Пример #1
0
void wing_editor::OnSelchangeArrivalLocation() 
{
	CComboBox *box;

	box = (CComboBox *)GetDlgItem(IDC_ARRIVAL_TARGET);
	UpdateData();
	if (m_arrival_location) {
		GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(TRUE);
		GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(TRUE);
		if (m_arrival_target < 0) {
			m_arrival_target = 0;
		}

		// determine which items we should put into the arrival target combo box
		if ( m_arrival_location == ARRIVE_FROM_DOCK_BAY ) {
			management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		} else {
			management_add_ships_to_combo( box, SHIPS_2_COMBO_SPECIAL | SHIPS_2_COMBO_ALL_SHIPS );
		}
	} else {
		m_arrival_target = -1;
		GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(FALSE);
		GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(FALSE);
	}
	UpdateData(FALSE);
}
Пример #2
0
void wing_editor::OnSelchangeDepartureLocation() 
{
	CComboBox *box;

	box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);
	UpdateData();
	if (m_departure_location) {
		GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(TRUE);
		if (m_departure_target < 0) {
			m_departure_target = 0;
		}
		// we need to build up the list box content based on the departure type.  When
		// from a docking bay, only show ships in the list which have them.  Show all ships otherwise
		if ( m_departure_location == DEPART_AT_DOCK_BAY ) {
			management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		} else {
			// I think that this section is currently illegal
			Int3();
		}
	} else {
		box->ResetContent();
		box->EnableWindow(TRUE);
		if ( m_departure_target < 0 )
			m_departure_target = -1;
		m_departure_target = 0;
		box->AddString("None");
		for (int i=0; i<Num_jump_nodes; i++)  
			box->AddString(Jumppoint_lists[i].name);
		//GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(FALSE);
	}
	UpdateData(FALSE);
}
Пример #3
0
void wing_editor::OnSelchangeDepartureLocation() 
{
	CComboBox *box;

	box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);
	UpdateData();
	if (m_departure_location) {
		GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(TRUE);
		if (m_departure_target < 0) {
			m_departure_target = 0;
		}
		// we need to build up the list box content based on the departure type.  When
		// from a docking bay, only show ships in the list which have them.  Show all ships otherwise
		if ( m_departure_location == DEPART_AT_DOCK_BAY ) {
			management_add_ships_to_combo( box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		} else {
			// I think that this section is currently illegal
			Int3();
		}
	} else {
		m_departure_target = -1;
		GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(FALSE);
	}

	if (m_departure_location == DEPART_AT_DOCK_BAY)	{
		GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(TRUE);
	} else {
		GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(FALSE);
	}

	UpdateData(FALSE);
}
Пример #4
0
// initialize everything that update_data_safe() saves.
void wing_editor::initialize_data_safe(int full_update)
{
	int i, enable = TRUE, player_wing = 0, player_enabled = 1;
	CComboBox *arrival_box, *departure_box;

	nprintf(("Fred routing", "Wing dialog load safe\n"));
	if (!GetSafeHwnd())
		return;

	arrival_box = (CComboBox *) GetDlgItem(IDC_ARRIVAL_TARGET);
	departure_box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);

	m_ignore_count = 0;
	if (cur_wing < 0) {
		m_wing_squad_filename = _T("");
		m_special_ship = -1;
		m_arrival_location = -1;
		m_departure_location = -1;
		m_arrival_delay = 0;
		m_arrival_delay_min = 0;
		m_arrival_delay_max = 0;
		m_arrival_dist = 0;
		m_arrival_target = -1;
		m_departure_target = -1;
		m_departure_delay = 0;
		m_arrival_tree.clear_tree();
		m_departure_tree.clear_tree();
		m_arrival_tree.DeleteAllItems();
		m_departure_tree.DeleteAllItems();
		m_reinforcement = FALSE;
		m_hotkey = 0;
		m_ignore_count = 0;
		m_no_arrival_music = 0;
		m_no_arrival_message = 0;
		m_no_arrival_warp = 0;
		m_no_departure_warp = 0;
		m_no_dynamic = 0;
		player_enabled = enable = FALSE;

