTH);
// we may not need to rename it
if (strcmp(Ships[ship].ship_name, name) == 0)
return 0;
update_sexp_references(Ships[ship].ship_name, name);
ai_update_goal_references(sexp_ref_type::SHIP, Ships[ship].ship_name, name);
update_texture_replacements(Ships[ship].ship_name, name);
int i = find_item_with_string(Reinforcements, &reinforcements::name, Ships[ship].ship_name);
if (i >= 0)
strcpy_s(Reinforcements[i].name, name);
strcpy_s(Ships[ship].ship_name, name);
if (ship == cur_ship)
Ship_editor_dialog.m_ship_name = _T(name);
// if this name has a hash, create a default display name
if (get_pointer_to_first_hash_symbol(Ships[ship].ship_name))
{
Ships[ship].display_name = Ships[ship].ship_name;
end_string_at_first_hash_symbol(Ships[ship].display_name);
Ships[ship].flags.set(Ship::Ship_Flags::Has_display_name);
if (ship == cur_ship)
Ship_editor_dialog.m_ship_display_name = _T(Ships[ship].display_name.c_str());
}
// otherwise reset the display name
else
{
Ships[ship].display_name = "";
Ships[ship].flags.remove(Ship::Ship_Flags::Has_display_name);
if (ship == cur_ship)
Ship_editor_dialog.m_ship_display_name = _T("<none>");
}
return 0;
}
int invalidate_references(const char *name, sexp_ref_type type)
{
char new_name[512];
sprintf(new_name, "<%s>", name);
update_sexp_references(name, new_name);
ai_update_goal_references(type, name, new_name);
update_texture_replacements(name, new_name);
int i = find_item_with_string(Reinforcements, &reinforcements::name, name);
if (i >= 0)
strcpy_s(Reinforcements[i].name, new_name);
return 0;
}
int internal_integrity_check()
{
int i;
for (i=0; i<(int)Mission_events.size(); i++)
verify_sexp_tree(Mission_events[i].formula);
for (i=0; i<(int)Mission_goals.size(); i++)
verify_sexp_tree(Mission_goals[i].formula);
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count) {
verify_sexp_tree(Wings[i].arrival_cue);
verify_sexp_tree(Wings[i].departure_cue);
}
for (i=0; i<MAX_SHIPS; i++)
if (Ships[i].objnum >= 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; i<num; i++)
if (model_get_dock_index_type(model, i) & type) {
z = box->AddString(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(sexp_ref_type type, const char *old_name, const char *new_name)
{
int i;
for (i=0; i<MAX_AI_INFO; i++) // loop through all Ai_info entries
if (Ai_info[i].shipnum != -1) // skip if unused
ai_update_goal_references(Ai_info[i].goals, type, old_name, new_name);
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count)
ai_update_goal_references(Wings[i].ai_goals, type, old_name, new_name);
}
std::pair<int, sexp_src> query_referenced_in_ai_goals(sexp_ref_type type, const char *name)
{
int i;
for (i=0; i<MAX_AI_INFO; i++) // loop through all Ai_info entries
if (Ai_info[i].shipnum >= 0) // skip if unused
if (query_referenced_in_ai_goals(Ai_info[i].goals, type, name))
return std::make_pair(Ai_info[i].shipnum, sexp_src::SHIP_ORDER);
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count)
if (query_referenced_in_ai_goals(Wings[i].ai_goals, type, name))
return std::make_pair(i, sexp_src::WING_ORDER);
return std::make_pair(-1, sexp_src::NONE);
}
int advanced_stricmp(char *one, char *two)
{
if (!one && !two)
return 0;
if (!one)
return -1;
if (!two)
return 1;
return stricmp(one, two);
}
// returns 0: go ahead change object
// 1: don't change it
// 2: abort (they used cancel to go to reference)
int reference_handler(const char *name, sexp_ref_type type, int obj)
{
char msg[2048], text[128], type_name[128];
int r, node;
switch (type) {
case sexp_ref_type::SHIP:
sprintf(type_name, "Ship \"%s\"", name);
break;
case sexp_ref_type::WING:
sprintf(type_name, "Wing \"%s\"", name);
break;
case sexp_ref_type::PLAYER:
