Пример #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();
}
Пример #2
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();
}
Пример #3
0
// Forms a wing from marked objects
int create_wing()
{
	char msg[1024];
	int i, ship, wing = -1, waypoints = 0, count = 0, illegal_ships = 0;
	int leader, leader_team;
	object *ptr;
	create_wing_dlg dlg;

	if (!query_valid_object())
		return -1;

	leader = cur_object_index;
	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)) {
			count++;
			i = -1;
			switch (ptr->type) {
				case OBJ_SHIP:
				case OBJ_START:
					i = Ships[ptr->instance].wingnum;
					break;
			}

			if (i >= 0) {
				if (wing < 0)
					wing = i;
				else if (wing != i)
					wing = MULTI_WING;
			}
		}

		ptr = GET_NEXT(ptr);
	}

	if (count > MAX_SHIPS_PER_WING) {
		sprintf(msg, "You have too many ships marked!\n"
			"A wing is limited to %d ships total", MAX_SHIPS_PER_WING);

		Fred_main_wnd->MessageBox(msg, "Error", MB_ICONEXCLAMATION);
		return -1;
	}

	if ((wing >= 0) && (wing != MULTI_WING)) {
		sprintf(msg, "Do you want to reform wing \"%s\"?", Wings[wing].name);
		i = Fred_main_wnd->MessageBox(msg, "Query", MB_YESNOCANCEL);
		if (i == IDCANCEL)
			return -1;

		else if (i == IDNO)
			wing = -1;

		else {  // must be IDYES
			for (i=Wings[wing].wave_count-1; i>=0; i--) {
				ptr = &Objects[wing_objects[wing][i]];
				switch (ptr->type) {
					case OBJ_SHIP:
						remove_ship_from_wing(ptr->instance, 0);
						break;

					case OBJ_START:
						remove_player_from_wing(ptr->instance, 0);
						break;

					default:
						Int3();  // shouldn't be in a wing!
				}
			}

			Assert(!Wings[wing].wave_count);
			Num_wings--;
		}

	} else
		wing = -1;

	if (wing < 0) {
		wing = find_free_wing();

		if (wing < 0) {
			Fred_main_wnd->MessageBox("Too many wings, can't create more!",
				"Error", MB_ICONEXCLAMATION);

			return -1;
		}

		Wings[wing].num_waves = 1;
		Wings[wing].threshold = 0;
		Wings[wing].arrival_location = Wings[wing].departure_location = 0;
		Wings[wing].arrival_distance = 0;
		Wings[wing].arrival_anchor = -1;
		Wings[wing].arrival_delay = 0;
		Wings[wing].arrival_cue = Locked_sexp_true;
		Wings[wing].departure_delay = 0;
		Wings[wing].departure_cue = Locked_sexp_false;
		Wings[wing].hotkey = -1;
		Wings[wing].flags = 0;
		Wings[wing].wave_delay_min = 0;
		Wings[wing].wave_delay_max = 0;

		for (i=0; i<MAX_AI_GOALS; i++) {
			Wings[wing].ai_goals[i].ai_mode = AI_GOAL_NONE;
			Wings[wing].ai_goals[i].priority = -1;				// this sets up the priority field to be like ships
		}

		if (dlg.DoModal() == IDCANCEL)
			return -1;

		dlg.m_name.TrimLeft();
		dlg.m_name.TrimRight();
		string_copy(Wings[wing].name, dlg.m_name, NAME_LENGTH - 1);
	}

	set_cur_indices(-1);
	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if (ptr->flags & OF_MARKED) {
//			if ((ptr->type == OBJ_START) && (ptr->instance)) {
//				starts++;
//				unmark_object(OBJ_INDEX(ptr));

//			} else if (ptr->type == OBJ_WAYPOINT) {
			if (ptr->type == OBJ_WAYPOINT) {
				waypoints++;
				unmark_object(OBJ_INDEX(ptr));

