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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 "graphics/2d.h"
#include "hud/hud.h"
#include "ship/ship.h"
#include "playerman/player.h"
#include "io/key.h"
#include "io/timer.h"
#include "hud/hudsquadmsg.h"
#include "ai/aigoals.h"
#include "parse/sexp.h"
#include "globalincs/linklist.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "gamesnd/gamesnd.h"
#include "hud/hudsquadmsg.h"
#include "hud/hudtargetbox.h"
#include "hud/hudmessage.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
#include "iff_defs/iff_defs.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_pmsg.h"
#include "parse/parselo.h"
// defines for different modes in the squad messaging system
#define DEFAULT_MSG_TIMEOUT (8 * 1000) // number of seconds * 1000 to get milliseconds
#define MSG_KEY_EAT_TIME (300)
int Squad_msg_mode; // current mode that the messaging system is in
LOCAL int Msg_key_used; // local variable which tells if the key being processed
// with the messaging system was actually used
LOCAL int Msg_key; // global which indicates which key was currently pressed
LOCAL int Msg_mode_timestamp;
int Msg_instance; // variable which holds ship/wing instance to send the message to
int Msg_shortcut_command; // holds command when using a shortcut key
LOCAL int Msg_target_objnum; // id of the current target of the player
LOCAL ship_subsys *Msg_targeted_subsys;// pointer to current subsystem which is targeted
//#ifndef NDEBUG
LOCAL int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
//#endif
LOCAL int Msg_eat_key_timestamp; // used to temporarily "eat" keys
// defined to position the messaging box
int Mbox_item_h[GR_NUM_RESOLUTIONS] = {
10,
10
};
int Mbox_item_xoffset[GR_NUM_RESOLUTIONS] = {
17,
17
};
// top of the message box gauge
int Mbox_top_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
445, 5
},
{ // GR_1024
827, 5
}
};
int Mbox_bmap_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
445, 17
},
{ // GR_1024
827, 17
}
};
// squadmsg menu pgup and pgdn
int Menu_pgup_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
590, 9
},
{ // GR_1024
937, 9
}
};
int Menu_pgdn_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
590, 120
},
{ // GR_1024
937, 120
}
};
// -----------
// following defines/vars are used to build menus that are used in messaging mode
typedef struct mmode_item {
int instance; // instance in Ships/Wings array of this menu item
int active; // active items are in bold text -- inactive items greyed out
char text[NAME_LENGTH]; // text to display on the menu
} mmode_item;
#define MAX_MENU_ITEMS 50 // max number of items in the menu
#define MAX_MENU_DISPLAY 10 // max number that can be displayed
char Squad_msg_title[256] = "";
mmode_item MsgItems[MAX_MENU_ITEMS];
int Num_menu_items = -1; // number of items for a message menu
int First_menu_item= -1; // index of first item in the menu
// -----------
// following set of vars/defines are used to store/restore key bindings for keys that
// are used in messaging mode
// array to temporarily store key bindings that will be in use for the messaging
// system
typedef struct key_store {
int option_num; // which element in the Control_config array is this
int id; // which id (1 or 2) is this key.
int key_value; // which key value to put there.
} key_store;
#define MAX_KEYS_NO_SCROLL 10
#define MAX_KEYS_USED 12 // maximum number of keys used for the messaging system
key_store key_save[MAX_KEYS_USED]; // array to save the key information during messaging mode
int num_keys_saved = 0; // number of keys that are saved.
// next array is the array of MAX_KEYS_USED size which are the keys to use for messaging mode
int keys_used[] = { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_0,
KEY_PAGEUP, KEY_PAGEDOWN };
#define ID1 1
#define ID2 2
// following are defines and character strings that are used as part of messaging mode
#define NUM_COMM_ORDER_TYPES 6
#define TYPE_SHIP_ITEM 0
#define TYPE_WING_ITEM 1
#define TYPE_ALL_FIGHTERS_ITEM 2
#define TYPE_REINFORCEMENT_ITEM 3
#define TYPE_REPAIR_REARM_ITEM 4
#define TYPE_REPAIR_REARM_ABORT_ITEM 5
char Comm_order_types[NUM_COMM_ORDER_TYPES][NAME_LENGTH];
comm_order Comm_orders[NUM_COMM_ORDER_ITEMS];
// Goober5000
// this is stupid, but localization won't work otherwise
// Karajorma
// moving the defines to a non-temporary array is no less stupid. But at least now the SEXP system can get at them.
sexp_com_order Sexp_comm_orders[] =
{
// common stuff
{ "Destroy my target", 299, ATTACK_TARGET_ITEM },
{ "Disable my target", 300, DISABLE_TARGET_ITEM },
{ "Disarm my target", 301, DISARM_TARGET_ITEM },
{ "Destroy subsystem", 302, DISABLE_SUBSYSTEM_ITEM },
{ "Protect my target", 303, PROTECT_TARGET_ITEM },
{ "Ignore my target", 304, IGNORE_TARGET_ITEM },
{ "Form on my wing", 305, FORMATION_ITEM },
{ "Cover me", 306, COVER_ME_ITEM },
{ "Engage enemy", 307, ENGAGE_ENEMY_ITEM },
// transports mostly
{ "Capture my target", 308, CAPTURE_TARGET_ITEM },
// support ships
{ "Rearm me", 309, REARM_REPAIR_ME_ITEM },
{ "Abort rearm", 310, ABORT_REARM_REPAIR_ITEM },
// all ships
{ "Depart", 311, DEPART_ITEM },
// extra stuff for support (maintain original comm menu order)
{ "Stay near me", -1, STAY_NEAR_ME_ITEM},
{ "Stay near my target",-1, STAY_NEAR_TARGET_ITEM},
{ "Keep safe distance", -1, KEEP_SAFE_DIST_ITEM},
};
void hud_init_comm_orders()
{
int i;
char *temp_comm_order_types[] =
{
XSTR("Ships", 293),
XSTR("Wings", 294),
XSTR("All Fighters", 295),
XSTR("Reinforcements", 296),
XSTR("Rearm/Repair Subsys", 297),
XSTR("Abort Rearm", 298)
};
for (i = 0; i < NUM_COMM_ORDER_TYPES; i++)
{
strcpy_s(Comm_order_types[i], temp_comm_order_types[i]);
}
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
{
strcpy_s(Comm_orders[i].name, XSTR(Sexp_comm_orders[i].name, Sexp_comm_orders[i].xstring));
Comm_orders[i].item = Sexp_comm_orders[i].item;
}
}
// Text to display on the messaging menu when using the shortcut keys
char *comm_order_get_text(int item)
{
int i;
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
{
if (Comm_orders[i].item == item)
return Comm_orders[i].name;
}
// not found
Int3();
return NULL;
}
SCP_vector<squadmsg_history> Squadmsg_history;
// forward declarations
void hud_add_issued_order(char *name, int order);
void hud_update_last_order(char *target, int order_source, int special_index);
int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip = NULL );
int hud_squadmsg_ship_order_valid( int shipnum, int order );
// function to set up variables needed when messaging mode is started
void hud_squadmsg_start()
{
// int i;
//if ( num_keys_saved < 0 ) // save the keys if they haven't been saved yet
hud_squadmsg_save_keys();
Msg_key = -1;
/*
for (i=0; i<num_keys_saved; i++)
clear_key_binding ( (short) key_save[i].key_value ); // removes all mention of this key from Control_config
*/
Num_menu_items = -1; // reset the menu items
First_menu_item = 0;
Squad_msg_mode = SM_MODE_TYPE_SELECT; // start off at the base state
Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT); // initialize our timer to bogus value
Msg_shortcut_command = -1; // assume no shortcut key being used
Msg_target_objnum = Player_ai->target_objnum; // save the players target object number
Msg_targeted_subsys = Player_ai->targeted_subsys; // save the players currently targted subsystem
#ifndef NDEBUG
Msg_enemies = 0; // tells us if we are messaging enemy ships
#endif
snd_play( &Snds[SND_SQUADMSGING_ON] );
}
// functions which will restore all of the key binding stuff when messaging mode is done
void hud_squadmsg_end()
{
/*
int i;
key_store *ksp;
// move through all keys saved and restore their orignal values.
for ( i=0; i<num_keys_saved; i++ ) {
ksp = &key_save[i];
Control_config[ksp->option_num].key_id = (short) ksp->key_value;
}
*/
if ( message_is_playing() == FALSE )
snd_play( &Snds[SND_SQUADMSGING_OFF] );
}
// function which returns true if there are fighters/bombers on the players team in the mission
// In debug versions, we will allow messaging to enemies
bool hud_squadmsg_exist_fighters( )
{
ship_obj *so;
object *objp;
ship *shipp;
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
objp = &Objects[so->objnum];
shipp = &Ships[objp->instance];
Assert ( shipp->objnum != -1 );
// check fighter is accepting orders
if (shipp->orders_accepted == 0)
continue;
// be sure ship is on correct team
#ifdef NDEBUG
if (shipp->team != Player_ship->team)
continue;
#else
if (!Msg_enemies && (shipp->team != Player_ship->team))
continue;
#endif
// cannot be my ship or an instructor
if ((objp == Player_obj) || is_instructor(objp))
continue;
// ship must be a fighter/bomber
if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
continue;
// this ship satisfies everything
return true;
}
return false;
}
// function which counts the number of ships available for messaging. Used to determine if
// we should grey out a menu or allow a shortcut command to apply. parameter "flag" is used
// to tell us whether or not we should add the ship to a menu item or not. We include the
// flag so that we don't have to have conditions for messaging ships/wings in two places.