strcpy_s(type_name, name);
break;
case sexp_ref_type::WAYPOINT:
sprintf(type_name, "Waypoint \"%s\"", name);
break;
case sexp_ref_type::WAYPOINT_PATH:
sprintf(type_name, "Waypoint path \"%s\"", name);
break;
default:
Error(LOCATION, "Type unknown for object \"%s\". Let Hoffos know now!", name);
}
auto pair = query_referenced_in_sexp(type, name, node);
int n = pair.first;
sexp_src source = pair.second;
if (source != sexp_src::NONE) {
switch (source) {
case sexp_src::SHIP_ARRIVAL:
sprintf(text, "the arrival cue of ship \"%s\"", Ships[n].ship_name);
break;
case sexp_src::SHIP_DEPARTURE:
sprintf(text, "the departure cue of ship \"%s\"", Ships[n].ship_name);
break;
case sexp_src::WING_ARRIVAL:
sprintf(text, "the arrival cue of wing \"%s\"", Wings[n].name);
break;
case sexp_src::WING_DEPARTURE:
sprintf(text, "the departure cue of wing \"%s\"", Wings[n].name);
break;
case sexp_src::EVENT:
if (!Mission_events[n].name.empty())
sprintf(text, "event \"%s\"", Mission_events[n].name.c_str());
else
sprintf(text, "event #%d", n);
break;
case sexp_src::MISSION_GOAL:
if (!Mission_goals[n].name.empty())
sprintf(text, "mission goal \"%s\"", Mission_goals[n].name.c_str());
else
sprintf(text, "mission goal #%d", n);
break;
case sexp_src::MISSION_CUTSCENE:
if (The_mission.cutscenes[n].filename[0] != '\0')
sprintf(text, "mission cutscene \"%s\"", The_mission.cutscenes[n].filename);
else
sprintf(text, "mission cutscene #%d", n);
break;
case sexp_src::DEBRIEFING:
sprintf(text, "debriefing #%d", n);
break;
case sexp_src::BRIEFING:
sprintf(text, "briefing #%d", n);
break;
default: // very bad. Someone added an sexp somewhere and didn't change this.
Warning(LOCATION, "\"%s\" referenced by an unknown sexp source! "
"Run for the hills and let Hoffoss know right now!", name);
delete_flag = 1;
return 2;
}
sprintf(msg, "%s is referenced by %s (possibly more sexps).\n"
"Do you want to delete it anyway?\n\n"
"(click Cancel to go to the reference)", type_name, text);
r = sexp_reference_handler(node, source, n, msg);
if (r == 1) {
if (obj >= 0)
unmark_object(obj);
return 1;
}
if (r == 2) {
delete_flag = 1;
return 2;
}
}
pair = query_referenced_in_ai_goals(type, name);
n = pair.first;
source = pair.second;
if (source != sexp_src::NONE) {
switch (source) {
case sexp_src::SHIP_ORDER:
sprintf(text, "ship \"%s\"", Ships[n].ship_name);
break;
case sexp_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(source, n, msg);
if (r == 1) {
if (obj >= 0)
unmark_object(obj);
return 1;
}
if (r == 2) {
delete_flag = 1;
return 2;
}
}
if ((type != sexp_ref_type::SHIP) && (type != sexp_ref_type::WING))
return 0;
n = find_item_with_string(Reinforcements, &reinforcements::name, name);
if (n >= 0) {
sprintf(msg, "Ship \"%s\" is a reinforcement unit.\n"
"Do you want to delete it anyway?", name);
r = Fred_main_wnd->MessageBox(msg, NULL, MB_YESNO | MB_ICONEXCLAMATION);
if (r == IDNO) {
if (obj >= 0)
unmark_object(obj);
return 1;
}
}
return 0;
}
int orders_reference_handler(sexp_src source, int source_index, char *msg)
{
int r = Fred_main_wnd->MessageBox(msg, "Warning", MB_YESNOCANCEL | MB_ICONEXCLAMATION);
if (r == IDNO)
return 1;
if (r == IDYES)
return 0;
ShipGoalsDlg dlg_goals;
switch (source) {
case sexp_src::SHIP_ORDER:
unmark_all();
mark_object(Ships[source_index].objnum);
dlg_goals.self_ship = source_index;
dlg_goals.DoModal();
if (!query_initial_orders_empty(Ai_info[Ships[source_index].ai_index].goals))
if ((Ships[source_index].wingnum >= 0) && (query_initial_orders_conflict(Ships[source_index].wingnum)))
Fred_main_wnd->MessageBox("This ship's wing also has initial orders", "Possible conflict");
break;
case sexp_src::WING_ORDER:
unmark_all();
mark_wing(source_index);
