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/*
* 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.
*
*/
#include "stdafx.h"
#include "FRED.h"
#include "MainFrm.h"
#include "FREDDoc.h"
#include "FREDView.h"
#include "FredRender.h"
#include "ai/aigoals.h"
#include "ship/ship.h"
#include "globalincs/linklist.h"
#include "globalincs/version.h"
#include "globalincs/alphacolors.h"
#include "mission/missionparse.h"
#include "mission/missionmessage.h"
#include "mission/missiongoals.h"
#include "mission/missionbriefcommon.h"
#include "Management.h"
#include "cfile/cfile.h"
#include "palman/palman.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "weapon/weapon.h"
#include "io/key.h"
#include "parse/parselo.h"
#include "math/fvi.h"
#include "starfield/starfield.h"
#include "parse/sexp.h"
#include "io/mouse.h"
#include "mission/missioncampaign.h"
#include "wing.h"
#include "MessageEditorDlg.h"
#include "EventEditor.h"
#include "MissionGoalsDlg.h"
#include "ShieldSysDlg.h"
#include "gamesnd/eventmusic.h"
#include "DebriefingEditorDlg.h"
#include "starfield/nebula.h"
#include "asteroid/asteroid.h"
#include "hud/hudsquadmsg.h"
#include "jumpnode/jumpnode.h"
#include "stats/medals.h"
#include "localization/localize.h"
#include "osapi/osregistry.h"
#include "localization/fhash.h"
#include "io/timer.h"
#include "nebula/neb.h"
#include "nebula/neblightning.h"
#include "species_defs/species_defs.h"
#include "osapi/osapi.h"
#include "graphics/font.h"
#include "object/objectdock.h"
#include "gamesnd/gamesnd.h"
#include "iff_defs/iff_defs.h"
#include "menuui/techmenu.h"
#include "missionui/fictionviewer.h"
#include "mod_table/mod_table.h"
#include <direct.h>
#include "cmdline/cmdline.h"
#define MAX_DOCKS 1000
#define UNKNOWN_USER "Unknown"
extern void ssm_init(); // Need this to populate Ssm_info so OPF_SSM_CLASS does something. -MageKing17
int cur_wing = -1;
int cur_wing_index;
int cur_object_index = -1;
int cur_ship = -1;
int cur_model_index = 0;
waypoint *cur_waypoint = NULL;
waypoint_list *cur_waypoint_list = NULL;
int delete_flag;
int bypass_update = 0;
int Default_player_model = 0;
int Update_ship = 0;
int Update_wing = 0;
char Fred_exe_dir[512] = "";
char Fred_base_dir[512] = "";
char Fred_alt_names[MAX_SHIPS][NAME_LENGTH+1];
char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1];
// object numbers for ships in a wing.
int wing_objects[MAX_WINGS][MAX_SHIPS_PER_WING];
char *Docking_bay_list[MAX_DOCKS];
// Goober5000
bool Show_iff[MAX_IFFS];
CCriticalSection CS_cur_object_index;
ai_goal_list Ai_goal_list[] = {
{ "Waypoints", AI_GOAL_WAYPOINTS, 0 },
{ "Waypoints once", AI_GOAL_WAYPOINTS_ONCE, 0 },
{ "Warp", AI_GOAL_WARP, 0 },
{ "Destroy subsystem", AI_GOAL_DESTROY_SUBSYSTEM, 0 },
{ "Attack", AI_GOAL_CHASE | AI_GOAL_CHASE_WING, 0 },
{ "Dock", AI_GOAL_DOCK, 0 },
{ "Undock", AI_GOAL_UNDOCK, 0 },
{ "Guard", AI_GOAL_GUARD | AI_GOAL_GUARD_WING, 0 },
{ "Attack any ship", AI_GOAL_CHASE_ANY, 0 },
{ "Disable ship", AI_GOAL_DISABLE_SHIP, 0 },
{ "Disarm ship", AI_GOAL_DISARM_SHIP, 0 },
{ "Evade ship", AI_GOAL_EVADE_SHIP, 0 },
{ "Ignore ship", AI_GOAL_IGNORE, 0 },
{ "Ignore ship (new)", AI_GOAL_IGNORE_NEW, 0 },
{ "Stay near ship", AI_GOAL_STAY_NEAR_SHIP, 0 },
{ "Keep safe distance", AI_GOAL_KEEP_SAFE_DISTANCE, 0 },
{ "Stay still", AI_GOAL_STAY_STILL, 0 },
{ "Play dead", AI_GOAL_PLAY_DEAD, 0 }
};
int Ai_goal_list_size = sizeof(Ai_goal_list) / sizeof(ai_goal_list);
// internal function prototypes
void set_cur_indices(int obj);
int common_object_delete(int obj);
int create_waypoint(vec3d *pos, int waypoint_instance);
int create_ship(matrix *orient, vec3d *pos, int ship_type);
int query_ship_name_duplicate(int ship);
char *reg_read_string( char *section, char *name, char *default_value );
extern int Nmodel_num;
extern int Nmodel_instance_num;
extern matrix Nmodel_orient;
extern int Nmodel_bitmap;
void string_copy(char *dest, const CString &src, int max_len, int modify)
{
int len;
if (modify)
if (strcmp(src, dest))
set_modified();
len = strlen(src);
if (len >= max_len)
len = max_len - 1;
strncpy(dest, src, len);
dest[len] = 0;
}
void string_copy(SCP_string &dest, const CString &src, int modify)
{
if (modify)
if (strcmp(src, dest.c_str()))
set_modified();
dest = src;
}
// converts a multiline string (one with newlines in it) into a windows format multiline
// string (newlines changed to '\r\n').
void convert_multiline_string(CString &dest, const SCP_string &src)
{
dest = src.c_str();
dest.Replace("\n", "\r\n");
}
// converts a multiline string (one with newlines in it) into a windows format multiline
// string (newlines changed to '\r\n').
void convert_multiline_string(CString &dest, const char *src)
{
dest = src;
dest.Replace("\n", "\r\n");
}
// Converts a windows format multiline CString back into a normal multiline string.
void deconvert_multiline_string(char *dest, const CString &str, int max_len)
{
// leave room for the null terminator
memset(dest, 0, max_len);
strncpy(dest, (LPCTSTR) str, max_len - 1);
replace_all(dest, "\r\n", "\n", max_len);
}
// ditto for SCP_string
void deconvert_multiline_string(SCP_string &dest, const CString &str)
{
dest = str;
replace_all(dest, "\r\n", "\n");
}
// medal_stuff Medals[NUM_MEDALS];
/*
void parse_medal_tbl()
{
int rval, num_medals;
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "medals.tbl", rval));
lcl_ext_close();
return;
}
read_file_text("medals.tbl");
reset_parse();
// parse in all the rank names
num_medals = 0;
required_string("#Medals");
while ( required_string_either("#End", "$Name:") ) {
Assert ( num_medals < NUM_MEDALS);
required_string("$Name:");
stuff_string( Medals[num_medals].name, F_NAME, NULL );
required_string("$Bitmap:");
stuff_string( Medals[num_medals].bitmap, F_NAME, NULL );
required_string("$Num mods:");
stuff_int( &Medals[num_medals].num_versions);
// some medals are based on kill counts. When string +Num Kills: is present, we know that
// this medal is a badge and should be treated specially
Medals[num_medals].kills_needed = 0;
if ( optional_string("+Num Kills:") ) {
char buf[MULTITEXT_LENGTH + 1];
stuff_int( &Medals[num_medals].kills_needed );
required_string("$Wavefile 1:");
stuff_string(buf, F_NAME, NULL, MAX_FILENAME_LEN);
required_string("$Wavefile 2:");
stuff_string(buf, F_NAME, NULL, MAX_FILENAME_LEN);
required_string("$Promotion Text:");
stuff_string(buf, F_MULTITEXT, NULL);
}
num_medals++;
}
required_string("#End");
// close localization
lcl_ext_close();
}
*/
void parse_init(bool basic = false);
void brief_init_colors();
void fred_preload_all_briefing_icons()
{
for (SCP_vector<briefing_icon_info>::iterator ii = Briefing_icon_info.begin(); ii != Briefing_icon_info.end(); ++ii)
{
generic_anim_load(&ii->regular);
hud_anim_load(&ii->fade);
hud_anim_load(&ii->highlight);
}
}
bool fred_init()
{
int i;
char palette_filename[1024];
if (!vm_init(24*1024*1024)) {
MessageBox( NULL, "Not enough memory to run Fred.\r\nTry closing down some other applications.\r\n", "Not Enough Memory", MB_OK );
return false;
}
srand( (unsigned) time(NULL) );
init_pending_messages();
// initialize registry stuff
os_init_registry_stuff(Osreg_company_name, Osreg_app_name, NULL);
timer_init();
Assert(strlen(Fred_base_dir) > 0); //-V805
// sigh... this should enable proper reading of cmdline_fso.cfg - Goober5000
cfile_chdir(Fred_base_dir);
// this should enable mods - Kazan
fred2_parse_cmdline(__argc, __argv);
#ifndef NDEBUG
#if FS_VERSION_REVIS == 0
mprintf(("Fred2 Open version: %i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD));
#else
mprintf(("Fred2 Open version: %i.%i.%i.%i\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD, FS_VERSION_REVIS));
#endif
extern void cmdline_debug_print_cmdline();
cmdline_debug_print_cmdline();
#endif
// d'oh
if(cfile_init(Fred_exe_dir)){
exit(1);
}
// Load game_settings.tbl
mod_table_init();
// initialize localization module. Make sure this is done AFTER initialzing OS.
