Files
fs2open.github.com/code/fred2/weaponeditordlg.cpp
T
2006-01-19 02:27:38 +00:00

683 lines
19 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.
*
*/
/*
* $Logfile: /Freespace2/code/Fred2/WeaponEditorDlg.cpp $
* $Revision: 1.1 $
* $Date: 2006-01-19 02:27:32 $
* $Author: Goober5000 $
*
* Weapon editor dialog box handling code
*
* $Log: not supported by cvs2svn $
* Revision 1.3 2004/06/15 20:50:29 wmcoolmon
* hud-set-color, current-speed, and FRED fixes (Wouldn't compile).
*
* Revision 1.2 2002/08/15 01:06:34 penguin
* Include filename reorg (to coordinate w/ fs2_open)
*
* Revision 1.1.1.1 2002/07/15 03:11:03 inquisitor
* Initial FRED2 Checking
*
*
* 4 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 3 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 2 10/07/98 6:28p Dave
* Initial checkin. Renamed all relevant stuff to be Fred2 instead of
* Fred. Globalized mission and campaign file extensions. Removed Silent
* Threat specific code.
*
* 1 10/07/98 3:02p Dave
*
* 1 10/07/98 3:00p Dave
*
* 17 5/14/98 5:31p Hoffoss
* Fixed some stupid behaviour in this editor related to ammo counts being
* -99.
*
* 16 4/22/98 11:27a Hoffoss
* Make big weapons available for capital ships as well as big ships (why
* the hell a capital ship isn't a big ship is beyond me, though).
*
* 15 4/14/98 11:46a Johnson
* Added window enables for spinners, but it seems to be ignored.
*
* 14 2/26/98 10:44a Johnson
* Fixed bug with SetRange() not being called on editor first open.
*
* 13 2/22/98 1:32a Hoffoss
* Changed editor to use raw ammo counts isntead of percentages, and make
* it select first item in list by default.
*
* 12 2/13/98 3:38p Johnson
* Fixed bug where multi ship editing won't update player ships.
*
* 11 12/11/97 5:46p Hoffoss
* Changed Fred to not display weapons that are not available to various
* ships.
*
* 10 9/16/97 9:41p Hoffoss
* Changed Fred code around to stop using Parse_player structure for
* player information, and use actual ships instead.
*
* 9 5/30/97 4:50p Hoffoss
* Added code to allow marked ship editing of data in child dialogs of
* ship editor dialog.
*
* 8 4/21/97 5:02p Hoffoss
* Player/player status editing supported, and both saved and loaded from
* Mission files.
*
* 7 4/16/97 2:02p Hoffoss
* Fixed bug Mike created by changing code while I had file checked out
* still.
*
* 6 4/16/97 1:59p Hoffoss
* Weapon editor now fully functional.
*
* 5 4/10/97 3:20p Mike
* Change hull damage to be like shields.
*
* 4 4/09/97 11:48a Hoffoss
* Initial work to weapon editor.
*
* 3 3/31/97 6:07p Hoffoss
* Fixed several errors, including BG editor not graying fields, BG editor
* not updating image when changed, Removed obsolete data from Weapon
* editor, priority not being saved when missions saved, priority not
* editable in initial orders editor.
*
* 2 2/17/97 5:28p Hoffoss
* Checked RCS headers, added them were missing, changing description to
* something better, etc where needed.
