예제 #1
0
// delete a whole wing, leaving ships intact but wingless.
void remove_wing(int wing_num)
{
	int i, total;
	object *ptr;

	if (check_wing_dependencies(wing_num))
		return;

	Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 1;
	Ship_editor_dialog.update_data(0);
	total = Wings[wing_num].wave_count;
	for (i=0; i<total; i++) {
		ptr = &Objects[wing_objects[wing_num][i]];
		if (ptr->type == OBJ_SHIP)
			remove_ship_from_wing(ptr->instance);
		else if (ptr->type == OBJ_START)
			remove_player_from_wing(ptr->instance);
	}

	Assert(!Wings[wing_num].wave_count);
	Ship_editor_dialog.initialize_data(1);
	Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 0;

	if (cur_wing == wing_num) {
		set_cur_wing(cur_wing = -1);  // yes, one '=' is correct.
	}

	set_modified();
}
예제 #2
0
// delete a whole wing, also deleting its ships if necessary.
int delete_wing(int wing_num, int bypass)
{
	int i, r, total;

	if (already_deleting_wing)
		return 0;

	r = check_wing_dependencies(wing_num);
	if (r)
		return r;

	already_deleting_wing = 1;
	for (i=0; i<Num_reinforcements; i++)
		if (!stricmp(Wings[wing_num].name, Reinforcements[i].name)) {
			delete_reinforcement(i);
			break;
		}

	invalidate_references(Wings[wing_num].name, REF_TYPE_WING);
	if (!bypass) {
		total = Wings[wing_num].wave_count;
		for (i=0; i<total; i++)
			delete_object(wing_objects[wing_num][i]);
	}

	Wings[wing_num].wave_count = 0;
	Wings[wing_num].wing_squad_filename[0] = '\0';
	Wings[wing_num].wing_insignia_texture = -1;

	if (cur_wing == wing_num)
		set_cur_wing(cur_wing = -1);  // yes, one '=' is correct.

	free_sexp2(Wings[wing_num].arrival_cue);
	free_sexp2(Wings[wing_num].departure_cue);

	Num_wings--;
	set_modified();

	update_custom_wing_indexes();

	already_deleting_wing = 0;
	return 0;
}
예제 #3
0
// delete a whole wing, leaving ships intact but wingless.
void remove_wing(int wing_num)
{
	int i, total;
	object *ptr;

	if (check_wing_dependencies(wing_num))
		return;

	Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 1;
	Ship_editor_dialog.update_data(0);
	total = Wings[wing_num].wave_count;
	for (i=0; i<total; i++) {
		ptr = &Objects[wing_objects[wing_num][i]];
		if (ptr->type == OBJ_SHIP)
			remove_ship_from_wing(ptr->instance, 0);
		else if (ptr->type == OBJ_START)
			remove_player_from_wing(ptr->instance, 0);
	}

	Assert(!Wings[wing_num].wave_count);

	Wings[wing_num].wave_count = 0;
	Wings[wing_num].wing_squad_filename[0] = '\0';
	Wings[wing_num].wing_insignia_texture = -1;

	Ship_editor_dialog.initialize_data(1);
	Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 0;

	if (cur_wing == wing_num) {
		set_cur_wing(cur_wing = -1);  // yes, one '=' is correct.
	}

	free_sexp2(Wings[wing_num].arrival_cue);
	free_sexp2(Wings[wing_num].departure_cue);

	Num_wings--;

	update_custom_wing_indexes();

	set_modified();
}