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

850 lines
23 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.
*
*/
// ShipFlagsDlg.cpp : implementation file
//
#include "stdafx.h"
#include "FRED.h"
#include "ShipFlagsDlg.h"
#include "globalincs/linklist.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// ship_flags_dlg dialog
ship_flags_dlg::ship_flags_dlg(CWnd* pParent /*=NULL*/)
: CDialog(ship_flags_dlg::IDD, pParent)
{
//{{AFX_DATA_INIT(ship_flags_dlg)
//}}AFX_DATA_INIT
}
void ship_flags_dlg::DoDataExchange(CDataExchange* pDX)
{
int n;
CString str;
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(ship_flags_dlg)
DDX_Control(pDX, IDC_TOGGLE_SUBSYSTEM_SCANNING, m_toggle_subsystem_scanning);
DDX_Control(pDX, IDC_REDALERTCARRY, m_red_alert_carry);
DDX_Control(pDX, IDC_SCANNABLE, m_scannable);
DDX_Control(pDX, IDC_REINFORCEMENT, m_reinforcement);
DDX_Control(pDX, IDC_PROTECT_SHIP, m_protect_ship);
DDX_Control(pDX, IDC_BEAM_PROTECT_SHIP, m_beam_protect_ship);
DDX_Control(pDX, IDC_NO_DYNAMIC, m_no_dynamic);
DDX_Control(pDX, IDC_NO_ARRIVAL_MUSIC, m_no_arrival_music);
DDX_Control(pDX, IDC_KAMIKAZE, m_kamikaze);
DDX_Control(pDX, IDC_INVULNERABLE, m_invulnerable);
DDX_Control(pDX, IDC_IGNORE_COUNT, m_ignore_count);
DDX_Control(pDX, IDC_HIDDEN_FROM_SENSORS, m_hidden);
DDX_Control(pDX, IDC_PRIMITIVE_SENSORS, m_primitive_sensors);
DDX_Control(pDX, IDC_NO_SUBSPACE_DRIVE, m_no_subspace_drive);
DDX_Control(pDX, IDC_NO_BANK, m_no_bank);
DDX_Control(pDX, IDC_AFFECTED_BY_GRAVITY, m_affected_by_gravity);
DDX_Control(pDX, IDC_ESCORT, m_escort);
DDX_Control(pDX, IDC_DESTROY_CHECK, m_destroy);
DDX_Control(pDX, IDC_CARGO_KNOWN, m_cargo_known);
DDX_Control(pDX, IDC_SPECIAL_WARP, m_special_warp);
DDX_Control(pDX, IDC_DESTROY_SPIN, m_destroy_spin);
//}}AFX_DATA_MAP
if (pDX->m_bSaveAndValidate) { // get dialog control values
GetDlgItem(IDC_DESTROY_VALUE)->GetWindowText(str);
n = atoi(str);
if (n < 0)
n = 0;
m_destroy_value.init(n);
GetDlgItem(IDC_KDAMAGE)->GetWindowText(str);
m_kdamage.init(atoi(str));
// get escort priority
GetDlgItem(IDC_ESCORT_PRIORITY)->GetWindowText(str);
m_escort_value.init(atoi(str));
// get respawn priority
if(The_mission.game_type & MISSION_TYPE_MULTI){
GetDlgItem(IDC_RESPAWN_PRIORITY)->GetWindowText(str);
m_respawn_priority.init(atoi(str));
}
}
}
BEGIN_MESSAGE_MAP(ship_flags_dlg, CDialog)
//{{AFX_MSG_MAP(ship_flags_dlg)
ON_BN_CLICKED(IDC_CARGO_KNOWN, OnCargoKnown)
ON_BN_CLICKED(IDC_DESTROY_CHECK, OnDestroyCheck)
ON_BN_CLICKED(IDC_ESCORT, OnEscort)