int hud_squadmsg_count_ships(int add_to_menu)
{
int count;
ship_obj *so;
object *objp;
ship *shipp;
count = 0;
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
objp = &Objects[so->objnum];
shipp = &Ships[objp->instance];
Assert ( shipp->objnum != -1 );
// ships must be able to receive a message
if ( Ship_info[shipp->ship_info_index].class_type < 0 || !(Ship_types[Ship_info[shipp->ship_info_index].class_type].ai_bools & STI_AI_ACCEPT_PLAYER_ORDERS) )
continue;
// be sure ship is on correct team
#ifdef NDEBUG
if (shipp->team != Player_ship->team)
continue;
#else
if (!Msg_enemies && (shipp->team != Player_ship->team))
continue;
#endif
// departing or dying ships cannot be on list
if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
continue;
// cannot be my ship or an instructor
if ((objp == Player_obj) || is_instructor(objp))
continue;
// ship must be accepting ship type orders
if ( shipp->orders_accepted == 0)
continue;
// if it is a player ship, we must be in multiplayer
if ( (objp->flags & OF_PLAYER_SHIP) && !(Game_mode & GM_MULTIPLAYER) )
continue;
// if a messaging shortcut, be sure this ship can process the order
if ( Msg_shortcut_command != -1 ) {
if ( !(shipp->orders_accepted & Msg_shortcut_command) )
continue;
else if ( !hud_squadmsg_ship_order_valid(objp->instance, Msg_shortcut_command) )
continue;
}
// this ship satisfies everything
count++;
if (add_to_menu)
{
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy_s( MsgItems[Num_menu_items].text, shipp->ship_name );
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text); // truncate the name if it has a # in it
MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
}
}
// if adding to the menu and we have > 10 items, then don't allow page up and page down to be used.
if ( add_to_menu && (Num_menu_items > MAX_MENU_DISPLAY) )
hud_squadmsg_save_keys(1);
return count;
}
// routine to return true if a wing should be put onto the messaging menu
int hud_squadmsg_wing_valid(wing *wingp)
{
int idx, ship_num;
// a couple of special cases to account for before adding to count (or to menu). Don't count
// wings that are leaving or left.
if ( wingp->flags & (WF_WING_GONE|WF_WING_DEPARTING) )
return 0;
// Goober5000 - instead of checking wing leader, let's check all ships in wing;
// there are several significant cases when e.g. wings contain ships of different IFFs
for (idx = 0; idx < wingp->current_count; idx++)
{
ship_num = wingp->ship_index[idx];
Assert(ship_num >= 0);
// don't check player
if (ship_num == SHIP_INDEX(Player_ship))
continue;
// be sure ship is on same team
#ifdef NDEBUG
if (Ships[ship_num].team != Player_ship->team)
continue;
#else
if (!Msg_enemies && (Ships[ship_num].team != Player_ship->team))
continue;
#endif
// check if ship is accepting orders
if (Ships[ship_num].orders_accepted == 0)
continue;
// if doing a message shortcut is being used, be sure the ship can "accept" the command.
if ( Msg_shortcut_command >= 0 && !(Ships[ship_num].orders_accepted & Msg_shortcut_command) )
return 0;
// at least one ship in this wing is valid, and that's all we need
return 1;
}
// no ships in the wing were valid
return 0;
}
// function like above, except for wings
int hud_squadmsg_count_wings( int add_to_menu )
{
int count, i, j;
count = 0;
// add the player starting wings first
for ( i = 0; i < MAX_STARTING_WINGS; i++ ) {
int wingnum;
wingnum = Starting_wings[i];
if ( wingnum == -1 )
continue;
if ( hud_squadmsg_wing_valid(&Wings[wingnum]) ) {
count++;
if ( add_to_menu ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy_s( MsgItems[Num_menu_items].text, Wings[wingnum].name );
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text);
MsgItems[Num_menu_items].instance = wingnum;
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
}
}
}
for ( i = 0; i < Num_wings; i++ ) {
// if this wing is a player starting wing, skip it since we added it above
for ( j = 0; j < MAX_STARTING_WINGS; j++ ) {
if ( i == Starting_wings[j] )
break;
}
if ( j < MAX_STARTING_WINGS )
continue;
if ( hud_squadmsg_wing_valid(&Wings[i]) ) {
count++;
if ( add_to_menu ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy_s( MsgItems[Num_menu_items].text, Wings[i].name );
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text);
MsgItems[Num_menu_items].instance = i;
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
}
}
}
return count;
}
// function to set the current submode in message mode -- also resets variables that
// should be reset inbetween submodes
void hud_squadmsg_do_mode( int mode )
{
Squad_msg_mode = mode;
Num_menu_items = -1;
First_menu_item = 0;
}
void hud_squadmsg_page_down()
{
if ( (First_menu_item + MAX_MENU_DISPLAY) < Num_menu_items ) {
First_menu_item += MAX_MENU_DISPLAY;
Assert ( First_menu_item < Num_menu_items );
}
}
void hud_squadmsg_page_up()
{
if ( First_menu_item > 0 ) {
First_menu_item -= MAX_MENU_DISPLAY;
Assert (First_menu_item >= 0 );
}
}
int hud_squadmsg_get_total_keys()
{
int num_keys_used;
num_keys_used = MAX_KEYS_NO_SCROLL;
if ( Num_menu_items > MAX_MENU_DISPLAY )
num_keys_used = MAX_KEYS_USED;
return num_keys_used;
}
// function called from high level keyboard read code to give the squadmsg code a key.
// return 1 is the key was used by the messaging code, 0 otherwise
int hud_squadmsg_read_key( int k )
{
int i, key_found, num_keys_used;
num_keys_used = hud_squadmsg_get_total_keys();
if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
// check to see if any messaging keys are still down for some length of time
// after messaging is over. Return true for a while.
if ( !timestamp_elapsed(Msg_eat_key_timestamp) ) {
for (i = 0; i < num_keys_used; i++ ) {
if ( keyd_pressed[keys_used[i]] )
return 1;
}
}
return 0;
}
key_found = 0;
for (i = 0; i < num_keys_used; i++ ) {
if ( k == keys_used[i] ) {
if ( key_down_count(k) ) {
Msg_key = k;
key_found = 1;
}
if ( keyd_pressed[k] ) {
key_found = 1;
}
// key_down_count(k);
break;
}
}
if ( key_found )
return 1;
return 0;
}
// function which reads the keyboard array and determines if a menu key has been hit
int hud_squadmsg_get_key()
{
int k, i, num_keys_used;
if ( Msg_key == -1 )
return -1;
k = Msg_key;
Msg_key = -1;
num_keys_used = hud_squadmsg_get_total_keys();
// if the emp effect is active, never accept keypresses
if(emp_active_local()){
return -1;
}
for ( i = 0; i < num_keys_used; i++ ) {
if ( k == keys_used[i] ) {
Msg_key_used = 1; // this variable will extend the timer
// use a timestamp to prevent top level key code from possibly reprocessing this key
Msg_eat_key_timestamp = timestamp(MSG_KEY_EAT_TIME);
if ( k == KEY_PAGEDOWN ) { // pageup and pagedown scroll the menu -- deal with these seperately!!
hud_squadmsg_page_down();
return -1;
} else if ( k == KEY_PAGEUP ) {
hud_squadmsg_page_up();
return -1;
} else if ( k == KEY_ESC ) {
hud_squadmsg_toggle();
return -1;
} else if ( (i < Num_menu_items) && (Squad_msg_mode == SM_MODE_REINFORCEMENTS) ) // return any key if selecting reinforcement
return i;
// play general fail sound if inactive item hit.
else if ( (i < Num_menu_items) && !(MsgItems[i].active) )
gamesnd_play_iface(SND_GENERAL_FAIL);
else if ( (i < Num_menu_items) && (MsgItems[i].active) ) // only return keys that are associated with menu items
return i;
else {
Msg_key_used = 0; // if no #-key pressed for visible item, break and allow timer to
break; // to continue as if no key was pressed
}
}
}
return -1;
}
// function to return true or false if the given ship can rearm, or be repaired
int hud_squadmsg_can_rearm( ship *shipp )
{
// player ships which turns traitor cannot rearm
if ( (shipp == Player_ship) && (Player_ship->team == Iff_traitor) )
return 0;
// 5/6/98 -- MWA Decided to always be able to call in support.
return 1;
}
// calls for repair/rearm of the player ship. Checks for the presense of the support
// ship and does the appropriate action if found
void hud_squadmsg_repair_rearm( int toggle_state, object *objp)
{
int robjnum;
object *robjp;
object *tobj;
int multi_player_num;
int multi_player_team;
// this is essentially a check for multiplayer server/client mode
// in multiplayer mode, the server may have to issue this command when received from a client
if(objp == NULL) {
tobj = Player_obj;
multi_player_num = -1;
multi_player_team = -1;
} else {
tobj = objp;
multi_player_num = multi_find_player_by_object(objp);
Assert(multi_player_num != -1);
if (multi_player_num != -1) {
multi_player_team = Net_players[multi_player_num].p_info.team;
}
else {
multi_player_team = -1;
}
}
// see if player is already scheduled on arriving support ship. If so, issues appripriate
// message and bail
if ( is_support_allowed(tobj) ) {
if ( mission_is_repair_scheduled( tobj ) ) {
message_send_builtin_to_player( MESSAGE_REARM_ON_WAY, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
} else {
robjnum = hud_support_find_closest(OBJ_INDEX(tobj));
if ( robjnum != -1 ) {
message_send_builtin_to_player( MESSAGE_REARM_ON_WAY, &Ships[Objects[robjnum].instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
} else {
// request a rearm. Next function returns -1 if ship is warping in, objnum of repair ship otherwise
robjnum = ai_issue_rearm_request( tobj );
if ( robjnum != -1) {
robjp = &Objects[robjnum];
message_send_builtin_to_player( MESSAGE_ON_WAY, &Ships[robjp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
} else {
// if we are in this part of the if statment, a support ship has been warped in to
// service us. Issue appropriate message
message_send_builtin_to_player( MESSAGE_REARM_WARP, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
}
mission_log_add_entry(LOG_PLAYER_CALLED_FOR_REARM, Ships[tobj->instance].ship_name, NULL);
}
}
}
//if ( multi_player_num == -1 ) // only do the hud display if it is for me!
