/* * 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 "mission/missionmessage.h" #include "mission/missiontraining.h" #include "hud/hudmessage.h" #include "hud/hudgauges.h" #include "hud/hudtarget.h" #include "io/timer.h" #include "parse/parselo.h" #include "gamesnd/gamesnd.h" #include "gamesequence/gamesequence.h" #include "anim/animplay.h" #include "hud/hud.h" #include "ship/ship.h" #include "ship/subsysdamage.h" #include "weapon/emp.h" #include "localization/localize.h" #include "demo/demo.h" #include "hud/hudconfig.h" #include "sound/fsspeech.h" #include "species_defs/species_defs.h" #include "parse/sexp.h" #include "iff_defs/iff_defs.h" #include "network/multi.h" #include "network/multimsgs.h" #include "network/multiutil.h" int Valid_builtin_message_types[MAX_BUILTIN_MESSAGE_TYPES]; // here is a text list of the builtin message names. These names are used to match against // names read in for builtin message radio bits to see what message to play. These are // generic names, meaning that there will be the same message type for a number of different // personas char *Builtin_message_types[MAX_BUILTIN_MESSAGE_TYPES] = { //XSTR:OFF "Arrive Enemy", "Attack Target", "Beta Arrived", "Check 6", "Engage", "Gamma Arrived", "Help", "Praise", "Backup", "Ignore Target", "No", "Oops 1", "Permission", // AL: no code support yet "Stray", // DA: no code support "Depart", "yes", "Rearm on Way", "On way", "Rearm warping in", "No Target", "Docking Start", // AL: no message seems to exist for this "Repair Done", "Repair Aborted", "Traitor", "Rearm", "Disable Target", "Disarm Target", "Player Dead", "Death", "Support Killed", "All Clear", // DA: no code support "All Alone", "Repair", "Delta Arrived", "Epsilon Arrived", "Instructor Hit", "Instructor Attack", "Stray Warning", "Stray Warning Final", "AWACS at 75", "AWACS at 25", "Praise Self", "High Praise", "Rearm Primaries", "Primaries Low", //XSTR:ON }; SCP_vector Messages; int Num_messages, Num_message_avis, Num_message_waves; int Num_builtin_messages, Num_builtin_avis, Num_builtin_waves; int Message_debug_index = -1; SCP_vector Message_avis; SCP_vector Message_waves; #define MAX_PLAYING_MESSAGES 2 #ifdef FS2_DEMO #define MAX_WINGMAN_HEADS 1 #define MAX_COMMAND_HEADS 1 #else #define MAX_WINGMAN_HEADS 2 #define MAX_COMMAND_HEADS 3 #endif //XSTR:OFF #define HEAD_PREFIX_STRING "head-" #define COMMAND_HEAD_PREFIX "head-cm1" #define COMMAND_WAVE_PREFIX "TC_" #define SUPPORT_NAME "Support" //XSTR:ON // variables to keep track of messages that are currently playing int Num_messages_playing; // number of is a message currently playing? typedef struct pmessage { anim_instance *anim; // handle of anim currently playing int wave; // handle of wave currently playing int id; // id of message currently playing int priority; // priority of message currently playing int shipnum; // shipnum of ship sending this message, -1 if from Terran command int builtin_type; // if a builtin message, type of the message } pmessage; LOCAL pmessage Playing_messages[MAX_PLAYING_MESSAGES]; int Message_shipnum; // ship number of who is sending message to player -- used outside this module // variables to control message queuing. All new messages to the player are queued. The array // will be ordered by priority, then time submitted. #define MQF_CONVERT_TO_COMMAND (1<<0) // convert this queued message to terran command #define MQF_CHECK_ALIVE (1<<1) // check for the existence of who_from before sending typedef struct message_q { fix time_added; // time at which this entry was added int window_timestamp; // timestamp which will tell us how long we have to play the message int priority; // priority of the message int message_num; // index into the Messages[] array char *special_message; // Goober5000 - message to play if we've replaced stuff (like variables) char who_from[NAME_LENGTH]; // who this message is from int source; // who the source of the message is (HUD_SOURCE_* type) int builtin_type; // type of builtin message (-1 if mission message) int flags; // should this message entry be converted to Terran Command head/wave file int min_delay_stamp; // minimum delay before this message will start playing int group; // message is part of a group, don't time it out } message_q; #define MAX_MESSAGE_Q 30 #define MAX_MESSAGE_LIFE F1_0*30 // After being queued for 30 seconds, don't play it #define DEFAULT_MESSAGE_LENGTH 3000 // default number of milliseconds to display message indicator on hud message_q MessageQ[MAX_MESSAGE_Q]; int MessageQ_num; // keeps track of number of entries on the queue. #define MESSAGE_IMMEDIATE_TIMESTAMP 1000 // immediate messages must play within 1 second #define MESSAGE_SOON_TIMESTAMP 5000 // "soon" messages must play within 5 seconds #define MESSAGE_ANYTIME_TIMESTAMP -1 // anytime timestamps are invalid // Persona information int Num_personas; Persona *Personas = NULL; char *Persona_type_names[MAX_PERSONA_TYPES] = { //XSTR:OFF "wingman", "support", "large", "command", //XSTR:ON }; int Default_command_persona; /////////////////////////////////////////////////////////////////// // used to distort incoming messages when comms are damaged /////////////////////////////////////////////////////////////////// static int Message_wave_muted; static int Message_wave_duration; static int Next_mute_time; #define MAX_DISTORT_PATTERNS 2 #define MAX_DISTORT_LEVELS 6 static float Distort_patterns[MAX_DISTORT_PATTERNS][MAX_DISTORT_LEVELS] = { {0.20f, 0.20f, 0.20f, 0.20f, 0.20f, 0.20f}, {0.10f, 0.20f, 0.25f, 0.25f, 0.05f, 0.15f} }; static int Distort_num; // which distort pattern is being used static int Distort_next; // which section of distort pattern is next int Head_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 7, 45 }, { // GR_1024 7, 66 } }; // forward declaration void message_maybe_distort_text(char *text); // following functions to parse messages.tbl -- code pretty much ripped from weapon/ship table parsing code static void persona_parse_close() { if (Personas != NULL) { vm_free(Personas); Personas = NULL; } } // functions to deal with parsing personas. Personas are just a list of names that give someone // sending a message an identity which spans the life of the mission void persona_parse() { int i; char type[NAME_LENGTH]; static bool done_at_exit = false; if ( !done_at_exit ) { atexit( persona_parse_close ); done_at_exit = true; } // this way should cause the least amount of problems on the various platforms - taylor Personas = (Persona*)vm_realloc( Personas, sizeof(Persona) * (Num_personas + 1) ); if (Personas == NULL) Error(LOCATION, "Not enough memory to allocate Personas!" ); memset(&Personas[Num_personas], 0, sizeof(Persona)); required_string("$Persona:"); stuff_string(Personas[Num_personas].name, F_NAME, NAME_LENGTH); // get