dlg_goals.self_wing = source_index;
dlg_goals.DoModal();
if (query_initial_orders_conflict(source_index))
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, sexp_src source, int source_index, 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;
n = source_index;
switch (source) {
case sexp_src::SHIP_ARRIVAL:
case sexp_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[n].objnum);
break;
case sexp_src::WING_ARRIVAL:
case sexp_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(n);
break;
case sexp_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 sexp_src::MISSION_GOAL: {
CMissionGoalsDlg dlg;
dlg.select_sexp_node = node;
dlg.DoModal();
break;
}
case sexp_src::MISSION_CUTSCENE: {
CMissionCutscenesDlg dlg;
dlg.select_sexp_node = node;
dlg.DoModal();
break;
}
case sexp_src::DEBRIEFING: {
if (!Debriefing_dialog) {
Debriefing_dialog = new debriefing_editor_dlg;
Debriefing_dialog->create();
}
Debriefing_dialog->SetWindowPos(&CWnd::wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
Debriefing_dialog->ShowWindow(SW_RESTORE);
Debriefing_dialog->focus_sexp(node);
break;
}
case sexp_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];
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:
waypoint_stuff_name(text, Objects[obj].instance);
return text;
case OBJ_POINT:
return "Briefing icon";
}
return "*unknown*";
}
const char *get_order_name(ai_goal_mode order)
{
int i;
if (order == AI_GOAL_NONE) // special case
return "None";
for (i=0; i<Ai_goal_list_size; i++)
if (Ai_goal_list[i].def == order)
return Ai_goal_list[i].name;
return "???";
}
void object_moved(object *objp)
{
if (objp->type == 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<MAX_WEAPON_TYPES; i++)
arr[i] = 0;
if (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) {
Assert (team >= 0 && team < MAX_TVT_TEAMS);
for (i=0; i<MAX_TVT_WINGS_PER_TEAM; i++) {
generate_weaponry_usage_list(arr, TVT_wings[(team * MAX_TVT_WINGS_PER_TEAM) + i]);
}
}
else {
for (i=0; i<MAX_STARTING_WINGS; i++) {
generate_weaponry_usage_list(arr, Starting_wings[i]);
}
}
}
CJumpNode *jumpnode_get_by_name(const CString& name)
{
CJumpNode *jnp = jumpnode_get_by_name((LPCTSTR) name);
return jnp;
}
// function which adds all current ships in the Fred mission to the passed in combo box. useful for
// building up ship lists for arrival/departure targets
void management_add_ships_to_combo( CComboBox *box, int flags )
{
object *objp;
int id, i, restrict_to_players;
box->ResetContent();
// 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 < (int)Iff_info.size(); i++)
{
char tmp[NAME_LENGTH + 15];
stuff_special_arrival_anchor_name(tmp, i, restrict_to_players, false);
id = box->AddString(tmp);
box->SetItemData(id, get_special_anchor(tmp).value());
}
}
}
// 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<MAX_TVT_WINGS; i++)
{
if (wing == TVT_wings[i])
return 1;
}
}
else
{
for (i=0; i<MAX_STARTING_WINGS; i++)
{
if (wing == Starting_wings[i])
return 1;
}
}
return 0;
}
// Goober5000
// This must be done when either the wing name or the custom name is changed.
// (It's also duplicated in FS2, in post_process_mission, for setting the indexes at mission load.)
void update_custom_wing_indexes()
{
int i;
for (i = 0; i < MAX_STARTING_WINGS; i++)
{
Starting_wings[i] = wing_name_lookup(Starting_wing_names[i], 1);
}
for (i = 0; i < MAX_SQUADRON_WINGS; i++)
{
Squadron_wings[i] = wing_name_lookup(Squadron_wing_names[i], 1);
}
for (i = 0; i < MAX_TVT_WINGS; i++)
{
TVT_wings[i] = wing_name_lookup(TVT_wing_names[i], 1);
}
}
// Goober5000
void update_texture_replacements(const char *old_name, const char *new_name)
{
for (SCP_vector<texture_replace>::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);
}
}