// NOTE : Fred should ALWAYS run in English. Otherwise it might swap in another language
// when saving - which would cause inconsistencies when externalizing to tstrings.tbl via Exstr
// trust me on this :)
lcl_init(FS2_OPEN_DEFAULT_LANGUAGE);
// Goober5000 - force init XSTRs (so they work, but only work in English, based on above comment)
extern int Xstr_inited;
Xstr_inited = 1;
#ifndef NDEBUG
load_filter_info();
#endif
//CFREDView *window = CFREDView::GetView();
//HWND hwndApp = window->GetSafeHwnd();
//os_set_window((uint) hwndApp);
/*
int result = MessageBox(NULL,
"Welcome to OGL Fred2_open. Do you want to run in htl? "
"Its faster on any system and runs in full detail but is still buggy.",
"Question", MB_ICONQUESTION | MB_YESNOCANCEL);
if(result == IDCANCEL) return false;
Cmdline_nohtl = result != IDYES;
*/
/* - HTL is now on by default so the warning is redundant - Karajorma
if (Cmdline_nohtl)
{
MessageBox(NULL, "You are not running in HTL mode for FRED. Although HTL mode isn't required, there may be some crashes"
" when trying to render the new high polygon models. To enable HTL mode, create a shortcut to FRED, right-click into properties"
" and add \"-fredhtl\" to the end of the string in the \"target\" box.", "FRED2", MB_ICONWARNING | MB_OK);
}
*/
snd_init();
// Not ready for this yet
// Cmdline_nospec = 1;
// Cmdline_noglow = 1;
Cmdline_window = 1;
gr_init(GR_OPENGL, 640, 480, 32);
Mouse_hidden = 1;
gr_font_init(); // loads up all fonts
gr_set_gamma(3.0f);
sprintf(palette_filename, "gamepalette%d-%02d", 1, 1);
mprintf(("Loading palette %s\n", palette_filename));
palette_load_table(palette_filename);
key_init();
mouse_init();
iff_init(); // Goober5000
species_init(); // Kazan
brief_parse_icon_tbl();
// for fred specific replacement texture stuff
Fred_texture_replacements.clear();
// Goober5000
for (i = 0; i < MAX_IFFS; i++)
Show_iff[i] = true;
// Goober5000
strcpy_s(Voice_abbrev_briefing, "");
strcpy_s(Voice_abbrev_campaign, "");
strcpy_s(Voice_abbrev_command_briefing, "");
strcpy_s(Voice_abbrev_debriefing, "");
strcpy_s(Voice_abbrev_message, "");
strcpy_s(Voice_abbrev_mission, "");
Voice_no_replace_filenames = false;
strcpy_s(Voice_script_entry_format, "Sender: $sender\r\nPersona: $persona\r\nFile: $filename\r\nMessage: $message");
Voice_export_selection = 0;
hud_init_comm_orders(); // Goober5000
alpha_colors_init();
gamesnd_parse_soundstbl(); // needs to be loaded after species stuff but before interface/weapon/ship stuff - taylor
mission_brief_common_init();
obj_init();
model_free_all(); // Free all existing models
ai_init();
ai_profiles_init();
armor_init();
weapon_init();
parse_medal_tbl(); // get medal names for sexpression usage
glowpoint_init();
ship_init();
parse_init();
techroom_intel_init();
// initialize and activate external string hash table
// make sure to do here so that we don't parse the table files into the hash table - waste of space
fhash_init();
fhash_activate();
create_new_mission();
neb2_init(); // fullneb stuff
stars_init();
ssm_init(); // The game calls this after stars_init(), and we need Ssm_info initialized for OPF_SSM_CLASS. -MageKing17
brief_init_colors();
fred_preload_all_briefing_icons(); //phreak. This needs to be done or else the briefing icons won't show up
event_music_init();
fiction_viewer_reset();
cmd_brief_reset();
Show_waypoints = TRUE;
mission_campaign_clear();
stars_post_level_init();
// neb lightning
nebl_init();
gr_reset_clip();
g3_start_frame(0);
g3_set_view_matrix(&eye_pos, &eye_orient, 0.5f);
// Get the default player ship
Default_player_model = cur_model_index = get_default_player_ship_index();
Id_select_type_start = Ship_info.size() + 2;
Id_select_type_jump_node = Ship_info.size() + 1;
Id_select_type_waypoint = Ship_info.size();
Fred_main_wnd -> init_tools();
return true;
}
void set_physics_controls()
{
physics_init(&view_physics);
view_physics.max_vel.xyz.x *= physics_speed / 3.0f;
view_physics.max_vel.xyz.y *= physics_speed / 3.0f;
view_physics.max_vel.xyz.z *= physics_speed / 3.0f;
view_physics.max_rear_vel *= physics_speed / 3.0f;
view_physics.max_rotvel.xyz.x *= physics_rot / 30.0f;
view_physics.max_rotvel.xyz.y *= physics_rot / 30.0f;
view_physics.max_rotvel.xyz.z *= physics_rot / 30.0f;
view_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
theApp.write_ini_file(1);
}
int create_object_on_grid(int waypoint_instance)
{
int obj = -1;
float rval;
vec3d dir,pos;
g3_point_to_vec_delayed(&dir, marking_box.x2, marking_box.y2);
rval = fvi_ray_plane(&pos, &The_grid->center, &The_grid->gmatrix.vec.uvec, &view_pos, &dir, 0.0f);
if (rval>=0.0f) {
unmark_all();
obj = create_object(&pos, waypoint_instance);
if (obj >= 0) {
mark_object(obj);
FREDDoc_ptr->autosave("object create");
} else if (obj == -1)
Fred_main_wnd->MessageBox("Maximum ship limit reached. Can't add any more ships.");
}
return obj;
}
void fix_ship_name(int ship)
{
int i = 1;
do {
sprintf(Ships[ship].ship_name, "U.R.A. Moron %d", i++);
} while (query_ship_name_duplicate(ship));
}
int create_ship(matrix *orient, vec3d *pos, int ship_type)
{
// Save the Current Working dir to restore in a minute - fred is being stupid
char pwd[MAX_PATH_LEN];
getcwd(pwd, MAX_PATH_LEN); // get the present working dir - probably <fs2path>[/modpapth]/data/missions/
int obj, z1, z2;
float temp_max_hull_strength;
ship_info *sip;
// "pop" and cfile_chdirs off the sta
chdir(Fred_base_dir);
obj = ship_create(orient, pos, ship_type);
if (obj == -1)
return -1;
// ok, done with file io, restore the pwd
chdir(pwd);
Objects[obj].phys_info.speed = 33.0f;
ship *shipp = &Ships[Objects[obj].instance];
sip = &Ship_info[shipp->ship_info_index];
if (query_ship_name_duplicate(Objects[obj].instance))
fix_ship_name(Objects[obj].instance);
// default stuff according to species and IFF
shipp->team = Species_info[Ship_info[shipp->ship_info_index].species].default_iff;
resolve_parse_flags(&Objects[obj], Iff_info[shipp->team].default_parse_flags, Iff_info[shipp->team].default_parse_flags2);
// default shield setting
shipp->special_shield = -1;
z1 = Shield_sys_teams[shipp->team];
z2 = Shield_sys_types[ship_type];
if (((z1 == 1) && z2) || (z2 == 1))
Objects[obj].flags |= OF_NO_SHIELDS;
// set orders according to whether the ship is on the player ship's team
{
object *temp_objp;
ship *temp_shipp = NULL;
// find the first player ship
for (temp_objp = GET_FIRST(&obj_used_list); temp_objp != END_OF_LIST(&obj_used_list); temp_objp = GET_NEXT(temp_objp))
{
if (temp_objp->type == OBJ_START)
{
temp_shipp = &Ships[temp_objp->instance];
break;
}
}
// set orders if teams match, or if player couldn't be found
if (temp_shipp == NULL || shipp->team == temp_shipp->team)
{
// if this ship is not a small ship, then make the orders be the default orders without
// the depart item
if (!(sip->flags & SIF_SMALL_SHIP))
{
shipp->orders_accepted = ship_get_default_orders_accepted( sip );
shipp->orders_accepted &= ~DEPART_ITEM;
}
}
else
{
shipp->orders_accepted = 0;
}
}
// calc kamikaze stuff
if (shipp->use_special_explosion)
{
temp_max_hull_strength = (float)shipp->special_exp_blast;
}
else
{
temp_max_hull_strength = sip->max_hull_strength;
}
Ai_info[shipp->ai_index].kamikaze_damage = (int) min(1000.0f, 200.0f + (temp_max_hull_strength / 4.0f));
return obj;
}
int query_ship_name_duplicate(int ship)
{
int i;
for (i=0; i<MAX_SHIPS; i++)
if ((i != ship) && (Ships[i].objnum != -1))
if (!stricmp(Ships[i].ship_name, Ships[ship].ship_name))
return 1;
return 0;
}
void copy_bits(int *dest, int src, int mask)
{
*dest &= ~mask;
*dest |= src & mask;
}
int dup_object(object *objp)
{
int i, j, n, inst, obj = -1;
ai_info *aip1, *aip2;
object *objp1, *objp2;
ship_subsys *subp1, *subp2;
static int waypoint_instance(-1);
if (!objp) {
waypoint_instance = -1;
return 0;
}
inst = objp->instance;
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) {
obj = create_ship(&objp->orient, &objp->pos, Ships[inst].ship_info_index);
if (obj == -1)
return -1;
n = Objects[obj].instance;
Ships[n].team = Ships[inst].team;
Ships[n].arrival_cue = dup_sexp_chain(Ships[inst].arrival_cue);