*
* $NoKeywords: $
*/
#include "stdafx.h"
#include "FRED.h"
#include "WeaponEditorDlg.h"
#include "globalincs/linklist.h"
#include "Management.h"
#include "weapon/weapon.h"
#include "ship/ship.h"
#define BLANK_FIELD -99
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// WeaponEditorDlg dialog
WeaponEditorDlg::WeaponEditorDlg(CWnd* pParent /*=NULL*/)
: CDialog(WeaponEditorDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(WeaponEditorDlg)
m_ai_class = -1;
m_ammo1 = 0;
m_ammo2 = 0;
m_ammo3 = 0;
m_ammo4 = 0;
m_gun1 = -1;
m_gun2 = -1;
m_gun3 = -1;
m_missile1 = -1;
m_missile2 = -1;
m_missile3 = -1;
m_missile4 = -1;
m_cur_item = -1;
//}}AFX_DATA_INIT
m_last_item = -1;
m_multi_edit = 0;
}
int save_number(char *str, int *val)
{
char buf[40];
int num;
num = atoi(str);
sprintf(buf, "%d", num);
if (strncmp(str, buf, strlen(buf)))
return 0;
*val = num;
return 1;
}
void WeaponEditorDlg::DoDataExchange(CDataExchange* pDX)
{
CString str;
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(WeaponEditorDlg)
DDX_Control(pDX, IDC_SPIN4, m_spin4);
DDX_Control(pDX, IDC_SPIN3, m_spin3);
DDX_Control(pDX, IDC_SPIN2, m_spin2);
DDX_Control(pDX, IDC_SPIN1, m_spin1);
DDX_CBIndex(pDX, IDC_AI_CLASS, m_ai_class);
DDX_CBIndex(pDX, IDC_GUN1, m_gun1);
DDX_CBIndex(pDX, IDC_GUN2, m_gun2);
DDX_CBIndex(pDX, IDC_GUN3, m_gun3);
DDX_CBIndex(pDX, IDC_MISSILE1, m_missile1);
DDX_CBIndex(pDX, IDC_MISSILE2, m_missile2);
DDX_CBIndex(pDX, IDC_MISSILE3, m_missile3);
DDX_CBIndex(pDX, IDC_MISSILE4, m_missile4);
DDX_LBIndex(pDX, IDC_LIST, m_cur_item);
//}}AFX_DATA_MAP
if (pDX->m_bSaveAndValidate) {
GetDlgItem(IDC_AMMO1)->GetWindowText(str);
if (save_number((char *) (LPCSTR) str, &m_ammo1)) {
m_ammo_max1 = (m_missile1 <= 0) ? 0 : get_max_ammo_count_for_bank(m_ship_class, 0, m_missile1 + First_secondary_index - 1);
if (m_ammo1 < 0)
m_ammo1 = 0;
if (m_ammo1 > m_ammo_max1)
m_ammo1 = m_ammo_max1;
}
GetDlgItem(IDC_AMMO2)->GetWindowText(str);
if (save_number((char *) (LPCSTR) str, &m_ammo2)) {
m_ammo_max2 = (m_missile2 <= 0) ? 0 : get_max_ammo_count_for_bank(m_ship_class, 1, m_missile2 + First_secondary_index - 1);
if (m_ammo2 < 0)
m_ammo2 = 0;
if (m_ammo2 > m_ammo_max2)
m_ammo2 = m_ammo_max2;
}
GetDlgItem(IDC_AMMO3)->GetWindowText(str);
if (save_number((char *) (LPCSTR) str, &m_ammo3)) {
m_ammo_max3 = (m_missile3 <= 0) ? 0 : get_max_ammo_count_for_bank(m_ship_class, 2, m_missile3 + First_secondary_index - 1);
if (m_ammo3 < 0)
m_ammo3 = 0;
if (m_ammo3 > m_ammo_max3)
m_ammo3 = m_ammo_max3;
}
GetDlgItem(IDC_AMMO4)->GetWindowText(str);
if (save_number((char *) (LPCSTR) str, &m_ammo4)) {
m_ammo_max4 = (m_missile4 <= 0) ? 0 : get_max_ammo_count_for_bank(m_ship_class, 3, m_missile4 + First_secondary_index - 1);
if (m_ammo4 < 0)
m_ammo4 = 0;
if (m_ammo4 > m_ammo_max4)
m_ammo4 = m_ammo_max4;
}
m_spin1.SetRange(0, m_ammo_max1);
m_spin2.SetRange(0, m_ammo_max2);
m_spin3.SetRange(0, m_ammo_max3);
m_spin4.SetRange(0, m_ammo_max4);
} else {
if (m_ammo1 != BLANK_FIELD)
DDX_Text(pDX, IDC_AMMO1, m_ammo1);
else
GetDlgItem(IDC_AMMO1)->SetWindowText("");
if (m_ammo2 != BLANK_FIELD)
DDX_Text(pDX, IDC_AMMO2, m_ammo2);
else