ON_BN_CLICKED(IDC_HIDDEN_FROM_SENSORS, OnHiddenFromSensors)
ON_BN_CLICKED(IDC_PRIMITIVE_SENSORS, OnPrimitiveSensors)
ON_BN_CLICKED(IDC_NO_SUBSPACE_DRIVE, OnNoSubspaceDrive)
ON_BN_CLICKED(IDC_NO_BANK, OnNoBank)
ON_BN_CLICKED(IDC_AFFECTED_BY_GRAVITY, OnAffectedByGravity)
ON_BN_CLICKED(IDC_IGNORE_COUNT, OnIgnoreCount)
ON_BN_CLICKED(IDC_INVULNERABLE, OnInvulnerable)
ON_BN_CLICKED(IDC_KAMIKAZE, OnKamikaze)
ON_BN_CLICKED(IDC_NO_ARRIVAL_MUSIC, OnNoArrivalMusic)
ON_BN_CLICKED(IDC_NO_DYNAMIC, OnNoDynamic)
ON_BN_CLICKED(IDC_PROTECT_SHIP, OnProtectShip)
ON_BN_CLICKED(IDC_BEAM_PROTECT_SHIP, OnBeamProtectShip)
ON_BN_CLICKED(IDC_REINFORCEMENT, OnReinforcement)
ON_BN_CLICKED(IDC_SCANNABLE, OnScannable)
ON_BN_CLICKED(IDC_REDALERTCARRY, OnRedalertcarry)
ON_BN_CLICKED(IDC_TOGGLE_SUBSYSTEM_SCANNING, OnToggleSubsystemScanning)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// ship_flags_dlg message handlers
void ship_flags_dlg::setup(int n)
{
p_enable = n;
}
BOOL ship_flags_dlg::OnInitDialog()
{
int i, j, first;
int protect_ship = 0, beam_protect_ship = 0, ignore_count = 0, reinforcement = 0, cargo_known = 0, destroy_before_mission = 0;
int no_arrival_music = 0, escort = 0, invulnerable = 0, hidden_from_sensors = 0, primitive_sensors = 0, no_subspace_drive = 0;
int no_bank = 0, affected_by_gravity = 0, toggle_subsystem_scanning = 0;
int scannable = 0, kamikaze = 0, no_dynamic = 0, red_alert_carry = 0, special_warp = 0;
object *objp;
bool ship_in_wing = false;
first = 1;
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) {
i = objp->instance;
if (first) {
first = 0;
scannable = (Ships[i].flags & SF_SCANNABLE) ? 1 : 0;
red_alert_carry = (Ships[i].flags & SF_RED_ALERT_STORE_STATUS) ? 1 : 0;
special_warp = (Objects[Ships[i].objnum].flags & OF_SPECIAL_WARP) ? 1 : 0;
protect_ship = (Objects[Ships[i].objnum].flags & OF_PROTECTED) ? 1 : 0;
beam_protect_ship = (Objects[Ships[i].objnum].flags & OF_BEAM_PROTECTED) ? 1 : 0;
invulnerable = (Ships[i].flags & SF_INVULNERABLE) ? 1 : 0;
hidden_from_sensors = (Ships[i].flags & SF_HIDDEN_FROM_SENSORS) ? 1 : 0;
primitive_sensors = (Ships[i].flags2 & SF2_PRIMITIVE_SENSORS) ? 1 : 0;
no_subspace_drive = (Ships[i].flags2 & SF2_NO_SUBSPACE_DRIVE) ? 1 : 0;
no_bank = (Ships[i].flags2 & SF2_NO_BANK) ? 1 : 0;
affected_by_gravity = (Ships[i].flags2 & SF2_AFFECTED_BY_GRAVITY) ? 1 : 0;
toggle_subsystem_scanning = (Ships[i].flags2 & SF2_TOGGLE_SUBSYSTEM_SCANNING) ? 1 : 0;
ignore_count = (Ships[i].flags & SF_IGNORE_COUNT) ? 1 : 0;
no_arrival_music = (Ships[i].flags & SF_NO_ARRIVAL_MUSIC) ? 1 : 0;