Ships[n].departure_cue = dup_sexp_chain(Ships[inst].departure_cue);
Ships[n].cargo1 = Ships[inst].cargo1;
Ships[n].arrival_location = Ships[inst].arrival_location;
Ships[n].departure_location = Ships[inst].departure_location;
Ships[n].arrival_delay = Ships[inst].arrival_delay;
Ships[n].departure_delay = Ships[inst].departure_delay;
Ships[n].weapons = Ships[inst].weapons;
Ships[n].hotkey = Ships[inst].hotkey;
aip1 = &Ai_info[Ships[n].ai_index];
aip2 = &Ai_info[Ships[inst].ai_index];
aip1->behavior = aip2->behavior;
aip1->ai_class = aip2->ai_class;
for (i=0; i<MAX_AI_GOALS; i++)
aip1->goals[i] = aip2->goals[i];
if ( aip2->ai_flags & AIF_KAMIKAZE )
aip1->ai_flags |= AIF_KAMIKAZE;
if ( aip2->ai_flags & AIF_NO_DYNAMIC )
aip2->ai_flags |= AIF_NO_DYNAMIC;
aip1->kamikaze_damage = aip2->kamikaze_damage;
objp1 = &Objects[obj];
objp2 = &Objects[Ships[inst].objnum];
objp1->phys_info.speed = objp2->phys_info.speed;
objp1->phys_info.fspeed = objp2->phys_info.fspeed;
objp1->hull_strength = objp2->hull_strength;
objp1->shield_quadrant[0] = objp2->shield_quadrant[0];
subp1 = GET_FIRST(&Ships[n].subsys_list);
subp2 = GET_FIRST(&Ships[inst].subsys_list);
while (subp1 != END_OF_LIST(&Ships[n].subsys_list)) {
Assert(subp2 != END_OF_LIST(&Ships[inst].subsys_list));
subp1 -> current_hits = subp2 -> current_hits;
subp1 = GET_NEXT(subp1);
subp2 = GET_NEXT(subp2);
}
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(Reinforcements[i].name, Ships[inst].ship_name)) {
if (Num_reinforcements < MAX_REINFORCEMENTS) {
j = Num_reinforcements++;
strcpy_s(Reinforcements[j].name, Ships[n].ship_name);
Reinforcements[j].type = Reinforcements[i].type;
Reinforcements[j].uses = Reinforcements[i].uses;
}
break;
}
} else if (objp->type == OBJ_WAYPOINT) {
obj = create_waypoint(&objp->pos, waypoint_instance);
waypoint_instance = Objects[obj].instance;
}
if (obj == -1)
return -1;
Objects[obj].pos = objp->pos;
Objects[obj].orient = objp->orient;
Objects[obj].flags |= OF_TEMP_MARKED;
return obj;
}
int create_object(vec3d *pos, int waypoint_instance)
{
int obj, n;
if (cur_model_index == Id_select_type_waypoint)
obj = create_waypoint(pos, waypoint_instance);
else if (cur_model_index == Id_select_type_start) {
if (Player_starts >= MAX_PLAYERS) {
Fred_main_wnd->MessageBox("Unable to create new player start point.\n"
"You have reached the maximum limit.", NULL, MB_OK | MB_ICONEXCLAMATION);
obj = -2;
} else if (The_mission.game_type & MISSION_TYPE_SINGLE) {
Fred_main_wnd->MessageBox("You can't have more than one player start in\n"
"single player missions.\n", NULL, MB_OK | MB_ICONEXCLAMATION);
obj = -2;
} else if (The_mission.game_type & MISSION_TYPE_TRAINING) {
Fred_main_wnd->MessageBox("You can't have more than one player start in\n"
"a training missions.\n", NULL, MB_OK | MB_ICONEXCLAMATION);
obj = -2;
} else
obj = create_player(Player_starts, pos, NULL, Default_player_model);
} else if (cur_model_index == Id_select_type_jump_node) {
CJumpNode jnp(pos);
obj = jnp.GetSCPObjectNumber();
Jump_nodes.push_back(std::move(jnp));
} else if(Ship_info[cur_model_index].flags & SIF_NO_FRED){
obj = -1;
} else { // creating a ship
obj = create_ship(NULL, pos, cur_model_index);
if (obj == -1)
return -1;
n = Objects[obj].instance;
Ships[n].arrival_cue = alloc_sexp("true", SEXP_ATOM, SEXP_ATOM_OPERATOR, -1, -1);
Ships[n].departure_cue = alloc_sexp("false", SEXP_ATOM, SEXP_ATOM_OPERATOR, -1, -1);
Ships[n].cargo1 = 0;
}
if (obj < 0)
return obj;
obj_merge_created_list();
set_modified();
Update_window = 1;
return obj;
}
int create_player(int num, vec3d *pos, matrix *orient, int type, int init)
{
int obj;
if (type == -1){
type = Default_player_model;
}
Assert(type >= 0);
Assert(Player_starts < MAX_PLAYERS);
Player_starts++;
obj = create_ship(orient, pos, type);
Objects[obj].type = OBJ_START;
// be sure arrival/departure cues are set
Ships[Objects[obj].instance].arrival_cue = Locked_sexp_true;
Ships[Objects[obj].instance].departure_cue = Locked_sexp_false;
obj_merge_created_list();
set_modified();
return obj;
}
int create_waypoint(vec3d *pos, int waypoint_instance)
{
int obj = waypoint_add(pos, waypoint_instance);
set_modified();
return obj;
}
void create_new_mission()
{
reset_mission();
*Mission_filename = 0;
FREDDoc_ptr->autosave("nothing");
Undo_count = 0;
}
void reset_mission()
{
clear_mission();
player_start1 = create_player(0, &vmd_zero_vector, &vmd_identity_matrix);
}
void clear_mission()
{
char *str;
int i, j, count;
CTime t;
// clean up everything we need to before we reset back to defaults.
if (Briefing_dialog){
Briefing_dialog->reset_editor();
}
extern void allocate_mission_text(int size);
allocate_mission_text( MISSION_TEXT_SIZE );
The_mission.cutscenes.clear();
fiction_viewer_reset();
cmd_brief_reset();
mission_event_shutdown();
Asteroid_field.num_initial_asteroids = 0; // disable asteroid field by default.
Asteroid_field.speed = 0.0f;
vm_vec_make(&Asteroid_field.min_bound, -1000.0f, -1000.0f, -1000.0f);
vm_vec_make(&Asteroid_field.max_bound, 1000.0f, 1000.0f, 1000.0f);
vm_vec_make(&Asteroid_field.inner_min_bound, -500.0f, -500.0f, -500.0f);
vm_vec_make(&Asteroid_field.inner_max_bound, 500.0f, 500.0f, 500.0f);
Asteroid_field.has_inner_bound = 0;
Asteroid_field.field_type = FT_ACTIVE;
Asteroid_field.debris_genre = DG_ASTEROID;
Asteroid_field.field_debris_type[0] = -1;
Asteroid_field.field_debris_type[1] = -1;
Asteroid_field.field_debris_type[2] = -1;
strcpy_s(Mission_parse_storm_name, "none");
obj_init();
model_free_all(); // Free all existing models
ai_init();
ai_profiles_init();
ship_init();
jumpnode_level_close();
waypoint_level_close();
Num_wings = 0;
for (i=0; i<MAX_WINGS; i++){
Wings[i].wave_count = 0;
Wings[i].wing_squad_filename[0] = '\0';
Wings[i].wing_insignia_texture = -1;
}
for (i=0; i<MAX_IFFS; i++){
Shield_sys_teams[i] = 0;
}
for (i=0; i<MAX_SHIP_CLASSES; i++){
Shield_sys_types[i] = 0;
}
Num_ai_dock_names = 0;
Num_reinforcements = 0;
set_cur_indices(-1);
str = reg_read_string("SOFTWARE\\Microsoft\\Windows\\CurrentVersion", "RegisteredOwner", NULL);
if (!str) {
str = reg_read_string("SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion", "RegisteredOwner", NULL);
if (!str) {
str = getenv("USERNAME");
if (!str){
str = UNKNOWN_USER;
}
}
}
t = CTime::GetCurrentTime();
strcpy_s(The_mission.name, "Untitled");
strncpy(The_mission.author, str, NAME_LENGTH - 1);
The_mission.author[NAME_LENGTH - 1] = 0;
strcpy_s(The_mission.created, t.Format("%x at %X"));
strcpy_s(The_mission.modified, The_mission.created);
strcpy_s(The_mission.notes, "This is a FRED2_OPEN created mission.\n");
strcpy_s(The_mission.mission_desc, "Put mission description here\n");
The_mission.game_type = MISSION_TYPE_SINGLE;
strcpy_s(The_mission.squad_name, "");
strcpy_s(The_mission.squad_filename, "");
The_mission.num_respawns = 3;
The_mission.max_respawn_delay = -1;
Player_starts = 0;
Num_teams = 1;
// reset alternate name & callsign stuff
for(i=0; i<MAX_SHIPS; i++){
strcpy_s(Fred_alt_names[i], "");
strcpy_s(Fred_callsigns[i], "");
}
// set up the default ship types for all teams. For now, this is the same class
// of ships for all teams
for (i=0; i<MAX_TVT_TEAMS; i++) {
count = 0;
for ( j = 0; j < static_cast<int>(Ship_info.size()); j++ ) {
if (Ship_info[j].flags & SIF_DEFAULT_PLAYER_SHIP) {
Team_data[i].ship_list[count] = j;
strcpy_s(Team_data[i].ship_list_variables[count], "");
Team_data[i].ship_count[count] = 5;
strcpy_s(Team_data[i].ship_count_variables[count], "");
count++;
}
}
Team_data[i].num_ship_choices = count;
count = 0;
for (j=0; j<MAX_WEAPON_TYPES; j++){
if (Weapon_info[j].wi_flags & WIF_PLAYER_ALLOWED){
if(Weapon_info[j].subtype == WP_LASER){
Team_data[i].weaponry_count[count] = 16;
} else {
Team_data[i].weaponry_count[count] = 500;
}
Team_data[i].weaponry_pool[count] = j;
strcpy_s(Team_data[i].weaponry_pool_variable[count], "");
strcpy_s(Team_data[i].weaponry_amount_variable[count], "");
count++;
}
Team_data[i].weapon_required[j] = false;
}
Team_data[i].num_weapon_choices = count;
}
*Mission_text = *Mission_text_raw = EOF_CHAR;
Mission_text[1] = Mission_text_raw[1] = 0;
waypoint_parse_init();