GetDlgItem(IDC_AMMO2)->SetWindowText("");
if (m_ammo3 != BLANK_FIELD)
DDX_Text(pDX, IDC_AMMO3, m_ammo3);
else
GetDlgItem(IDC_AMMO3)->SetWindowText("");
if (m_ammo4 != BLANK_FIELD)
DDX_Text(pDX, IDC_AMMO4, m_ammo4);
else
GetDlgItem(IDC_AMMO4)->SetWindowText("");
}
}
BEGIN_MESSAGE_MAP(WeaponEditorDlg, CDialog)
//{{AFX_MSG_MAP(WeaponEditorDlg)
ON_LBN_SELCHANGE(IDC_LIST, OnSelchangeList)
ON_WM_CLOSE()
ON_CBN_SELCHANGE(IDC_MISSILE1, OnSelchangeMissile1)
ON_CBN_SELCHANGE(IDC_MISSILE2, OnSelchangeMissile2)
ON_CBN_SELCHANGE(IDC_MISSILE3, OnSelchangeMissile3)
ON_CBN_SELCHANGE(IDC_MISSILE4, OnSelchangeMissile4)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// WeaponEditorDlg message handlers
BOOL WeaponEditorDlg::OnInitDialog()
{
int i, z, big = 1, end1, end2, inst, flag = 0;
object *ptr;
model_subsystem *psub;
ship_subsys *ssl, *pss;
CComboBox *box;
CListBox *list;
CDialog::OnInitDialog();
m_ship = cur_ship;
if (m_ship == -1)
m_ship = Objects[cur_object_index].instance;
end1 = First_secondary_index;
end2 = Num_weapon_types;
list = (CListBox *) GetDlgItem(IDC_LIST);
z = list->AddString("Pilot");
if (m_multi_edit) {
list->SetItemDataPtr(z, &pilot);
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)) {
inst = ptr->instance;
if (!(ship_get_SIF(inst) & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
big = 0;
if (!flag) {
pilot = Ships[inst].weapons;
m_ship_class = Ships[inst].ship_info_index;
flag = 1;
} else {
Assert(Ships[inst].ship_info_index == m_ship_class);
if (pilot.ai_class != Ships[inst].weapons.ai_class)
pilot.ai_class = BLANK_FIELD;
for (i=0; i<MAX_SHIP_PRIMARY_BANKS; i++)
if (pilot.primary_bank_weapons[i] != Ships[inst].weapons.primary_bank_weapons[i])
pilot.primary_bank_weapons[i] = BLANK_FIELD;
for (i=0; i<MAX_SHIP_SECONDARY_BANKS; i++) {
if (pilot.secondary_bank_weapons[i] != Ships[inst].weapons.secondary_bank_weapons[i])
pilot.secondary_bank_weapons[i] = BLANK_FIELD;
if (pilot.secondary_bank_ammo[i] != Ships[inst].weapons.secondary_bank_ammo[i])
pilot.secondary_bank_ammo[i] = BLANK_FIELD;
}
}
}
ptr = GET_NEXT(ptr);
}
} else {
if (!(ship_get_SIF(m_ship) & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
big = 0;
m_ship_class = Ships[m_ship].ship_info_index;
list->SetItemDataPtr(z, &Ships[m_ship].weapons);
ssl = &Ships[m_ship].subsys_list;
for (pss = GET_FIRST(ssl); pss != END_OF_LIST(ssl); pss = GET_NEXT(pss)) {
psub = pss->system_info;
if (psub->type == SUBSYSTEM_TURRET) {
z = list->AddString(psub->subobj_name);
list->SetItemDataPtr(z, &pss->weapons);
}
}
}
box = (CComboBox *) GetDlgItem(IDC_AI_CLASS);
for (i=0; i<Num_ai_classes; i++){
box->AddString(Ai_class_names[i]);
}
for (i=0; i<end1; i++){
if ((Weapon_info[i].wi_flags & WIF_CHILD) || (!big && (Weapon_info[i].wi_flags & WIF_BIG_ONLY))){
end1 = i;
}
}
box = (CComboBox *) GetDlgItem(IDC_GUN1);
box->AddString("None");
for (i=0; i<end1; i++){
box->AddString(Weapon_info[i].name);
}
box = (CComboBox *) GetDlgItem(IDC_GUN2);
box->AddString("None");
for (i=0; i<end1; i++){
box->AddString(Weapon_info[i].name);
}
box = (CComboBox *) GetDlgItem(IDC_GUN3);
box->AddString("None");
for (i=0; i<end1; i++){