cargo_known = (Ships[i].flags & SF_CARGO_REVEALED) ? 1 : 0;
no_dynamic = (Ai_info[Ships[i].ai_index].ai_flags & AIF_NO_DYNAMIC) ? 1 : 0;
destroy_before_mission = (Ships[i].flags & SF_KILL_BEFORE_MISSION) ? 1 : 0;
m_destroy_value.init(Ships[i].final_death_time);
kamikaze = (Ai_info[Ships[i].ai_index].ai_flags & AIF_KAMIKAZE) ? 1 : 0;
m_kdamage.init( (int) Ai_info[Ships[i].ai_index].kamikaze_damage );
escort = (Ships[i].flags & SF_ESCORT) ? 1 : 0;
m_escort_value.init(Ships[i].escort_priority);
if(The_mission.game_type & MISSION_TYPE_MULTI){
m_respawn_priority.init(Ships[i].respawn_priority);
}
for (j=0; j<Num_reinforcements; j++){
if (!stricmp(Reinforcements[j].name, Ships[i].ship_name)){
break;
}
}
reinforcement = (j < Num_reinforcements) ? 1 : 0;
// check if ship in wing
ship_in_wing = (Ships[i].wingnum != -1);;
} else {
scannable = tristate_set( Ships[i].flags & SF_SCANNABLE, scannable );
red_alert_carry = tristate_set( Ships[i].flags & SF_RED_ALERT_STORE_STATUS, red_alert_carry );
special_warp = tristate_set( Objects[Ships[i].objnum].flags & OF_SPECIAL_WARP, special_warp );
protect_ship = tristate_set(Objects[Ships[i].objnum].flags & OF_PROTECTED, protect_ship);
beam_protect_ship = tristate_set(Objects[Ships[i].objnum].flags & OF_BEAM_PROTECTED, beam_protect_ship);
invulnerable = tristate_set(Ships[i].flags & SF_INVULNERABLE, invulnerable);
hidden_from_sensors = tristate_set(Ships[i].flags & SF_HIDDEN_FROM_SENSORS, hidden_from_sensors);
primitive_sensors = tristate_set(Ships[i].flags2 & SF2_PRIMITIVE_SENSORS, primitive_sensors);
no_subspace_drive = tristate_set(Ships[i].flags2 & SF2_NO_SUBSPACE_DRIVE, no_subspace_drive);
no_bank = tristate_set(Ships[i].flags2 & SF2_NO_BANK, no_bank);
affected_by_gravity = tristate_set(Ships[i].flags2 & SF2_AFFECTED_BY_GRAVITY, affected_by_gravity);
toggle_subsystem_scanning = tristate_set(Ships[i].flags2 & SF2_TOGGLE_SUBSYSTEM_SCANNING, toggle_subsystem_scanning);
ignore_count = tristate_set(Ships[i].flags & SF_IGNORE_COUNT, ignore_count);
no_arrival_music = tristate_set(Ships[i].flags & SF_NO_ARRIVAL_MUSIC, no_arrival_music);
cargo_known = tristate_set(Ships[i].flags & SF_CARGO_REVEALED, cargo_known);
no_dynamic = tristate_set( Ai_info[Ships[i].ai_index].ai_flags & AIF_NO_DYNAMIC, no_dynamic );
// check the final death time and set the internal variable according to whether or not
// the final_death_time is set. Also, the value in the edit box must be set if all the
// values are the same, and cleared if the values are not the same.