// hud_support_view_start();
if ( toggle_state )
hud_squadmsg_toggle(); // take us out of message mode
}
// function which gets called from keyboard code to issues a shortcut command for rearming.
void hud_squadmsg_rearm_shortcut()
{
if ( !hud_squadmsg_can_rearm(Player_ship) )
return;
// multiplayer clients need to send this message to the server
if ( MULTIPLAYER_CLIENT ) {
send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
return;
}
hud_squadmsg_repair_rearm(0);
}
// code which is called when a player aborts his rearm request
void hud_squadmsg_repair_rearm_abort( int toggle_state, object *obj)
{
// ai_info *aip;
// object *robjp;
object *tobj;
// this is essentially a check for multiplayer server/client mode
// in multiplayer mode, the server may have to issue this command when received from a client
if(obj == NULL)
tobj = Player_obj;
else
tobj = obj;
// try to abort the request. We shoudln't be in this function unless we are actually
// queued for repair. Send a message from support ship if the support ship is in the mission
ai_abort_rearm_request( tobj );
// move the next statements outside of the above if-statement. Seems like this place
// is the right place, since we want to change state of the messaging system regardless
// of what happened above.
if ( toggle_state )
hud_squadmsg_toggle(); // take us out of message mode
}
// Goober5000 - redone and added a bit
// returns 1 if an order is valid for a ship. Applies to things like departure when engines are blown, etc.
int hud_squadmsg_ship_order_valid( int shipnum, int order )
{
// Goober5000
Assert( shipnum >= 0 && shipnum < MAX_SHIPS );
switch ( order )
{
case DEPART_ITEM:
// disabled ships can't depart.
if (Ships[shipnum].flags & SF_DISABLED)
return 0;
// Goober5000: also can't depart if no subspace drives and no capships in the area
if (Ships[shipnum].flags2 & SF2_NO_SUBSPACE_DRIVE)
{
// locate a capital ship on the same team:
if (ship_get_ship_with_dock_bay(Ships[shipnum].team) < 0)
return 0;
}
break;
}
return 1;
}
// returns true or false if the Players target is valid for the given order
// find_order is true when we need to search the comm_orders array for the order entry. We have
// to do this action in some cases since all we know is the actual "value" of the order
int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip )
{
int target_objnum, i;
ship *shipp, *ordering_shipp;
object *objp;
if ( aip == NULL )
aip = Player_ai;
// find the comm_menu item for this command
if ( find_order ) {
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++ ) {
if ( Comm_orders[i].item == order )
break;
}
Assert( i < NUM_COMM_ORDER_ITEMS );
order = i;
}
// orders which don't operate on targets are always valid
if ( !(Comm_orders[order].item & TARGET_MESSAGES) )
return 1;
target_objnum = aip->target_objnum;
// order isn't valid if there is no player target
if ( target_objnum == -1 ) {
return 0;
}
objp = &Objects[target_objnum];
ordering_shipp = &Ships[aip->shipnum];
// target isn't a ship, then return 0
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_WEAPON) )
return 0;
// if it's a weapon, then it needs to be a WIF_BOMB weapon. Only attack order valid, and only
// valid on bombs not on the player's team
if ( objp->type == OBJ_WEAPON ) {
if (Weapons[objp->instance].lssm_stage==3){
return 0;
}
if ( (Comm_orders[order].item == ATTACK_TARGET_ITEM )
&& (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB)
&& (Weapons[objp->instance].team != ordering_shipp->team) )
return 1;
return 0;
}
Assert( objp->type == OBJ_SHIP );
shipp = &Ships[objp->instance];
// if target is a navbouy, return 0
if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ){
return 0;
}
// if we are messaging a ship, and that ship is our target, no target type orders are ever active
if ( (Squad_msg_mode == SM_MODE_SHIP_COMMAND) && (target_objnum == Msg_instance) ){
return 0;
}
// if the order is a disable order or depart, and the ship is disabled, order isn't active
if ( (Comm_orders[order].item == DISABLE_TARGET_ITEM) && (shipp->flags & SF_DISABLED) ){
return 0;
}
// same as above except for disarmed.
if ( (Comm_orders[order].item == DISARM_TARGET_ITEM) && ((shipp->subsys_info[SUBSYSTEM_TURRET].type_count == 0) || (shipp->subsys_info[SUBSYSTEM_TURRET].aggregate_current_hits <= 0.0f)) ){
return 0;
}
// if order is disable subsystem, and no subsystem targeted or no hits, then order not valid
if ( (Comm_orders[order].item == DISABLE_SUBSYSTEM_ITEM) && ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) ){
return 0;
}
// check based on target's and player's team
if ( (shipp->team == ordering_shipp->team) && (FRIENDLY_TARGET_MESSAGES & Comm_orders[order].item) ){
return 1;
} else if ( (shipp->team != ordering_shipp->team) && (ENEMY_TARGET_MESSAGES & Comm_orders[order].item) ){
return 1;
} else {
return 0;
}
}
// function to send an order to all fighters/bombers.
void hud_squadmsg_send_to_all_fighters( int command, int player_num )
{
ai_info *aip;
ship *shipp, *ordering_shipp;
int i, send_message;
object *objp;
// quick short circuit here because of actually showing comm menu even though you cannot message.
// just a safety net.
if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
if ( !multi_can_message(&Net_players[player_num]) ) {
return;
}
}
// check for multiplayer mode
if(MULTIPLAYER_CLIENT) {
send_player_order_packet(SQUAD_MSG_ALL, 0, command);
return;
}
send_message = 1; // internal flag to dictate who sends message
aip = Player_ai;
if ( player_num != -1 )
aip = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
Assert( aip->shipnum != -1 );
ordering_shipp = &Ships[aip->shipnum];
/* Goober5000 - this relies on the weird calling logic that is now disabled
if ( command == IGNORE_TARGET_ITEM ) {
// if we were messaging a ship directly, set flag to send no messages. We will send one
// specifically from the ship player is ordering
if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (Squad_msg_mode == SM_MODE_SHIP_COMMAND) ) {
do_ship = 1;
send_message = 0;
}
}
*/
for ( i = 0; i < Num_wings; i++ ) {
int shipnum;
if ( (Wings[i].flags & WF_WING_GONE) || (Wings[i].current_count == 0) )
continue;
if ( Wings[i].flags & WF_WING_DEPARTING )
continue;
// get the first ship on the wing list and look at its team and then its type
shipnum = Wings[i].ship_index[Wings[i].special_ship];
// if special ship isn't valid then just move on
if (shipnum < 0)
continue;
shipp = &Ships[shipnum];
// can't message if not on players team
if ( shipp->team != ordering_shipp->team )
continue;
// can't message if ship not fighter/bomber if the command isn't to everyone.
if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
continue;
// don't send the command if the "wing" won't accept the command. We do this by looking at
// the set of orders accepted for the wing leader
if ( !(command & shipp->orders_accepted) )
continue;
// send the command to the wing
if ( Wings[i].current_count > 0 ) {
if (send_message) {
hud_add_issued_order("All Fighters", command);
if ( hud_squadmsg_send_wing_command(i, command, send_message, SQUADMSG_HISTORY_UPDATE, player_num) ) {
send_message = 0;
}
}
else {
hud_squadmsg_send_wing_command(i, command, send_message, SQUADMSG_HISTORY_NO_UPDATE, player_num);
}
}
}
// now find any friendly fighter/bomber ships not in wings
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( objp->type != OBJ_SHIP )
continue;
// don't send messge to ships not on player's team, or that are in a wing.
shipp = &Ships[objp->instance];
if ( (shipp->team != ordering_shipp->team) || (shipp->wingnum != -1) )
continue;
// don't send message to non fighter wings
if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
continue;
// skip departing/dying ships
if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
continue;
// don't send command if ship won't accept if
if ( !(command & shipp->orders_accepted) )
continue;
if (send_message) {
hud_add_issued_order("All Fighters", command);
if ( hud_squadmsg_send_ship_command(objp->instance, command, send_message, SQUADMSG_HISTORY_UPDATE, player_num) ) {
send_message = 0;
}
}
else {
hud_squadmsg_send_ship_command(objp->instance, command, send_message, SQUADMSG_HISTORY_NO_UPDATE, player_num);
}
}
// we might send the ship command again if we are ignoring a target, and the guy
// we ordered directly is a ship -- we want the response to come directly from the
// guy we orders
/* Goober5000 - yet again with the weird logic
if ( do_ship ) {
Assert( Msg_instance != MESSAGE_ALL_FIGHTERS );
hud_squadmsg_send_ship_command( Msg_instance, command, 1 );
}
*/
}
// Check if any enemy ships are in the mission
int hud_squadmsg_enemies_present()
{
ship *shipp;
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
shipp = &Ships[Objects[so->objnum].instance];
if ( shipp->team != Player_ship->team )
return 1;
}
return 0;
}
#define OVERRIDE_PROTECT_SHIP_TYPE (SIF_FIGHTER|SIF_BOMBER|SIF_FREIGHTER|SIF_TRANSPORT)
// function which sends a message to a specific ship. This routine can be called from one of two
// places. Either after selecting a ship when using a hotkey, or after selecting a command when
// using the entire messaging menu system
//
// if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
// a PLAYER_COMMAND_PACKET
int hud_squadmsg_send_ship_command( int shipnum, int command, int send_message, int update_history, int player_num )
{
ai_info *ainfo;
int ai_mode, ai_submode; // ai mode and submode needed for ship commands
char *target_shipname; // ship number of possible targets
int message;
int target_team, ship_team; // team id's for the ship getting message and any target the player has
ship *ordering_shipp;
int special_index = -1;
int message_team_filter = -1;
// quick short circuit here because of actually showing comm menu even though you cannot message.