box->AddString(Weapon_info[i].name);
}
for (i=First_secondary_index; i<end2; i++){
if ((Weapon_info[i].wi_flags & WIF_CHILD) || (!big && (Weapon_info[i].wi_flags & WIF_BIG_ONLY))){
end2 = i;
}
}
box = (CComboBox *) GetDlgItem(IDC_MISSILE1);
box->AddString("None");
for (i=First_secondary_index; i<end2; i++){
box->AddString(Weapon_info[i].name);
}
box = (CComboBox *) GetDlgItem(IDC_MISSILE2);
box->AddString("None");
for (i=First_secondary_index; i<end2; i++){
box->AddString(Weapon_info[i].name);
}
box = (CComboBox *) GetDlgItem(IDC_MISSILE3);
box->AddString("None");
for (i=First_secondary_index; i<end2; i++){
box->AddString(Weapon_info[i].name);
}
box = (CComboBox *) GetDlgItem(IDC_MISSILE4);
box->AddString("None");
for (i=First_secondary_index; i<end2; i++){
box->AddString(Weapon_info[i].name);
}
m_cur_item = 0;
UpdateData(FALSE);
change_selection();
UpdateData(TRUE);
return TRUE;
}
void WeaponEditorDlg::OnSelchangeList()
{
UpdateData(TRUE);
UpdateData(TRUE);
change_selection();
}
void WeaponEditorDlg::change_selection()
{
CString a1, a2, a3, a4;
GetDlgItem(IDC_AMMO1)->GetWindowText(a1);
GetDlgItem(IDC_AMMO2)->GetWindowText(a2);
GetDlgItem(IDC_AMMO3)->GetWindowText(a3);
GetDlgItem(IDC_AMMO4)->GetWindowText(a4);
if (m_last_item >= 0) {
cur_weapon->ai_class = m_ai_class;
cur_weapon->primary_bank_weapons[0] = m_gun1 - 1;
cur_weapon->primary_bank_weapons[1] = m_gun2 - 1;
cur_weapon->primary_bank_weapons[2] = m_gun3 - 1;
if (m_missile1 > 0)
m_missile1 += First_secondary_index;
cur_weapon->secondary_bank_weapons[0] = m_missile1 - 1;
if (m_missile2 > 0)
m_missile2 += First_secondary_index;
cur_weapon->secondary_bank_weapons[1] = m_missile2 - 1;
if (m_missile3 > 0)
m_missile3 += First_secondary_index;
cur_weapon->secondary_bank_weapons[2] = m_missile3 - 1;
if (m_missile4 > 0)
m_missile4 += First_secondary_index;
cur_weapon->secondary_bank_weapons[3] = m_missile4 - 1;
cur_weapon->secondary_bank_ammo[0] = m_ammo_max1 ? (m_ammo1 * 100 / m_ammo_max1) : 0;
cur_weapon->secondary_bank_ammo[1] = m_ammo_max2 ? (m_ammo2 * 100 / m_ammo_max2) : 0;
cur_weapon->secondary_bank_ammo[2] = m_ammo_max3 ? (m_ammo3 * 100 / m_ammo_max3) : 0;
cur_weapon->secondary_bank_ammo[3] = m_ammo_max4 ? (m_ammo4 * 100 / m_ammo_max4) : 0;
if (m_multi_edit) {
if (!strlen(a1))
cur_weapon->secondary_bank_ammo[0] = BLANK_FIELD;
if (!strlen(a2))
cur_weapon->secondary_bank_ammo[1] = BLANK_FIELD;
if (!strlen(a3))
cur_weapon->secondary_bank_ammo[2] = BLANK_FIELD;
if (!strlen(a4))
cur_weapon->secondary_bank_ammo[3] = BLANK_FIELD;
}
}
m_gun1 = m_gun2 = m_gun3 = m_missile1 = m_missile2 = m_missile3 = m_missile4 = -1;
m_ammo1 = m_ammo2 = m_ammo3 = m_ammo4 = BLANK_FIELD;
m_ammo_max1 = m_ammo_max2 = m_ammo_max3 = m_ammo_max4 = 0;
if (m_cur_item < 0) {
m_last_item = m_cur_item;
GetDlgItem(IDC_GUN1)->EnableWindow(FALSE);
GetDlgItem(IDC_GUN2)->EnableWindow(FALSE);
GetDlgItem(IDC_GUN3)->EnableWindow(FALSE);
GetDlgItem(IDC_MISSILE1)->EnableWindow(FALSE);
GetDlgItem(IDC_MISSILE2)->EnableWindow(FALSE);
GetDlgItem(IDC_MISSILE3)->EnableWindow(FALSE);