destroy_before_mission = tristate_set(Ships[i].flags & SF_KILL_BEFORE_MISSION, destroy_before_mission);
m_destroy_value.set(Ships[i].final_death_time);
kamikaze = tristate_set( Ai_info[Ships[i].ai_index].ai_flags & AIF_KAMIKAZE, kamikaze );
m_kdamage.set( (int) Ai_info[Ships[i].ai_index].kamikaze_damage );
escort = tristate_set(Ships[i].flags & SF_ESCORT, escort);
m_escort_value.init(Ships[i].escort_priority);
if(The_mission.game_type & MISSION_TYPE_MULTI){
m_respawn_priority.init(Ships[i].escort_priority);
}
for (j=0; j<Num_reinforcements; j++){
if (!stricmp(Reinforcements[j].name, Ships[i].ship_name)){
break;
}
}
reinforcement = tristate_set(j < Num_reinforcements, reinforcement);
// check if ship in wing
ship_in_wing = (Ships[i].wingnum != -1);;
}
}
}
objp = GET_NEXT(objp);
}
CDialog::OnInitDialog();
m_protect_ship.SetCheck(protect_ship);
m_beam_protect_ship.SetCheck(beam_protect_ship);
m_ignore_count.SetCheck(ignore_count);
m_reinforcement.SetCheck(reinforcement);
m_cargo_known.SetCheck(cargo_known);
m_destroy.SetCheck(destroy_before_mission);
m_no_arrival_music.SetCheck(no_arrival_music);
m_escort.SetCheck(escort);
m_invulnerable.SetCheck(invulnerable);
m_hidden.SetCheck(hidden_from_sensors);
m_primitive_sensors.SetCheck(primitive_sensors);
m_no_subspace_drive.SetCheck(no_subspace_drive);
m_no_bank.SetCheck(no_bank);
m_affected_by_gravity.SetCheck(affected_by_gravity);
m_toggle_subsystem_scanning.SetCheck(toggle_subsystem_scanning);
m_scannable.SetCheck(scannable);
m_kamikaze.SetCheck(kamikaze);
m_no_dynamic.SetCheck(no_dynamic);
m_red_alert_carry.SetCheck(red_alert_carry);
m_special_warp.SetCheck(special_warp);
m_kdamage.setup(IDC_KDAMAGE, this);
m_destroy_value.setup(IDC_DESTROY_VALUE, this);
m_escort_value.setup(IDC_ESCORT_PRIORITY, this);
if(The_mission.game_type & MISSION_TYPE_MULTI){
m_respawn_priority.setup(IDC_RESPAWN_PRIORITY, this);
}
m_destroy_spin.SetRange(0, UD_MAXVAL);
m_destroy_value.display();
m_kdamage.display();
m_escort_value.display();
if(The_mission.game_type & MISSION_TYPE_MULTI){
m_respawn_priority.display();
} else {
GetDlgItem(IDC_RESPAWN_PRIORITY)->EnableWindow(FALSE);
}
GetDlgItem(IDC_REINFORCEMENT)->EnableWindow(p_enable);
GetDlgItem(IDC_CARGO_KNOWN)->EnableWindow(p_enable);
GetDlgItem(IDC_PROTECT_SHIP)->EnableWindow(p_enable);
GetDlgItem(IDC_DESTROY_CHECK)->EnableWindow(p_enable);
GetDlgItem(IDC_DESTROY_VALUE)->EnableWindow(p_enable);
GetDlgItem(IDC_DESTROY_SPIN)->EnableWindow(p_enable);
GetDlgItem(IDC_SCANNABLE)->EnableWindow(p_enable);
// disable the spinner and edit window if the corrsponding check box
// is not checked!