Num_mission_events = 0;
Num_goals = 0;
unmark_all();
obj_init();
model_free_all(); // Free all existing models
fred_render_init();
init_sexp();
messages_init();
brief_reset();
debrief_reset();
ship_init();
event_music_reset_choices();
clear_texture_replacements();
mission_parse_reset_alt(); // alternate ship type names
mission_parse_reset_callsign();
strcpy(Cargo_names[0], "Nothing");
Num_cargo = 1;
set_physics_controls();
// reset background bitmaps and suns
stars_pre_level_init();
Nebula_index = 0;
Mission_palette = 1;
Nebula_pitch = (int) ((float) (rand() & 0x0fff) * 360.0f / 4096.0f);
Nebula_bank = (int) ((float) (rand() & 0x0fff) * 360.0f / 4096.0f);
Nebula_heading = (int) ((float) (rand() & 0x0fff) * 360.0f / 4096.0f);
Neb2_awacs = -1.0f;
Neb2_poof_flags = 0;
strcpy_s(Neb2_texture_name, "");
for(i=0; i<MAX_NEB2_POOFS; i++){
Neb2_poof_flags |= (1<<i);
}
Nmodel_flags = DEFAULT_NMODEL_FLAGS;
Nmodel_num = -1;
Nmodel_instance_num = -1;
vm_set_identity(&Nmodel_orient);
Nmodel_bitmap = -1;
The_mission.contrail_threshold = CONTRAIL_THRESHOLD_DEFAULT;
// Goober5000
The_mission.command_persona = Default_command_persona;
strcpy_s(The_mission.command_sender, DEFAULT_COMMAND);
// Goober5000: reset ALL mission flags, not just nebula!
The_mission.flags = 0;
The_mission.support_ships.max_support_ships = -1; // negative means infinite
The_mission.support_ships.max_hull_repair_val = 0.0f;
The_mission.support_ships.max_subsys_repair_val = 100.0f;
The_mission.ai_profile = &Ai_profiles[Default_ai_profile];
nebula_init(Nebula_filenames[Nebula_index], Nebula_pitch, Nebula_bank, Nebula_heading);
char palette_filename[1024];
strcpy_s(palette_filename, "gamepalette1-01");
// sprintf( palette_filename, "gamepalette%d-%02d", 1, Mission_palette+1 );
mprintf(( "Loading palette %s\n", palette_filename ));
palette_load_table(palette_filename);
strcpy_s(The_mission.loading_screen[GR_640],"");
strcpy_s(The_mission.loading_screen[GR_1024],"");
strcpy_s(The_mission.skybox_model, "");
vm_set_identity(&The_mission.skybox_orientation);
strcpy_s(The_mission.envmap_name, "");
The_mission.skybox_flags = DEFAULT_NMODEL_FLAGS;
// no sound environment
The_mission.sound_environment.id = -1;
ENVMAP = -1;
set_modified(FALSE);
Update_window = 1;
}
int query_valid_object(int index)
{
int obj_found = FALSE;
object *ptr;
if (index < 0 || index >= MAX_OBJECTS || Objects[index].type == OBJ_NONE)
return FALSE;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
Assert(ptr->type != OBJ_NONE);
if (OBJ_INDEX(ptr) == index)
obj_found = TRUE;
ptr = GET_NEXT(ptr);
}
Assert(obj_found); // just to make sure it's in the list like it should be.
return TRUE;
}
int query_valid_ship(int index)
{
int obj_found = FALSE;
object *ptr;
if (index < 0 || index >= MAX_OBJECTS || Objects[index].type != OBJ_SHIP)
return FALSE;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
Assert(ptr->type != OBJ_NONE);
if (OBJ_INDEX(ptr) == index)
obj_found = TRUE;
ptr = GET_NEXT(ptr);
}
Assert(obj_found); // just to make sure it's in the list like it should be.
return TRUE;
}
int query_valid_waypoint(int index)
{
int obj_found = FALSE;
object *ptr;
if (index < 0 || index >= MAX_OBJECTS || Objects[index].type != OBJ_WAYPOINT)
return FALSE;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
Assert(ptr->type != OBJ_NONE);
if (OBJ_INDEX(ptr) == index)
obj_found = TRUE;
ptr = GET_NEXT(ptr);
}
Assert(obj_found); // just to make sure it's in the list like it should be.
return TRUE;
}
// Sets the current object to whatever is specified or advances to the next object
// in the list if nothing is passed.
void set_cur_object_index(int obj)
{
if (obj < 0)
unmark_all();
else
mark_object(obj);
set_cur_indices(obj); // select the new object
Update_ship = Update_wing = 1;
Waypoint_editor_dialog.initialize_data(1);
Update_window = 1;
}
// changes the currently selected wing. It is assumed that cur_wing == cur_ship's wing
// number. Don't call this if this won't be true, or else you'll screw things up.
void set_cur_wing(int wing)
{
cur_wing = wing;
/* if (cur_ship != -1)
Assert(cur_wing == Ships[cur_ship].wingnum);
if ((cur_object_index != -1) && (Objects[cur_object_index].type == OBJ_SHIP))
Assert(cur_wing == Ships[Objects[cur_object_index].instance].wingnum);*/
Update_wing = 1;
Update_window = 1;
}
// sets up the various cur_* global variables related to the selecting of an object. This
// is an internal function that shouldn't typically get called directly. Use set_cur_object_index() instead.
void set_cur_indices(int obj)
{
int i;
object *ptr;
CSingleLock sync(&CS_cur_object_index);
sync.Lock(); // Don't modify until it's unlocked (if it's locked elsewhere).
if (query_valid_object(obj)) {
cur_object_index = obj;
cur_ship = cur_wing = -1;
cur_waypoint_list = NULL;
cur_waypoint = NULL;
if ((Objects[obj].type == OBJ_SHIP) || (Objects[obj].type == OBJ_START)) {
cur_ship = Objects[obj].instance;
cur_wing = Ships[cur_ship].wingnum;
if (cur_wing >= 0)
for (i=0; i<Wings[cur_wing].wave_count; i++)
if (wing_objects[cur_wing][i] == cur_object_index) {
cur_wing_index = i;
break;
}
} else if (Objects[obj].type == OBJ_WAYPOINT) {
cur_waypoint = find_waypoint_with_instance(Objects[obj].instance);
Assert(cur_waypoint != NULL);
cur_waypoint_list = cur_waypoint->get_parent_list();
}
return;
}
if (obj == -1 || !Num_objects) {
cur_object_index = cur_ship = cur_wing = -1;
cur_waypoint_list = NULL;
cur_waypoint = NULL;
return;
}
if (query_valid_object(cur_object_index))
ptr = Objects[cur_object_index].next;
else
ptr = GET_FIRST(&obj_used_list);
if (ptr == END_OF_LIST(&obj_used_list))
ptr = ptr->next;
Assert(ptr != END_OF_LIST(&obj_used_list));
cur_object_index = OBJ_INDEX(ptr);
Assert(ptr->type != OBJ_NONE);
cur_ship = cur_wing = -1;
cur_waypoint_list = NULL;
cur_waypoint = NULL;
if (ptr->type == OBJ_SHIP) {
cur_ship = ptr->instance;
cur_wing = Ships[cur_ship].wingnum;
for (i=0; i<Wings[cur_wing].wave_count; i++)
if (wing_objects[cur_wing][i] == cur_object_index) {
cur_wing_index = i;
break;
}
} else if (ptr->type == OBJ_WAYPOINT) {
cur_waypoint = find_waypoint_with_instance(ptr->instance);
Assert(cur_waypoint != NULL);
cur_waypoint_list = cur_waypoint->get_parent_list();
}
}
int update_dialog_boxes()
{
int z;
nprintf(("Fred routing", "updating dialog boxes\n"));
// check wing first, since ships are dependent on wings, but not the reverse
z = Wing_editor_dialog.update_data(0);
if (z) {
nprintf(("Fred routing", "wing dialog save failed\n"));
Wing_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
return z;
}
z = Ship_editor_dialog.update_data(0);
if (z) {
nprintf(("Fred routing", "ship dialog save failed\n"));
Ship_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
return z;
}
z = Waypoint_editor_dialog.update_data(0);
if (z) {
nprintf(("Fred routing", "waypoint dialog save failed\n"));
Waypoint_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
return z;
}
update_map_window();
return 0;
}
int delete_object(int obj)
{
int r;
Ship_editor_dialog.bypass_all++;
r = common_object_delete(obj);
Ship_editor_dialog.bypass_all--;
return r;
}
int delete_object(object *ptr)
{
int r;
Ship_editor_dialog.bypass_all++;
r = common_object_delete(OBJ_INDEX(ptr));
Ship_editor_dialog.bypass_all--;
return r;
}
int delete_ship(int ship)
{
int r;
Ship_editor_dialog.bypass_all++;
r = common_object_delete(Ships[ship].objnum);
Ship_editor_dialog.bypass_all--;
return r;
}
int common_object_delete(int obj)
{
char msg[255], *name;
int i, z, r, type;
object *objp;
SCP_list<CJumpNode>::iterator jnp;
type = Objects[obj].type;
if (type == OBJ_START) {
i = Objects[obj].instance;
if (Player_starts < 2) { // player 1 start
Fred_main_wnd->MessageBox("Must have at least 1 player starting point!",
NULL, MB_OK | MB_ICONEXCLAMATION);
unmark_object(obj);
return 1;
}
Assert((i >= 0) && (i < MAX_SHIPS));
sprintf(msg, "Player %d", i + 1);
name = msg;
r = reference_handler(name, REF_TYPE_PLAYER, obj);
if (r)
return r;
if (Ships[i].wingnum >= 0) {
r = delete_ship_from_wing(i);
if (r)
return r;
}
Objects[obj].type = OBJ_SHIP; // was allocated as a ship originally, so remove as such.