the type name and set the appropriate flag required_string("$Type:"); stuff_string( type, F_NAME, NAME_LENGTH ); for ( i = 0; i < MAX_PERSONA_TYPES; i++ ) { if ( !stricmp( type, Persona_type_names[i]) ) { Personas[Num_personas].flags |= (1<= MAX_TVT_TEAMS)){ mt = -1; } // only bother with filters if multiplayer and TvT if(Fred_running || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ){ msg.multi_team = mt; } } // backwards compatibility for old fred missions - all new ones should use $MessageNew if(optional_string("$Message:")){ stuff_string(msg.message, F_MESSAGE, MESSAGE_LENGTH); } else { required_string("$MessageNew:"); stuff_string(msg.message, F_MULTITEXT, MESSAGE_LENGTH); } msg.persona_index = -1; if ( optional_string("+Persona:") ) { stuff_string(persona_name, F_NAME, NAME_LENGTH); msg.persona_index = message_persona_name_lookup( persona_name ); } if ( !Fred_running) msg.avi_info.index = -1; else msg.avi_info.name = NULL; if ( optional_string("+AVI Name:") ) { char avi_name[MAX_FILENAME_LEN]; stuff_string(avi_name, F_NAME, MAX_FILENAME_LEN); // Goober5000 - for some reason :V: swapped Head-TP1 // and Head-TP4 in FS2 if (importing_from_fsm && !strnicmp(avi_name, "Head-TP1", 8)) avi_name[7] = '4'; if ( !Fred_running ) { msg.avi_info.index = add_avi(avi_name); } else { msg.avi_info.name = vm_strdup(avi_name); } } if ( !Fred_running ) msg.wave_info.index = -1; else msg.wave_info.name = NULL; if ( optional_string("+Wave Name:") ) { char wave_name[MAX_FILENAME_LEN]; stuff_string(wave_name, F_NAME, MAX_FILENAME_LEN); if ( !Fred_running ) { msg.wave_info.index = add_wave(wave_name); } else { msg.wave_info.name = vm_strdup(wave_name); } } Num_messages++; Messages.push_back(msg); } void parse_msgtbl() { char *p1, *p2, *p3; int i, j; // open localization lcl_ext_open(); //speed things up a little by setting the capacities for the message vectors to roughly the FS2 amounts Messages.reserve(500); Message_waves.reserve(300); Message_avis.reserve(30); read_file_text("messages.tbl", CF_TYPE_TABLES); reset_parse(); Num_messages = 0; Num_personas = 0; // Goober5000 - ugh, nasty nasty hack to fix the FS2 retail tables p1 = strstr(Mp, "#End"); *(p1+4)=0; p1 = strstr(Mp, "2926"); if (p1) { p2 = strstr(p1, "Vawacs25.wav"); p3 = strstr(p1, "$Name"); if (p2 && p3 && (p2 < p3)) { replace_one(p2, "Vawacs25.wav", "Awacs25.wav", 500); } } p1 = strstr(Mp, "2927"); if (p1) { p2 = strstr(p1, "Awacs75.wav"); p3 = strstr(p1, "$Name"); if (p2 && p3 && (p2 < p3)) { replace_one(p2, "Awacs75.wav", "Vawacs75.wav", 500); } } // Goober5000 - now we can start parsing required_string("#Personas"); while ( required_string_either("#Messages", "$Persona:")){ persona_parse(); } required_string("#Messages"); while (required_string_either("#End", "$Name:")){ message_parse(); } required_string("#End"); // save the number of builtin message things -- make initing between missions easier Num_builtin_messages = Num_messages; Num_builtin_avis = Num_message_avis; Num_builtin_waves = Num_message_waves; memset(Valid_builtin_message_types, 0, sizeof(int)); // now cycle through the messages to determine which type of builtins we have messages for for (i = 0; i < Num_builtin_messages; i++) { for (j = 0; j < MAX_BUILTIN_MESSAGE_TYPES; j++) { if (!(stricmp(Messages[i].name, Builtin_message_types[j]))) { Valid_builtin_message_types[j] = 1; break; } } } // close localization lcl_ext_close(); } // this is called at the start of each level void messages_init() { int rval, i; static int table_read = 0; if ( !table_read ) { Default_command_persona = -1; if ((rval = setjmp(parse_abort)) != 0) { mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "messages.tbl", rval)); return; } parse_msgtbl(); table_read = 1; } // reset the number of messages that we have for this mission Num_messages = Num_builtin_messages; Num_message_avis = Num_builtin_avis; Num_message_waves = Num_builtin_waves; Message_debug_index = Num_builtin_messages - 1; // initialize the stuff for the linked lists of messages MessageQ_num = 0; for (i = 0; i < MAX_MESSAGE_Q; i++) { MessageQ[i].priority = -1; MessageQ[i].time_added = -1; MessageQ[i].message_num = -1; MessageQ[i].builtin_type = -1; MessageQ[i].min_delay_stamp = -1; MessageQ[i].group = 0; // Goober5000 MessageQ[i].special_message = NULL; } // this forces a reload of the AVI's and waves for builtin messages. Needed because the flic and // sound system also get reset between missions! for (i = 0; i < Num_builtin_avis; i++ ) { Message_avis[i].anim_data = NULL; } for (i = 0; i < Num_builtin_waves; i++ ){ Message_waves[i].num = -1; } Message_shipnum = -1; Num_messages_playing = 0; for ( i = 0; i < MAX_PLAYING_MESSAGES; i++ ) { Playing_messages[i].anim = NULL; Playing_messages[i].wave = -1; Playing_messages[i].id = -1; Playing_messages[i].priority = -1; Playing_messages[i].shipnum = -1; Playing_messages[i].builtin_type = -1; } // reinitialize the personas. mark them all as not used for ( i = 0; i < Num_personas; i++ ){ Personas[i].flags &= ~PERSONA_FLAG_USED; } Message_wave_muted = 0; Next_mute_time = 1; //wipe all the non-builtin messages Messages.erase((Messages.begin()+Num_builtin_messages), Messages.end()); Message_avis.erase((Message_avis.begin()+Num_builtin_avis), Message_avis.end()); Message_waves.erase((Message_waves.begin()+Num_builtin_waves), Message_waves.end()); } // free a loaded avi void message_mission_free_avi(int m_index) { int rc = 0, try_count = 0; // check for bogus index if ( (m_index < 0) || (m_index >= Num_message_avis) ) return; // Make sure this code doesn't get run if the talking head guage is off // helps prevent a crash on jump out if this code doesn't work right if ( !hud_gauge_active(HUD_TALKING_HEAD) ) return; if (Message_avis[m_index].anim_data != NULL) { do { rc = anim_free( Message_avis[m_index].anim_data ); try_count++; // -2 is to catch a point where the data isn't valid and we want // to just abort right now rather than to keep trying if (rc == -2) break; // stop at 25 tries to avoid a possible endless loop } while ( rc && (try_count < 25) ); Message_avis[m_index].anim_data = NULL; } } // called to do cleanup when leaving a mission void message_mission_shutdown() { int i; mprintf(("Unloading in mission messages\n")); training_mission_shutdown(); // kill/stop all playing messages sounds and animations if we need to if (Num_messages_playing) { message_kill_all(1); } // remove the wave sounds from memory for (i = 0; i < Num_message_waves; i++ ) { if ( Message_waves[i].num != -1 ){ snd_unload( Message_waves[i].num ); } } fsspeech_stop(); // free up remaining anim data - taylor for (i=0; ipriority > mb->priority) { return -1; } else if (ma->priority < mb->priority) { return 1; } else if (ma->time_added < mb->time_added) { return -1; } else if (ma->time_added > mb->time_added) { return 1; } else { return 0; } } // function to kill all currently playing messages. kill_all parameter tells us to // kill only the animations that are playing, or wave files too void message_kill_all( int kill_all ) { int i; Assert( Num_messages_playing ); // kill sounds for all voices currently playing for ( i = 0; i < Num_messages_playing; i++ ) { if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) ) { anim_stop_playing( Playing_messages[i].anim ); Playing_messages[i].anim=NULL; } if ( kill_all ) { if ( (Playing_messages[i].wave != -1 ) && snd_is_playing(Playing_messages[i].wave) ){ snd_stop( Playing_messages[i].wave ); } Playing_messages[i].shipnum = -1; } } if ( kill_all ) { Num_messages_playing = 0; } fsspeech_stop(); } // function to kill nth playing message void message_kill_playing( int message_num ) { Assert( message_num < Num_messages_playing ); if ( (Playing_messages[message_num].anim != NULL) && anim_playing(Playing_messages[message_num].anim) ) { anim_stop_playing( Playing_messages[message_num].anim ); Playing_messages[message_num].anim=NULL; } if ( (Playing_messages[message_num].wave != -1 ) && snd_is_playing(Playing_messages[message_num].wave) ) snd_stop( Playing_messages[message_num].wave ); Playing_messages[message_num].shipnum = -1; fsspeech_stop(); } // returns true if all messages currently playing are builtin messages int message_playing_builtin() { int i; for ( i = 0; i < Num_messages_playing; i++ ) { if ( Playing_messages[i].id >= Num_builtin_messages ){ break; } } // if we got through the list without breaking, all playing messages are builtin messages if ( i == Num_messages_playing ){ return 1; } else { return 0; } } // returns true in any playing message is of the specific builtin type int message_playing_specific_builtin( int builtin_type ) { int i; for (i = 0; i < Num_messages_playing; i++ ) { if ( (Playing_messages[i].id < Num_builtin_messages) && (Playing_messages[i].builtin_type == builtin_type) ){ return 1; } } return 0; } // returns true if all messages current playing are unique messages int message_playing_unique() { int i; for ( i = 0; i < Num_messages_playing; i++ ) { if ( Playing_messages[i].id < Num_builtin_messages ){ break; } } // if we got through the list without breaking, all playing messages are builtin messages if ( i == Num_messages_playing ){ return 1; } else { return 0; } } // returns the highest priority of the currently playing messages #define MESSAGE_GET_HIGHEST 1 #define MESSAGE_GET_LOWEST 2 int message_get_priority(int which) { int i; int priority; if ( which == MESSAGE_GET_HIGHEST ){ priority = MESSAGE_PRIORITY_LOW; } else { priority = MESSAGE_PRIORITY_HIGH; } for ( i = 0; i < Num_messages_playing; i++ ) { if ( (which == MESSAGE_GET_HIGHEST) && (Playing_messages[i].priority > priority) ){ priority = Playing_messages[i].priority; } else if ( (which == MESSAGE_GET_LOWEST) && (Playing_messages[i].priority < priority) ){ priority = Playing_messages[i].priority; } } return priority; } // removes current message from the queue void message_remove_from_queue(message_q *q) { // quick out if nothing to do. if ( MessageQ_num <= 0 ) { return; } MessageQ_num--; q->priority = -1; q->time_added = -1; q->message_num = -1; q->builtin_type = -1; q->min_delay_stamp = -1; q->group = 0; // Goober5000 if (q->special_message != NULL) { vm_free(q->special_message); q->special_message = NULL; } if ( MessageQ_num > 0 ) { insertion_sort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare); } } // Load in the sound data for a message. // // index - index into the Message_waves[] array // void message_load_wave(int index, const char *filename) { if (index == -1) { Int3(); return; } if ( Message_waves[index].num >= 0) { return; } if ( !Sound_enabled ) { Message_waves[index].num = -1; return; } game_snd tmp_gs; memset(&tmp_gs, 0, sizeof(game_snd)); strcpy_s( tmp_gs.filename, filename ); Message_waves[index].num = snd_load( &tmp_gs, 0 ); if (Message_waves[index].num == -1) nprintf(("messaging", "Cannot load message wave: %s. Will not play\n", Message_waves[index].name)); } // Goober5000 bool message_filename_is_generic(char *filename) { if (!strnicmp(filename, "cuevoice.wav", 8)) return true; if (!strnicmp(filename, "emptymsg.wav", 8)) return true; if (!strnicmp(filename, "generic.wav", 7)) return true; if (!strnicmp(filename, "msgstart.wav", 8)) return true; return false; } // Play wave file associated with message // input: m => pointer to message description // // note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num bool message_play_wave( message_q *q ) { int index; MissionMessage *m; char filename[MAX_FILENAME_LEN]; m = &Messages[q->message_num]; if ( m->wave_info.index >= 0 ) { index = m->wave_info.index; strcpy_s( filename, Message_waves[index].name ); // Goober5000 - if we're using simulated speech, it should pre-empt the generic beeps if (fsspeech_play_from(FSSPEECH_FROM_INGAME) && message_filename_is_generic(filename)) return false; // if we need to bash the wave name because of "conversion" to terran command, do it here if ( q->flags & MQF_CONVERT_TO_COMMAND ) { char *p, new_filename[MAX_FILENAME_LEN]; Message_waves[index].num = -1; // forces us to reload the message // bash the filename here. Look for "[1-6]_" at the front of the message. If found, then // convert to TC_* p = strchr(filename, '_' ); if ( p == NULL ) { mprintf(("Cannot convert %s to terran command wave -- find Sandeep or Allender\n", Message_waves[index].name)); return false; } // prepend the command name, and then the rest of the filename. p++; strcpy_s( new_filename, COMMAND_WAVE_PREFIX ); strcat_s( new_filename, p ); strcpy_s( filename, new_filename ); } // load the sound file into memory message_load_wave(index, filename); if ( Message_waves[index].num == -1 ) { m->wave_info.index = -1; } if ( m->wave_info.index >= 0 ) { // this call relies on the fact that snd_play returns -1 if the sound cannot be played Message_wave_duration = snd_get_duration(Message_waves[index].num); Playing_messages[Num_messages_playing].wave = snd_play_raw( Message_waves[index].num, 0.0f ); return (Playing_messages[Num_messages_playing].wave != -1); } } return false; } // Determine the starting frame for the animation // input: time => time of voice clip, in ms // ani => pointer to anim data // reverse => flag to indicate that the start should be time ms from the end (used for death screams) int message_calc_anim_start_frame(int time, anim *ani, int reverse) { float wave_time, anim_time; int start_frame; start_frame=0; // If no voice clip exists, start from beginning of anim if ( time <= 0 ) { return start_frame; } // convert time to seconds wave_time = time/1000.0f; anim_time = ani->time; // If