	} else {
		CComboBox *ptr;

		/*if (cur_wing == wing_name_lookup("alpha", 1))
			player_enabled = 0;

		if ((The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (cur_wing == wing_name_lookup("zeta", 1)))
			player_enabled = 0;

		// in multiplayer coop missions, alpha, beta, and gamma are both off limits.
		if ( The_mission.game_type & MISSION_TYPE_MULTI_COOP ) {
			if ( (cur_wing == wing_name_lookup("alpha", 1)) || (cur_wing == wing_name_lookup("beta", 1)) || (cur_wing == wing_name_lookup("gamma", 1)) ) {
				player_enabled = 0;
			}
		}*/

		if ((Player_start_shipnum >= 0) && (Player_start_shipnum < MAX_SHIPS) && (Ships[Player_start_shipnum].objnum >= 0))
			if (Ships[Player_start_shipnum].wingnum == cur_wing)
				player_wing = 1;

		m_wing_squad_filename = _T(Wings[cur_wing].wing_squad_filename);
		m_special_ship = Wings[cur_wing].special_ship;
		m_waves = Wings[cur_wing].num_waves;
		m_threshold = Wings[cur_wing].threshold;
		m_arrival_location = Wings[cur_wing].arrival_location;
		m_departure_location = Wings[cur_wing].departure_location;
		m_arrival_delay = Wings[cur_wing].arrival_delay;
		m_arrival_delay_min = Wings[cur_wing].wave_delay_min;
		m_arrival_delay_max = Wings[cur_wing].wave_delay_max;
		m_arrival_dist = Wings[cur_wing].arrival_distance;
		m_arrival_target = Wings[cur_wing].arrival_anchor;
		if (m_departure_location == DEPART_AT_DOCK_BAY) 
			m_departure_target = Wings[cur_wing].departure_anchor;
		else 
			m_departure_target = Wings[cur_wing].jump_anchor;
		m_no_dynamic = (Wings[cur_wing].flags & WF_NO_DYNAMIC)?1:0;

		// Add the ships/special items to the combo box here before data is updated
		if ( m_arrival_location == ARRIVE_FROM_DOCK_BAY ) {
			management_add_ships_to_combo( arrival_box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		} else {
			management_add_ships_to_combo( arrival_box, SHIPS_2_COMBO_SPECIAL | SHIPS_2_COMBO_ALL_SHIPS );
		}

		if (m_arrival_target >= SPECIAL_ARRIVAL_ANCHORS_OFFSET)
			m_arrival_target -= SPECIAL_ARRIVAL_ANCHORS_OFFSET;
		else if (m_arrival_target >= 0)
			m_arrival_target = arrival_box->FindStringExact(-1, Ships[m_arrival_target].ship_name);

		
		// add the ships to the departure target combo box
		if ( m_departure_location == DEPART_AT_DOCK_BAY ) {
			management_add_ships_to_combo( departure_box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		
			if ( m_departure_target >= 0 )
				m_departure_target = departure_box->FindStringExact(-1, Ships[m_departure_target].ship_name);
		} else {
			departure_box->ResetContent();
			char list[MAX_JUMPPOINT_LISTS+1][NAME_LENGTH];

			strcpy(list[0], "None");
		
			departure_box->AddString("None");
			for (i=0; i<Num_jump_nodes; i++)  {
				departure_box->AddString(Jumppoint_lists[i].name);
				strcpy(list[i+1], Jumppoint_lists[i].name);
			}
		
			if (m_departure_target >= 0) {
				m_departure_target = departure_box->FindStringExact(-1, list[m_departure_target]);
		} else
			m_departure_target = 0;

