Files
Goober5000andClaude Opus 5 e2be023f84 Replace the Cockpit_active global with computed predicates
Cockpit_active was latched inside ship_render_player_ship(), which only
runs when Viewer_obj is non-null.  External, chase, warp-chase, topdown,
free-camera and dead views all null Viewer_obj, so the flag froze at its
last cockpit-view value and cockpitinactive HUD gauges vanished.  It was
also read before being written each frame (by the show-ship check and the
shadow helpers), so those decisions lagged a frame on any transition.

Replace it with three functions computed on demand:
- ship_cockpit_enabled(sip): the ship has a cockpit model and cockpits
  aren't disabled; used by the Show_ship_only_if_cockpits_enabled checks
- ship_render_player_cockpit(sip): the above, outside topdown view;
  replaces three duplicated copies of that expression
- ship_render_player_cockpit_active(): whether the viewer's cockpit is
  being rendered this frame; used by the HUD cockpit-view-choice checks

With the predicate correct, the VM_CHASE special cases added for #4804
are no longer needed and are removed.  In chase view, cockpitinactive
gauges now also respect pop-up state, No_ets, and setRenderOverride,
which the early return in HudGauge::canRender() used to bypass.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-11 23:39:05 -04:00

3011 lines
97 KiB
C++

/*
* 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 "ai/aigoals.h"
#include "ai/ailua.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "hud/hudmessage.h"
#include "hud/hudsquadmsg.h"
#include "hud/hudtargetbox.h"
#include "iff_defs/iff_defs.h"
#include "io/key.h"
#include "io/timer.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "network/multi_pmsg.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "playerman/player.h"
#include "scripting/global_hooks.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/oswpt.h"
#include "scripting/api/objs/subsystem.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.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
static int Msg_key_used; // local variable which tells if the key being processed
// with the messaging system was actually used
static int Msg_key; // global which indicates which key was currently pressed
static bool Msg_key_set_from_scripting; // is true if the key was set from scripting and not from a player keypress
static TIMESTAMP 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
static int Msg_target_objnum; // id of the current target of the player
static ship_subsys* Msg_targeted_subsys; // pointer to current subsystem which is targeted
static int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
static 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
char Squad_msg_title[256] = "";
SCP_vector<mmode_item> MsgItems;
static bool Rebuild_MsgItems = true;
static int First_menu_item = -1; // index of first item in the menu. This tracks what element of comms options collection is displayed as first option, and displays the next 9 options. Changes only by +/- MAX_MENU_ITEMS (10)
static int Selected_menu_item = First_menu_item; //!< index of selected item in the menu. Possible index range: 0 - 9, assuming MAX_MENU_ITEMS == 10, and First_menu_item gets initialized
static bool Display_selector = false;
static SCP_string Lua_sqd_msg_cat;
#define MAX_KEYS_NO_SCROLL 10
#define MAX_KEYS_USED 12 // maximum number of keys used for the messaging system
// 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
SCP_string Comm_order_types[NUM_COMM_ORDER_TYPES];
int player_order::orderingCounter = 0;
SCP_vector<player_order> Player_orders = {