voice clip is longer than anim, start from beginning of anim if ( wave_time >= (anim_time) ) { return start_frame; } if ( reverse ) { start_frame = (ani->total_frames-1) - fl2i(ani->fps * wave_time + 0.5f); } else { int num_frames_extra; num_frames_extra = fl2i(ani->fps * (anim_time - wave_time) + 0.5f); if ( num_frames_extra > 0 ) { start_frame=rand()%num_frames_extra; } } if ( start_frame < 0 ) { Int3(); start_frame=0; } return start_frame; } // Play animation associated with message // input: m => pointer to message description // q => message queue data // // note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num void message_play_anim( message_q *q ) { message_extra *anim_info; int is_death_scream=0, persona_index=-1, rand_index=0; char ani_name[MAX_FILENAME_LEN], *p; MissionMessage *m; // don't even bother with this stuff if the gauge is disabled - taylor if ( !hud_gauge_active(HUD_TALKING_HEAD) ) { return; } m = &Messages[q->message_num]; // check to see if the avi_index is valid -- try and load/play the avi if so. if ( m->avi_info.index < 0 ) { return; } anim_info = &Message_avis[m->avi_info.index]; // get the filename. Strip off the extension since we won't need it anyway strcpy_s(ani_name, anim_info->name); p = strchr(ani_name, '.'); // gets us to the extension if ( p ) { *p = '\0'; } // builtin messages are given a base ani which we should add a suffix on before trying // to load the animation. See if this message is a builtin message which has a persona // attached to it. Deal with munging the name // support ships use a wingman head. // terran command uses its own set of heads. int subhead_selected = FALSE; if ( (q->message_num < Num_builtin_messages) || !(_strnicmp(HEAD_PREFIX_STRING, ani_name, strlen(HEAD_PREFIX_STRING)-1)) ) { persona_index = m->persona_index; // if this ani should be converted to a terran command, set the persona to the command persona // so the correct head plays. if ( q->flags & MQF_CONVERT_TO_COMMAND ) { persona_index = The_mission.command_persona; strcpy_s( ani_name, COMMAND_HEAD_PREFIX ); } // Goober5000 - guard against negative array indexing; this way, if no persona was // assigned, the logic will drop down below like it's supposed to if (persona_index >= 0) { if ( Personas[persona_index].flags & (PERSONA_FLAG_WINGMAN | PERSONA_FLAG_SUPPORT) ) { // get a random head if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) { rand_index = MAX_WINGMAN_HEADS; // [0,MAX) are regular heads; MAX is always death head is_death_scream = 1; } else { rand_index = ((int) Missiontime % MAX_WINGMAN_HEADS); } sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index); subhead_selected = TRUE; } else if ( Personas[persona_index].flags & (PERSONA_FLAG_COMMAND | PERSONA_FLAG_LARGE) ) { // get a random head // Goober5000 - *sigh*... if mission designers assign a command persona // to a wingman head, they risk having the death ani play if ( !strnicmp(ani_name, "Head-TP", 7) || !strnicmp(ani_name, "Head-VP", 7) ) { mprintf(("message '%s' incorrectly assigns a command/largeship persona to a wingman animation!\n", m->name)); rand_index = ((int) Missiontime % MAX_WINGMAN_HEADS); } else { rand_index = ((int) Missiontime % MAX_COMMAND_HEADS); } sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index); subhead_selected = TRUE; } else { mprintf(("message '%s' uses an unrecognized persona type\n", m->name)); } } if (!subhead_selected) { // choose between a and b rand_index = ((int) Missiontime % MAX_WINGMAN_HEADS); sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index); mprintf(("message '%s' with invalid head. Fix by assigning persona to the message.\n", m->name)); } nprintf(("Messaging", "playing head %s for %s\n", ani_name, q->who_from)); } // check to see if the avi has been loaded. If not, then load the AVI. On an error loading // the avi, set the top level index to -1 to avoid multiple tries at loading the flick. // if there is something already here that's not this same file then go ahead a let go of it - taylor if ( (anim_info->anim_data != NULL) && !strstr(anim_info->anim_data->name, ani_name) ) { message_mission_free_avi( m->avi_info.index ); } anim_info->anim_data = anim_load( ani_name, CF_TYPE_ANY, 0 ); if ( anim_info->anim_data == NULL ) { nprintf (("messaging", "Cannot load message avi %s. Will not play.\n", ani_name)); m->avi_info.index = -1; // if cannot load the avi -- set this index to -1 to avoid trying to load multiple times } if ( m->avi_info.index >= 0 ) { // This call relies on the fact that AVI_play will return -1 if the AVI cannot be played // if any messages are already playing, kill off any head anims that are currently playing. We will // only play a head anim of the newest messages being played if ( Num_messages_playing > 0 ) { nprintf(("messaging", "killing off any currently playing head animations\n")); message_kill_all( 0 ); } if ( hud_disabled() ) { return; } int anim_start_frame; anim_play_struct aps; // figure out anim start frame anim_start_frame = message_calc_anim_start_frame(Message_wave_duration, anim_info->anim_data, is_death_scream); anim_play_init(&aps, anim_info->anim_data, Head_coords[gr_screen.res][0], Head_coords[gr_screen.res][1]); aps.start_at = anim_start_frame; // aps.color = &HUD_color_defaults[HUD_color_alpha]; aps.color = &HUD_config.clr[HUD_TALKING_HEAD]; Playing_messages[Num_messages_playing].anim = anim_play(&aps); } } // process the message queue -- called once a frame void message_queue_process() { char buf[MESSAGE_LENGTH]; char who_from[NAME_LENGTH]; message_q *q; int i; MissionMessage *m; // Don't play messages until first frame has been rendered if ( Framecount < 2 ) { return; } // determine if all playing messages (if any) are done playing. If any are done, remove their // entries collapsing the Playing_messages array if necessary if ( Num_messages_playing > 0 ) { // for each message playing, determine if it is done. i = 0; while ( i < Num_messages_playing ) { int ani_done, wave_done, j; ani_done = 1; if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) ) ani_done = 0; wave_done = 1; // if ( (Playing_messages[i].wave != -1) && snd_is_playing(Playing_messages[i].wave) ) if ( (Playing_messages[i].wave != -1) && (snd_time_remaining(Playing_messages[i].wave) > 250) ) wave_done = 0; // Goober5000 if (fsspeech_playing()) wave_done = 0; // AL 1-20-98: If voice message is done, kill the animation early if ( (Playing_messages[i].wave != -1) && wave_done ) { if ( !ani_done ) { anim_stop_playing( Playing_messages[i].anim ); } } //if player is a traitor remove all messages that aren't traitor related if ((Playing_messages[i].builtin_type != MESSAGE_OOPS) && (Playing_messages[i].builtin_type != MESSAGE_HAMMER_SWINE)) { if ( (Player_ship->team == Iff_traitor) && ( !