invalidate_references(name, REF_TYPE_PLAYER);
// check if any ship is docked with this ship and break dock if so
while (object_is_docked(&Objects[obj]))
{
ai_do_objects_undocked_stuff(&Objects[obj], dock_get_first_docked_object(&Objects[obj]));
}
if (Player_start_shipnum == i) { // need a new single player start.
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
if (objp->type == OBJ_START) {
Player_start_shipnum = objp->instance;
break;
}
objp = GET_NEXT(objp);
}
}
Player_starts--;
} else if (type == OBJ_WAYPOINT) {
waypoint *wpt = find_waypoint_with_instance(Objects[obj].instance);
Assert(wpt != NULL);
waypoint_list *wp_list = wpt->get_parent_list();
int index = calc_waypoint_list_index(Objects[obj].instance);
int count = (int) wp_list->get_waypoints().size();
// we'll end up deleting the path, so check for path references
if (count == 1) {
name = wp_list->get_name();
r = reference_handler(name, REF_TYPE_PATH, obj);
if (r)
return r;
}
// check for waypoint references
sprintf(msg, "%s:%d", wp_list->get_name(), index + 1);
name = msg;
r = reference_handler(name, REF_TYPE_WAYPOINT, obj);
if (r)
return r;
// at this point we've confirmed we want to delete it
invalidate_references(name, REF_TYPE_WAYPOINT);
if (count == 1) {
invalidate_references(wp_list->get_name(), REF_TYPE_PATH);
}
// the actual removal code has been moved to this function in waypoints.cpp
waypoint_remove(wpt);
} else if (type == OBJ_SHIP) {
name = Ships[Objects[obj].instance].ship_name;
r = reference_handler(name, REF_TYPE_SHIP, obj);
if (r)
return r;
z = Objects[obj].instance;
if (Ships[z].wingnum >= 1) {
invalidate_references(name, REF_TYPE_SHIP);
r = delete_ship_from_wing(z);
if (r)
return r;
} else if (Ships[z].wingnum >= 0) {
r = delete_ship_from_wing(z);
if (r)
return r;
invalidate_references(name, REF_TYPE_SHIP);
}
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(name, Reinforcements[i].name)) {
delete_reinforcement(i);
break;
}
// check if any ship is docked with this ship and break dock if so
while (object_is_docked(&Objects[obj]))
{
ai_do_objects_undocked_stuff(&Objects[obj], dock_get_first_docked_object(&Objects[obj]));
}
} else if (type == OBJ_POINT) {
Assert(Briefing_dialog);
Briefing_dialog->delete_icon(Objects[obj].instance);
Update_window = 1;
return 0;
} else if (type == OBJ_JUMP_NODE) {
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetSCPObject() == &Objects[obj])
break;
}
// come on, WMC, we don't want to call obj_delete twice...
// fool the destructor into not calling obj_delete yet
Objects[obj].type = OBJ_NONE;
// now call the destructor
Jump_nodes.erase(jnp);
// now restore the jump node type so that the below unmark and obj_delete will work
Objects[obj].type = OBJ_JUMP_NODE;
}
unmark_object(obj);
//we need to call obj_delete() even if obj is a jump node
//the statement "delete Objects[obj].jnp" deletes the jnp object
//obj_delete() frees up the object slot where the node used to reside.
//if we don't call this then the node will still show up in fred and you can try to delete it twice
//this causes an ugly crash.
obj_delete(obj);
set_modified();
Update_window = 1;
return 0;
}
void delete_marked()
{
object *ptr, *next;
delete_flag = 0;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
next = GET_NEXT(ptr);
if (ptr->flags & OF_MARKED)
if (delete_object(ptr) == 2) // user went to a reference, so don't get in the way.
break;
ptr = next;
}
if (!delete_flag)
set_cur_object_index(-1);
Update_window = 1;
}
void delete_reinforcement(int num)
{
int i;
for (i=num; i<Num_reinforcements-1; i++)
Reinforcements[i] = Reinforcements[i + 1];
Num_reinforcements--;
set_modified();
}
// delete ship, removing it from its wing if necessary.
int delete_ship_from_wing(int ship)
{
char name[NAME_LENGTH];
int i, r, wing, end;
wing = Ships[ship].wingnum;
if (wing >= 0) {
if (Wings[wing].wave_count == 1) {
cur_wing = -1;
Update_wing = 1;
r = delete_wing(wing, 1);
if (r) {
if (r == 2){
delete_flag = 1;
}
return r;
}
} else {
i = Wings[wing].wave_count;
end = i - 1;
while (i--){
if (wing_objects[wing][i] == Ships[ship].objnum){
break;
}
}
Assert(i != -1); // Error, object should be in wing.
if (Wings[wing].special_ship == i){
Wings[wing].special_ship = 0;
} else if (Wings[wing].special_ship > i) {
Wings[wing].special_ship--;
}
if (i != end) {
wing_objects[wing][i] = wing_objects[wing][end];
Wings[wing].ship_index[i] = Wings[wing].ship_index[end];
if (Objects[wing_objects[wing][i]].type == OBJ_SHIP) {
wing_bash_ship_name(name, Wings[wing].name, i + 1);
rename_ship(Wings[wing].ship_index[i], name);
}
}
if (Wings[wing].threshold >= Wings[wing].wave_count){
Wings[wing].threshold = Wings[wing].wave_count - 1;
}
Wings[wing].wave_count--;
if (Wings[wing].wave_count && (Wings[wing].threshold >= Wings[wing].wave_count)){
Wings[wing].threshold = Wings[wing].wave_count - 1;
}
}
}
set_modified();
return 0;
}
// Return true if current object is valid and is in a wing.
// Else return false.
int query_object_in_wing(int obj)
{
if (query_valid_object(obj)){
if (Ships[Objects[obj].instance].wingnum != -1){
return TRUE;
}
}
return FALSE;
}
void mark_object(int obj)
{
Assert(query_valid_object(obj));
if (!(Objects[obj].flags & OF_MARKED)) {
Objects[obj].flags |= OF_MARKED; // set as marked
Marked++;
Update_window = 1;
if (cur_object_index == -1){
set_cur_object_index(obj);
}
Update_ship = Update_wing = 1;
Waypoint_editor_dialog.initialize_data(1);
}
}
void unmark_object(int obj)
{
Assert(query_valid_object(obj));
if (Objects[obj].flags & OF_MARKED) {
Objects[obj].flags &= ~OF_MARKED;
Marked--;
Update_window = 1;
if (obj == cur_object_index) { // need to find a new index
object *ptr;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->flags & OF_MARKED) {
set_cur_object_index(OBJ_INDEX(ptr)); // found one
return;
}
ptr = GET_NEXT(ptr);
}
set_cur_object_index(-1); // can't find one; nothing is marked.