player_order("no order", "No Order", -1, -1, NO_ORDER_ITEM), //Required to keep defines in sync with array indices
player_order("attack ship", "Destroy my target", 299, -1, ATTACK_TARGET_ITEM),
player_order("disable ship", "Disable my target", 300, -1, DISABLE_TARGET_ITEM),
player_order("disarm ship", "Disarm my target", 301, -1, DISARM_TARGET_ITEM),
player_order("disable subsys","Destroy subsystem", 302, -1, DISABLE_SUBSYSTEM_ITEM),
player_order("guard ship", "Protect my target", 303, -1, PROTECT_TARGET_ITEM),
player_order("ignore ship", "Ignore my target", 304, -1, IGNORE_TARGET_ITEM),
player_order("form on wing","Form on my wing", 305, -1, FORMATION_ITEM),
player_order("cover me", "Cover me", 306, -1, COVER_ME_ITEM),
player_order("attack any", "Engage enemy", 307, -1, ENGAGE_ENEMY_ITEM),
player_order("dock", "Capture my target", 308, -1, CAPTURE_TARGET_ITEM),
player_order("rearm me", "Rearm me", 309, -1, REARM_REPAIR_ME_ITEM),
player_order("abort rearm", "Abort rearm", 310, -1, ABORT_REARM_REPAIR_ITEM),
player_order("depart", "Depart", 311, -1, DEPART_ITEM),
player_order("stay near me", "Stay near me", -1, -1, STAY_NEAR_ME_ITEM),
player_order("stay near ship", "Stay near my target",-1, -1, STAY_NEAR_TARGET_ITEM),
player_order("keep safe dist", "Keep safe distance", -1, -1, KEEP_SAFE_DIST_ITEM)
};
const SCP_set<size_t> default_messages{ ATTACK_TARGET_ITEM , DISABLE_TARGET_ITEM , DISARM_TARGET_ITEM , PROTECT_TARGET_ITEM , IGNORE_TARGET_ITEM , FORMATION_ITEM , COVER_ME_ITEM , ENGAGE_ENEMY_ITEM , DEPART_ITEM , DISABLE_SUBSYSTEM_ITEM };
// note: STAY_NEAR_TARGET_ITEM appears in both enemy and friendly sets
const SCP_set<size_t> enemy_target_messages{ ATTACK_TARGET_ITEM , DISABLE_TARGET_ITEM , DISARM_TARGET_ITEM , IGNORE_TARGET_ITEM , STAY_NEAR_TARGET_ITEM , CAPTURE_TARGET_ITEM , DISABLE_SUBSYSTEM_ITEM };
const SCP_set<size_t> friendly_target_messages{ PROTECT_TARGET_ITEM , STAY_NEAR_TARGET_ITEM };
const SCP_set<size_t> target_messages = []() {
SCP_set<size_t> setunion;
std::set_union(enemy_target_messages.cbegin(), enemy_target_messages.cend(), friendly_target_messages.cbegin(), friendly_target_messages.cend(), std::inserter(setunion, setunion.end()));
return setunion;
}();
void hud_init_comm_orders()
{
int i;
const 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++)
{
Comm_order_types[i] = temp_comm_order_types[i];
}
for (auto& order : Player_orders)
order.localize();
std::sort(Player_orders.begin(), Player_orders.end(), [](const player_order& o1, const player_order& o2) {
return o1.legacy_id < o2.legacy_id;
});
}
// Text to display on the messaging menu when using the shortcut keys
const char *comm_order_get_text(int item)
{
Assertion(item < (int)Player_orders.size(), "Did not find order with index %d!", item);
return Player_orders[item].localized_name.c_str();
}
SCP_vector<squadmsg_history> Squadmsg_history;
// forward declarations
void hud_add_issued_order(const char *name, int order);
void hud_update_last_order(const char *target, int order_source, int special_index);
bool hud_squadmsg_is_target_order_valid(size_t order, ai_info *aip = nullptr, bool isWing = false);
bool hud_squadmsg_ship_valid(ship *shipp, object *objp = nullptr);
// function to set up variables needed when messaging mode is started
void hud_squadmsg_start()
{
if (scripting::hooks::OnHudCommMenuOpened->isActive())
{
auto paramList = scripting::hook_param_list(scripting::hook_param("Player", 'o', Player_obj));
if (scripting::hooks::OnHudCommMenuOpened->isOverride(paramList))
{
scripting::hooks::OnHudCommMenuOpened->run(std::move(paramList));
return;
}
}
Msg_key = -1;
Msg_key_set_from_scripting = false;
Rebuild_MsgItems = true; // reset the menu items