		}

		m_departure_delay = Wings[cur_wing].departure_delay;
		if (player_wing)
			m_arrival_tree.load_tree(Locked_sexp_true);
		else
			m_arrival_tree.load_tree(Wings[cur_wing].arrival_cue);

		m_departure_tree.load_tree(Wings[cur_wing].departure_cue, "false");
		m_hotkey = Wings[cur_wing].hotkey+1;
		if (Wings[cur_wing].flags & WF_IGNORE_COUNT)
			m_ignore_count = 1;
		else
			m_ignore_count = 0;

		if (Wings[cur_wing].flags & WF_NO_ARRIVAL_MUSIC)
			m_no_arrival_music = 1;
		else
			m_no_arrival_music = 0;

		if ( Wings[cur_wing].flags & WF_NO_ARRIVAL_MESSAGE )
			m_no_arrival_message = 1;
		else
			m_no_arrival_message = 0;

		if ( Wings[cur_wing].flags & WF_NO_ARRIVAL_WARP )
			m_no_arrival_warp = 1;
		else
			m_no_arrival_warp = 0;

		if ( Wings[cur_wing].flags & WF_NO_DEPARTURE_WARP )
			m_no_departure_warp = 1;
		else
			m_no_departure_warp = 0;

		ptr = (CComboBox *) GetDlgItem(IDC_WING_SPECIAL_SHIP);
		ptr->ResetContent();
		for (i=0; i<Wings[cur_wing].wave_count; i++)
			ptr->AddString(Ships[Wings[cur_wing].ship_index[i]].ship_name);

		m_threshold_spin.SetRange(0, Wings[cur_wing].wave_count - 1);
		for (i=0; i<Num_reinforcements; i++)
			if (!stricmp(Reinforcements[i].name, Wings[cur_wing].name))
				break;

		if (i < Num_reinforcements)
			m_reinforcement = TRUE;
		else
			m_reinforcement = FALSE;
	}

	if (full_update)
		UpdateData(FALSE);

	GetDlgItem(IDC_WING_NAME)->EnableWindow(enable);
	GetDlgItem(IDC_WING_SQUAD_LOGO_BUTTON)->EnableWindow(enable);
	GetDlgItem(IDC_WING_SPECIAL_SHIP)->EnableWindow(enable);
	GetDlgItem(IDC_WING_WAVES)->EnableWindow(player_enabled);
	GetDlgItem(IDC_WING_WAVE_THRESHOLD)->EnableWindow(player_enabled);
	GetDlgItem(IDC_DISBAND_WING)->EnableWindow(enable);
	GetDlgItem(IDC_SPIN_WAVES)->EnableWindow(player_enabled);
	GetDlgItem(IDC_SPIN_WAVE_THRESHOLD)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_LOCATION)->EnableWindow(enable);

	GetDlgItem(IDC_ARRIVAL_DELAY)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_DELAY_MIN)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_DELAY_MAX)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_DELAY_SPIN)->EnableWindow(player_enabled);
	if (m_arrival_location) {
		GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(enable);
		GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(enable);
	} else {
		GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(FALSE);
		GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(FALSE);
	}
	GetDlgItem(IDC_NO_DYNAMIC)->EnableWindow(enable);

	//if ( m_departure_location ) {
		GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(enable);
	//} else {
	//	GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(FALSE);
	//}

	if (player_wing)
		GetDlgItem(IDC_ARRIVAL_TREE)->EnableWindow(0);
	else
		GetDlgItem(IDC_ARRIVAL_TREE)->EnableWindow(enable);

	GetDlgItem(IDC_DEPARTURE_LOCATION)->EnableWindow(enable);
	GetDlgItem(IDC_DEPARTURE_DELAY)->EnableWindow(enable);
	GetDlgItem(IDC_DEPARTURE_DELAY_SPIN)->EnableWindow(enable);
	GetDlgItem(IDC_DEPARTURE_TREE)->EnableWindow(enable);
	GetDlgItem(IDC_GOALS2)->EnableWindow(enable);
	GetDlgItem(IDC_DELETE_WING)->EnableWindow(enable);
	GetDlgItem(IDC_REINFORCEMENT)->EnableWindow(enable);
	GetDlgItem(IDC_HOTKEY)->EnableWindow(enable);
	GetDlgItem(IDC_IGNORE_COUNT)->EnableWindow(enable);
	GetDlgItem(IDC_NO_ARRIVAL_MUSIC)->EnableWindow(enable);
	GetDlgItem(IDC_NO_ARRIVAL_MESSAGE)->EnableWindow(enable);
	GetDlgItem(IDC_NO_ARRIVAL_WARP)->EnableWindow(enable);
	GetDlgItem(IDC_NO_DEPARTURE_WARP)->EnableWindow(enable);

	if (cur_wing >= 0) {
		enable = TRUE;