if (m_destroy.GetCheck() != 1) {
GetDlgItem(IDC_DESTROY_VALUE)->EnableWindow(FALSE);
GetDlgItem(IDC_DESTROY_SPIN)->EnableWindow(FALSE);
}
// disable destroy option for ship in wing
if (ship_in_wing) {
GetDlgItem(IDC_DESTROY_CHECK)->EnableWindow(FALSE);
GetDlgItem(IDC_DESTROY_VALUE)->EnableWindow(FALSE);
GetDlgItem(IDC_DESTROY_SPIN)->EnableWindow(FALSE);
}
// maybe disable escort priority window
if (m_escort.GetCheck() == 1)
GetDlgItem(IDC_ESCORT_PRIORITY)->EnableWindow(TRUE);
else
GetDlgItem(IDC_ESCORT_PRIORITY)->EnableWindow(FALSE);
// maybe disable kamikaze damage window
if (m_kamikaze.GetCheck() == 1)
GetDlgItem(IDC_KDAMAGE)->EnableWindow(TRUE);
else
GetDlgItem(IDC_KDAMAGE)->EnableWindow(FALSE);
return TRUE;
}
void ship_flags_dlg::OnOK()
{
object *objp;
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)
update_ship(objp->instance);
}
objp = GET_NEXT(objp);
}
CDialog::OnOK();
}
void ship_flags_dlg::update_ship(int ship)
{
if (m_reinforcement.GetCheck() != 2)
set_reinforcement(Ships[ship].ship_name, m_reinforcement.GetCheck());
switch (m_cargo_known.GetCheck()) {
case 1:
if ( !(Ships[ship].flags & SF_CARGO_REVEALED) )
set_modified();
Ships[ship].flags |= SF_CARGO_REVEALED;
break;
case 0:
if ( Ships[ship].flags & SF_CARGO_REVEALED )
set_modified();
Ships[ship].flags &= ~SF_CARGO_REVEALED;
break;
}
// update the flags for IGNORE_COUNT and PROTECT_SHIP
switch (m_protect_ship.GetCheck()) {
case 1:
if (!(Objects[Ships[ship].objnum].flags & OF_PROTECTED) )
set_modified();
Objects[Ships[ship].objnum].flags |= OF_PROTECTED;
break;
case 0:
if ( Objects[Ships[ship].objnum].flags & OF_PROTECTED )
set_modified();
Objects[Ships[ship].objnum].flags &= ~OF_PROTECTED;
break;
}
switch (m_beam_protect_ship.GetCheck()) {
case 1:
if (!(Objects[Ships[ship].objnum].flags & OF_BEAM_PROTECTED) )
set_modified();
Objects[Ships[ship].objnum].flags |= OF_BEAM_PROTECTED;
break;
case 0:
if ( Objects[Ships[ship].objnum].flags & OF_BEAM_PROTECTED )
set_modified();
Objects[Ships[ship].objnum].flags &= ~OF_BEAM_PROTECTED;
break;
}
switch (m_invulnerable.GetCheck()) {
case 1:
if ( !(Ships[ship].flags & SF_INVULNERABLE) )
set_modified();
Ships[ship].flags |= SF_INVULNERABLE;
break;
case 0:
if ( Ships[ship].flags & SF_INVULNERABLE )
set_modified();
Ships[ship].flags &= ~SF_INVULNERABLE;
break;
}
switch (m_hidden.GetCheck()) {
case 1:
if ( !(Ships[ship].flags & SF_HIDDEN_FROM_SENSORS) )
set_modified();
Ships[ship].flags |= SF_HIDDEN_FROM_SENSORS;
break;
case 0:
if ( Ships[ship].flags & SF_HIDDEN_FROM_SENSORS )
set_modified();