MsgItems.clear();
First_menu_item = 0;
Selected_menu_item = First_menu_item; // make first menu item a selected object
Display_selector = Always_show_selected_item_in_comms_gauge;
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( gamesnd_get_game_sound(GameSounds::SQUADMSGING_ON) );
if (scripting::hooks::OnHudCommMenuOpened->isActive())
{
auto paramList = scripting::hook_param_list(scripting::hook_param("Player", 'o', Player_obj));
scripting::hooks::OnHudCommMenuOpened->run(std::move(paramList));
}
}
// function which will clean things up when messaging mode is done
void hud_squadmsg_end()
{
if (scripting::hooks::OnHudCommMenuClosed->isActive())
{
auto paramList = scripting::hook_param_list(scripting::hook_param("Player", 'o', Player_obj));
if (scripting::hooks::OnHudCommMenuClosed->isOverride(paramList))
{
scripting::hooks::OnHudCommMenuClosed->run(std::move(paramList));
return;
}
}
if ( message_is_playing() == FALSE )
snd_play( gamesnd_get_game_sound(GameSounds::SQUADMSGING_OFF) );
if (scripting::hooks::OnHudCommMenuClosed->isActive())
{
auto paramList = scripting::hook_param_list(scripting::hook_param("Player", 'o', Player_obj));
scripting::hooks::OnHudCommMenuClosed->run(std::move(paramList));
}
Squad_msg_title[0] = '\0';
}
// 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];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[objp->instance];
Assertion(shipp->objnum != -1, "hud_squadmsg_exist_fighters() discovered that ship #%d ('%s') has an objnum of -1. Since the ship was retrieved from its object number (%d), this should be impossible; get a coder!\n", objp->instance, shipp->ship_name, so->objnum);
// ship must be a fighter/bomber
if (!(Ship_info[shipp->ship_info_index].is_fighter_bomber()))
continue;
// this ship satisfies everything
if (hud_squadmsg_ship_valid(shipp, objp))
return true;
}
return false;
}
// Routine to return true if a ship should be put onto the messaging menu. Analagous to hud_squadmsg_wing_valid() below. -MageKing17
bool hud_squadmsg_ship_valid(ship *shipp, object *objp)
{
Assertion(shipp != nullptr, "hud_squadmsg_ship_valid() was passed a null shipp pointer; get a coder!\n");
if (!objp) // For simplicity's sake, allow it to be called with just the ship pointer
objp = &Objects[shipp->objnum];
// ships must be able to receive orders
if ( Ship_info[shipp->ship_info_index].class_type < 0 || !(Ship_types[Ship_info[shipp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::AI_accept_player_orders]) )
return false;
// be sure ship is on correct team
#ifdef NDEBUG
if (shipp->team != Player_ship->team)
return false;
#else
if (!Msg_enemies && (shipp->team != Player_ship->team))
return false;
#endif
// departing or dying ships cannot be on list
if ( shipp->is_dying_or_departing() )
return false;
// cannot be my ship or an instructor
if ((objp == Player_obj) || is_instructor(objp))
return false;
// ship must be accepting ship type orders
if ( shipp->orders_accepted.empty())
return false;
// if it is a player ship, we must be in multiplayer
if ( (objp->flags[Object::Object_Flags::Player_ship]) && !(Game_mode & GM_MULTIPLAYER) )
return false;
// if a messaging shortcut, be sure this ship can process the order
if ( Msg_shortcut_command != -1 ) {
if (!shipp->orders_accepted.contains(Msg_shortcut_command))
return false;
else if ( !hud_squadmsg_ship_order_valid(objp->instance, Msg_shortcut_command) )
return false;
}
// maybe check comm system
if (The_mission.ai_profile->flags[AI::Profile_Flags::Check_comms_for_non_player_ships] && hud_communications_state(shipp) != COMM_OK)
return false;
// If we got to this point, the ship must be valid.