// just a safety net.
if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
if ( !multi_can_message(&Net_players[player_num]) ) {
return 0;
}
}
// check for multiplayer mode
if(MULTIPLAYER_CLIENT){
send_player_order_packet(SQUAD_MSG_SHIP, shipnum, command);
return 0;
}
ai_mode = AI_GOAL_NONE; // needs to be initialized
ai_submode = -1234567;
ainfo = Player_ai;
if ( player_num != -1 ){
ainfo = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
message_team_filter = Net_players[player_num].p_info.team;
}
Assert( ainfo->shipnum != -1 );
ordering_shipp = &Ships[ainfo->shipnum];
// a shortcut to save on repetitive coding. If the order is a 'target' order, make the default
// mesage be "no target"
message = MESSAGE_NOSIR;
if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
message = MESSAGE_NO_TARGET;
if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
target_shipname = NULL;
target_team = -1;
if ( ainfo->target_objnum != -1) {
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
if ( ainfo->target_objnum != Ships[shipnum].objnum ) {
target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
target_team = Ships[Objects[ainfo->target_objnum].instance].team;
}
}
}
Assert ( ainfo->shipnum != -1 );
ship_team = Ships[ainfo->shipnum].team; // team of the ship issuing the message
switch ( command ) { // value of k matches the #defines for ship messages
case ATTACK_TARGET_ITEM:
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
Assert( target_shipname );
Assert( ship_team != target_team );
// Orders to override protect
if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
}
ai_mode = AI_GOAL_CHASE;
ai_submode = SM_ATTACK;
} else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
ai_mode = AI_GOAL_CHASE_WEAPON;
ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
} else
Int3();
message = MESSAGE_ATTACK_TARGET;
break;
case DISABLE_TARGET_ITEM:
Assert( target_shipname );
Assert( ship_team != target_team );
// Orders to override protect
if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
}
ai_mode = AI_GOAL_DISABLE_SHIP;
ai_submode = -SUBSYSTEM_ENGINE;
message = MESSAGE_DISABLE_TARGET;
break;
case DISARM_TARGET_ITEM:
Assert( target_shipname );
Assert( ship_team != target_team );
// Orders to override protect
if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
}
ai_mode = AI_GOAL_DISARM_SHIP;
ai_submode = -SUBSYSTEM_TURRET;
message = MESSAGE_DISARM_TARGET;
break;
case DISABLE_SUBSYSTEM_ITEM:
Assert( target_shipname );
Assert( ship_team != target_team );
Assert( ainfo->targeted_subsys != NULL );
Assert( ainfo->targeted_subsys->current_hits > 0.0f);
// Orders to override protect
if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
}
ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
special_index = ai_submode;
message = MESSAGE_ATTACK_TARGET;
break;
case CAPTURE_TARGET_ITEM:
Assert( target_shipname );
Assert( ship_team != target_team );
Assert(ainfo->target_objnum > -1);
Objects[ainfo->target_objnum].flags |= OF_PROTECTED;
ai_mode = AI_GOAL_DOCK;
ai_submode = AIS_DOCK_0;
message = MESSAGE_DOCK_YES;
break;
case PROTECT_TARGET_ITEM:
// AL 31-3-98: Can't protect self... this can happen if all fighters
// are told to protect another friendly ship
if ( ainfo->target_objnum == Ships[shipnum].objnum ) {
return 0;
}
Assert( target_shipname );
Assert( ship_team == target_team );
ai_mode = AI_GOAL_GUARD;
ai_submode = AIS_GUARD_PATROL;
message = MESSAGE_YESSIR;
break;
case IGNORE_TARGET_ITEM:
Assert( target_shipname );
Assert( ship_team != target_team );
ai_mode = AI_GOAL_IGNORE_NEW;
ai_submode = 0;
message = MESSAGE_IGNORE;
break;
case FORMATION_ITEM:
message = MESSAGE_YESSIR;
target_shipname = ordering_shipp->ship_name;
ai_mode = AI_GOAL_FORM_ON_WING;
ai_submode = 0;
break;
case COVER_ME_ITEM:
ai_mode = AI_GOAL_GUARD;
ai_submode = AIS_GUARD_PATROL;
target_shipname = ordering_shipp->ship_name;
message = MESSAGE_YESSIR;
break;
case ENGAGE_ENEMY_ITEM:
ai_mode = AI_GOAL_CHASE_ANY;
ai_submode = SM_ATTACK;
// if no enemies present, use the affirmative, instead of engaging enemies message
if ( hud_squadmsg_enemies_present() )
message = MESSAGE_ENGAGE;
else
message = MESSAGE_YESSIR;
target_shipname = NULL;
break;
case DEPART_ITEM:
ai_mode = AI_GOAL_WARP;
ai_submode = -1;
message = MESSAGE_WARP_OUT;
Ships[shipnum].flags |= SF_DEPARTURE_ORDERED;
break;
// the following are support ship options!!!
case REARM_REPAIR_ME_ITEM:
if( MULTIPLAYER_MASTER && (player_num != -1) ){
hud_squadmsg_repair_rearm(0,&Objects[Net_players[player_num].m_player->objnum]);
} else {
hud_squadmsg_repair_rearm(0); // note we return right away. repair/rearm code handles messaging, etc
}
// add the order to the squad message history
hud_add_issued_order(Ships[shipnum].ship_name, command);
hud_update_last_order(ordering_shipp->ship_name, player_num, special_index);
return 0;
case ABORT_REARM_REPAIR_ITEM:
if( MULTIPLAYER_MASTER && (player_num != -1) ){
hud_squadmsg_repair_rearm_abort(0,&Objects[Net_players[player_num].m_player->objnum]);
} else {
hud_squadmsg_repair_rearm_abort(0); // note we return right away. repair/rearm code handles messaging, etc
}
// add the order to the squad message history
hud_add_issued_order(Ships[shipnum].ship_name, command);
hud_update_last_order(ordering_shipp->ship_name, player_num, special_index);
return 0;
case STAY_NEAR_ME_ITEM:
case STAY_NEAR_TARGET_ITEM: // can't attack anything on same team
// cannot stay near a hostile ship(?)
if ( (command == STAY_NEAR_TARGET_ITEM) && (ship_team != target_team) )
break;
ai_mode = AI_GOAL_STAY_NEAR_SHIP;
ai_submode = -1;
message = MESSAGE_YESSIR;
if ( command == STAY_NEAR_ME_ITEM )
target_shipname = ordering_shipp->ship_name;
break;
case KEEP_SAFE_DIST_ITEM:
ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
ai_submode = -1;
message = MESSAGE_YESSIR;
break;
default:
Int3(); // get Allender -- illegal message
break;
}
// handle case of messaging one ship. Deal with messaging all fighters next.
if ( ai_mode != AI_GOAL_NONE ) {
Assert(ai_submode != -1234567);
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, ai_mode, ai_submode, target_shipname, &Ai_info[Ships[shipnum].ai_index] );
if( update_history == SQUADMSG_HISTORY_ADD_ENTRY ) {
hud_add_issued_order(Ships[shipnum].ship_name, command);
hud_update_last_order(target_shipname, player_num, special_index);
}
else if (update_history == SQUADMSG_HISTORY_UPDATE) {
hud_update_last_order(target_shipname, player_num, special_index);
}
}
}
// if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
// sent to other players in the game as an actual "order"
if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
// if the multi_msg system processed and sent this order to a player, we should not play a response
if(multi_msg_eval_ship_squadmsg(shipnum,command,ainfo,player_num)){
send_message = 0;
}
}
// this is the _response_
if ( send_message && (!(Ships[shipnum].flags2 & SF2_NO_BUILTIN_MESSAGES)))
{
message_send_builtin_to_player( message, &Ships[shipnum], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, message_team_filter );
}
return send_message;
}
// function to send a command to a wing. Like above function, called from one of two places
//
// if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
// a PLAYER_COMMAND_PACKET
//
// returns whether or not a message was sent
int hud_squadmsg_send_wing_command( int wingnum, int command, int send_message, int update_history, int player_num )
{
ai_info *ainfo;
int ai_mode, ai_submode; // ai mode and submode needed for ship commands
char *target_shipname; // ship number of possible targets
int message_sent, message;
int target_team, wing_team; // team for the wing and the player's target
ship *ordering_shipp;
int special_index = -1;
int message_team_filter = -1;
// quick short circuit here because of actually showing comm menu even though you cannot message.
// just a safety net.
if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
if ( !multi_can_message(&Net_players[player_num]) ) {
return 0;
}
}
// check for multiplayer mode
if(MULTIPLAYER_CLIENT){
send_player_order_packet(SQUAD_MSG_WING, wingnum,command);
return 0;
}
ai_mode = AI_GOAL_NONE; // needs to be initialized
ai_submode = -1234567;
ainfo = Player_ai;
if ( player_num != -1 ) {
ainfo = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
message_team_filter = Net_players[player_num].p_info.team;
}
Assert( ainfo->shipnum != -1 );
ordering_shipp = &Ships[ainfo->shipnum];
// get the shipnum of the ship the player has targeted. Used in enough places to do this just
// once. If the ship targeted is part of the wing that was messages -- bail out!!!
// a shortcut to save on repetative coding
message = MESSAGE_NOSIR;
if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
message = MESSAGE_NO_TARGET;
if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
target_shipname = NULL;
target_team = -1;
if ( ainfo->target_objnum != -1) {
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
target_team = Ships[Objects[ainfo->target_objnum].instance].team;
}
}
Assert ( ainfo->shipnum != -1 );
Assert ( (wingnum >= 0) && (wingnum < Num_wings) );
// get the team for the wing
Assert ( Wings[wingnum].ship_index[0] != -1 );
wing_team = Ships[Wings[wingnum].ship_index[0]].team;
switch ( command ) { // value of k matches the #defines for ship messages
case ATTACK_TARGET_ITEM:
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
Assert( target_shipname );
Assert( wing_team != target_team );
if ( (Ships[Objects[ainfo->target_objnum].instance].wingnum != -1) && (Ships[Objects[ainfo->target_objnum].instance].wingnum == wingnum) ) {
message = MESSAGE_NOSIR;
ai_mode = AI_GOAL_NONE;
} else {
ai_mode = AI_GOAL_CHASE;
ai_submode = SM_ATTACK;
message = MESSAGE_ATTACK_TARGET;
}
} else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
ai_mode = AI_GOAL_CHASE_WEAPON;
ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
message = MESSAGE_ATTACK_TARGET;
} else
Int3();
break;
case DISABLE_TARGET_ITEM:
Assert( target_shipname );
Assert( wing_team != target_team );
ai_mode = AI_GOAL_DISABLE_SHIP;
ai_submode = -SUBSYSTEM_ENGINE;
message = MESSAGE_DISABLE_TARGET;
break;
case DISARM_TARGET_ITEM:
Assert( target_shipname );
Assert( wing_team != target_team );
ai_mode = AI_GOAL_DISARM_SHIP;
ai_submode = -SUBSYSTEM_TURRET;
message = MESSAGE_DISARM_TARGET;
break;
case DISABLE_SUBSYSTEM_ITEM:
Assert( target_shipname );
Assert( wing_team != target_team );
Assert( ainfo->targeted_subsys != NULL );
Assert( ainfo->targeted_subsys->current_hits > 0.0f);
ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
special_index = ai_submode;
message = MESSAGE_ATTACK_TARGET;
break;
case PROTECT_TARGET_ITEM:
Assert( target_shipname );
Assert( wing_team == target_team );
ai_mode = AI_GOAL_GUARD;
ai_submode = AIS_GUARD_PATROL;
message = MESSAGE_YESSIR;
break;
case IGNORE_TARGET_ITEM:
Assert( target_shipname );
Assert( wing_team != target_team );
ai_mode = AI_GOAL_IGNORE_NEW;
ai_submode = 0; // actually, a don't care.