Ships[ship].flags &= ~SF_HIDDEN_FROM_SENSORS;
break;
}
switch (m_primitive_sensors.GetCheck()) {
case 1:
if ( !(Ships[ship].flags2 & SF2_PRIMITIVE_SENSORS) )
set_modified();
Ships[ship].flags2 |= SF2_PRIMITIVE_SENSORS;
break;
case 0:
if ( Ships[ship].flags2 & SF2_PRIMITIVE_SENSORS )
set_modified();
Ships[ship].flags2 &= ~SF2_PRIMITIVE_SENSORS;
break;
}
switch (m_no_subspace_drive.GetCheck()) {
case 1:
if ( !(Ships[ship].flags2 & SF2_NO_SUBSPACE_DRIVE) )
set_modified();
Ships[ship].flags2 |= SF2_NO_SUBSPACE_DRIVE;
break;
case 0:
if ( Ships[ship].flags2 & SF2_NO_SUBSPACE_DRIVE )
set_modified();
Ships[ship].flags2 &= ~SF2_NO_SUBSPACE_DRIVE;
break;
}
switch (m_no_bank.GetCheck()) {
case 1:
if ( !(Ships[ship].flags2 & SF2_NO_BANK) )
set_modified();
Ships[ship].flags2 |= SF2_NO_BANK;
break;
case 0:
if ( Ships[ship].flags2 & SF2_NO_BANK )
set_modified();
Ships[ship].flags2 &= ~SF2_NO_BANK;
break;
}
switch (m_affected_by_gravity.GetCheck()) {
case 1:
if ( !(Ships[ship].flags2 & SF2_AFFECTED_BY_GRAVITY) )
set_modified();
Ships[ship].flags2 |= SF2_AFFECTED_BY_GRAVITY;
break;
case 0:
if ( Ships[ship].flags2 & SF2_AFFECTED_BY_GRAVITY )
set_modified();
Ships[ship].flags2 &= ~SF2_AFFECTED_BY_GRAVITY;
break;
}
switch (m_toggle_subsystem_scanning.GetCheck()) {
case 1:
if ( !(Ships[ship].flags2 & SF2_TOGGLE_SUBSYSTEM_SCANNING) )
set_modified();
Ships[ship].flags2 |= SF2_TOGGLE_SUBSYSTEM_SCANNING;
break;
case 0:
if ( Ships[ship].flags2 & SF2_TOGGLE_SUBSYSTEM_SCANNING )
set_modified();
Ships[ship].flags2 &= ~SF2_TOGGLE_SUBSYSTEM_SCANNING;
break;
}
switch (m_ignore_count.GetCheck()) {
case 1:
if ( !(Ships[ship].flags & SF_IGNORE_COUNT) )
set_modified();
Ships[ship].flags |= SF_IGNORE_COUNT;
break;
case 0:
if (Ships[ship].flags & SF_IGNORE_COUNT)
set_modified();
Ships[ship].flags &= ~SF_IGNORE_COUNT;
break;
}
switch (m_escort.GetCheck()) {
case 1:
if (!(Ships[ship].flags & SF_ESCORT))
set_modified();
Ships[ship].flags |= SF_ESCORT;
m_escort_value.save(&Ships[ship].escort_priority);
break;
case 0:
if (Ships[ship].flags & SF_ESCORT)
set_modified();
Ships[ship].flags &= ~SF_ESCORT;
break;
}
// deal with updating the "destroy before the mission" stuff
switch (m_destroy.GetCheck()) {
case 0: // this means no check in checkbox
if ( Ships[ship].flags & SF_KILL_BEFORE_MISSION )
set_modified();
Ships[ship].flags &= ~SF_KILL_BEFORE_MISSION;
break;
case 1: // this means checkbox is checked
if ( !(Ships[ship].flags & SF_KILL_BEFORE_MISSION) )
set_modified();
Ships[ship].flags |= SF_KILL_BEFORE_MISSION;