return true;
}
// 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];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[objp->instance];
Assertion(shipp->objnum != -1, "hud_squadmsg_count_ships() discovered that ship #%d ('%s') has an objnum of -1. Since the ship was retrieved from its object number (%d), this should be impossible; get a coder!\n", objp->instance, shipp->ship_name, so->objnum);
if (!hud_squadmsg_ship_valid(shipp, objp))
continue;
// this ship satisfies everything
count++;
if (add_to_menu)
{
MsgItems.push_back({SHIP_INDEX(shipp), 1, shipp->get_display_name()});
}
}
return count;
}
// routine to return true if a wing should be put onto the messaging menu
bool 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.any_of(Ship::Wing_Flags::Gone,Ship::Wing_Flags::Departing) )
return false;
// 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);
// if at least one ship in this wing is valid, that's all we need
if (hud_squadmsg_ship_valid(&Ships[ship_num]))
return true;
}
// no ships in the wing were valid
return false;
}
// 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 ) {
MsgItems.push_back({wingnum, 1, Wings[wingnum].get_display_name()});
}
}
}
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 ) {
MsgItems.push_back({i, 1, Wings[i].get_display_name()});
}
}
}
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;
MsgItems.clear();
Rebuild_MsgItems = true;
First_menu_item = 0;
Selected_menu_item = 0; // keep offset consistent with the reset page across submenu transitions
}
void hud_squadmsg_page_down()
{
if ( (First_menu_item + MAX_MENU_DISPLAY) < sz2i(MsgItems.size()) ) {
First_menu_item += MAX_MENU_DISPLAY;
Assert ( First_menu_item < sz2i(MsgItems.size()) );
}
}
void hud_squadmsg_page_up()
{
if ( First_menu_item > 0 ) {
First_menu_item -= MAX_MENU_DISPLAY;
Assert (First_menu_item >= 0 );
}
}
//Fuctions that allow selection of specific comms menu items with simple up/down/select buttons
void hud_squadmsg_selection_move( bool up ) {
if (Rebuild_MsgItems || MsgItems.empty())
return;
//Check if comms menu is up
if (Player->flags & PLAYER_FLAGS_MSG_MODE)
{
Display_selector = true;
//play scrolling sound and reset the comms window timeout timer, so the window doesn't disappear while we select our item
gamesnd_play_iface(InterfaceSounds::SCROLL);
Msg_mode_timestamp = _timestamp(DEFAULT_MSG_TIMEOUT);
//The selection moves +/-1 through the whole menu, wrapping around at either end.
//First_menu_item and Selected_menu_item are just the page and the offset within the page.
int num_items = sz2i(MsgItems.size());
int step = up ? -1 : 1;
int selected_index = First_menu_item + Selected_menu_item;
//skip over any hidden items (such as when using Hide_main_rearm_items_in_comms_gauge).
//bound the search by the item count so a fully hidden menu does not loop forever.
for (int i = 0; i < num_items; i++) {
selected_index = (selected_index + step + num_items) % num_items;
//stop once we land on a visible item
if (MsgItems[selected_index].active >= 0)
break;
}
Selected_menu_item = selected_index % MAX_MENU_DISPLAY;
First_menu_item = selected_index - Selected_menu_item;
}
}
//function that tricks hud_squadmsg_get_key() into thinking player selected a menu item with a num key press
//Yes, this is a pretty much a hack, but it's simple and works with every squadmsg type.
void hud_squadmsg_selection_select() {
if (Rebuild_MsgItems) {
return;
}
//Check if comms menu is up
if (Player->flags & PLAYER_FLAGS_MSG_MODE)
{
//Check if selected option is even active
if ((sz2i(MsgItems.size()) > Selected_menu_item + First_menu_item) && (MsgItems[Selected_menu_item + First_menu_item].active > 0))
{
Msg_key_used = 1;
Msg_key = Selected_menu_item + 2; //+1 because menu items on actual menu start from 1, not 0
//Another +1 because methods that use this later do -1. I'm not sure why they do that, but it works
Selected_menu_item = 0; //Reset this value, so the position will reset at the next window
}
else
{
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
}
int hud_squadmsg_get_total_keys()
{
int num_keys_used;
num_keys_used = MAX_KEYS_NO_SCROLL;
if ( sz2i(MsgItems.size()) > 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 ( key_is_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 ( key_is_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;
bool lua_selected = Msg_key_set_from_scripting;
k = Msg_key;
Msg_key = -1;
Msg_key_set_from_scripting = false;
num_keys_used = hud_squadmsg_get_total_keys();
// if the emp effect is active, never accept keypresses
if(emp_active_local()){
return -1;
}
if (lua_selected) {
return k;
}
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 separately!!
