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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 "playerman/managepilot.h"
#include "freespace2/freespace.h"
#include "hud/hudsquadmsg.h"
#include "sound/sound.h"
#include "gamesnd/eventmusic.h"
#include "sound/audiostr.h"
#include "osapi/osregistry.h"
#include "graphics/font.h"
#include "menuui/playermenu.h"
#include "missionui/missionshipchoice.h"
#include "hud/hudconfig.h"
#include "popup/popup.h"
#include "missionui/redalert.h"
#include "menuui/techmenu.h"
#include "io/joy.h"
#include "io/mouse.h"
#include "cutscene/cutscenes.h"
#include "missionui/missionscreencommon.h"
#include "mission/missionbriefcommon.h"
#include "mission/missioncampaign.h"
#include "mission/missionload.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "cfile/cfile.h"
#include "network/multi.h"
#include "mod_table/mod_table.h"
// pilot pic image list stuff ( call pilot_load_pic_list() to make these valid )
char Pilot_images_arr[MAX_PILOT_IMAGES][MAX_FILENAME_LEN];
char *Pilot_image_names[MAX_PILOT_IMAGES];
int Num_pilot_images = 0;
// squad logo list stuff (call pilot_load_squad_pic_list() to make these valid )
char Pilot_squad_images_arr[MAX_PILOT_IMAGES][MAX_FILENAME_LEN];
char *Pilot_squad_image_names[MAX_PILOT_IMAGES];
int Num_pilot_squad_images = 0;
// internal function to delete a player file. Called after a pilot is obsoleted, and when a pilot is deleted
// used in barracks and player_select
//returns 0 on failure, 1 on success
int delete_pilot_file(char *pilot_name)
{
int delreturn;
char filename[MAX_FILENAME_LEN];
char basename[MAX_FILENAME_LEN];
// get the player file.
_splitpath(pilot_name, NULL, NULL, basename, NULL);
strcpy_s( filename, basename );
strcat_s( filename, NOX(".plr") );
delreturn = cf_delete(filename, CF_TYPE_PLAYERS);
// we must try and delete the campaign save files for a pilot as well.
if (delreturn) {
mission_campaign_delete_all_savefiles(basename);
return 1;
} else {
return 0;
}
}
// this works on barracks and player_select interface screens
void init_new_pilot(player *p, int reset)
{
int cur_speed;
if (reset) {
hud_set_default_hud_config(p); // use a default hud config
control_config_reset_defaults(); // get a default keyboard config
player_set_pilot_defaults(p); // set up any player struct defaults
// set the default detail level based on tabling rather than the above method
cur_speed = Default_detail_level;
#if NUM_DEFAULT_DETAIL_LEVELS != 4
#error Code in ManagePilot assumes NUM_DEFAULT_DETAIL_LEVELS = 4
#endif
detail_level_set(cur_speed);
Game_skill_level = game_get_default_skill_level();
mprintf(( "Setting detail level to %d because of new pilot\n", cur_speed ));
Use_mouse_to_fly = 1;
Mouse_sensitivity = 4;
Joy_sensitivity = 9;
Dead_zone_size = 10;
}
// unassigned squadron
strcpy_s(p->s_squad_name, XSTR("Unassigned", 1255));
strcpy_s(p->s_squad_filename, "");
strcpy_s(p->m_squad_name, XSTR("Unassigned", 1255));
strcpy_s(p->m_squad_filename, "");
// set him to be a single player pilot by default (the actual creation routines will change this if necessary)
p->flags &= ~PLAYER_FLAGS_IS_MULTI;
// effectively sets the length return by strlen() to 0
Campaign.filename[0] = 0;
// pick a random pilot image for this guy
if (reset){
pilot_set_random_pic(p);
p->insignia_texture = -1;
pilot_set_random_squad_pic(p);
}
init_scoring_element(&p->stats);
p->stats.score = 0;
p->stats.rank = RANK_ENSIGN;
p->tips = 1;
Multi_options_g.protocol = NET_TCP;
// initialize default multiplayer options
multi_options_set_netgame_defaults(&p->m_server_options);
multi_options_set_local_defaults(&p->m_local_options);
Player_loadout.filename[0] = 0;
// reset the cutscenes which can be viewed
if ( reset ){
cutscene_init();
}
pilot_set_start_campaign(p);
}
int local_num_campaigns = 0;
int campaign_file_list_filter(char *filename)
{
char name[NAME_LENGTH];
char *desc = NULL;
int type, max_players;
if ( mission_campaign_get_info( filename, name, &type, &max_players, &desc) ) {
if ( type == CAMPAIGN_TYPE_SINGLE) {
Campaign_names[local_num_campaigns] = vm_strdup(name);
local_num_campaigns++;
return 1;
}
}
if (desc != NULL)
vm_free(desc);
return 0;
}