}
Update_ship = Update_wing = 1;
Waypoint_editor_dialog.initialize_data(1);
}
}
// clears the marked flag of all objects (so nothing is marked)
void unmark_all()
{
int i;
if (Marked) {
for (i=0; i<MAX_OBJECTS; i++){
Objects[i].flags &= ~OF_MARKED;
}
Marked = 0;
Update_window = 1;
set_cur_object_index(-1);
}
}
void clear_menu(CMenu *ptr)
{
int count;
count = ptr->GetMenuItemCount();
while (count--){
ptr->DeleteMenu(count, MF_BYPOSITION);
}
}
void generate_wing_popup_menu(CMenu *mptr, int first_id, int state)
{
int i, z, columns, rows, count;
columns = 1;
rows = Num_wings;
while (rows > 25) {
columns++;
rows = Num_wings / columns;
}
count = rows + 1;
for (i=0; i<MAX_WINGS; i++){
if (Wings[i].wave_count) {
z = state | MF_STRING;
if (!count--) {
count = rows;
z |= MF_MENUBARBREAK;
}
mptr->AppendMenu(z, first_id + i, Wings[i].name);
}
}
mptr->DeleteMenu(ID_PLACEHOLDER, MF_BYCOMMAND);
}
void generate_ship_popup_menu(CMenu *mptr, int first_id, int state, int filter)
{
int z, ship, columns, rows, count, num_ships;
object *ptr;
columns = 1;
num_ships = ship_get_num_ships();
rows = num_ships;
while (rows > 25) {
columns++;
rows = num_ships / columns;
}
count = rows + 1;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if ((ptr->type == OBJ_SHIP) || ((ptr->type == OBJ_START) && (filter & SHIP_FILTER_PLAYERS))) {
z = 1;
if (filter & SHIP_FILTER_FLYABLE) {
if (Ship_info[Ships[get_ship_from_obj(ptr)].ship_info_index].flags & SIF_NOT_FLYABLE){
z = 0;
}
}
if (z) {
z = state | MF_STRING;
if (!count--) {
count = rows;
z |= MF_MENUBARBREAK;
}
ship = ptr->instance;
mptr->AppendMenu(z, first_id + ship, Ships[ship].ship_name);
}
}
ptr = GET_NEXT(ptr);
}
mptr->DeleteMenu(ID_PLACEHOLDER, MF_BYCOMMAND);
}
// Alternate string lookup function, taking a CString instead. The reason that it's here,
// instead of parselo.cpp, is because the class CString require an include of windows.h,
// which everyone wants to avoid including in any freespace header files. So..
int string_lookup(const CString &str1, char *strlist[], int max)
{
int i;
for (i=0; i<max; i++) {
Assert(strlen(strlist[i]));
if (!stricmp((LPCTSTR) str1, strlist[i])){
return i;
}
}
return -1;
}
int gray_menu_tree(CMenu *base)
{
int i, z, count = 0;
CMenu *submenu;
i = base->GetMenuItemCount();
while (i--) {
if ((submenu = base->GetSubMenu(i))>0) {
if (gray_menu_tree(submenu)) {
count++;
} else {
base->EnableMenuItem(i, MF_GRAYED | MF_BYPOSITION);
}
} else {
z = base->GetMenuState(i, MF_BYPOSITION);
if (z == MF_ENABLED){
count++;
}
}
}
return count;
}
int query_initial_orders_conflict(int wing)
{
int i, z;
Assert(wing != -1);
if (wing == -1){
return 0;
}
if (query_initial_orders_empty(Wings[wing].ai_goals)){
return 0;
}
i = Wings[wing].wave_count; // wing has orders, now check ships.
while (i--) {
z = Ships[Objects[wing_objects[wing][i]].instance].ai_index;
if (!query_initial_orders_empty(Ai_info[z].goals)){ // ship also has orders
return 1;
}
}
return 0;
}
int query_initial_orders_empty(ai_goal *ai_goals)
{
int i;
for (i=0; i<MAX_AI_GOALS; i++){
if (ai_goals[i].ai_mode != AI_GOAL_NONE){
return 0;
}
}
return 1;
}
int set_reinforcement(char *name, int state)
{
int i, index, cur = -1;
for (i=0; i<Num_reinforcements; i++){
if (!stricmp(Reinforcements[i].name, name)){
cur = i;
}
}
if (!state && (cur != -1)) {
Num_reinforcements--;
Reinforcements[cur] = Reinforcements[Num_reinforcements];
// clear the ship/wing flag for this reinforcement
index = ship_name_lookup(name);
if ( index != -1 ){
Ships[index].flags &= ~SF_REINFORCEMENT;
} else {
index = wing_name_lookup(name);
if ( index != -1 ){
Wings[index].flags &= ~WF_REINFORCEMENT;
}
}
if (index == -1 ){
Int3(); // get allender -- coudln't find ship/wing for clearing reinforcement flag
}
set_modified();
return -1;
}
if (state && (cur == -1) && (Num_reinforcements < MAX_REINFORCEMENTS)) {
Assert(strlen(name) < NAME_LENGTH);
strcpy_s(Reinforcements[Num_reinforcements].name, name);
Reinforcements[Num_reinforcements].uses = 1;
Reinforcements[Num_reinforcements].arrival_delay = 0;
memset( Reinforcements[Num_reinforcements].no_messages, 0, MAX_REINFORCEMENT_MESSAGES * NAME_LENGTH );
memset( Reinforcements[Num_reinforcements].yes_messages, 0, MAX_REINFORCEMENT_MESSAGES * NAME_LENGTH );
Num_reinforcements++;
// set the reinforcement flag on the ship or wing
index = ship_name_lookup(name);
if ( index != -1 ){
Ships[index].flags |= SF_REINFORCEMENT;
} else {
index = wing_name_lookup(name);
if ( index != -1 ){
Wings[index].flags |= WF_REINFORCEMENT;
}
}
if ( index == -1 ){
Int3(); // get allender -- coudln't find ship/wing for setting reinforcement flag
}
set_modified();
return 1;
}
// this code will take care of setting the bits for the ship/wing flags
if ( state && (cur != -1) ) {
// set the reinforcement flag on the ship or wing
index = ship_name_lookup(name);
if ( index != -1 ){
Ships[index].flags |= SF_REINFORCEMENT;
} else {
index = wing_name_lookup(name);
if ( index != -1 ){
Wings[index].flags |= WF_REINFORCEMENT;
}
}
if ( index == -1 ){
Int3(); // get allender -- coudln't find ship/wing for setting reinforcement flag
}
}
return 0;
}
int get_docking_list(int model_index)
{
int i;
polymodel *pm;
pm = model_get(model_index);
Assert(pm->n_docks <= MAX_DOCKS);
for (i=0; i<pm->n_docks; i++)
Docking_bay_list[i] = pm->docking_bays[i].name;
return pm->n_docks;
}
// DA 1/7/99 These ship names are not variables
int rename_ship(int ship, char *name)
{
int i;
Assert(ship >= 0);
Assert(strlen(name) < NAME_LENGTH);
update_sexp_references(Ships[ship].ship_name, name);
ai_update_goal_references(REF_TYPE_SHIP, Ships[ship].ship_name, name);
update_texture_replacements(Ships[ship].ship_name, name);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(Ships[ship].ship_name, Reinforcements[i].name)) {
strcpy_s(Reinforcements[i].name, name);
}
strcpy_s(Ships[ship].ship_name, name);
if (ship == cur_ship)
Ship_editor_dialog.m_ship_name = _T(name);
return 0;
}
int invalidate_references(char *name, int type)
{
char new_name[512];
int i;
sprintf(new_name, "<%s>", name);
update_sexp_references(name, new_name);
ai_update_goal_references(type, name, new_name);
update_texture_replacements(name, new_name);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(name, Reinforcements[i].name)) {
strcpy_s(Reinforcements[i].name, new_name);
}
return 0;
}
int internal_integrity_check()
{
int i;
for (i=0; i<Num_mission_events; i++)
verify_sexp_tree(Mission_events[i].formula);
for (i=0; i<Num_goals; i++)
verify_sexp_tree(Mission_goals[i].formula);
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count) {
verify_sexp_tree(Wings[i].arrival_cue);
verify_sexp_tree(Wings[i].departure_cue);
}
for (i=0; i<MAX_SHIPS; i++)
if (Ships[i].objnum >= 0) {
verify_sexp_tree(Ships[i].arrival_cue);
verify_sexp_tree(Ships[i].departure_cue);
if (Ships[i].ai_index < 0)
Assert(0);
if (Ai_info[Ships[i].ai_index].shipnum != i)
Int3();
}
return 0;
}
void correct_marking()
{
object *ptr;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->flags & OF_MARKED) {
if (ptr->flags & OF_HIDDEN)
unmark_object(OBJ_INDEX(ptr));
else switch (ptr->type) {
case OBJ_WAYPOINT:
if (!Show_waypoints)
unmark_object(OBJ_INDEX(ptr));
break;
case OBJ_START:
if (!Show_starts || !Show_ships)
unmark_object(OBJ_INDEX(ptr));
break;
case OBJ_SHIP:
if (!Show_ships)
unmark_object(OBJ_INDEX(ptr));
if (!Show_iff[Ships[ptr->instance].team])
unmark_object(OBJ_INDEX(ptr));
break;
}
}
ptr = GET_NEXT(ptr);
}
}
// Fills a combo box with a list of all docking points of type 'type' on ship 'ship'.