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 < sz2i(MsgItems.size())) && (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 + First_menu_item < sz2i(MsgItems.size())) && (MsgItems[i + First_menu_item].active == 0)) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
else if ((i + First_menu_item < sz2i(MsgItems.size())) && (MsgItems[i + First_menu_item].active > 0)) { // only return keys that are associated with menu items
return i + First_menu_item;
}
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 presence 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(MESSAGE_ALREADY_ON_WAY, nullptr, nullptr, multi_player_num, multi_player_team);
} else {
robjnum = hud_support_find_closest( tobj );
if ( robjnum != -1 ) {
message_send_builtin(MESSAGE_ALREADY_ON_WAY, &Ships[Objects[robjnum].instance], nullptr, 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(MESSAGE_ON_WAY, &Ships[robjp->instance], nullptr, multi_player_num, multi_player_team);
} else {
// if we are in this part of the if statement, a support ship has been warped in to
// service us. Issue appropriate message
message_send_builtin(MESSAGE_REARM_WARP, nullptr, nullptr, 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 true if an order is valid for a ship. Applies to things like departure when engines are blown, etc.
bool hud_squadmsg_ship_order_valid( int shipnum, int order )
{
// Goober5000
Assert( shipnum >= 0 && shipnum < MAX_SHIPS );
ship *shipp = &Ships[shipnum];
switch ( order )
{
case DEPART_ITEM:
// disabled ships can't depart.
if (shipp->flags[Ship::Ship_Flags::Disabled])
return false;
// Goober5000: also can't depart if no subspace drives and no valid mothership
if ( !(ship_can_warp_full_check(shipp)) )
{
// function accounts for ship's wing and returns true if ship has bay departure and mothership present, false otherwise
return ship_can_bay_depart(shipp);
}
break;
}
return true;
}
// 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
bool hud_squadmsg_is_target_order_valid(size_t order, ai_info *aip, bool isWing )
{
int target_objnum;
ship *shipp, *ordering_shipp;
object *objp;
if ( aip == NULL )
aip = Player_ai;
target_objnum = aip->target_objnum;
ordering_shipp = &Ships[aip->shipnum];
//If it's a lua order, defer to luaai
if (Player_orders[order].lua_id != -1) {
return ai_lua_is_valid_ship(Player_orders[order].lua_id, isWing, ordering_shipp) && ai_lua_is_valid_target(Player_orders[order].lua_id, target_objnum, ordering_shipp, order);
}
// orders which don't operate on targets are always valid
if ( target_messages.count(order) == 0 )
return true;
// order isn't valid if there is no player target
if ( target_objnum == -1 ) {
return false;
}
objp = &Objects[target_objnum];
// target isn't a ship, then return false
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_WEAPON) )
return false;
// 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
// MageKing17: Now also works on WIF3_FIGHTER_INTERCEPTABLE weapons.
if ( objp->type == OBJ_WEAPON ) {
if (Weapons[objp->instance].lssm_stage==3){
return false;
}
if ( order == ATTACK_TARGET_ITEM
&& ((Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb]) || (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Fighter_Interceptable]))
&& (Weapons[objp->instance].team != ordering_shipp->team) ) {
return true;
}
return false;
}
Assert( objp->type == OBJ_SHIP );
shipp = &Ships[objp->instance];
// if target is a navbouy, return false
if ( Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Navbuoy] ){
return false;
}
// 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) && (Objects[target_objnum].instance == Msg_instance) ){
return false;
}
// check if this order can be issued against the target
if (shipp->orders_allowed_against.find(order) == shipp->orders_allowed_against.end()) {
return false;
}
// if the order is a disable order or depart, and the ship is disabled, order isn't active
if ( (order == DISABLE_TARGET_ITEM) && (shipp->flags[Ship::Ship_Flags::Disabled]) ){
return false;
}
// same as above except for disarmed.