		// check to see if the wing has a ship which is not a fighter/bomber type.  If so, then disable
		// the wing_waves and wing_threshold  stuff
		for (i = 0; i < Wings[cur_wing].wave_count; i++ ) {
			int sflag;

			sflag = Ship_info[Ships[Wings[cur_wing].ship_index[i]].ship_info_index].flags;
			if ( !(sflag & SIF_FIGHTER) && !(sflag & SIF_BOMBER) )
				enable = FALSE;
		}

	} else
		enable = FALSE;
}
Пример #5
0
// initialize everything that update_data_safe() saves.
void wing_editor::initialize_data_safe(int full_update)
{
	int i, enable = TRUE, player_wing = 0, player_enabled = 1;
	CComboBox *arrival_box, *departure_box;

	nprintf(("Fred routing", "Wing dialog load safe\n"));
	if (!GetSafeHwnd())
		return;

	arrival_box = (CComboBox *) GetDlgItem(IDC_ARRIVAL_TARGET);
	departure_box = (CComboBox *)GetDlgItem(IDC_DEPARTURE_TARGET);

	m_ignore_count = 0;
	if (cur_wing < 0) {
		m_wing_squad_filename = _T("");
		m_special_ship = -1;
		m_arrival_location = -1;
		m_departure_location = -1;
		m_arrival_delay = 0;
		m_arrival_delay_min = 0;
		m_arrival_delay_max = 0;
		m_arrival_dist = 0;
		m_arrival_target = -1;
		m_departure_target = -1;
		m_departure_delay = 0;
		m_arrival_tree.clear_tree();
		m_departure_tree.clear_tree();
		m_arrival_tree.DeleteAllItems();
		m_departure_tree.DeleteAllItems();
		m_reinforcement = FALSE;
		m_hotkey = 0;
		m_ignore_count = 0;
		m_no_arrival_music = 0;
		m_no_arrival_message = 0;
		m_no_arrival_warp = 0;
		m_no_departure_warp = 0;
		m_no_dynamic = 0;
		player_enabled = enable = FALSE;

	} else {
		CComboBox *ptr;

		if (The_mission.game_type & MISSION_TYPE_MULTI)
		{
			if (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS)
			{
				for (i=0; i<MAX_TVT_WINGS; i++)
				{
					if (cur_wing == TVT_wings[i])
						player_enabled = 0;
				}
			}
			else
			{
				for (i=0; i<MAX_STARTING_WINGS; i++)
				{
					if (cur_wing == Starting_wings[i])
						player_enabled = 0;
				}
			}
		}
		else
		{
			if (cur_wing == Ships[Player_start_shipnum].wingnum)
				player_enabled = 0;
		}

		if ((Player_start_shipnum >= 0) && (Player_start_shipnum < MAX_SHIPS) && (Ships[Player_start_shipnum].objnum >= 0))
			if (Ships[Player_start_shipnum].wingnum == cur_wing)
				player_wing = 1;

		m_wing_squad_filename = _T(Wings[cur_wing].wing_squad_filename);
		m_special_ship = Wings[cur_wing].special_ship;
		m_waves = Wings[cur_wing].num_waves;
		m_threshold = Wings[cur_wing].threshold;
		m_arrival_location = Wings[cur_wing].arrival_location;
		m_departure_location = Wings[cur_wing].departure_location;
		m_arrival_delay = Wings[cur_wing].arrival_delay;
		m_arrival_delay_min = Wings[cur_wing].wave_delay_min;
		m_arrival_delay_max = Wings[cur_wing].wave_delay_max;
		m_arrival_dist = Wings[cur_wing].arrival_distance;
		m_arrival_target = Wings[cur_wing].arrival_anchor;
		m_departure_target = Wings[cur_wing].departure_anchor;
		m_no_dynamic = (Wings[cur_wing].flags & WF_NO_DYNAMIC)?1:0;