message = MESSAGE_IGNORE;
break;
case FORMATION_ITEM:
message = MESSAGE_YESSIR;
target_shipname = ordering_shipp->ship_name;
ai_mode = AI_GOAL_FORM_ON_WING;
ai_submode = 0;
break;
case COVER_ME_ITEM:
ai_mode = AI_GOAL_GUARD;
ai_submode = AIS_GUARD_PATROL;
target_shipname = ordering_shipp->ship_name;
message = MESSAGE_YESSIR;
break;
case ENGAGE_ENEMY_ITEM:
ai_mode = AI_GOAL_CHASE_ANY;
ai_submode = SM_ATTACK;
// if no enemies present, use the affirmative, instead of engaging enemies message
if ( hud_squadmsg_enemies_present() )
message = MESSAGE_ENGAGE;
else
message = MESSAGE_YESSIR;
target_shipname = NULL;
break;
case DEPART_ITEM:
ai_mode = AI_GOAL_WARP;
ai_submode = -1;
message = MESSAGE_WARP_OUT;
Wings[wingnum].flags |= WF_DEPARTURE_ORDERED;
break;
case REARM_REPAIR_ME_ITEM:
case ABORT_REARM_REPAIR_ITEM:
case STAY_NEAR_ME_ITEM:
case STAY_NEAR_TARGET_ITEM:
case KEEP_SAFE_DIST_ITEM:
return 0;
default:
Int3(); // get Allender -- illegal message
break;
}
if ( ai_mode != AI_GOAL_NONE ) {
Assert(ai_submode != -1234567);
ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, ai_mode, ai_submode, target_shipname, wingnum );
if( update_history == SQUADMSG_HISTORY_ADD_ENTRY ) {
hud_add_issued_order(Wings[wingnum].name, command);
hud_update_last_order(target_shipname, player_num, special_index);
}
else if (update_history == SQUADMSG_HISTORY_UPDATE) {
hud_update_last_order(target_shipname, player_num, special_index);
}
}
}
// if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
// sent to other players in the game as an actual "order"
if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
// if there's at least one ai ship which got the command, let the response come through
if(multi_msg_eval_wing_squadmsg(wingnum,command,ainfo,player_num)){
send_message = 0;
}
}
// this is the _response_
message_sent = 0;
if ( send_message ) {
int ship_num;
// get a random ship in the wing to send the message to the player
ship_num = ship_get_random_ship_in_wing( wingnum, SHIP_GET_UNSILENCED );
// in multiplayer, its possible that all ships in a wing are players. so we'll just send from a random ship
if(ship_num == -1 && (Game_mode & GM_MULTIPLAYER)){
ship_num = ship_get_random_ship_in_wing(wingnum);
}
// only send message if ship is found. There appear to be cases where all ships
// in a wing die in the same frame causing the wing to appear valid in the message
// menu, but the get_random_ship* functions won't return dying ships.
// Karajorma - No valid ships will be found if all the remaining ships have been silence either.
if ( ship_num != -1 ) {
message_send_builtin_to_player( message, &Ships[ship_num], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, message_team_filter );
message_sent = 1;
}
}
return message_sent;
}
// return number of available reinforcements, 0 if none available
int hud_squadmsg_reinforcements_available(int team)
{
int i, count = 0;
for (i = 0; i < Num_reinforcements; i++) {
int wingnum;
// no more left
if ( Reinforcements[i].num_uses >= Reinforcements[i].uses ){
continue;
}
// incorrect team
if ( team != ship_get_reinforcement_team(i) ){
continue;
}
// check the arrival cue sexpression of the ship/wing of this reinforcement.
// Goober5000 - if it can't arrive, it doesn't count. This should check
// for SEXP_FALSE as well as SEXP_KNOWN_FALSE, otherwise you end up with
// a reinforcement menu containing no valid selections.
if ( (wingnum = wing_name_lookup(Reinforcements[i].name, 1)) != -1 ) {
Assert ( Wings[wingnum].arrival_cue >= 0 );
if ( Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_FALSE
|| Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_KNOWN_FALSE ){
continue;
}
} else {
p_object *p_objp;
p_objp = mission_parse_get_arrival_ship( Reinforcements[i].name );
if ( p_objp != NULL ) {
if ( Sexp_nodes[p_objp->arrival_cue].value == SEXP_FALSE
|| Sexp_nodes[p_objp->arrival_cue].value == SEXP_KNOWN_FALSE ){
continue;
}
} else {
Int3(); // allender says bogus! reinforcement should be here since it wasn't a wing!
continue;
}
}
count++;
}
return count;
}
// function to put up window in upper right to allow for player to select the type
// of entity to select for a message (i.e. a wing or a ship)
void hud_squadmsg_type_select( )
{
int k, i;
First_menu_item = 0;
// Add the items
for (i = 0; i < NUM_COMM_ORDER_TYPES; i++)
{
strcpy_s(MsgItems[i].text, Comm_order_types[i]);
MsgItems[i].active = 1; // assume active
}
Num_menu_items = NUM_COMM_ORDER_TYPES;
// check to see if the player is a traitor. If so, then he will not
// be able to do anything from this menu
if ((Player_ship != NULL) && (Player_ship->team == Iff_traitor)) {
for (i = 0; i < MAX_MENU_ITEMS; i++ )
MsgItems[i].active = 0;
goto do_main_menu;
}
// based on ship counts, wing counts, shortcut active, grey out possible menu choices
if ( !hud_squadmsg_count_ships(0) )
MsgItems[TYPE_SHIP_ITEM].active = 0;
if ( !hud_squadmsg_count_wings(0) )
MsgItems[TYPE_WING_ITEM].active = 0;
// check to be sure that we have some fighters/bombers on the players team that we
// can message
if ( !hud_squadmsg_exist_fighters() ){
MsgItems[TYPE_ALL_FIGHTERS_ITEM].active = 0;
}
if ((Player_ship != NULL) && !hud_squadmsg_reinforcements_available(Player_ship->team)) {
MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
}
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1; // this item will always be available (I think)
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
// AL: 10/13/97
// If the player ship communications are severely damaged, then the player
// will only be able to call for repair/rearm ships
//
// also, only allow support ship if this player is not allowed to messaage.
if ( (hud_communications_state(Player_ship) != COMM_OK) || ((Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player)) ) {
for ( i = 0; i < MAX_MENU_ITEMS; i++ ){
MsgItems[i].active = 0;
}
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1;
}
// check to see if the player is awaiting repair or being repaired. Active the abort and inactive the repair items
// check to see if the player is scheduled to be repaired by incoming ship
if ( Ai_info[Ships[Player_obj->instance].ai_index].ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 1;
} else if ( mission_is_repair_scheduled(Player_obj) ) {
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 1;
}
// if no support available, can't call one in
if ( !is_support_allowed(Player_obj) ) {
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
}
// de-activate the rearm/repair item if the player has a full load of missiles and
// all subsystems at full strength. We will only check if this item hasn't been marked
// inactive because of some other reason
if ( MsgItems[TYPE_REPAIR_REARM_ITEM].active ) {
if ( !hud_squadmsg_can_rearm(Player_ship) ){
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
}
}
// if using keyboard shortcut, these items are always inactive
if ( Msg_shortcut_command != -1 ) {
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
}
do_main_menu:
strcpy_s(Squad_msg_title, XSTR( "Message What", 316));
k = hud_squadmsg_get_key();
if ( k != -1 ) { // when k != -1, we have a key that associates with menu item
Assert ( k < Num_menu_items );
if ( k == TYPE_SHIP_ITEM ){
hud_squadmsg_do_mode( SM_MODE_SHIP_SELECT );
} else if ( k == TYPE_WING_ITEM ) {
hud_squadmsg_do_mode( SM_MODE_WING_SELECT );
} else if ( k == TYPE_ALL_FIGHTERS_ITEM ) {
hud_squadmsg_do_mode( SM_MODE_ALL_FIGHTERS );
}
if ( Msg_shortcut_command == -1 ) {
if ( k == TYPE_REINFORCEMENT_ITEM ) {
hud_squadmsg_do_mode( SM_MODE_REINFORCEMENTS );
player_set_next_all_alone_msg_timestamp();
} else if ( k == TYPE_REPAIR_REARM_ITEM ){
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
} else if ( k == TYPE_REPAIR_REARM_ABORT_ITEM ) {
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
}
}
}
}
// function to display a list of ships to send a command to
void hud_squadmsg_ship_select()
{
int k;
if ( Num_menu_items == -1 ) {
Num_menu_items = 0;
hud_squadmsg_count_ships( 1 );
}
strcpy_s(Squad_msg_title, XSTR( "Select Ship", 317));
k = hud_squadmsg_get_key();
if ( k != -1 ) { // if true, we have selected a ship.
if ( Msg_shortcut_command == -1 ) {
Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND ); // and move to a new mode
} else {
// we must convert the Msg_shortcut_command value to a value that the message
// system normally uses to select a command. Since the menu
//Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY);
hud_squadmsg_toggle();
}
}
}
// function to display a list of wings to send a command to
void hud_squadmsg_wing_select()
{
int k;
if ( Num_menu_items == -1 ) {
Num_menu_items = 0;
hud_squadmsg_count_wings( 1 );
}
strcpy_s(Squad_msg_title, XSTR( "Select Wing", 318));
k = hud_squadmsg_get_key();
if ( k != -1 ) { // if true, we have selected a ship.
if ( Msg_shortcut_command == -1 ) { // do normal menu stuff when no hoykey active
Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
hud_squadmsg_do_mode( SM_MODE_WING_COMMAND ); // and move to a new mode
} else {
//Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
hud_squadmsg_send_wing_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY );
hud_squadmsg_toggle();
}
}
}
// code which gives an order to all fighters/bombers. If there is a message shortcut active, then
// make that order apply to all fighters/bombers. Otherwise, move to the ship_command menu
void hud_squadmsg_msg_all_fighters()
{
if ( Msg_shortcut_command == -1 ) {
Msg_instance = MESSAGE_ALL_FIGHTERS;
hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND );
} else {
hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
hud_squadmsg_toggle();
}
}
// called to actually bring in a reinforcement. For single player games, always gets called.