m_destroy_value.save(&Ships[ship].final_death_time);
break;
} // a mixed state is 2, and since it's not handled, it doesn't change
switch (m_no_arrival_music.GetCheck()) {
case 0:
if (Ships[ship].flags & SF_NO_ARRIVAL_MUSIC)
set_modified();
Ships[ship].flags &= ~SF_NO_ARRIVAL_MUSIC;
break;
case 1:
if (!(Ships[ship].flags & SF_NO_ARRIVAL_MUSIC))
set_modified();
Ships[ship].flags |= SF_NO_ARRIVAL_MUSIC;
break;
}
switch (m_scannable.GetCheck()) {
case 1:
if ( !(Ships[ship].flags & SF_SCANNABLE) )
set_modified();
Ships[ship].flags |= SF_SCANNABLE;
break;
case 0:
if ( Ships[ship].flags & SF_SCANNABLE )
set_modified();
Ships[ship].flags &= ~SF_SCANNABLE;
break;
}
switch (m_red_alert_carry.GetCheck()) {
case 1:
if ( !(Ships[ship].flags & SF_RED_ALERT_STORE_STATUS) )
set_modified();
Ships[ship].flags |= SF_RED_ALERT_STORE_STATUS;
break;
case 0:
if ( Ships[ship].flags & SF_RED_ALERT_STORE_STATUS )
set_modified();
Ships[ship].flags &= ~SF_RED_ALERT_STORE_STATUS;
break;
}
switch (m_special_warp.GetCheck()) {
case 1:
if ( !(Objects[Ships[ship].objnum].flags & OF_SPECIAL_WARP) )
set_modified();
Objects[Ships[ship].objnum].flags |= OF_SPECIAL_WARP;
break;
case 0:
if ( (Objects[Ships[ship].objnum].flags & OF_SPECIAL_WARP) )
set_modified();
Objects[Ships[ship].objnum].flags &= (~OF_SPECIAL_WARP);
break;
}
switch (m_no_dynamic.GetCheck()) {
case 1:
if ( !(Ai_info[Ships[ship].ai_index].ai_flags & AIF_NO_DYNAMIC) )
set_modified();
Ai_info[Ships[ship].ai_index].ai_flags |= AIF_NO_DYNAMIC;
break;
case 0:
if ( Ai_info[Ships[ship].ai_index].ai_flags & AIF_NO_DYNAMIC )
set_modified();
Ai_info[Ships[ship].ai_index].ai_flags &= ~AIF_NO_DYNAMIC;
break;
}
switch (m_kamikaze.GetCheck()) {
case 1: {
int damage;
if ( !(Ai_info[Ships[ship].ai_index].ai_flags & AIF_KAMIKAZE) )
set_modified();
Ai_info[Ships[ship].ai_index].ai_flags |= AIF_KAMIKAZE;
m_kdamage.save(&damage);
Ai_info[Ships[ship].ai_index].kamikaze_damage = i2fl(damage);
break;
}
case 0:
if ( Ai_info[Ships[ship].ai_index].ai_flags & AIF_KAMIKAZE )
set_modified();
Ai_info[Ships[ship].ai_index].ai_flags &= ~AIF_KAMIKAZE;
Ai_info[Ships[ship].ai_index].kamikaze_damage = 0.0f;
break;
}
Ships[ship].respawn_priority = 0;
if(The_mission.game_type & MISSION_TYPE_MULTI){
m_respawn_priority.save(&Ships[ship].respawn_priority);
}
}
int ship_flags_dlg::tristate_set(int val, int cur_state)
{
if (val) {
if (!cur_state){
return 2;
}
} else {
if (cur_state){
return 2;
}
}
return cur_state;
}
// a stub for now, but might be useful later. Easier than ripping out the calls to this
// everywhere at least.