(Game_mode & GM_MULTIPLAYER) || !(Netgame.type_flags & NG_TYPE_DOGFIGHT) ) ) { message_kill_playing(i); i++; continue; } } // see if the ship sending this message is dying. If do, kill wave and anim if ( Playing_messages[i].shipnum != -1 ) { if ( (Ships[Playing_messages[i].shipnum].flags & SF_DYING) && (Playing_messages[i].builtin_type != MESSAGE_WINGMAN_SCREAM) ) { int shipnum; shipnum = Playing_messages[i].shipnum; message_kill_playing( i ); // force this guy to scream // AL 22-2-98: Ensure don't use -1 to index into ships array. Mark, something is incorrect // here, since message_kill_playing() seems to always set Playing_messages[i].shipnum to -1 // MWA 3/24/98 -- save shipnum before killing message // Assert( shipnum >= 0 ); if ( !(Ships[shipnum].flags & SF_SHIP_HAS_SCREAMED) && !(Ships[shipnum].flags2 & SF2_NO_DEATH_SCREAM) ) { ship_scream( &Ships[shipnum] ); } continue; // this should keep us in the while() loop with same value of i. } // we should enter the next 'if' statement during next pass } // if both ani and wave are done, mark internal variable so we can do next message on queue, and // global variable to clear voice brackets on hud if ( wave_done && ani_done ) { nprintf(("messaging", "Message %d is done playing\n", i)); Message_shipnum = -1; Num_messages_playing--; if ( Num_messages_playing == 0 ) break; // there is still another message playing. Collapse the playing_message array nprintf(("messaging", "Collapsing playing message stack\n")); for ( j = i+1; j < Num_messages_playing + 1; j++ ) { Playing_messages[j-1] = Playing_messages[j]; } } else { // messages is not done playing -- move to next message i++; } } } // preprocess message queue and remove anything on the queue that is too old. If next message on // the queue can be played, then break out of the loop. Otherwise, loop until nothing on the queue while ( MessageQ_num > 0 ) { q = &MessageQ[0]; if ( timestamp_valid(q->window_timestamp) && timestamp_elapsed(q->window_timestamp) && !q->group) { // remove message from queue and see if more to remove nprintf(("messaging", "Message %s didn't play because it didn't fit into time window.\n", Messages[q->message_num].name)); if ( q->message_num < Num_builtin_messages ){ // we should only ever remove builtin messages this way message_remove_from_queue(q); } else { break; } } else { break; } } // no need to process anything if there isn't anything on the queue if ( MessageQ_num <= 0 ){ return; } // get a pointer to an item on the queue int found = -1; int idx = 0; while((found == -1) && (idx < MessageQ_num)){ // if this guy has no min delay timestamp, or it has expired, select him if((MessageQ[idx].min_delay_stamp == -1) || timestamp_elapsed(MessageQ[idx].min_delay_stamp)){ found = idx; break; } // next idx++; } // if we didn't find anything, bail if(found == -1){ return; } // if this is not the first item on the queue, make it the first item if(found != 0){ message_q temp; // store the entry memcpy(&temp, &MessageQ[found], sizeof(message_q)); // move all other entries up for(idx=found; idx>0; idx--){ memcpy(&MessageQ[idx], &MessageQ[idx-1], sizeof(message_q)); } // plop the entry down as being first memcpy(&MessageQ[0], &temp, sizeof(message_q)); } q = &MessageQ[0]; Assert ( q->message_num != -1 ); Assert ( q->priority != -1 ); Assert ( q->time_added != -1 ); if ( Num_messages_playing ) { // peek at the first message on the queue to see if it should interrupt, or overlap a currently // playing message. Mission specific messages will always interrupt builtin messages. They // will never interrupt other mission specific messages. // // Builtin message might interrupt other builtin messages, or overlap them, all depending on // message priority. if ( q->builtin_type == MESSAGE_HAMMER_SWINE ) { message_kill_all(1); } else if ( message_playing_specific_builtin(MESSAGE_HAMMER_SWINE) ) { MessageQ_num = 0; return; } else if ( message_playing_builtin() && ( q->message_num >= Num_builtin_messages) && (q->priority > MESSAGE_PRIORITY_LOW) ) { // builtin is playing and we have a unique message to play. Kill currently playing message // so unique can play uninterrupted. Only unique messages higher than low priority will interrupt // other messages. message_kill_all(1); nprintf(("messaging", "Killing all currently playing messages to play unique message\n")); } else if ( message_playing_builtin() && (q->message_num < Num_builtin_messages) ) { // when a builtin message is queued, we might either overlap or interrupt the currently // playing message. // // we have to check for num_messages_playing (again), since code for death scream might // kill all messages. if ( Num_messages_playing ) { if ( message_get_priority(MESSAGE_GET_HIGHEST) < q->priority ) { // lower priority message playing -- kill it. message_kill_all(1); nprintf(("messaging", "Killing all currently playing messages to play high priority builtin\n")); } else if ( message_get_priority(MESSAGE_GET_LOWEST) > q->priority ) { // queued message is a lower priority, so wait it out return; } else { // if we get here, then queued messages is a builtin message with the same priority // as the currently playing messages. This state will cause messages to overlap. nprintf(("messaging", "playing builtin message (overlap) because priorities match\n")); } } } else if ( message_playing_unique() && (q->message_num < Num_builtin_messages) ) { // code messages can kill any low priority mission specific messages if ( Num_messages_playing ) { if ( message_get_priority(MESSAGE_GET_HIGHEST) == MESSAGE_PRIORITY_LOW ) { message_kill_all(1); nprintf(("messaging", "Killing low priority unique messages to play code message\n")); } else { return; // do nothing. } } } else { return; } } // if we are playing the maximum number of voices, then return. Make the check here since the above // code might kill off currently playing messages if ( Num_messages_playing == MAX_PLAYING_MESSAGES ) return; // Goober5000 - argh, don't conflate special sources with ships! // NOTA BENE: don't check for != MESSAGE_SOURCE_COMMAND, because with the new command persona code, Command could be a ship if ( q->source != MESSAGE_SOURCE_SPECIAL ) { Message_shipnum = ship_name_lookup( q->who_from ); // see if we need to check if sending ship is alive if ( (Message_shipnum < 0) && (q->flags & MQF_CHECK_ALIVE) ) { goto all_done; } } // if this is a ship, then don't play anything if this ship is already talking if ( Message_shipnum != -1 ) { for ( i = 0; i < Num_messages_playing; i++ ) { if ( (Playing_messages[i].shipnum != -1) && (Playing_messages[i].shipnum == Message_shipnum) ){ return; } } } // set up module globals for this message m = &Messages[q->message_num]; Playing_messages[Num_messages_playing].anim = NULL; Playing_messages[Num_messages_playing].wave = -1; Playing_messages[Num_messages_playing].id = q->message_num; Playing_messages[Num_messages_playing].priority = q->priority; Playing_messages[Num_messages_playing].shipnum = Message_shipnum; Playing_messages[Num_messages_playing].builtin_type = q->builtin_type; Message_wave_duration = 0; // translate tokens in message to the real things if (q->special_message == NULL) message_translate_tokens(buf, m->message); else message_translate_tokens(buf, q->special_message); // AL: added 07/14/97.. only play avi/sound if in gameplay if ( gameseq_get_state() != GS_STATE_GAME_PLAY ) goto all_done; // AL 4-7-98: Can't receive messages if comm is destroyed if ( hud_communications_state(Player_ship) == COMM_DESTROYED ) { goto all_done; } // Don't play death scream unless a small ship. if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) { if (!