// for multiplayer games, always called on the server side. Clients should never get here
void hud_squadmsg_call_reinforcement(int reinforcement_num, int player_num)
{
int i, delay;
reinforcements *rp;
p_object *p_objp;
rp = &Reinforcements[reinforcement_num];
// safety net mainly for multiplayer servers in case some odd data desync occurs between
// server and clients
if ( MULTIPLAYER_MASTER && (rp->num_uses == rp->uses) ) {
return;
}
// check to see if the reinforcement called was a wing.
for (i = 0; i < Num_wings; i++ ) {
if ( !stricmp(rp->name, Wings[i].name) ) {
// found a wingname. Call the parse function to create all the ships in this wing
// we must set the arrival cue of the wing to true, otherwise, this won't work!!
Wings[i].flags &= ~WF_REINFORCEMENT;
Wings[i].flags |= WF_RESET_REINFORCEMENT;
// set up the arrival delay. If it is 0, then make is some random number of seconds
delay = rp->arrival_delay;
if ( delay == 0 )
delay = (int)(frand() * 3.0) + 3;
Wings[i].arrival_delay = timestamp(delay * 1000);
break;
}
}
// if we found no wing name that matched the reinforcement name, then look for a ship
// of the same name
if ( i == Num_wings ) {
p_objp = mission_parse_get_arrival_ship( rp->name );
if ( p_objp ) {
// by resetting the reinforcement flag, we will allow code which normally handles arrivals
// to make this reinforcement arrive. Doing so keeps the data structures clean.
p_objp->flags &= ~P_SF_REINFORCEMENT;
// set up the arrival delay
delay = rp->arrival_delay;
if ( delay == 0 )
delay = (int)(frand() * 3.0) + 3; // between 3 and 6 seconds to arrive
p_objp->arrival_delay = timestamp(delay * 1000);
} else {
Int3(); // get allender -- I don't think that this can happen!!!!
return;
}
}
// increment the number of times this is used. Incremented here on single player and multiplayer
// server side only. Clients keep track of own count when they actually call something in.
rp->num_uses++;
// commented out on 9/9/98 because these messages simply are not used
/*
// now play a message (if there is one to play) for this reinforcement arrival. The first for loop
// determine how many messages there are to play, since the array is packet. Then, if >= 1 message
// to play, play one
for (i = 0; i < MAX_REINFORCEMENT_MESSAGES; i++ )
if ( !strlen(rp->yes_messages[i]) )
break;
//if ( i > 0 )
// message_send_to_player( rp->yes_messages[myrand() % i], rp->name, MESSAGE_PRIORITY_NORMAL, HUD_SOURCE_FRIENDLY );
*/
mission_log_add_entry(LOG_PLAYER_CALLED_FOR_REINFORCEMENT, rp->name, NULL);
}
// function to display a list of reinforcements available to the player
void hud_squadmsg_reinforcement_select()
{
int i, k, wingnum;
reinforcements *rp;
if ( Num_menu_items == -1 ) {
Num_menu_items = 0;
for (i = 0; i < Num_reinforcements; i++) {
rp = &Reinforcements[i];
// don't put reinforcements onto the list that have already been used up.
if ( rp->num_uses == rp->uses ){
continue;
}
// don't put items which are not on my team
if((Player_ship != NULL) && (ship_get_reinforcement_team(i) != Player_ship->team)){
continue;
}
// check the arrival cue sexpression of the ship/wing of this reinforcement.
// Goober5000 - if it can't arrive, it doesn't count. This should check
// for SEXP_FALSE as well as SEXP_KNOWN_FALSE, otherwise you end up with
// a reinforcement menu containing no valid selections.
if ( (wingnum = wing_name_lookup(rp->name, 1)) != -1 ) {
Assert ( Wings[wingnum].arrival_cue >= 0 );
if ( Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_FALSE
|| Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_KNOWN_FALSE ){
continue;
}
} else {
p_object *p_objp;
p_objp = mission_parse_get_arrival_ship( rp->name );
if ( p_objp != NULL ) {
if ( Sexp_nodes[p_objp->arrival_cue].value == SEXP_FALSE
|| Sexp_nodes[p_objp->arrival_cue].value == SEXP_KNOWN_FALSE ){
continue;
}
} else {
Int3(); // allender says bogus! reinforcement should be here since it wasn't a wing!
continue;
}
}
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy_s( MsgItems[Num_menu_items].text, rp->name );
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text);
MsgItems[Num_menu_items].instance = i;
MsgItems[Num_menu_items].active = 0;
if ( rp->flags & RF_IS_AVAILABLE ) {
MsgItems[Num_menu_items].active = 1;
}
Num_menu_items++;
}
}
// hud_squadmsg_display_menu( "Select Reinforcement" );
strcpy_s(Squad_msg_title, XSTR( "Select Ship/Wing", 319)); // AL 11-14-97: Reinforcement didn't fit, so using this for now
k = hud_squadmsg_get_key();
if (k != -1) {
int rnum;
hud_squadmsg_toggle(); // take us out of message mode
rnum = MsgItems[First_menu_item + k].instance;
// check to see if trying to call a reinforcement not yet available. If so, maybe play message, but
// definately bail
if ( MsgItems[First_menu_item + k].active == 0 ) {
return;
}
// in single player, or a multiplayer master, call in the reinforcement. Clients send a packet to the
// server
if ( MULTIPLAYER_CLIENT ) {
Reinforcements[rnum].num_uses++; // increment this variable here since clients need to maintain a valid count
send_player_order_packet(SQUAD_MSG_REINFORCEMENT, rnum, 0);
} else {
hud_squadmsg_call_reinforcement(rnum);
}
}
}
// function to display list of commands for a ship
void hud_squadmsg_ship_command()
{
int k;
int i, orders, default_orders;
// when adding ship commands, we must look at the type of ship, and what messages that
// ship allows. First, place all messages that are possible onto the menu, then
// see if messaging all ships or just one. Messaging all ships will mean all default orders
// show on comm menu.
if ( Msg_instance != MESSAGE_ALL_FIGHTERS ) {
orders = Ships[Msg_instance].orders_accepted;
default_orders = ship_get_default_orders_accepted( &Ship_info[Ships[Msg_instance].ship_info_index] );
} else {
default_orders = DEFAULT_MESSAGES;
orders = default_orders;
}
First_menu_item = 0;
Num_menu_items = 0;
for ( i = 0; i < NUM_COMM_ORDER_ITEMS; i++ ) {
// check to see if the comm order should even be added to the menu -- if so, then add it
// the order will be activated if the bit is set for the ship.
if ( default_orders & Comm_orders[i].item ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy_s(MsgItems[Num_menu_items].text, Comm_orders[i].name);
MsgItems[Num_menu_items].instance = Comm_orders[i].item;
MsgItems[Num_menu_items].active = 0;
// check the bit to see if the command is active
if ( orders & Comm_orders[i].item )
MsgItems[Num_menu_items].active = 1;
// if the order cannot be carried out by the ship, then item should be inactive
if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && !hud_squadmsg_ship_order_valid( Msg_instance, Comm_orders[i].item ) )
MsgItems[Num_menu_items].active = 0;
// do some other checks to possibly gray out other items.
// if no target, remove any items which are associated with the players target
if ( !hud_squadmsg_is_target_order_valid(i, 0) )
MsgItems[Num_menu_items].active = 0;
// if messaging all fighters, see if we should gray out the order if no one will accept it,
// or modify the text if only some of the ships will accept it
if ( Msg_instance == MESSAGE_ALL_FIGHTERS ) {
ship_obj *so;
ship *shipp;
int partial_accept, all_accept; // value which tells us what to do with menu item
all_accept = Comm_orders[i].item;
partial_accept = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
// don't send messge to ships not on player's team, or that are in a wing.
shipp = &Ships[Objects[so->objnum].instance];
if ( shipp->team != Player_ship->team )
continue;
// don't send message to non fighter wings
if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
continue;
all_accept &= shipp->orders_accepted; // 'and'ing will either keep this bit set or zero it properly
partial_accept |= (shipp->orders_accepted & Comm_orders[i].item); // 'or'ing will tell us if at least one accepts
}
if ( !all_accept ) {
// either modify the text if a partial accept, or grey it out if no one accepts
if ( partial_accept ) {
strcat_s( MsgItems[Num_menu_items].text, XSTR( "(*)", 320) );
} else {
MsgItems[Num_menu_items].active = 0;
}
}
}
Num_menu_items++;
}
}
strcpy_s( Squad_msg_title, XSTR( "What Command", 321) );
k = hud_squadmsg_get_key();
// when we get a valid goal, we must add the goal to the ai ship's goal list
if ( k != -1 ) {
Assert ( k < Num_menu_items );
// when messaging all fighters or ignoring target, call the send_to_all_fighters routine
// Goober5000 - ignore no longer sends to all fighters
if (Msg_instance == MESSAGE_ALL_FIGHTERS)
hud_squadmsg_send_to_all_fighters(MsgItems[k].instance);
else
hud_squadmsg_send_ship_command(Msg_instance, MsgItems[k].instance, 1, SQUADMSG_HISTORY_ADD_ENTRY);
hud_squadmsg_toggle();
}
}
// function to display list of command for a wing
void hud_squadmsg_wing_command()
{
int k;
wing *wingp;
int default_orders, i, orders;
// when adding commands for wings, we will look at all of the ships in the wing, and create
// the order list from that set of ships. In the future, we may want to do something else....
wingp = &Wings[Msg_instance];
// or together all of the orders for all the ships in the wing
default_orders = 0;
for ( i = 0; i < wingp->current_count; i++ ) {
orders = ship_get_default_orders_accepted( &Ship_info[Ships[wingp->ship_index[i]].ship_info_index] );
default_orders |= orders;
}
default_orders &= ~CAPTURE_TARGET_ITEM; // we cannot capture any target with a wing.