// Item data is the actual docking point index.
void set_valid_dock_points(int ship, int type, CComboBox *box)
{
int i, z, num, model;
model = Ship_info[Ships[ship].ship_info_index].model_num;
num = model_get_num_dock_points(model);
for (i=0; i<num; i++)
if (model_get_dock_index_type(model, i) & type) {
z = box->AddString(model_get_dock_name(model, i));
box->SetItemData(z, i);
}
Assert(box->GetCount());
}
// Given an object index, find the ship index for that object.
int get_ship_from_obj(int obj)
{
if ((Objects[obj].type == OBJ_SHIP) || (Objects[obj].type == OBJ_START))
return Objects[obj].instance;
Int3();
return 0;
}
int get_ship_from_obj(object *objp)
{
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START))
return objp->instance;
Int3();
return 0;
}
void ai_update_goal_references(int type, const char *old_name, const char *new_name)
{
int i;
for (i=0; i<MAX_AI_INFO; i++) // loop through all Ai_info entries
if (Ai_info[i].shipnum != -1) // skip if unused
ai_update_goal_references(Ai_info[i].goals, type, old_name, new_name);
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count)
ai_update_goal_references(Wings[i].ai_goals, type, old_name, new_name);
}
int query_referenced_in_ai_goals(int type, const char *name)
{
int i;
for (i=0; i<MAX_AI_INFO; i++) // loop through all Ai_info entries
if (Ai_info[i].shipnum >= 0) // skip if unused
if (query_referenced_in_ai_goals(Ai_info[i].goals, type, name))
return Ai_info[i].shipnum | SRC_SHIP_ORDER;
for (i=0; i<MAX_WINGS; i++)
if (Wings[i].wave_count)
if (query_referenced_in_ai_goals(Wings[i].ai_goals, type, name))
return i | SRC_WING_ORDER;
return 0;
}
int advanced_stricmp(char *one, char *two)
{
if (!one && !two)
return 0;
if (!one)
return -1;
if (!two)
return 1;
return stricmp(one, two);
}
// returns 0: go ahead change object
// 1: don't change it
// 2: abort (they used cancel to go to reference)
int reference_handler(char *name, int type, int obj)
{
char msg[2048], text[128], type_name[128];
int r, n, node;
switch (type) {
case REF_TYPE_SHIP:
sprintf(type_name, "Ship \"%s\"", name);
break;
case REF_TYPE_WING:
sprintf(type_name, "Wing \"%s\"", name);
break;
case REF_TYPE_PLAYER:
strcpy_s(type_name, name);
break;
case REF_TYPE_WAYPOINT:
sprintf(type_name, "Waypoint \"%s\"", name);
break;
case REF_TYPE_PATH:
sprintf(type_name, "Waypoint path \"%s\"", name);
break;
default:
Error(LOCATION, "Type unknown for object \"%s\". Let Hoffos know now!", name);
}
r = query_referenced_in_sexp(type, name, &node);
if (r) {
n = r & SRC_DATA_MASK;
switch (r & SRC_MASK) {
case SRC_SHIP_ARRIVAL:
sprintf(text, "the arrival cue of ship \"%s\"", Ships[n].ship_name);
break;
case SRC_SHIP_DEPARTURE:
sprintf(text, "the departure cue of ship \"%s\"", Ships[n].ship_name);
break;
case SRC_WING_ARRIVAL:
sprintf(text, "the arrival cue of wing \"%s\"", Wings[n].name);
break;
case SRC_WING_DEPARTURE:
sprintf(text, "the departure cue of wing \"%s\"", Wings[n].name);
break;
case SRC_EVENT:
if (*Mission_events[n].name)
sprintf(text, "event \"%s\"", Mission_events[n].name);
else
sprintf(text, "event #%d", n);
break;
case SRC_MISSION_GOAL:
if (*Mission_goals[n].name)
sprintf(text, "mission goal \"%s\"", Mission_goals[n].name);
else
sprintf(text, "mission goal #%d", n);
break;
case SRC_DEBRIEFING:
sprintf(text, "debriefing #%d", n);
break;
case SRC_BRIEFING:
sprintf(text, "briefing #%d", n);
break;
default: // very bad. Someone added an sexp somewhere and didn't change this.
Warning(LOCATION, "\"%s\" referenced by an unknown sexp source! "
"Run for the hills and let Hoffoss know right now!", name);
delete_flag = 1;
return 2;
}
sprintf(msg, "%s is referenced by %s (possibly more sexps).\n"
"Do you want to delete it anyway?\n\n"
"(click Cancel to go to the reference)", type_name, text);
r = sexp_reference_handler(node, r, msg);
if (r == 1) {
if (obj >= 0)
unmark_object(obj);
return 1;
}
if (r == 2) {
delete_flag = 1;
return 2;
}
}
r = query_referenced_in_ai_goals(type, name);
if (r) {
n = r & SRC_DATA_MASK;
switch (r & SRC_MASK) {
case SRC_SHIP_ORDER:
sprintf(text, "ship \"%s\"", Ships[n].ship_name);
break;
case SRC_WING_ORDER:
sprintf(text, "wing \"%s\"", Wings[n].name);
break;
default: // very bad. Someone added an sexp somewhere and didn't change this.
Error(LOCATION, "\"%s\" referenced by an unknown initial orders source! "
"Run for the hills and let Hoffoss know right now!", name);
}
sprintf(msg, "%s is referenced by the initial orders of %s (possibly \n"
"more initial orders). Do you want to delete it anyway?\n\n"
"(click Cancel to go to the reference)", type_name, text);
r = orders_reference_handler(r, msg);
if (r == 1) {
if (obj >= 0)
unmark_object(obj);
return 1;
}
if (r == 2) {
delete_flag = 1;
return 2;
}
}
if ((type != REF_TYPE_SHIP) && (type != REF_TYPE_WING))
return 0;
for (n=0; n<Num_reinforcements; n++)
if (!stricmp(name, Reinforcements[n].name))
break;
if (n < Num_reinforcements) {
sprintf(msg, "Ship \"%s\" is a reinforcement unit.\n"
"Do you want to delete it anyway?", name);
r = Fred_main_wnd->MessageBox(msg, NULL, MB_YESNO | MB_ICONEXCLAMATION);
if (r == IDNO) {
if (obj >= 0)
unmark_object(obj);
return 1;
}
}
return 0;
}
int orders_reference_handler(int code, char *msg)
{
int r, n;
r = Fred_main_wnd->MessageBox(msg, "Warning", MB_YESNOCANCEL | MB_ICONEXCLAMATION);
if (r == IDNO)
return 1;
if (r == IDYES)
return 0;
ShipGoalsDlg dlg_goals;
n = code & SRC_DATA_MASK;
switch (code & SRC_MASK) {
case SRC_SHIP_ORDER:
unmark_all();
mark_object(Ships[n].objnum);
dlg_goals.self_ship = n;
dlg_goals.DoModal();
if (!query_initial_orders_empty(Ai_info[Ships[n].ai_index].goals))
if ((Ships[n].wingnum >= 0) && (query_initial_orders_conflict(Ships[n].wingnum)))
Fred_main_wnd->MessageBox("This ship's wing also has initial orders", "Possible conflict");
break;
case SRC_WING_ORDER:
unmark_all();
mark_wing(n);
dlg_goals.self_wing = n;
dlg_goals.DoModal();
if (query_initial_orders_conflict(n))
Fred_main_wnd->MessageBox("One or more ships of this wing also has initial orders", "Possible conflict");
break;
default: // very bad. Someone added an sexp somewhere and didn't change this.
Error(LOCATION, "Unknown initial order reference source");
}
delete_flag = 1;
return 2;
}
int sexp_reference_handler(int node, int code, char *msg)
{
int r;
r = Fred_main_wnd->MessageBox(msg, "Warning", MB_YESNOCANCEL | MB_ICONEXCLAMATION);
if (r == IDNO)
return 1;
if (r == IDYES)
return 0;
switch (code & SRC_MASK) {
case SRC_SHIP_ARRIVAL:
case SRC_SHIP_DEPARTURE:
if (!Ship_editor_dialog.GetSafeHwnd())
Ship_editor_dialog.Create();
Ship_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
Ship_editor_dialog.ShowWindow(SW_RESTORE);
Ship_editor_dialog.select_sexp_node = node;
unmark_all();
mark_object(Ships[code & SRC_DATA_MASK].objnum);
break;
case SRC_WING_ARRIVAL:
case SRC_WING_DEPARTURE:
if (!Wing_editor_dialog.GetSafeHwnd())
Wing_editor_dialog.Create();
Wing_editor_dialog.SetWindowPos(&Fred_main_wnd->wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
Wing_editor_dialog.ShowWindow(SW_RESTORE);
Wing_editor_dialog.select_sexp_node = node;
unmark_all();
mark_wing(code & SRC_DATA_MASK);
break;
case SRC_EVENT:
if (Message_editor_dlg) {
Fred_main_wnd->MessageBox("You must close the message editor before the event editor can be opened");
break;
}
if (!Event_editor_dlg) {
Event_editor_dlg = new event_editor;
Event_editor_dlg->select_sexp_node = node;
Event_editor_dlg->Create(event_editor::IDD);
}
Event_editor_dlg->SetWindowPos(&CWnd::wndTop, 0, 0, 0, 0, SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
Event_editor_dlg->ShowWindow(SW_RESTORE);
break;
case SRC_MISSION_GOAL: {
CMissionGoalsDlg dlg;
dlg.select_sexp_node = node;
dlg.DoModal();
break;
}
case SRC_DEBRIEFING: {
debriefing_editor_dlg dlg;
dlg.select_sexp_node = node;
dlg.DoModal();
break;
}
case SRC_BRIEFING: {
if (!Briefing_dialog) {
Briefing_dialog = new briefing_editor_dlg;
Briefing_dialog->create();
}
Briefing_dialog->SetWindowPos(&Briefing_dialog->wndTop, 0, 0, 0, 0,
SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE);
Briefing_dialog->ShowWindow(SW_RESTORE);
Briefing_dialog->focus_sexp(node);
break;
}
default: // very bad. Someone added an sexp somewhere and didn't change this.