			} else if (ptr->type == OBJ_SHIP) {
				int ship_type = ship_query_general_type(ptr->instance);
				if(ship_type < 0 || !(Ship_types[ship_type].ai_bools & STI_AI_CAN_FORM_WING))
				{
					illegal_ships++;
					unmark_object(OBJ_INDEX(ptr));
				}
			}
		}

		ptr = GET_NEXT(ptr);
	}

	// if this wing is a player starting wing, automatically set the hotkey for this wing
	for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
		if ( !stricmp(Wings[wing].name, Starting_wing_names[i]) ) {
			Wings[wing].hotkey = i;
			break;
		}
	}

	count = 0;
	if (Objects[Ships[Player_start_shipnum].objnum].flags & OF_MARKED)
		count = 1;

	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if (ptr->flags & OF_MARKED) {
			if ((ptr->type == OBJ_START) && (ptr->instance == Player_start_shipnum))
				i = 0;  // player 1 start always goes to front of the wing
			else
				i = count++;

			Assert((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START));
			ship = ptr->instance;
			if (Ships[ship].wingnum != -1) {
				if (ptr->type == OBJ_SHIP)
					remove_ship_from_wing(ship);
				else
					remove_player_from_wing(ptr->instance);
			}

			wing_bash_ship_name(msg, Wings[wing].name, i + 1);
			rename_ship(ship, msg);

			Wings[wing].ship_index[i] = ship;
			Ships[ship].wingnum = wing;
			if (Ships[ship].arrival_cue >= 0)
				free_sexp2(Ships[ship].arrival_cue);

			Ships[ship].arrival_cue = Locked_sexp_false;
			if (Ships[ship].departure_cue >= 0)
				free_sexp2(Ships[ship].departure_cue);

			Ships[ship].departure_cue = Locked_sexp_false;

			wing_objects[wing][i] = OBJ_INDEX(ptr);
			if (OBJ_INDEX(ptr) == leader)
				Wings[wing].special_ship = i;
		}

		ptr = GET_NEXT(ptr);
	}

	if (!count)  // this should never happen, so if it does, needs to be fixed now.
		Error(LOCATION, "No valid ships were selected to form wing from");

	Wings[wing].wave_count = count;
	Num_wings++;

//	if (starts)
//		Fred_main_wnd->MessageBox("Multi-player starting points can't be part of a wing!\n"
//			"All marked multi-player starting points were ignored",
//			"Error", MB_ICONEXCLAMATION);

	if (waypoints)
		Fred_main_wnd->MessageBox("Waypoints can't be part of a wing!\n"
			"All marked waypoints were ignored",
			"Error", MB_ICONEXCLAMATION);

	if (illegal_ships)
		Fred_main_wnd->MessageBox("Some ship types aren't allowed to be in a wing.\n"
			"All marked ships of these types were ignored",
			"Error", MB_ICONEXCLAMATION);


	leader_team = Ships[Wings[wing].ship_index[Wings[wing].special_ship]].team;
	for (i = 0; i < Wings[wing].wave_count; i++)
	{
		if (Ships[Wings[wing].ship_index[i]].team != leader_team)
		{
			Fred_main_wnd->MessageBox("Wing contains ships on different teams", "Warning");
			break;
		}
	}

	mark_wing(wing);

	update_custom_wing_indexes();

	return 0;
}
Пример #4
0
// Takes a player out of a wing, deleting wing if that was the only ship in it.
void remove_player_from_wing(int player, int min)
{
	remove_ship_from_wing(player, min);
}
Пример #5
0
// Forms a wing from marked objects
int create_wing()
{
	char msg[1024];
	int i, ship, wing = -1, waypoints = 0, count = 0, illegal_ships = 0;
	int friendly, hostile, leader;
	object *ptr;
	create_wing_dlg dlg;

	if (!query_valid_object())
		return -1;

	leader = cur_object_index;
	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if ((ptr->type == OBJ_SHIP) && (ptr->flags & OF_MARKED)) {
			count++;
			i = -1;
			switch (ptr->type) {
				case OBJ_SHIP:
				case OBJ_START:
					i = Ships[ptr->instance].wingnum;
					break;
			}

			if (i >= 0) {
				if (wing < 0)
					wing = i;
				else if (wing != i)
					wing = MULTI_WING;
			}
		}

		ptr = GET_NEXT(ptr);
	}

	if (count > MAX_SHIPS_PER_WING) {
		sprintf(msg, "You have too many ships marked!\n"
			"A flight group is limited to %d ships total", MAX_SHIPS_PER_WING);