Num_menu_items = 0;
orders = Ships[wingp->ship_index[0]].orders_accepted; // get the orders that the first ship in the wing will accept
for ( i = 0; i < NUM_COMM_ORDER_ITEMS; i++ ) {
// add the set of default orders to the comm menu. We will currently allow all messages
// to be available in the wing.
if ( default_orders & Comm_orders[i].item ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy_s(MsgItems[Num_menu_items].text, Comm_orders[i].name);
MsgItems[Num_menu_items].instance = Comm_orders[i].item;
MsgItems[Num_menu_items].active = 0;
// possibly grey out the menu item depending on whether or not the "wing" will accept this order
// the "wing" won't accept the order if the first ship in the wing doesn't accept it.
if ( orders & Comm_orders[i].item )
MsgItems[Num_menu_items].active = 1;
// do some other checks to possibly gray out other items.
// if no target, remove any items which are associated with the players target
if ( !hud_squadmsg_is_target_order_valid(i, 0) )
MsgItems[Num_menu_items].active = 0;
Num_menu_items++;
}
}
strcpy_s(Squad_msg_title, XSTR( "What Command", 321) );
k = hud_squadmsg_get_key();
if ( k != -1 ) {
// ignore target gets sent to everyone.
/* Goober5000 - not anymore
if (MsgItems[k].instance == IGNORE_TARGET_ITEM)
hud_squadmsg_send_to_all_fighters(MsgItems[k].instance);
else */
hud_squadmsg_send_wing_command(Msg_instance, MsgItems[k].instance, 1);
hud_squadmsg_toggle();
}
}
//----------------------------------------------------------
// external entry points below!!!!
// when starting messaging mode, we must remove old bindings from the
// keys that are used for messaging mode (which will get restored when
// messaging mode is done).
// this code below will get called only the key config changes (from ControlsConfig.cpp)
// or if the bindings haven't been saved yet. This code doesn't remove the bindings
// but just sets up the array so that the bindings can be removed when messaging
// mode is entered.
//
// do_scroll indicates whether we should save the page up and page down keys
void hud_squadmsg_save_keys( int do_scroll )
{
// int i, j;
num_keys_saved = 0;
/*
for ( j=0; j<MAX_KEYS_USED; j++ ) {
for ( i=0; Control_config[i].text[0]; i++ ) { // the text field in this structure is empty at the end of the config list
if ( Control_config[i].key_id == keys_used[j] ) { // this is true if we have a match
// if we are not saving scrolling keys and we are trying to match page up and page down
// then skip them.
if ( !do_scroll && ((keys_used[j] == KEY_PAGEDOWN) || (keys_used[j] == KEY_PAGEUP)) )
continue;
Assert( num_keys_saved < MAX_KEYS_USED );
key_save[num_keys_saved].option_num = i;
key_save[num_keys_saved].key_value = keys_used[j];
num_keys_saved++;
break; // done with this key -- move to next.
}
}
}
*/
}
// function is called once per mission start. Initializes those values
// which only need to be inited once per mission.
void hud_init_squadmsg( void )
{
Msg_eat_key_timestamp = timestamp(0);
Squadmsg_history.clear();
}
// external entry point into code which changes the messaging mode based on the
// previous player flag value. I thought it better to isolate all system changes
// in this code.
void hud_squadmsg_toggle()
{
// if the emp effect is active, always ignore this
if(emp_active_local()){
return;
}
// if entering this mode, must setup messaging system. Don't start squadmessging if
// the player is dead.
if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
if ( Game_mode & GM_DEAD ){
return;
}
if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) ){
return;
}
hud_squadmsg_start();
} else {
hud_squadmsg_end();
}
Player->flags ^= PLAYER_FLAGS_MSG_MODE;
}
//#ifndef NDEBUG
// extern entry point to allow messaging of enemies
void hud_enemymsg_toggle()
{
hud_squadmsg_toggle();
// if we just entered message mode, turn on var that says to message enemies
if ( Player->flags & PLAYER_FLAGS_MSG_MODE )
Msg_enemies = 1;
}
//#endif
// external entry point into code when a keyboard shortcut is used for a command
// we are passed in an ID for the command to set internal variables. This command
// will be used in place of the last menu in the messaging code
void hud_squadmsg_shortcut( int command )
{
// check if the communications system is capable of sending a message
if ( (hud_communications_state(Player_ship) != COMM_OK) && (command != REARM_REPAIR_ME_ITEM) ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Messaging is restricted due to communications damage", 331));
return;
}
// observers in multiplayer games cannot have this active either
if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) )
return;
// in multiplayer and I cannot message, don't allow anything except calling in for rearm
if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) && (command != REARM_REPAIR_ME_ITEM) )
gamesnd_play_error_beep();
// player ships which turn traitor cannot rearm
if ( Player_ship->team == Iff_traitor )
return;
if ( Player->flags & PLAYER_FLAGS_MSG_MODE ) // we are already in messaging mode -- maybe do sometime more interesting?
return;
hud_squadmsg_toggle();
Msg_shortcut_command = command; // save the command for later use
if (Msg_shortcut_command == CAPTURE_TARGET_ITEM) // some commands only apply to wings or ships
Squad_msg_mode = SM_MODE_SHIP_SELECT; // -- don't offer choice
/* Goober5000 - again with the stupid logic
else if ( Msg_shortcut_command == IGNORE_TARGET_ITEM ) { // ignoring target applied to all ships
hud_squadmsg_toggle(); // turns off mode which was turned on above
hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
}
*/
}
// external entry point which is called when the player hits a selection key (1-0) while in messaging
// mode. If we are in messaging mode, send the shortcut command to the ships that are part of the
// passed in selection set. If there is no shortcut command, do nothing. Returns 1 if the key
// was used, else 0. This return value is used to tell the key control system that it should
// call the normal targeting selection stuff.
int hud_squadmsg_hotkey_select( int k )
{
htarget_list *hitem, *plist;
int send_message;
object *objp;
Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE );
if ( Msg_shortcut_command == -1 )
return 0;
Assert ( (k >= 0) && (k < MAX_KEYED_TARGETS) );
plist = &(Player->keyed_targets[k]);
if ( EMPTY(plist) ) // be sure that we have at least one ship in the list
return 0;
send_message = 1;
// for each ship in the selection set list, send the shortcut command that the player
// previously entered. Be sure to check that we are not trying to send a command to
// an enemy ship.
for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
objp = hitem->objp;
Assert ( objp->type == OBJ_SHIP );
if ( Ships[objp->instance].team != Player_ship->team )
continue;
// be sure that this ship can accept this command
if ( !(Ships[objp->instance].orders_accepted & Msg_shortcut_command) )
continue;
hud_squadmsg_send_ship_command( objp->instance, Msg_shortcut_command, send_message, SQUADMSG_HISTORY_ADD_ENTRY );
send_message = 0;
}
hud_squadmsg_toggle(); // turn off messaging mode
return 1;
}
// the next function is called once a frame when the player is messaging someone
// in his squad. After a period of 5 seconds of inactivity (i.e. no keypress to
// select something in the menu), the menu will disappear. This function will only
// get called if the player flag PLAYER_FLAG_MSG_MODE is set. Parameter is the key
// that was hit this frame
int hud_squadmsg_do_frame( )
{
int target_changed;
Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE ); // be sure that messaging mode is set!!!
// if the player is now dead, or the timestamp elapsed, then get out of messaging mode.
if ( (Game_mode & GM_DEAD) || timestamp_elapsed(Msg_mode_timestamp) ) {
hud_squadmsg_toggle();
return 0;
}
Msg_key_used = 0;
// check the player's current target. Change in target resets the timer
target_changed = 0;
if ( Msg_target_objnum != Player_ai->target_objnum ) {
Msg_target_objnum = Player_ai->target_objnum;
target_changed = 1;
}
if ( Msg_targeted_subsys != Player_ai->targeted_subsys ) {
Msg_targeted_subsys = Player_ai->targeted_subsys;
target_changed = 1;
}
// check for multiplayer mode - this is really a special case checker for support ship requesting and aborting
if(MULTIPLAYER_CLIENT && (Squad_msg_mode == SM_MODE_REPAIR_REARM || Squad_msg_mode == SM_MODE_REPAIR_REARM_ABORT)){
// send the correct packet
if(Squad_msg_mode == SM_MODE_REPAIR_REARM)
send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
else
send_player_order_packet(SQUAD_MSG_SHIP, 0, ABORT_REARM_REPAIR_ITEM);
// make sure to toggle the mode off
hud_squadmsg_toggle();
return 1;
}
switch( Squad_msg_mode ) {
case SM_MODE_TYPE_SELECT:
hud_squadmsg_type_select();
break;
case SM_MODE_SHIP_SELECT:
hud_squadmsg_ship_select();
break;
case SM_MODE_WING_SELECT:
hud_squadmsg_wing_select();
break;
case SM_MODE_SHIP_COMMAND:
hud_squadmsg_ship_command();
break;
case SM_MODE_WING_COMMAND:
hud_squadmsg_wing_command();
break;
case SM_MODE_REINFORCEMENTS:
hud_squadmsg_reinforcement_select();
break;
case SM_MODE_REPAIR_REARM:
hud_squadmsg_repair_rearm(1); // note we return right away. repair/rearm code handles messaging, etc
break;
case SM_MODE_REPAIR_REARM_ABORT:
hud_squadmsg_repair_rearm_abort(1); // note we return right away. repair/rearm code handles messaging, etc
break;
case SM_MODE_ALL_FIGHTERS:
hud_squadmsg_msg_all_fighters();
break;
default:
Int3(); // get allender -- invalid mode in messaging system
break;
}
// be sure to reset the clip region
HUD_reset_clip(); // JAS: Is this needed?