void ship_flags_dlg::set_modified()
{
}
void ship_flags_dlg::OnCargoKnown()
{
if (m_cargo_known.GetCheck() == 1){
m_cargo_known.SetCheck(0);
} else {
m_cargo_known.SetCheck(1);
}
}
void ship_flags_dlg::OnDestroyCheck()
{
if (m_destroy.GetCheck() == 1) {
m_destroy.SetCheck(0);
GetDlgItem(IDC_DESTROY_VALUE)->EnableWindow(FALSE);
GetDlgItem(IDC_DESTROY_SPIN)->EnableWindow(FALSE);
} else {
m_destroy.SetCheck(1);
GetDlgItem(IDC_DESTROY_VALUE)->EnableWindow(TRUE);
GetDlgItem(IDC_DESTROY_SPIN)->EnableWindow(TRUE);
}
}
void ship_flags_dlg::OnEscort()
{
if (m_escort.GetCheck() == 1) {
m_escort.SetCheck(0);
GetDlgItem(IDC_ESCORT_PRIORITY)->EnableWindow(FALSE);
} else {
m_escort.SetCheck(1);
GetDlgItem(IDC_ESCORT_PRIORITY)->EnableWindow(TRUE);
}
}
void ship_flags_dlg::OnHiddenFromSensors()
{
if (m_hidden.GetCheck() == 1){
m_hidden.SetCheck(0);
} else {
m_hidden.SetCheck(1);
}
}
void ship_flags_dlg::OnPrimitiveSensors()
{
if (m_primitive_sensors.GetCheck() == 1){
m_primitive_sensors.SetCheck(0);
} else {
m_primitive_sensors.SetCheck(1);
}
}
void ship_flags_dlg::OnNoSubspaceDrive()
{
if (m_no_subspace_drive.GetCheck() == 1){
m_no_subspace_drive.SetCheck(0);
} else {
m_no_subspace_drive.SetCheck(1);
}
}
void ship_flags_dlg::OnNoBank()
{
if (m_no_bank.GetCheck() == 1){
m_no_bank.SetCheck(0);
} else {
m_no_bank.SetCheck(1);
}
}
void ship_flags_dlg::OnAffectedByGravity()
{
if (m_affected_by_gravity.GetCheck() == 1){
m_affected_by_gravity.SetCheck(0);
} else {
m_affected_by_gravity.SetCheck(1);
}
}
void ship_flags_dlg::OnToggleSubsystemScanning()
{
if (m_toggle_subsystem_scanning.GetCheck() == 1){
m_toggle_subsystem_scanning.SetCheck(0);
} else {
m_toggle_subsystem_scanning.SetCheck(1);
}
}
void ship_flags_dlg::OnIgnoreCount()
{
if (m_ignore_count.GetCheck() == 1){
m_ignore_count.SetCheck(0);
} else {
m_ignore_count.SetCheck(1);
}
}
void ship_flags_dlg::OnInvulnerable()
{
if (m_invulnerable.GetCheck() == 1){
m_invulnerable.SetCheck(0);
} else {
m_invulnerable.SetCheck(1);
}
}
void ship_flags_dlg::OnKamikaze()
{
if (m_kamikaze.GetCheck() == 1) {
GetDlgItem(IDC_KDAMAGE)->EnableWindow(FALSE);
m_kamikaze.SetCheck(0);
} else {
GetDlgItem(IDC_KDAMAGE)->EnableWindow(TRUE);
m_kamikaze.SetCheck(1);
}
}
void ship_flags_dlg::OnNoArrivalMusic()
{
if (m_no_arrival_music.GetCheck() == 1){
m_no_arrival_music.SetCheck(0);
} else {
m_no_arrival_music.SetCheck(1);
}
}
void ship_flags_dlg::OnNoDynamic()
{
if (m_no_dynamic.GetCheck() == 1){
m_no_dynamic.SetCheck(0);
} else {
m_no_dynamic.SetCheck(1);
}
}
void ship_flags_dlg::OnProtectShip()
{
if (m_protect_ship.GetCheck() == 1){
m_protect_ship.SetCheck(0);
} else {
m_protect_ship.SetCheck(1);
}
}
void ship_flags_dlg::OnBeamProtectShip()
{
if (m_beam_protect_ship.GetCheck() == 1){
m_beam_protect_ship.SetCheck(0);
} else {
m_beam_protect_ship.SetCheck(1);
}
}
void ship_flags_dlg::OnReinforcement()
{
if (m_reinforcement.GetCheck() == 1){
m_reinforcement.SetCheck(0);
} else {
m_reinforcement.SetCheck(1);
}
}
void ship_flags_dlg::OnScannable()
{
if (m_scannable.GetCheck() == 1){
m_scannable.SetCheck(0);
} else {
m_scannable.SetCheck(1);
}
}
void ship_flags_dlg::OnRedalertcarry()
{
if (m_red_alert_carry.GetCheck() == 1){
m_red_alert_carry.SetCheck(0);
} else {
m_red_alert_carry.SetCheck(1);
}
}