//Generates a list of available campaigns. Sets active campaign to "freespace2.fc2", or if that is unavailable, the first campaign found
void pilot_set_start_campaign(player* p)
{
char wild_card[10];
int i, j, incr = 0;
char *t = NULL;
int rc = 0;
char *campaign_file_list[MAX_CAMPAIGNS];
memset(wild_card, 0, sizeof(wild_card));
strcpy_s(wild_card, NOX("*"));
strcat_s(wild_card, FS_CAMPAIGN_FILE_EXT);
// set filter for cf_get_file_list() if there isn't one set already (the simroom has a special one)
if (Get_file_list_filter == NULL)
Get_file_list_filter = campaign_file_list_filter;
// now get the list of all campaign names
// NOTE: we don't do sorting here, but we assume CF_SORT_NAME, and do it manually below
rc = cf_get_file_list(MAX_CAMPAIGNS, campaign_file_list, CF_TYPE_MISSIONS, wild_card, CF_SORT_NONE);
for (i = 0; i < rc; i++)
{
if (!stricmp(campaign_file_list[i], Default_campaign_file_name))
{
strcpy_s(p->current_campaign, campaign_file_list[i]);
return;
}
}
// now sort everything
incr = local_num_campaigns / 2;
while (incr > 0) {
for (i = incr; i < local_num_campaigns; i++) {
j = i - incr;
while (j >= 0) {
char *name1 = Campaign_names[j];
char *name2 = Campaign_names[j + incr];
// if we hit this then a coder probably did something dumb (like not needing to sort)
if ( (name1 == NULL) || (name2 == NULL) ) {
Int3();
break;
}
if ( !strnicmp(name1, "the ", 4) )
name1 += 4;
if ( !strnicmp(name2, "the ", 4) )
name2 += 4;
if (stricmp(name1, name2) > 0) {
// first, do filenames
t = campaign_file_list[j];
campaign_file_list[j] = campaign_file_list[j + incr];
campaign_file_list[j + incr] = t;
j -= incr;
} else {
break;
}
}
}
incr /= 2;
}
if (rc > 0)
strcpy_s(p->current_campaign, campaign_file_list[0]);
else
strcpy_s(p->current_campaign, "<none>");
}
void pilot_set_short_callsign(player *p, int max_width)
{
strcpy_s(p->short_callsign, p->callsign);
gr_set_font(FONT1);
gr_force_fit_string(p->short_callsign, CALLSIGN_LEN - 1, max_width);
gr_get_string_size( &(p->short_callsign_width), NULL, p->short_callsign );
}
// pick a random image for the passed player
void pilot_set_random_pic(player *p)
{
// if there are no available pilot pics, set the image filename to null
if (Num_pilot_images <= 0) {
strcpy_s(p->image_filename, "");
} else {
// pick a random name from the list
int random_index = rand() % Num_pilot_images;
Assert((random_index >= 0) && (random_index < Num_pilot_images));
strcpy_s(p->image_filename, Pilot_images_arr[random_index]);
}
}
/*
* pick a random squad image for the passed player
* sets single & multi squad pic to the same image
*
* @param p pointer to player
*/
void pilot_set_random_squad_pic(player *p)
{
// if there are no available pilot pics, set the image filename to null
if (Num_pilot_squad_images <= 0) {
player_set_squad_bitmap(p, "", true);
player_set_squad_bitmap(p, "", false);
} else {
// pick a random name from the list
int random_index = rand() % Num_pilot_squad_images;
Assert((random_index >= 0) && (random_index < Num_pilot_squad_images));
player_set_squad_bitmap(p, Pilot_squad_images_arr[random_index], true);
player_set_squad_bitmap(p, Pilot_squad_images_arr[random_index], false);
}
}
// format a pilot's callsign into a "personal" form - ie, adding a 's or just an ' as appropriate
void pilot_format_callsign_personal(char *in_callsign,char *out_callsign)
{
// don't do anything if we've got invalid strings
if((in_callsign == NULL) || (out_callsign == NULL)){
return;
}
// copy the original string
strcpy(out_callsign,in_callsign);
// tack on the appropriate postfix
if(in_callsign[strlen(in_callsign) - 1] == 's'){
strcat(out_callsign,XSTR( "\'", 45));
} else {
strcat(out_callsign,XSTR( "\'s", 46));
}
}
// throw up a popup asking the user to verify the overwrite of an existing pilot name
// 1 == ok to overwrite, 0 == not ok
int pilot_verify_overwrite()
{
return popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_TITLE_RED | PF_TITLE_BIG, 2, XSTR( "&No", 47), XSTR( "&Yes", 48), XSTR( "Warning\nA duplicate pilot exists\nOverwrite?", 49));
}
// load up the list of pilot image filenames (do this at game startup as well as barracks startup)
void pilot_load_pic_list()
{
Num_pilot_images = 0;
// load pilot images from the player images directory