		// Add the ships/special items to the combo box here before data is updated
		if ( m_arrival_location == ARRIVE_FROM_DOCK_BAY ) {
			management_add_ships_to_combo( arrival_box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		} else {
			management_add_ships_to_combo( arrival_box, SHIPS_2_COMBO_SPECIAL | SHIPS_2_COMBO_ALL_SHIPS );
		}

		// Goober5000 - gah, this is ridiculous!  Prior to this point in the function (and only in this function),
		// m_arrival_target seems to refer to the arrival anchor.  The rest of the time, it refers to the index
		// of the drop-down list.
		if (m_arrival_target >= 0)
		{
			if (m_arrival_target & SPECIAL_ARRIVAL_ANCHOR_FLAG)
			{
				// figure out what the box represents this as
				char tmp[NAME_LENGTH + 15];
				stuff_special_arrival_anchor_name(tmp, m_arrival_target, 0);
	
				// find it in the box
				m_arrival_target = arrival_box->FindStringExact(-1, tmp);
			}
			else
			{
				// find it in the box
				m_arrival_target = arrival_box->FindStringExact(-1, Ships[m_arrival_target].ship_name);
			}
		}

		// add the ships to the departure target combo box
		if ( m_departure_location == DEPART_AT_DOCK_BAY ) {
			management_add_ships_to_combo( departure_box, SHIPS_2_COMBO_DOCKING_BAY_ONLY );
		} else {
			departure_box->ResetContent();
		}

		if ( m_departure_target >= 0 )
			m_departure_target = departure_box->FindStringExact(-1, Ships[m_departure_target].ship_name);

		m_departure_delay = Wings[cur_wing].departure_delay;
		if (player_wing)
			m_arrival_tree.load_tree(Locked_sexp_true);
		else
			m_arrival_tree.load_tree(Wings[cur_wing].arrival_cue);

		m_departure_tree.load_tree(Wings[cur_wing].departure_cue, "false");
		m_hotkey = Wings[cur_wing].hotkey+1;
		if (Wings[cur_wing].flags & WF_IGNORE_COUNT)
			m_ignore_count = 1;
		else
			m_ignore_count = 0;

		if (Wings[cur_wing].flags & WF_NO_ARRIVAL_MUSIC)
			m_no_arrival_music = 1;
		else
			m_no_arrival_music = 0;

		if ( Wings[cur_wing].flags & WF_NO_ARRIVAL_MESSAGE )
			m_no_arrival_message = 1;
		else
			m_no_arrival_message = 0;

		if ( Wings[cur_wing].flags & WF_NO_ARRIVAL_WARP )
			m_no_arrival_warp = 1;
		else
			m_no_arrival_warp = 0;

		if ( Wings[cur_wing].flags & WF_NO_DEPARTURE_WARP )
			m_no_departure_warp = 1;
		else
			m_no_departure_warp = 0;

		ptr = (CComboBox *) GetDlgItem(IDC_WING_SPECIAL_SHIP);
		ptr->ResetContent();
		for (i=0; i<Wings[cur_wing].wave_count; i++)
			ptr->AddString(Ships[Wings[cur_wing].ship_index[i]].ship_name);

		m_threshold_spin.SetRange(0, Wings[cur_wing].wave_count - 1);
		for (i=0; i<Num_reinforcements; i++)
			if (!stricmp(Reinforcements[i].name, Wings[cur_wing].name))
				break;

		if (i < Num_reinforcements)
			m_reinforcement = TRUE;
		else
			m_reinforcement = FALSE;
	}

	if (full_update)
		UpdateData(FALSE);