if ( (order == DISARM_TARGET_ITEM) && ((shipp->subsys_info[SUBSYSTEM_TURRET].type_count == 0) || (shipp->subsys_info[SUBSYSTEM_TURRET].aggregate_current_hits <= 0.0f)) ){
return false;
}
// if order is disable subsystem, and no subsystem targeted or no hits, then order not valid
if ( (order == DISABLE_SUBSYSTEM_ITEM) && ((aip->targeted_subsys == nullptr) || (aip->targeted_subsys->current_hits <= 0.0f)) ){
return false;
}
// check based on target's and player's team
if ( (shipp->team == ordering_shipp->team) && (friendly_target_messages.count(order) > 0) ){
return true;
} else if ( (shipp->team != ordering_shipp->team) && (enemy_target_messages.count(order) > 0) ){
return true;
} else {
return false;
}
}
const SCP_string& hud_squadmsg_get_order_name(int command)
{
Assertion(SCP_vector_inbounds(Player_orders, command), "Order does not exist! Get a coder!");
return Player_orders[command].hud_name;
}
scripting::api::lua_enum hud_squadmsg_get_order_scripting_enum(int command)
{
Assertion(SCP_vector_inbounds(Player_orders, command), "Order does not exist! Get a coder!");
switch (command) {
case ATTACK_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_ATTACK_TARGET;
case DISABLE_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_DISABLE_TARGET;
case DISARM_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_DISARM_TARGET;
case PROTECT_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_PROTECT_TARGET;
case IGNORE_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_IGNORE_TARGET;
case FORMATION_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_FORMATION;
case COVER_ME_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_COVER_ME;
case ENGAGE_ENEMY_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_ENGAGE_ENEMY;
case CAPTURE_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_CAPTURE_TARGET;
case REARM_REPAIR_ME_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_REARM_REPAIR_ME;
case ABORT_REARM_REPAIR_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_ABORT_REARM_REPAIR;
case STAY_NEAR_ME_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_STAY_NEAR_ME;
case STAY_NEAR_TARGET_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_STAY_NEAR_TARGET;
case KEEP_SAFE_DIST_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_KEEP_SAFE_DIST;
case DEPART_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_DEPART;
case DISABLE_SUBSYSTEM_ITEM:
return scripting::api::LE_SQUAD_MESSAGE_DISABLE_SUBSYSTEM;
default:
return scripting::api::LE_SQUAD_MESSAGE_LUA_AI;
}
}
// Run the order issued hook. When an order is issued we first check if we should override. If so, then we run the hook and return true
// which will skip the rest of the order code.
bool hud_squadmsg_run_order_issued_hook(int command, ship* sendingShip, ship* recipientShip, wing* recipientWing, ship* targetShip, ship_subsys* subsys)
{
bool isOverride = false;
if (scripting::hooks::OnHudCommOrderIssued->isActive()) {
object_ship_wing_point_team recipient;
if (recipientShip != nullptr) {
recipient = recipientShip;
} else if (recipientWing != nullptr) {
recipient = recipientWing;
}
auto sendingObject = (sendingShip == nullptr) ? nullptr : &Objects[sendingShip->objnum];
auto targetObject = (targetShip == nullptr) ? nullptr : &Objects[targetShip->objnum];
auto paramList = scripting::hook_param_list(
scripting::hook_param("Sender", 'o', sendingObject),
scripting::hook_param("Recipient", 'o', scripting::api::l_OSWPT.Set(recipient)),
scripting::hook_param("Target", 'o', targetObject),
scripting::hook_param("Subsystem", 'o', scripting::api::l_Subsystem.Set(scripting::api::ship_subsys_h(targetObject, subsys))),
scripting::hook_param("Order", 'o', scripting::api::l_Enum.Set(scripting::api::enum_h(hud_squadmsg_get_order_scripting_enum(command)))),
scripting::hook_param("Name", 's', hud_squadmsg_get_order_name(command).c_str())
);
if (scripting::hooks::OnHudCommOrderIssued->isOverride(
scripting::hooks::CommOrderConditions{sendingShip, targetObject, &recipient},
paramList)) {
isOverride = true;
}
scripting::hooks::OnHudCommOrderIssued->run(
scripting::hooks::CommOrderConditions{sendingShip, targetObject, &recipient},
std::move(paramList));
}
return isOverride;
}
// 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;
// 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[Ship::Wing_Flags::Gone]) || (Wings[i].current_count == 0) )
continue;
if ( Wings[i].flags[Ship::Wing_Flags::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[Wings[i].special_ship_ship_info_index].is_fighter_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 (!shipp->orders_accepted.contains(command))
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 (auto so: list_range(&Ship_obj_list)) {
auto objp = &Objects[so->objnum];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
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].is_fighter_bomber()) )
continue;
// skip departing/dying ships
if ( shipp->is_dying_or_departing() )
continue;
// don't send command if ship won't accept it
if (!shipp->orders_accepted.contains(command))
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) ) {
if (Objects[so->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
shipp = &Ships[Objects[so->objnum].instance];
if ( shipp->team != Player_ship->team )
return 1;
}
return 0;
}
inline bool override_protect_ship_type(ship_info* sip) {
return sip->is_fighter_bomber() || sip->flags[Ship::Info_Flags::Freighter] || sip->flags[Ship::Info_Flags::Transport];
}
int enemy_message(int message) {
return hud_squadmsg_enemies_present() ? message : MESSAGE_YESSIR;
}
// 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;
ai_goal_mode ai_mode; // ai mode...