Num_pilot_images = cf_get_file_list_preallocated(MAX_PILOT_IMAGES, Pilot_images_arr, Pilot_image_names, CF_TYPE_PLAYER_IMAGES, NOX("*.pcx"));
// sort all filenames
cf_sort_filenames(Num_pilot_images, Pilot_image_names, CF_SORT_NAME);
}
// load up the list of pilot squad filenames
void pilot_load_squad_pic_list()
{
Num_pilot_squad_images = 0;
// load pilot images from the player images directory
Num_pilot_squad_images = cf_get_file_list_preallocated(MAX_PILOT_IMAGES, Pilot_squad_images_arr, Pilot_squad_image_names, CF_TYPE_SQUAD_IMAGES, NOX("*.pcx"));
// sort all filenames
cf_sort_filenames(Num_pilot_squad_images, Pilot_squad_image_names, CF_SORT_NAME);
}
// will attempt to load an insignia bitmap and set it as active for the player
void player_set_squad_bitmap(player *p, char *fname, bool ismulti)
{
// sanity check
if(p == NULL){
return;
}
char *squad_pic_p;
if (ismulti) {
squad_pic_p = p->m_squad_filename;
} else {
squad_pic_p = p->s_squad_filename;
}
// if he has another bitmap already - unload it
if (p->insignia_texture > 0) {
bm_release(p->insignia_texture);
}
p->insignia_texture = -1;
// try and set the new one
if (fname != squad_pic_p) {
strncpy(squad_pic_p, fname, MAX_FILENAME_LEN);
}
if (squad_pic_p[0] != '\0') {
p->insignia_texture = bm_load_duplicate(fname);
// lock is as a transparent texture
if (p->insignia_texture != -1) {
bm_lock(p->insignia_texture, 16, BMP_TEX_XPARENT);
bm_unlock(p->insignia_texture);
}
}
}
// set squadron
void player_set_squad(player *p, char *squad_name)
{
// sanity check
if(p == NULL){
return;
}
if (Game_mode & GM_MULTIPLAYER) {
strncpy(p->m_squad_name, squad_name, NAME_LENGTH+1);
} else {
strncpy(p->s_squad_name, squad_name, NAME_LENGTH+1);
}
}
void player::reset()
{
memset(callsign, 0, sizeof(callsign));
memset(short_callsign, 0, sizeof(short_callsign));
short_callsign_width = 0;
memset(image_filename, 0, sizeof(image_filename));
memset(s_squad_filename, 0, sizeof(s_squad_filename));
memset(s_squad_name, 0, sizeof(s_squad_name));
memset(m_squad_filename, 0, sizeof(m_squad_filename));
memset(m_squad_name, 0, sizeof(m_squad_name));
memset(current_campaign, 0, sizeof(current_campaign));
readyroom_listing_mode = 0;
flags = 0;
save_flags = 0;
memset(keyed_targets, 0, sizeof(keyed_targets));
current_hotkey_set = -1;
lead_target_pos = vmd_zero_vector;
lead_target_cheat = 0;
lead_indicator_active = 0;
lock_indicator_x = 0;
lock_indicator_y = 0;
lock_indicator_start_x = 0;
lock_indicator_start_y = 0;
lock_indicator_visible = 0;
lock_time_to_target = 0.0f;
lock_dist_to_target = 0.0f;
last_ship_flown_si_index = -1;
objnum = -1;
memset(&bi, 0, sizeof(button_info));
memset(&ci, 0, sizeof(control_info));
init_scoring_element(&stats);
friendly_hits = 0;
friendly_damage = 0.0f;
friendly_last_hit_time = 0;
last_warning_message_time = 0;
control_mode = 0;
saved_viewer_mode = 0;
check_warn_timestamp = -1;
distance_warning_count = 0;
distance_warning_time = -1;
allow_warn_timestamp = -1;
warn_count = 0;
damage_this_burst = 0.0f;
repair_sound_loop = -1;
cargo_scan_loop = -1;
praise_count = 0;
allow_praise_timestamp = -1;
praise_delay_timestamp = -1;
ask_help_count = 0;
allow_ask_help_timestamp = -1;
scream_count = 0;
allow_scream_timestamp = -1;
low_ammo_complaint_count = 0;
allow_ammo_timestamp = -1;
subsys_in_view = -1;
request_repair_timestamp = -1;
cargo_inspect_time = -1;
target_is_dying = -1;
current_target_sx = 0;
current_target_sy = 0;
target_in_lock_cone = 0;
locking_subsys = NULL;
locking_subsys_parent = -1;
locking_on_center = 0;
killer_objtype = -1;
killer_species = 0;
killer_weapon_index = -1;
memset(killer_parent_name, 0, sizeof(killer_parent_name));
check_for_all_alone_msg = -1;
update_dumbfire_time = -1;
update_lock_time = -1;
threat_flags = 0;
auto_advance = 1;
multi_options_set_local_defaults(&m_local_options);
multi_options_set_netgame_defaults(&m_server_options);
insignia_texture = -1;
tips = 1;
shield_penalty_stamp = 0;
failures_this_session = 0;
show_skip_popup = 0;
variables.clear();
death_message = "";
memset(&lua_ci, 0, sizeof(control_info));
memset(&lua_bi, 0, sizeof(button_info));
memset(&lua_bi_full, 0, sizeof(button_info));
}
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