		Fred_main_wnd->MessageBox(msg, "Error", MB_ICONEXCLAMATION);
		return -1;
	}

	if ((wing >= 0) && (wing != MULTI_WING)) {
		sprintf(msg, "Do you want to reform flight group \"%s\"?", Wings[wing].name);
		i = Fred_main_wnd->MessageBox(msg, "Query", MB_YESNOCANCEL);
		if (i == IDCANCEL)
			return -1;

		else if (i == IDNO)
			wing = -1;

		else {  // must be IDYES
			for (i=Wings[wing].wave_count-1; i>=0; i--) {
				ptr = &Objects[wing_objects[wing][i]];
				switch (ptr->type) {
					case OBJ_SHIP:
						remove_ship_from_wing(ptr->instance, 0);
						break;

					case OBJ_START:
						remove_player_from_wing(ptr->instance, 0);
						break;

					default:
						Int3();  // shouldn't be in a wing!
				}
			}

			Assert(!Wings[wing].wave_count);
			num_wings--;
		}

	} else
		wing = -1;

	if (wing < 0) {
		wing = find_free_wing();
		Wings[wing].num_waves = 1;
		Wings[wing].threshold = 0;
		Wings[wing].arrival_location = Wings[wing].departure_location = 0;
		Wings[wing].arrival_distance = 0;
		Wings[wing].arrival_anchor = -1;
		Wings[wing].arrival_cue = Locked_sexp_true;
		Wings[wing].departure_cue = Locked_sexp_false;
		Wings[wing].hotkey = -1;
		Wings[wing].flags = 0;

		for (i=0; i<MAX_AI_GOALS; i++) {
			Wings[wing].ai_goals[i].ai_mode = AI_GOAL_NONE;
			Wings[wing].ai_goals[i].priority = -1;				// this sets up the priority field to be like ships
		}

		if (wing < 0) {
			Fred_main_wnd->MessageBox("Too many flight groups, can't create more!",
				"Error", MB_ICONEXCLAMATION);

			return -1;
		}

		if (dlg.DoModal() == IDCANCEL)
			return -1;

		string_copy(Wings[wing].name, dlg.m_name, NAME_LENGTH - 1);
	}

	set_cur_indices(-1);
	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if (ptr->flags & OF_MARKED) {
//			if ((ptr->type == OBJ_START) && (ptr->instance)) {
//				starts++;
//				unmark_object(OBJ_INDEX(ptr));

//			} else if (ptr->type == OBJ_WAYPOINT) {
			if (ptr->type == OBJ_WAYPOINT) {
				waypoints++;
				unmark_object(OBJ_INDEX(ptr));

			} else if (ptr->type == OBJ_SHIP) {
				switch (ship_query_general_type(ptr->instance))
				{
					case SHIP_TYPE_CARGO:						
					case SHIP_TYPE_FIGHTER_BOMBER:			
					case SHIP_TYPE_CRUISER:					
					case SHIP_TYPE_FREIGHTER:			
					case SHIP_TYPE_CAPITAL:					
					case SHIP_TYPE_TRANSPORT:				
					case SHIP_TYPE_REPAIR_REARM:		
					case SHIP_TYPE_NAVBUOY:					
					case SHIP_TYPE_SENTRYGUN:
					case SHIP_TYPE_SPACE_OBJECT:
					case SHIP_TYPE_ESCAPEPOD:				
					case SHIP_TYPE_SUPERCAP:					
					case SHIP_TYPE_STEALTH:					
					case SHIP_TYPE_DRYDOCK:					
					//case SHIP_TYPE_AWACS:						
					//case SHIP_TYPE_GAS_MINER:
						