((Ship_info[Ships[Message_shipnum].ship_info_index].flags & SIF_SMALL_SHIP) || (Ships[Message_shipnum].flags2 & SF2_ALWAYS_DEATH_SCREAM)) ) { goto all_done; } } // play wave first, since need to know duration for picking anim start frame if(message_play_wave(q) == false) { fsspeech_play(FSSPEECH_FROM_INGAME, buf); } // play animation for head #ifndef DEMO // do we want this for FS2_DEMO message_play_anim(q); #endif // distort the message if comms system is damaged message_maybe_distort_text(buf); #ifndef NDEBUG // debug only -- if the message is a builtin message, put in parens whether or not the voice played if ( Sound_enabled && (Playing_messages[Num_messages_playing].wave == -1) ) { strcat_s( buf, NOX("..(no wavefile for voice)")); snd_play(&Snds[SND_CUE_VOICE]); } #endif strncpy (who_from, q->who_from, NAME_LENGTH); // if this is a ship, do we use name or callsign or ship class? if ( Message_shipnum >= 0 ) { ship *shipp = &Ships[Message_shipnum]; if ( shipp->callsign_index >= 0 ) { hud_stuff_ship_callsign( who_from, shipp ); } else if ( ((Iff_info[shipp->team].flags & IFFF_WING_NAME_HIDDEN) && (shipp->wingnum != -1)) || (shipp->flags2 & SF2_HIDE_SHIP_NAME) ) { hud_stuff_ship_class( who_from, shipp ); } else { end_string_at_first_hash_symbol(who_from); } } HUD_sourced_printf( q->source, NOX("%s: %s"), who_from, buf ); if ( Message_shipnum >= 0 ) { hud_target_last_transmit_add(Message_shipnum); } all_done: Num_messages_playing++; message_remove_from_queue( q ); } // queues up a message to display to the player void message_queue_message( int message_num, int priority, int timing, char *who_from, int source, int group, int delay, int builtin_type ) { int i, m_persona; char temp_buf[MESSAGE_LENGTH]; if ( message_num < 0 ) return; // some messages can get queued quickly. Try to filter out certain types of messages before // they get queued if there are other messages of the same type already queued if ( (builtin_type == MESSAGE_REARM_ON_WAY) || (builtin_type == MESSAGE_OOPS) ) { // if it is already playing, then don't play it if ( message_playing_specific_builtin(builtin_type) ) return; for ( i = 0; i < MessageQ_num; i++ ) { // if one of these messages is already queued, then don't play if ( (MessageQ[i].message_num == message_num) && (MessageQ[i].builtin_type == builtin_type) ) return; } } // check to be sure that we haven't reached our max limit on these messages yet. if ( MessageQ_num == MAX_MESSAGE_Q ) { mprintf(("Message queue already full. Message will not be added!\n")); return; } // if player is a traitor, no messages for him!!! // unless those messages are traitor related // Goober5000 - allow messages during multiplayer dogfight (Mantis #1436) if ( (Player_ship->team == Iff_traitor) && ( !(Game_mode & GM_MULTIPLAYER) || !(Netgame.type_flags & NG_TYPE_DOGFIGHT) ) ) { if ((builtin_type != MESSAGE_OOPS) && (builtin_type != MESSAGE_HAMMER_SWINE)) { return; } } m_persona = Messages[message_num].persona_index; // put the message into a slot i = MessageQ_num; MessageQ[i].time_added = Missiontime; MessageQ[i].priority = priority; MessageQ[i].message_num = message_num; MessageQ[i].source = source; MessageQ[i].builtin_type = builtin_type; MessageQ[i].min_delay_stamp = timestamp(delay); MessageQ[i].group = group; strcpy_s(MessageQ[i].who_from, who_from); // Goober5000 - this shouldn't happen, but let's be safe if (MessageQ[i].special_message != NULL) { Int3(); vm_free(MessageQ[i].special_message); MessageQ[i].special_message = NULL; } // Goober5000 - replace variables if necessary strcpy_s(temp_buf, Messages[message_num].message); if (sexp_replace_variable_names_with_values(temp_buf, MESSAGE_LENGTH)) MessageQ[i].special_message = vm_strdup(temp_buf); // SPECIAL HACK -- if the who_from is terran command, and there is a wingman persona attached // to this message, then set a bit to tell the wave/anim playing code to play the command version // of the wave and head MessageQ[i].flags = 0; if ( !stricmp(who_from, The_mission.command_sender) && (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) { MessageQ[i].flags |= MQF_CONVERT_TO_COMMAND; MessageQ[i].source = HUD_SOURCE_TERRAN_CMD; } if ( (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) { if ( !strstr(who_from, ".wav") ) { MessageQ[i].flags |= MQF_CHECK_ALIVE; } } // set the timestamp of when to play this message based on the 'timing' value if ( timing == MESSAGE_TIME_IMMEDIATE ) MessageQ[i].window_timestamp = timestamp(MESSAGE_IMMEDIATE_TIMESTAMP); else if ( timing == MESSAGE_TIME_SOON ) MessageQ[i].window_timestamp = timestamp(MESSAGE_SOON_TIMESTAMP); else MessageQ[i].window_timestamp = timestamp(MESSAGE_ANYTIME_TIMESTAMP); // make invalid MessageQ_num++; insertion_sort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare); // Try to start it! // MWA -- called every frame from game loop //message_queue_process(); } // function to return the persona index of the given ship. If it isn't assigned, it will be // in this function. persona_type could be a wingman, Terran Command, or other generic ship // type personas. ship is the ship we should assign a persona to int message_get_persona( ship *shipp ) { int i = 0, ship_type, count; int *slist = new int[Num_personas]; memset( slist, 0, sizeof(int) * Num_personas ); if ( shipp != NULL ) { // see if this ship has a persona if ( shipp->persona_index != -1 ) { // return shipp->persona_index; i = shipp->persona_index; goto I_Done; } // get the type of ship (i.e. support, fighter/bomber, etc) ship_type = Ship_info[shipp->ship_info_index].flags; int persona_needed; count = 0; if ( ship_type & (SIF_FIGHTER|SIF_BOMBER) ) { persona_needed = PERSONA_FLAG_WINGMAN; } else if ( ship_type & SIF_SUPPORT ) { persona_needed = PERSONA_FLAG_SUPPORT; } else { persona_needed = PERSONA_FLAG_LARGE; } // first try to go for an unused persona for (i = 0; i < Num_personas; i++) { // this Persona is not our species - skip it if (Personas[i].species != Ship_info[shipp->ship_info_index].species) continue; // check the ship types, and don't try to assign those which don't type match if ( Personas[i].flags & persona_needed) { if (!