	GetDlgItem(IDC_WING_NAME)->EnableWindow(enable);
	GetDlgItem(IDC_WING_SQUAD_LOGO_BUTTON)->EnableWindow(enable);
	GetDlgItem(IDC_WING_SPECIAL_SHIP)->EnableWindow(enable);
	GetDlgItem(IDC_WING_WAVES)->EnableWindow(player_enabled);
	GetDlgItem(IDC_WING_WAVE_THRESHOLD)->EnableWindow(player_enabled);
	GetDlgItem(IDC_DISBAND_WING)->EnableWindow(enable);
	GetDlgItem(IDC_SPIN_WAVES)->EnableWindow(player_enabled);
	GetDlgItem(IDC_SPIN_WAVE_THRESHOLD)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_LOCATION)->EnableWindow(enable);

	GetDlgItem(IDC_ARRIVAL_DELAY)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_DELAY_MIN)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_DELAY_MAX)->EnableWindow(player_enabled);
	GetDlgItem(IDC_ARRIVAL_DELAY_SPIN)->EnableWindow(player_enabled);
	if (m_arrival_location) {
		GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(enable);
		GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(enable);
	} else {
		GetDlgItem(IDC_ARRIVAL_DISTANCE)->EnableWindow(FALSE);
		GetDlgItem(IDC_ARRIVAL_TARGET)->EnableWindow(FALSE);
	}
	if (m_arrival_location == ARRIVE_FROM_DOCK_BAY) {
		GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(enable);
	} else {
		GetDlgItem(IDC_RESTRICT_ARRIVAL)->EnableWindow(FALSE);
	}
	GetDlgItem(IDC_NO_DYNAMIC)->EnableWindow(enable);

	if (m_departure_location) {
		GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(enable);
	} else {
		GetDlgItem(IDC_DEPARTURE_TARGET)->EnableWindow(FALSE);
	}
	if (m_departure_location == DEPART_AT_DOCK_BAY) {
		GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(enable);
	} else {
		GetDlgItem(IDC_RESTRICT_DEPARTURE)->EnableWindow(FALSE);
	}

	if (player_wing)
		GetDlgItem(IDC_ARRIVAL_TREE)->EnableWindow(0);
	else
		GetDlgItem(IDC_ARRIVAL_TREE)->EnableWindow(enable);

	GetDlgItem(IDC_DEPARTURE_LOCATION)->EnableWindow(enable);
	GetDlgItem(IDC_DEPARTURE_DELAY)->EnableWindow(enable);
	GetDlgItem(IDC_DEPARTURE_DELAY_SPIN)->EnableWindow(enable);
	GetDlgItem(IDC_DEPARTURE_TREE)->EnableWindow(enable);
	GetDlgItem(IDC_GOALS2)->EnableWindow(enable);
	GetDlgItem(IDC_DELETE_WING)->EnableWindow(enable);
	GetDlgItem(IDC_REINFORCEMENT)->EnableWindow(enable);
	GetDlgItem(IDC_HOTKEY)->EnableWindow(enable);
	GetDlgItem(IDC_IGNORE_COUNT)->EnableWindow(enable);
	GetDlgItem(IDC_NO_ARRIVAL_MUSIC)->EnableWindow(enable);
	GetDlgItem(IDC_NO_ARRIVAL_MESSAGE)->EnableWindow(enable);
	GetDlgItem(IDC_NO_ARRIVAL_WARP)->EnableWindow(enable);
	GetDlgItem(IDC_NO_DEPARTURE_WARP)->EnableWindow(enable);

	if (cur_wing >= 0) {
		enable = TRUE;

		// check to see if the wing has a ship which is not a fighter/bomber type.  If so, then disable
		// the wing_waves and wing_threshold  stuff
		for (i = 0; i < Wings[cur_wing].wave_count; i++ ) {
			int sflag;

			sflag = Ship_info[Ships[Wings[cur_wing].ship_index[i]].ship_info_index].flags;
			if ( !(sflag & SIF_FIGHTER) && !(sflag & SIF_BOMBER) )
				enable = FALSE;
		}

	} else
		enable = FALSE;
}