					// all ships added so that any craft type can be formed into a flight group
					/*case SHIP_TYPE_FIGHTER_BOMBER:
					case SHIP_TYPE_CRUISER:
					case SHIP_TYPE_AWACS:
					case SHIP_TYPE_GAS_MINER:
					case SHIP_TYPE_CORVETTE:
					case SHIP_TYPE_FREIGHTER:
					case SHIP_TYPE_CAPITAL:
					case SHIP_TYPE_TRANSPORT:
					case SHIP_TYPE_SUPERCAP:*/
						break;

					default:
						illegal_ships++;
						unmark_object(OBJ_INDEX(ptr));
				}
			}
		}

		ptr = GET_NEXT(ptr);
	}

	// if this wing is a player starting wing, automatically set the hotkey for this wing
	for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
		if ( !stricmp(Wings[wing].name, Starting_wing_names[i]) ) {
			Wings[wing].hotkey = i;
			break;
		}
	}

	count = friendly = hostile = 0;
	if (Objects[Ships[Player_start_shipnum].objnum].flags & OF_MARKED)
		count = 1;

	ptr = GET_FIRST(&obj_used_list);
	while (ptr != END_OF_LIST(&obj_used_list)) {
		if (ptr->flags & OF_MARKED) {
			if ((ptr->type == OBJ_START) && (ptr->instance == Player_start_shipnum))
				i = 0;  // player 1 start always goes to front of the wing
			else
				i = count++;

			Assert((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START));
			ship = ptr->instance;
			if (Ships[ship].wingnum != -1) {
				if (ptr->type == OBJ_SHIP)
					remove_ship_from_wing(ship);
				else
					remove_player_from_wing(ptr->instance);
			}

			sprintf(msg, "%s %d", Wings[wing].name, i + 1);
			rename_ship(ship, msg);
			if (Ships[ship].team == TEAM_FRIENDLY)
				friendly = 1;
			else if ((Ships[ship].team == TEAM_HOSTILE) || (Ships[ship].team == TEAM_NEUTRAL))
				hostile = 1;

			Wings[wing].ship_index[i] = ship;
			Ships[ship].wingnum = wing;
			if (Ships[ship].arrival_cue >= 0)
				free_sexp2(Ships[ship].arrival_cue);

			Ships[ship].arrival_cue = Locked_sexp_false;
			if (Ships[ship].departure_cue >= 0)
				free_sexp2(Ships[ship].departure_cue);

			Ships[ship].departure_cue = Locked_sexp_false;

			wing_objects[wing][i] = OBJ_INDEX(ptr);
			if (OBJ_INDEX(ptr) == leader)
				Wings[wing].special_ship = i;
		}

		ptr = GET_NEXT(ptr);
	}

	if (!count)  // this should never happen, so if it does, needs to be fixed now.
		Error(LOCATION, "No valid ships were selected to form wing from");

	Wings[wing].wave_count = count;
	num_wings++;

//	if (starts)
//		Fred_main_wnd->MessageBox("Multi-player starting points can't be part of a wing!\n"
//			"All marked multi-player starting points were ignored",
//			"Error", MB_ICONEXCLAMATION);

	if (waypoints)
		Fred_main_wnd->MessageBox("Waypoints can't be part of a wing!\n"
			"All marked waypoints were ignored",
			"Error", MB_ICONEXCLAMATION);

	if (illegal_ships)
		Fred_main_wnd->MessageBox("Some ship types aren't allowed to be in a wing.\n"
			"All marked ships of these types were ignored",
			"Error", MB_ICONEXCLAMATION);

	if (friendly && hostile)
		Fred_main_wnd->MessageBox("Both hostile and friendly ships in same wing", "Warning");

	mark_wing(wing);
	return 0;
}