if ( Msg_key_used || target_changed ) {
Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT);
return 1;
} else
return 0;
}
void hud_add_issued_order(char *name, int order)
{
squadmsg_history *latest_order = new squadmsg_history();
if (!strcmp(name, "All Fighters")) {
latest_order->order_to = -1;
}
else {
latest_order->order_to = get_parse_name_index(name);
}
latest_order->order = order;
latest_order->order_time = Missiontime;
//stick it in history
Squadmsg_history.push_back(*latest_order);
delete latest_order;
}
void hud_update_last_order(char *target, int order_source, int special_index)
{
squadmsg_history *latest_order = &Squadmsg_history.back();
if (target) {
latest_order->target = get_parse_name_index(target);
}
if (MULTIPLAYER_MASTER && order_source != -1) {
latest_order->order_from = Objects[Net_players[order_source].m_player->objnum].instance;
}
else if (order_source == -1) {
latest_order->order_from = Player_obj->instance;
}
latest_order->special_index = special_index;
}
int hud_query_order_issued(char *to, char *order_name, char *target_name, int timestamp, char *from, char *special_argument)
{
int i, order = -1, ship_or_wing = -1, target = -1, source = -1;
// if the desired order was not sent to all fighters
if (strcmp(to, "<all fighters>")) {
ship_or_wing = get_parse_name_index(to);
}
// get the target ship
if (target_name != NULL) {
target = get_parse_name_index(target_name);
}
if (MULTIPLAYER_MASTER && (from != NULL)) {
source = ship_name_lookup(from, 1);
}
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
if (!stricmp(order_name, Comm_orders[i].name))
order = Comm_orders[i].item;
// Goober5000 - if not found, check compatibility
if (order == -1)
{
if (!stricmp(order_name, "Attack my target"))
{
i = 0; // it maps to option 0, "Destroy my target"
order = Comm_orders[i].item;
}
}
Assert(order != -1);
for (i = 0; i < (int)Squadmsg_history.size(); i++) {
if (Squadmsg_history[i].order == order) {
if (ship_or_wing == Squadmsg_history[i].order_to) {
if (target == -1 || Squadmsg_history[i].target == target) {
if ((!timestamp) || (Squadmsg_history[i].order_time + i2f(timestamp) >= Missiontime) ) {
// In multiplayer games we may wish to check who sent the order
if (MULTIPLAYER_MASTER) {
if ((source != -1) && (Squadmsg_history[i].order_from != source)) {
continue;
}
}
// some orders will have additional arguments
if (order & DISABLE_SUBSYSTEM_ITEM) {
if (special_argument == NULL) {
continue;
}
int target_ship = ship_name_lookup(target_name);
int subsys_index = ship_get_subsys_index(&Ships[target_ship], special_argument, 1);
// if the order is for s different subsystem
if (Squadmsg_history[i].special_index != subsys_index) {
continue;
}
}
// if we make it this far then the orders match
return 1;
}
}
}
}
}
return 0;
}
HudGaugeSquadMessage::HudGaugeSquadMessage():
HudGauge(HUD_OBJECT_SQUAD_MSG, HUD_MESSAGE_BOX, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
{
}
void HudGaugeSquadMessage::initialize()
{
flash_timer[0] = timestamp(1);
flash_timer[1] = timestamp(1);
flash_flag = false;
HudGauge::initialize();
}
void HudGaugeSquadMessage::initHeaderOffsets(int x, int y)
{
Header_offsets[0] = x;
Header_offsets[1] = y;
}
void HudGaugeSquadMessage::initItemStartOffsets(int x, int y)
{
Item_start_offsets[0] = x;
Item_start_offsets[1] = y;
}
void HudGaugeSquadMessage::initMiddleFrameStartOffsetY(int y)
{
Middle_frame_start_offset_y = y;
}
void HudGaugeSquadMessage::initBottomBgOffset(int offset)
{
bottom_bg_offset = offset;
}
void HudGaugeSquadMessage::initItemHeight(int h)
{
Item_h = h;
}
void HudGaugeSquadMessage::initItemOffsetX(int x)
{
Item_offset_x = x;
}
void HudGaugeSquadMessage::initPgUpOffsets(int x, int y)
{
Pgup_offsets[0] = x;
Pgup_offsets[1] = y;
}
void HudGaugeSquadMessage::initPgDnOffsets(int x, int y)
{
Pgdn_offsets[0] = x;
Pgdn_offsets[1] = y;
}
void HudGaugeSquadMessage::initBitmaps(char *fname_top, char *fname_middle, char *fname_bottom)
{
Mbox_gauge[0].first_frame = bm_load_animation(fname_top, &Mbox_gauge[0].num_frames);
if ( Mbox_gauge[0].first_frame == -1 ) {
Warning(LOCATION, "Could not load in ani: %s\n", fname_top);
}
Mbox_gauge[1].first_frame = bm_load_animation(fname_middle, &Mbox_gauge[1].num_frames);
if ( Mbox_gauge[1].first_frame == -1 ) {
Warning(LOCATION, "Could not load in ani: %s\n", fname_middle);
}
Mbox_gauge[2].first_frame = bm_load_animation(fname_bottom, &Mbox_gauge[2].num_frames);
if ( Mbox_gauge[2].first_frame == -1 ) {
Warning(LOCATION, "Could not load in ani: %s\n", fname_bottom);
}
}
void HudGaugeSquadMessage::startFlashPageScroll(int duration)
{
flash_timer[0] = timestamp(duration);
}
bool HudGaugeSquadMessage::maybeFlashPageScroll(bool flash_fast)
{
bool draw_bright = false;
if(!timestamp_elapsed(flash_timer[0])) {
if(timestamp_elapsed(flash_timer[1])) {
if(flash_fast) {
flash_timer[1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
} else {
flash_timer[1] = timestamp(TBOX_FLASH_INTERVAL);
}
flash_flag = !flash_flag;
}
if(flash_flag) {
draw_bright = true;
}
}
return draw_bright;
}
bool HudGaugeSquadMessage::canRender()
{
if(hud_disabled_except_messages() && !message_gauge) {
return false;
}
if (hud_disabled()) {
return false;
}
if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
return false;
}
if ((Viewer_mode & disabled_views)) {
return false;
}
if (!( Player->flags & PLAYER_FLAGS_MSG_MODE )) {
return false;
}
return true;
}
void HudGaugeSquadMessage::render(float frametime)
{
char *title;
int bx, by, sx, sy, i, nitems, none_valid, messaging_allowed;
title = Squad_msg_title;
// setup color/font info
// hud_set_default_color();
setGaugeColor();
// draw top of frame
if ( Mbox_gauge[0].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[0].first_frame, position[0], position[1]);
}
// hud_set_bright_color();
setGaugeColor(HUD_C_BRIGHT);
if ( title ) {
renderString(position[0] + Header_offsets[0], position[1] + Header_offsets[1], title);
}
if ( Num_menu_items < MAX_MENU_DISPLAY )
nitems = Num_menu_items;
else {
if ( First_menu_item == 0 ) // First_menu_item == 0 means first page of items
nitems = MAX_MENU_DISPLAY;
else if ( (Num_menu_items - First_menu_item) <= MAX_MENU_DISPLAY ) // check if remaining items fit on one page
nitems = Num_menu_items - First_menu_item;
else {
nitems = MAX_MENU_DISPLAY;
}
}
sx = position[0] + Item_start_offsets[0];
sy = position[1] + Item_start_offsets[1];
bx = position[0]; // global x-offset where bitmap gets drawn
by = position[1] + Middle_frame_start_offset_y; // global y-offset where bitmap gets drawn
none_valid = 1; // variable to tell us whether all items in the menu are valid or not
// use another variable to tell us whether we can message or not.
messaging_allowed = 1;
if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) ){
messaging_allowed = 0;
}
for ( i = 0; i < nitems; i++ ) {
int item_num;
char *text = MsgItems[First_menu_item+i].text;
// blit the background
// hud_set_default_color();
setGaugeColor();
if ( Mbox_gauge[1].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[1].first_frame, bx, by);
}
by += Item_h;
// set the text color
if ( MsgItems[First_menu_item+i].active ) {
// hud_set_bright_color();
setGaugeColor(HUD_C_BRIGHT);
} else {
/*
dim_index = MIN(5, HUD_color_alpha - 2);
if ( dim_index < 0 ) {
dim_index = 0;
}
gr_set_color_fast(&HUD_color_defaults[dim_index]);
*/
setGaugeColor(HUD_C_DIM);
}
// first do the number
item_num = (i+1) % MAX_MENU_DISPLAY;
renderPrintf(sx, sy, EG_SQ1 + i, NOX("%1d."), item_num);
// then the text
renderString(sx + Item_offset_x, sy, EG_SQ1 + i, text);
sy += Item_h;
// if we have at least one item active, then set the variable so we don't display any
// message about no active items
if ( MsgItems[First_menu_item+i].active )
none_valid = 0;
}
// maybe draw an extra line in to make room for [pgdn], or for the 'no active items'
// display
if ( !messaging_allowed || none_valid || ((First_menu_item + nitems) < Num_menu_items) || (Msg_shortcut_command != -1) ) {
// blit the background
// hud_set_default_color();
setGaugeColor();
if ( Mbox_gauge[1].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[1].first_frame, bx, by);
}
by += Item_h;
}
// draw the bottom of the frame
// hud_set_default_color();
setGaugeColor();
if ( Mbox_gauge[2].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[2].first_frame, bx, by + bottom_bg_offset);
}
// determine if we should put the text "[more]" at top or bottom to indicate you can page up or down
startFlashPageScroll();
maybeFlashPageScroll();
if ( First_menu_item > 0 ) {
renderPrintf(position[0] + Pgup_offsets[0], position[1] + Pgup_offsets[1], XSTR( "[pgup]", 312) );
}
if ( (First_menu_item + nitems) < Num_menu_items ) {
renderPrintf(position[0] + Pgdn_offsets[0], position[1] + Pgdn_offsets[1], XSTR( "[pgdn]", 313));
}
if ( messaging_allowed ) {
if ( none_valid ){
renderPrintf( sx, by - Item_h + 2, XSTR( "No valid items", 314));
} else if (Msg_shortcut_command != -1){
renderPrintf( sx, by - Item_h + 2, "%s", comm_order_get_text(Msg_shortcut_command));
}
} else {
// if this player is not allowed to message, then display message saying so
renderPrintf( sx, by - Item_h + 2, XSTR( "Not allowed to message", 315));
}
}
void HudGaugeSquadMessage::pageIn()
{
for (int i = 0; i < NUM_MBOX_FRAMES; i++ ) {
bm_page_in_aabitmap( Mbox_gauge[i].first_frame, Mbox_gauge[i].num_frames );
}
}
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