int ai_submode; // ...and submode needed for ship commands
ship *target = nullptr;
char *target_shipname;
int int_data = 0;
float float_data = 0.0f;
ai_lua_parameters lua_target;
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
// message be "no target"
message = MESSAGE_NOSIR;
if (target_messages.count((size_t)command) > 0 && (ainfo->target_objnum == -1)) {
message = MESSAGE_NO_TARGET;
}
if (hud_squadmsg_is_target_order_valid((size_t) command, ainfo)) {
target_shipname = nullptr;
target_team = -1;
if (ainfo->target_objnum != -1) {
if (Objects[ainfo->target_objnum].type == OBJ_SHIP) {
if (ainfo->target_objnum != Ships[shipnum].objnum) {
target = &Ships[Objects[ainfo->target_objnum].instance];
target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name;
target_team = Ships[Objects[ainfo->target_objnum].instance].team;
}
}
}
if (hud_squadmsg_run_order_issued_hook(command, ordering_shipp, &Ships[shipnum], nullptr, target, ainfo->targeted_subsys)) {
return 0; // No message was sent
}
Assert ( ainfo->shipnum != -1 );
ship_team = Ships[ainfo->shipnum].team; // team of the ship issuing the message
switch (command) {
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 (override_protect_ship_type(&Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index])) {
Objects[ainfo->target_objnum].flags.remove(Object::Object_Flags::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 (override_protect_ship_type(&Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index])) {
Objects[ainfo->target_objnum].flags.remove(Object::Object_Flags::Protected);
}
ai_mode = (The_mission.ai_profile->flags[AI::Profile_Flags::Hudsquadmsg_tactical_disarm_disable]) ? AI_GOAL_DISABLE_SHIP_TACTICAL : 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 (override_protect_ship_type(&Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index])) {
Objects[ainfo->target_objnum].flags.remove(Object::Object_Flags::Protected);
}
ai_mode = (The_mission.ai_profile->flags[AI::Profile_Flags::Hudsquadmsg_tactical_disarm_disable]) ? AI_GOAL_DISARM_SHIP_TACTICAL : 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 (override_protect_ship_type(&Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index])) {
Objects[ainfo->target_objnum].flags.remove(Object::Object_Flags::Protected);
}
ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
ai_submode = ship_find_subsys( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
special_index = ai_submode;
message = MESSAGE_ATTACK_SUBSYSTEM;
break;
case CAPTURE_TARGET_ITEM:
Assert( target_shipname );
Assert( ship_team != target_team );
Assert(ainfo->target_objnum > -1);
Objects[ainfo->target_objnum].flags.set(Object::Object_Flags::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 = enemy_message(MESSAGE_PROTECT_TARGET);
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_FORM_ON_MY_WING;
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 = enemy_message(MESSAGE_COVER_ME);
break;
case ENGAGE_ENEMY_ITEM:
ai_mode = AI_GOAL_CHASE_ANY;
ai_submode = SM_ATTACK;
message = enemy_message(MESSAGE_ENGAGE);
target_shipname = nullptr;
break;
case DEPART_ITEM:
ai_mode = AI_GOAL_WARP;
ai_submode = -1;
message = MESSAGE_WARP_OUT;
Ships[shipnum].flags.set(Ship::Ship_Flags::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:
ai_mode = AI_GOAL_STAY_NEAR_SHIP;
ai_submode = -1;
float_data = 300.0f; // distance from target ship
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:
Assert(command < (int) Player_orders.size()); // get Allender -- illegal message
ai_mode = AI_GOAL_LUA;
ai_submode = Player_orders[command].lua_id;
auto lua_porder = ai_lua_find_player_order(Player_orders[command].lua_id);
message = lua_porder->ai_message;
if (ainfo->target_objnum != -1) {
lua_target = { object_ship_wing_point_team(&Ships[Objects[ainfo->target_objnum].instance]), {} };
}
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(ai_goal_type::PLAYER_SHIP, ai_mode, ai_submode, target_shipname, &Ai_info[Ships[shipnum].ai_index], int_data, float_data, lua_target);
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].flags[Ship::Ship_Flags::No_builtin_messages]))) {
message_send_builtin(message, &Ships[shipnum], target, 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;
ai_goal_mode ai_mode; // ai mode...