GetDlgItem(IDC_MISSILE4)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO1)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO2)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO3)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO4)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN1)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN2)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN3)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN4)->EnableWindow(FALSE);
GetDlgItem(IDC_AI_CLASS)->EnableWindow(FALSE);
UpdateData(FALSE);
return;
}
cur_weapon = (ship_weapon *) ((CListBox *) GetDlgItem(IDC_LIST))->GetItemDataPtr(m_cur_item);
GetDlgItem(IDC_AI_CLASS)->EnableWindow(TRUE);
m_ai_class = cur_weapon->ai_class;
if (cur_weapon->num_primary_banks > 0) {
m_gun1 = cur_weapon->primary_bank_weapons[0] + 1;
GetDlgItem(IDC_GUN1)->EnableWindow(TRUE);
} else
GetDlgItem(IDC_GUN1)->EnableWindow(FALSE);
if (cur_weapon->num_primary_banks > 1) {
m_gun2 = cur_weapon->primary_bank_weapons[1] + 1;
GetDlgItem(IDC_GUN2)->EnableWindow(TRUE);
} else
GetDlgItem(IDC_GUN2)->EnableWindow(FALSE);
if (cur_weapon->num_primary_banks > 2) {
m_gun3 = cur_weapon->primary_bank_weapons[2] + 1;
GetDlgItem(IDC_GUN3)->EnableWindow(TRUE);
} else
GetDlgItem(IDC_GUN3)->EnableWindow(FALSE);
if (cur_weapon->num_secondary_banks > 0) {
m_missile1 = cur_weapon->secondary_bank_weapons[0] + 1;
if (m_missile1 > 0) {
m_ammo_max1 = get_max_ammo_count_for_bank(m_ship_class, 0, m_missile1 - 1);
if (cur_weapon->secondary_bank_ammo[0] != BLANK_FIELD)
m_ammo1 = cur_weapon->secondary_bank_ammo[0] * m_ammo_max1 / 100;
m_missile1 -= First_secondary_index;
}
GetDlgItem(IDC_MISSILE1)->EnableWindow(TRUE);
GetDlgItem(IDC_AMMO1)->EnableWindow(TRUE);
GetDlgItem(IDC_SPIN1)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_MISSILE1)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO1)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN1)->EnableWindow(FALSE);
}
if (cur_weapon->num_secondary_banks > 1) {
m_missile2 = cur_weapon->secondary_bank_weapons[1] + 1;
if (m_missile2 > 0) {
m_ammo_max2 = get_max_ammo_count_for_bank(m_ship_class, 1, m_missile2 - 1);
if (cur_weapon->secondary_bank_ammo[1] != BLANK_FIELD)
m_ammo2 = cur_weapon->secondary_bank_ammo[1] * m_ammo_max2 / 100;
m_missile2 -= First_secondary_index;
}
GetDlgItem(IDC_MISSILE2)->EnableWindow(TRUE);
GetDlgItem(IDC_AMMO2)->EnableWindow(TRUE);
GetDlgItem(IDC_SPIN2)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_MISSILE2)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO2)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN2)->EnableWindow(FALSE);
}
if (cur_weapon->num_secondary_banks > 2) {
m_missile3 = cur_weapon->secondary_bank_weapons[2] + 1;
if (m_missile3 > 0) {
m_ammo_max3 = get_max_ammo_count_for_bank(m_ship_class, 2, m_missile3 - 1);
if (cur_weapon->secondary_bank_ammo[2] != BLANK_FIELD)
m_ammo3 = cur_weapon->secondary_bank_ammo[2] * m_ammo_max3 / 100;
m_missile3 -= First_secondary_index;
}
GetDlgItem(IDC_MISSILE3)->EnableWindow(TRUE);
GetDlgItem(IDC_AMMO3)->EnableWindow(TRUE);
GetDlgItem(IDC_SPIN3)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_MISSILE3)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO3)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN3)->EnableWindow(FALSE);