(Personas[i].flags & PERSONA_FLAG_USED)) { // if it hasn't been used - USE IT! Personas[i].flags |= PERSONA_FLAG_USED; // return i; goto I_Done; } else { // otherwise add it to our list of valid options to randomly select from slist[count] = i; count++; } } } // we didn't find an unused one - so we randomly select one if(count != 0) { i = (rand() % count); i = slist[i]; } // RT Protect against count being zero else i = slist[0]; //return i; goto I_Done; } // for now -- we don't support other types of personas (non-wingman personas) Int3(); // return 0; I_Done: delete[] slist; return i; } // given a message id#, should it be filtered for me? int message_filter_multi(int id) { // not multiplayer if(!(Game_mode & GM_MULTIPLAYER)){ return 0; } // bogus if((id < 0) || (id >= Num_messages)){ mprintf(("Filtering bogus mission message!\n")); return 1; } // builtin messages if(id < Num_builtin_messages){ } // mission-specific messages else { // not team filtered if(Messages[id].multi_team < 0){ return 0; } // not TvT if(!(Netgame.type_flags & NG_TYPE_TEAM)){ return 0; } // is this for my team? if((Net_player != NULL) && (Net_player->p_info.team != Messages[id].multi_team)){ mprintf(("Filtering team-based mission message!\n")); return 1; } } return 0; } // send_unique_to_player sends a mission unique (specific) message to the player (possibly a multiplayer // person). These messages are *not* the builtin messages void message_send_unique_to_player( char *id, void *data, int m_source, int priority, int group, int delay ) { int i, source; char *who_from; source = 0; who_from = NULL; for (i=0; iship_name; source = HUD_team_get_source(shipp->team); // be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!) Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) ); // get allender or alan } // not multiplayer or this message is for me, then queue it // if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){ // maybe filter it out altogether if (!message_filter_multi(i)) { message_queue_message( i, priority, MESSAGE_TIME_ANYTIME, who_from, source, group, delay ); } // record to the demo if necessary if(Game_mode & GM_DEMO_RECORD){ demo_POST_unique_message(id, who_from, m_source, priority); } // send a message packet to a player if destined for everyone or only a specific person if ( MULTIPLAYER_MASTER ){ send_mission_message_packet( i, who_from, priority, MESSAGE_TIME_SOON, source, -1, -1, -1); } return; // all done with displaying } } nprintf (("messaging", "Couldn't find message id %s to send to player!\n", id )); } #define BUILTIN_MATCHES_TYPE 0 #define BUILTIN_MATCHES_SPECIES 1 #define BUILTIN_MATCHES_EXACTLY 2 typedef struct matching_builtin { int type_of_match; int message_index; }matching_builtin; // send builtin_to_player sends a message (from messages.tbl) to the player. These messages are // the generic informational type messages. The have priorities like misison specific messages, // and use a timing to tell how long we should wait before playing this message void message_send_builtin_to_player( int type, ship *shipp, int priority, int timing, int group, int delay, int multi_target, int multi_team_filter ) { int i, persona_index = -1, persona_species = -1, message_index = -1, random_selection = -1; int source; int num_matching_builtins = 0; char *who_from; int best_match = -1; matching_builtin *current_builtin = new matching_builtin(); SCP_vector matching_builtins; // if we aren't showing builtin msgs, bail if (The_mission.flags & MISSION_FLAG_NO_BUILTIN_MSGS) return; // Karajorma - If we aren't showing builtin msgs from command and this is not a ship, bail if ( (shipp == NULL) && (The_mission.flags & MISSION_FLAG_NO_BUILTIN_COMMAND) ) return; // builtin type isn't supported by this version of the table if (!Valid_builtin_message_types[type]) { // downgrade certain message types to more generic ones more likely to be supported if (type == MESSAGE_HIGH_PRAISE ) { type = MESSAGE_PRAISE; } else if ( type == MESSAGE_REARM_PRIMARIES ) { type = MESSAGE_REARM_REQUEST; } else { return; } // check if the downgraded type is also invalid if (!Valid_builtin_message_types[type]) { return; } } // see if there is a persona assigned to this ship. If not, then try to assign one!!! if ( shipp ) { // Karajorma - the game should assert if a silenced ship gets this far Assert( !(shipp->flags2 & SF2_NO_BUILTIN_MESSAGES) ); if ( shipp->persona_index == -1 ) shipp->persona_index = message_get_persona( shipp ); persona_index = shipp->persona_index; if ( persona_index == -1 ) nprintf(("messaging", "Couldn't find persona for %s\n", shipp->ship_name )); // be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!) Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) ); // get allender or alan } else { persona_index = The_mission.command_persona; // use the terran command persona } char *name = Builtin_message_types[type]; if (persona_index >= 0) { persona_species = Personas[persona_index].species; } // try to find a builtin message with the given type for the given persona // we may try to play a message in the wrong persona if we can't find the right message for the given persona for ( i = 0; i < Num_builtin_messages; i++ ) { // check the type of message if ( !stricmp(Messages[i].name, name) ) { // condition 1: we have a type match current_builtin->message_index = i; current_builtin->type_of_match = BUILTIN_MATCHES_TYPE; // check the species of this persona (if required) if ( (persona_species >= 0) && (Personas[Messages[i].persona_index].species == persona_species) ) { // condition 2: we have a type + species match current_builtin->type_of_match = BUILTIN_MATCHES_SPECIES; } // check the exact persona (if required) // NOTE: doesn't need to be nested under the species condition above if ( (persona_index >= 0) && (Messages[i].persona_index == persona_index) ) { // condition 3: type + species + persona index match current_builtin->type_of_match = BUILTIN_MATCHES_EXACTLY; } if (current_builtin->type_of_match == best_match) { num_matching_builtins++; } // otherwise check to see if the this is the best kind of match we've found so far else if (current_builtin->type_of_match > best_match) { best_match = current_builtin->type_of_match; num_matching_builtins = 1; } // add the match to our list matching_builtins.push_back(*current_builtin); } } if (best_match == BUILTIN_MATCHES_SPECIES) { nprintf(("messaging", "Couldn't find builtin message %s for persona %d\n", Builtin_message_types[type], persona_index )); nprintf(("messaging", "using a message for