Error(LOCATION, "Unknown sexp reference source");
}
delete_flag = 1;
return 2;
}
char *object_name(int obj)
{
static char text[80];
waypoint_list *wp_list;
int waypoint_num;
if (!query_valid_object(obj))
return "*none*";
switch (Objects[obj].type) {
case OBJ_SHIP:
case OBJ_START:
return Ships[Objects[obj].instance].ship_name;
case OBJ_WAYPOINT:
wp_list = find_waypoint_list_with_instance(Objects[obj].instance, &waypoint_num);
Assert(wp_list != NULL);
sprintf(text, "%s:%d", wp_list->get_name(), waypoint_num + 1);
return text;
case OBJ_POINT:
return "Briefing icon";
}
return "*unknown*";
}
char *get_order_name(int order)
{
int i;
if (order == AI_GOAL_NONE) // special case
return "None";
for (i=0; i<Ai_goal_list_size; i++)
if (Ai_goal_list[i].def & order)
return Ai_goal_list[i].name;
return "???";
}
void object_moved(object *objp)
{
if (objp->type == OBJ_WAYPOINT)
{
waypoint *wpt = find_waypoint_with_instance(objp->instance);
Assert(wpt != NULL);
wpt->set_pos(&objp->pos);
}
if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) // do we have a ship?
{
// reset the already-handled flag (inefficient, but it's FRED, so who cares)
for (int i = 0; i < MAX_OBJECTS; i++)
Objects[i].flags &= ~OF_DOCKED_ALREADY_HANDLED;
// move all docked objects docked to me
dock_move_docked_objects(objp);
}
}
// determine if all the ships in a given wing are all marked or not.
int query_whole_wing_marked(int wing)
{
int count = 0;
object *ptr;
if (!Wings[wing].wave_count)
return 0;
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->flags & OF_MARKED)
if ((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START))
if (Ships[get_ship_from_obj(ptr)].wingnum == wing)
count++;
ptr = GET_NEXT(ptr);
}
if (count == Wings[wing].wave_count)
return 1;
return 0;
}
void generate_ship_usage_list(int *arr, int wing)
{
int i;
if (wing < 0) {
return;
}
i = Wings[wing].wave_count;
while (i--) {
arr[Ships[Wings[wing].ship_index[i]].ship_info_index]++;
}
}
void generate_weaponry_usage_list(int *arr, int wing)
{
int i, j;
ship_weapon *swp;
if (wing < 0)
return;
i = Wings[wing].wave_count;
while (i--) {
swp = &Ships[Wings[wing].ship_index[i]].weapons;
j = swp->num_primary_banks;
while (j--) {
if (swp->primary_bank_weapons[j] >= 0 && swp->primary_bank_weapons[j] < MAX_WEAPON_TYPES) {
arr[swp->primary_bank_weapons[j]]++;
}
}
j = swp->num_secondary_banks;
while (j--) {
if (swp->secondary_bank_weapons[j] >=0 && swp->secondary_bank_weapons[j] < MAX_WEAPON_TYPES) {
arr[swp->secondary_bank_weapons[j]] += (int) floor((swp->secondary_bank_ammo[j] * swp->secondary_bank_capacity[j] / 100.0f / Weapon_info[swp->secondary_bank_weapons[j]].cargo_size) + 0.5f);
}
}
}
}
void generate_weaponry_usage_list(int team, int *arr)
{
int i;
for (i=0; i<MAX_WEAPON_TYPES; i++)
arr[i] = 0;
if (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) {
Assert (team >= 0 && team < MAX_TVT_TEAMS);
for (i=0; i<MAX_TVT_WINGS_PER_TEAM; i++) {
generate_weaponry_usage_list(arr, TVT_wings[(team * MAX_TVT_WINGS_PER_TEAM) + i]);
}
}
else {
for (i=0; i<MAX_STARTING_WINGS; i++) {
generate_weaponry_usage_list(arr, Starting_wings[i]);
}
}
}
CJumpNode *jumpnode_get_by_name(const CString& name)
{
CJumpNode *jnp = jumpnode_get_by_name((LPCTSTR) name);
return jnp;
}
// function which adds all current ships in the Fred mission to the passed in combo box. useful for
// building up ship lists for arrival/departure targets
void management_add_ships_to_combo( CComboBox *box, int flags )
{
int get_special_anchor(char *name);
object *objp;
int id, i, restrict_to_players;
box->ResetContent();
// add the "special" targets, i.e. any friendly, any hostile, etc.
if (flags & SHIPS_2_COMBO_SPECIAL)
{
for (restrict_to_players = 0; restrict_to_players < 2; restrict_to_players++)
{
for (i = 0; i < Num_iffs; i++)
{
char tmp[NAME_LENGTH + 15];
stuff_special_arrival_anchor_name(tmp, i, restrict_to_players, 0);
id = box->AddString(tmp);
box->SetItemData(id, get_special_anchor(tmp));
}
}
}
// either add all ships to the list, or only add ships with docking bays.
if ( flags & SHIPS_2_COMBO_ALL_SHIPS ) {
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) && !(objp->flags & OF_MARKED) ) {
id = box->AddString(Ships[get_ship_from_obj(objp)].ship_name);
box->SetItemData(id, get_ship_from_obj(objp));
}
}
} else if ( flags & SHIPS_2_COMBO_DOCKING_BAY_ONLY ) {
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) && !(objp->flags & OF_MARKED) ) {
polymodel *pm;
// determine if this ship has a docking bay
pm = model_get( Ship_info[Ships[objp->instance].ship_info_index].model_num );
Assert( pm );
if ( pm->ship_bay && (pm->ship_bay->num_paths > 0) ) {
id = box->AddString(Ships[get_ship_from_obj(objp)].ship_name);
box->SetItemData(id, get_ship_from_obj(objp));
}
}
}
}
}
char *reg_read_string( char *section, char *name, char *default_value )
{
HKEY hKey = NULL;
DWORD dwType, dwLen;
char keyname[1024];
static char tmp_string_data[1024];
LONG lResult;
strcpy_s( keyname, section );
lResult = RegOpenKeyEx( HKEY_LOCAL_MACHINE, // Where it is
keyname, // name of key
NULL, // DWORD reserved
KEY_QUERY_VALUE, // Allows all changes
&hKey ); // Location to store key
if ( lResult != ERROR_SUCCESS ) {
mprintf(( "Error opening registry key '%s'\n", keyname ));
goto Cleanup;
}
if ( !name ) {
mprintf(( "No variable name passed\n" ));
goto Cleanup;
}
dwLen = 1024;
lResult = RegQueryValueEx( hKey, // Handle to key
name, // The values name
NULL, // DWORD reserved
&dwType, // What kind it is
(ubyte *)&tmp_string_data, // value to set
&dwLen ); // How many bytes to set
if ( lResult != ERROR_SUCCESS ) {
mprintf(( "Error reading registry key '%s'\n", name ));
goto Cleanup;
}
default_value = tmp_string_data;
Cleanup:
if ( hKey )
RegCloseKey(hKey);
return default_value;
}
// Goober5000
int wing_is_player_wing(int wing)
{
int i;
if (wing < 0)
return 0;
if (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS)
{
for (i=0; i<MAX_TVT_WINGS; i++)
{
if (wing == TVT_wings[i])
return 1;
}
}
else
{
for (i=0; i<MAX_STARTING_WINGS; i++)
{
if (wing == Starting_wings[i])
return 1;
}
}
return 0;
}
// Goober5000
// This must be done when either the wing name or the custom name is changed.
// (It's also duplicated in FS2, in post_process_mission, for setting the indexes at mission load.)
void update_custom_wing_indexes()
{
int i;
for (i = 0; i < MAX_STARTING_WINGS; i++)
{
Starting_wings[i] = wing_name_lookup(Starting_wing_names[i], 1);
}
for (i = 0; i < MAX_SQUADRON_WINGS; i++)
{
Squadron_wings[i] = wing_name_lookup(Squadron_wing_names[i], 1);
}
for (i = 0; i < MAX_TVT_WINGS; i++)
{
TVT_wings[i] = wing_name_lookup(TVT_wing_names[i], 1);
}
}
// Goober5000
void stuff_special_arrival_anchor_name(char *buf, int iff_index, int restrict_to_players, int retail_format)
{
char *iff_name = Iff_info[iff_index].iff_name;
// stupid retail hack
if (retail_format && !stricmp(iff_name, "hostile") && !restrict_to_players)
iff_name = "enemy";
if (restrict_to_players)
sprintf(buf, "<any %s player>", iff_name);
else
sprintf(buf, "<any %s>", iff_name);
strlwr(buf);
}
// Goober5000
void stuff_special_arrival_anchor_name(char *buf, int anchor_num, int retail_format)
{
// filter out iff
int iff_index = anchor_num;
iff_index &= ~SPECIAL_ARRIVAL_ANCHOR_FLAG;
iff_index &= ~SPECIAL_ARRIVAL_ANCHOR_PLAYER_FLAG;
// filter players
int restrict_to_players = (anchor_num & SPECIAL_ARRIVAL_ANCHOR_PLAYER_FLAG);
// get name
stuff_special_arrival_anchor_name(buf, iff_index, restrict_to_players, retail_format);
}
// Goober5000
void update_texture_replacements(const char *old_name, const char *new_name)
{
for (SCP_vector<texture_replace>::iterator ii = Fred_texture_replacements.begin(); ii != Fred_texture_replacements.end(); ++ii)
{
if (!stricmp(ii->ship_name, old_name))
strcpy_s(ii->ship_name, new_name);
}
}
|