}
if (cur_weapon->num_secondary_banks > 3) {
m_missile4 = cur_weapon->secondary_bank_weapons[3] + 1;
if (m_missile4 > 0) {
m_ammo_max4 = get_max_ammo_count_for_bank(m_ship_class, 3, m_missile4 - 1);
if (cur_weapon->secondary_bank_ammo[3] != BLANK_FIELD)
m_ammo4 = cur_weapon->secondary_bank_ammo[3] * m_ammo_max4 / 100;
m_missile4 -= First_secondary_index;
}
GetDlgItem(IDC_MISSILE4)->EnableWindow(TRUE);
GetDlgItem(IDC_AMMO4)->EnableWindow(TRUE);
GetDlgItem(IDC_SPIN4)->EnableWindow(TRUE);
} else {
GetDlgItem(IDC_MISSILE4)->EnableWindow(FALSE);
GetDlgItem(IDC_AMMO4)->EnableWindow(FALSE);
GetDlgItem(IDC_SPIN4)->EnableWindow(FALSE);
}
m_last_item = m_cur_item;
UpdateData(FALSE);
if (m_multi_edit) {
if (m_ammo1 == BLANK_FIELD)
GetDlgItem(IDC_AMMO1)->SetWindowText("");
if (m_ammo2 == BLANK_FIELD)
GetDlgItem(IDC_AMMO2)->SetWindowText("");
if (m_ammo3 == BLANK_FIELD)
GetDlgItem(IDC_AMMO3)->SetWindowText("");
if (m_ammo4 == BLANK_FIELD)
GetDlgItem(IDC_AMMO4)->SetWindowText("");
}
}
void WeaponEditorDlg::OnOK()
{
UpdateData(TRUE);
UpdateData(TRUE);
change_selection();
update_pilot();
CDialog::OnOK();
}
void WeaponEditorDlg::OnCancel()
{
UpdateData(TRUE);
UpdateData(TRUE);
change_selection();
update_pilot();
CDialog::OnCancel();
}
void WeaponEditorDlg::OnClose()
{
UpdateData(TRUE);
UpdateData(TRUE);
change_selection();
update_pilot();
CDialog::OnClose();
}
void WeaponEditorDlg::update_pilot()
{
int i;
object *ptr;
ship_weapon *weapon;
if (m_multi_edit) {
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)) {
weapon = &Ships[ptr->instance].weapons;
if (pilot.ai_class >= 0)
weapon->ai_class = pilot.ai_class;
for (i=0; i<MAX_SHIP_PRIMARY_BANKS; i++)
if (pilot.primary_bank_weapons[i] != -2)
weapon->primary_bank_weapons[i] = pilot.primary_bank_weapons[i];
for (i=0; i<MAX_SHIP_SECONDARY_BANKS; i++) {
if (pilot.secondary_bank_weapons[i] != -2)
weapon->secondary_bank_weapons[i] = pilot.secondary_bank_weapons[i];
if (pilot.secondary_bank_ammo[i] >= 0)
weapon->secondary_bank_ammo[i] = pilot.secondary_bank_ammo[i];
}
}
ptr = GET_NEXT(ptr);
}
}
}
void WeaponEditorDlg::OnSelchangeMissile1()
{
UpdateData(TRUE);
UpdateData(TRUE);
m_ammo_max1 = get_max_ammo_count_for_bank(m_ship_class, 0, m_missile1 + First_secondary_index - 1);
m_ammo1 = m_ammo_max1 ? (m_ammo_max1) : 0;
change_selection();
}
void WeaponEditorDlg::OnSelchangeMissile2()
{
UpdateData(TRUE);
UpdateData(TRUE);
m_ammo_max2 = get_max_ammo_count_for_bank(m_ship_class, 0, m_missile2 + First_secondary_index - 1);
m_ammo2 = m_ammo_max2 ? (m_ammo_max2) : 0;
change_selection();
}
void WeaponEditorDlg::OnSelchangeMissile3()
{
UpdateData(TRUE);
UpdateData(TRUE);
m_ammo_max3 = get_max_ammo_count_for_bank(m_ship_class, 0, m_missile3 + First_secondary_index - 1);
m_ammo3 = m_ammo_max3 ? (m_ammo_max3) : 0;
change_selection();
}
void WeaponEditorDlg::OnSelchangeMissile4()
{
UpdateData(TRUE);
UpdateData(TRUE);
m_ammo_max4 = get_max_ammo_count_for_bank(m_ship_class, 0, m_missile4 + First_secondary_index - 1);
m_ammo4 = m_ammo_max4 ? (m_ammo_max4) : 0;
change_selection();
}