any persona of that species\n")); } else if (best_match == BUILTIN_MATCHES_TYPE) { nprintf(("messaging", "Couldn't find builtin message %s for persona %d\n", Builtin_message_types[type], persona_index )); nprintf(("messaging", "looking for message for any persona of any species\n")); } else if (best_match < 0) { nprintf(("messaging", "Couldn't find any builtin message of type %d\n", type )); Int3(); return; } // since we may have multiple builtins we need to pick one at random random_selection = (int)(rand32() % num_matching_builtins) + 1; // loop through the vector until we have found enough elements of the correct matching type for (i = 0; i < (int)matching_builtins.size(); i++) { if (matching_builtins[i].type_of_match == best_match) { random_selection--; if (random_selection == 0) { message_index = matching_builtins[i].message_index; break; } } } Assertion (random_selection == 0, "unable to randomly select built in message correctly, still have %d selections left", random_selection); // get who this message is from -- kind of a hack since we assume Terran Command in the // absence of a ship. This will be fixed later if ( shipp ) { who_from = shipp->ship_name; source = HUD_team_get_source( shipp->team ); } else { who_from = The_mission.command_sender; // Goober5000 - if Command is a ship that is present, change the source accordingly int shipnum = ship_name_lookup(who_from); if (shipnum >= 0) source = HUD_team_get_source( Ships[shipnum].team ); else source = HUD_SOURCE_TERRAN_CMD; } // maybe change the who from here for special rearm cases (always seems like that is the case :-) ) if ( !stricmp(who_from, The_mission.command_sender) && (type == MESSAGE_REARM_ON_WAY) ){ who_from = SUPPORT_NAME; } // determine what we should actually do with this dang message. In multiplayer, we must // deal with the fact that this message might not get played on my machine if I am a server // not multiplayer or this message is for me, then queue it if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){ // if this filter matches mine if( (multi_team_filter < 0) || !(Netgame.type_flags & NG_TYPE_TEAM) || ((Net_player != NULL) && (Net_player->p_info.team == multi_team_filter)) ){ message_queue_message( message_index, priority, timing, who_from, source, group, delay, type ); // post a builtin message if(Game_mode & GM_DEMO_RECORD){ demo_POST_builtin_message(type, shipp, priority, timing); } } } // send a message packet to a player if destined for everyone or only a specific person if ( MULTIPLAYER_MASTER ) { // only send a message if it is of a particular type if(multi_target == -1){ if(multi_message_should_broadcast(type)){ send_mission_message_packet( message_index, who_from, priority, timing, source, type, -1, multi_team_filter ); } } else { send_mission_message_packet( message_index, who_from, priority, timing, source, type, multi_target, multi_team_filter ); } } } // message_is_playing() // // Return the Message_playing flag. Message_playing is local to MissionMessage.cpp, but // this info is needed by code in HUDsquadmsg.cpp // int message_is_playing() { return Num_messages_playing?1:0; } // Functions below pertain only to personas!!!! // given a character string, try to find the persona index int message_persona_name_lookup( char *name ) { int i; for (i = 0; i < Num_personas; i++ ) { if ( !stricmp(Personas[i].name, name) ) return i; } return -1; } extern bool Sexp_Messages_Scrambled; // Blank out portions of the audio playback for the sound identified by Message_wave // This works by using the same Distort_pattern[][] that was used to distort the associated text void message_maybe_distort() { int i; int was_muted; if ( Num_messages_playing == 0 ) return; for ( i = 0; i < Num_messages_playing; i++ ) { if ( !snd_is_playing(Playing_messages[i].wave) ) return; } // distort the number of voices currently playing for ( i = 0; i < Num_messages_playing; i++ ) { Assert(Playing_messages[i].wave >= 0 ); was_muted = 0; // added check to see if EMP effect was active // 8/24/98 - DB if ( (hud_communications_state(Player_ship) != COMM_OK) || emp_active_local() || Sexp_Messages_Scrambled ) { was_muted = Message_wave_muted; if ( timestamp_elapsed(Next_mute_time) ) { Next_mute_time = fl2i(Distort_patterns[Distort_num][Distort_next++] * Message_wave_duration); if ( Distort_next >= MAX_DISTORT_LEVELS ) Distort_next = 0; Message_wave_muted ^= 1; } if ( Message_wave_muted ) { if ( !was_muted ) snd_set_volume(Playing_messages[i].wave, 0.0f); } else { if ( was_muted ) snd_set_volume(Playing_messages[i].wave, Master_sound_volume); } } } } // if the player communications systems are heavily damaged, distort incoming messages. // // first case: Message_wave_duration == 0 (this occurs when there is no associated voice playback) // Blank out random runs of characters in the message // // second case: Message_wave_duration > 0 (occurs when voice playback accompainies message) // Blank out portions of the sound based on Distort_num, this this is that same // data that will be used to blank out portions of the audio playback // void message_maybe_distort_text(char *text) { int i, j, len, run, curr_offset, voice_duration, next_distort; if ( (hud_communications_state(Player_ship) == COMM_OK) && !emp_active_local() && !Sexp_Messages_Scrambled ) { return; } len = strlen(text); if ( Message_wave_duration == 0 ) { next_distort = 5+myrand()%5; for ( i = 0; i < len; i++ ) { if ( i == next_distort ) { run = 3+myrand()%5; if ( i+run > len ) run = len-i; for ( j = 0; j < run; j++) { text[i++] = '-'; if ( i >= len ) break; } next_distort = i + (5+myrand()%5); } } return; } voice_duration = Message_wave_duration; // distort text Distort_num = myrand()%MAX_DISTORT_PATTERNS; Distort_next = 0; curr_offset = 0; while (voice_duration > 0) { run = fl2i(Distort_patterns[Distort_num][Distort_next] * len); if (Distort_next & 1) { for ( i = curr_offset; i < MIN(len, curr_offset+run); i++ ) { if ( text[i] != ' ' ) text[i] = '-'; } curr_offset = i; if ( i >= len ) break; } else { curr_offset += run; } voice_duration -= fl2i(Distort_patterns[Distort_num][Distort_next]*Message_wave_duration); Distort_next++; if ( Distort_next >= MAX_DISTORT_LEVELS ) Distort_next = 0; }; Distort_next = 0; } // return 1 if a talking head animation is playing, otherwise return 0 int message_anim_is_playing() { int i; for (i = 0; i < Num_messages_playing; i++ ) { if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) ) return 1; } return 0; } // Load mission messages (this is called by the level paging code when running with low memory) void message_pagein_mission_messages() { int i; mprintf(("Paging in mission messages\n")); if (Num_messages <= Num_builtin_messages) { return; } char *sound_filename; for (i=Num_builtin_messages; i