int ai_submode; // ...and submode needed for ship commands
ship *target = nullptr;
char *target_shipname;
int int_data = 0;
float float_data = 0.0f;
ai_lua_parameters lua_target;
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];
// a shortcut to save on repetative coding
message = MESSAGE_NOSIR;
if ((target_messages.count((size_t)command) > 0) && (ainfo->target_objnum == -1)) {
message = MESSAGE_NO_TARGET;
}
if (hud_squadmsg_is_target_order_valid((size_t)command, ainfo, true)) {
target_shipname = nullptr;
target_team = -1;
if (ainfo->target_objnum != -1) {
if (Objects[ainfo->target_objnum].type == OBJ_SHIP) {
target = &Ships[Objects[ainfo->target_objnum].instance];
target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name;
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;
if (hud_squadmsg_run_order_issued_hook(command, ordering_shipp, nullptr, &Wings[wingnum], target, ainfo->targeted_subsys)) {
return 0; // No message was sent
}
switch (command) {
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 = (The_mission.ai_profile->flags[AI::Profile_Flags::Hudsquadmsg_tactical_disarm_disable]) ? AI_GOAL_DISABLE_SHIP_TACTICAL : 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 = (The_mission.ai_profile->flags[AI::Profile_Flags::Hudsquadmsg_tactical_disarm_disable]) ? AI_GOAL_DISARM_SHIP_TACTICAL : 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_find_subsys(&Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name);
special_index = ai_submode;
message = MESSAGE_ATTACK_SUBSYSTEM;
break;
case PROTECT_TARGET_ITEM:
Assert(target_shipname);
Assert(wing_team == target_team);
ai_mode = AI_GOAL_GUARD;
ai_submode = AIS_GUARD_PATROL;
message = enemy_message(MESSAGE_PROTECT_TARGET);
break;
case IGNORE_TARGET_ITEM:
Assert(target_shipname);
Assert(wing_team != target_team);
ai_mode = AI_GOAL_IGNORE_NEW;
ai_submode = 0;
message = MESSAGE_IGNORE;
break;
case FORMATION_ITEM:
message = MESSAGE_FORM_ON_MY_WING;
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 = enemy_message(MESSAGE_COVER_ME);
break;
case ENGAGE_ENEMY_ITEM:
ai_mode = AI_GOAL_CHASE_ANY;
ai_submode = SM_ATTACK;
message = enemy_message(MESSAGE_ENGAGE);
target_shipname = NULL;
break;
case DEPART_ITEM:
ai_mode = AI_GOAL_WARP;
ai_submode = -1;
message = MESSAGE_WARP_OUT;
Wings[wingnum].flags.set(Ship::Wing_Flags::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: {
Assert(command < (int) Player_orders.size()); // get Allender -- illegal message
ai_mode = AI_GOAL_LUA;
ai_submode = Player_orders[command].lua_id;
auto lua_porder = ai_lua_find_player_order(Player_orders[command].lua_id);
message = lua_porder->ai_message;
if(ainfo->target_objnum != -1)
lua_target = { object_ship_wing_point_team(&Ships[Objects[ainfo->target_objnum].instance]), {} };
break;
}
}
if (ai_mode != AI_GOAL_NONE) {
Assert(ai_submode != -1234567);
ai_add_wing_goal_player(ai_goal_type::PLAYER_WING, ai_mode, ai_submode, target_shipname, wingnum, int_data, float_data, lua_target);
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, 0.0, 0, command);
// 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, SHIP_GET_ANY_SHIP, 0.0, 0, command);
}
// 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(message, &Ships[ship_num], target, 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 count = 0;
for (const auto &reinforcement: Reinforcements) {
// no more left
if (reinforcement.num_uses >= reinforcement.uses ){
continue;
}
// incorrect team
if ( team != ship_get_reinforcement_team(reinforcement) ){
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 (int wingnum = wing_name_lookup(reinforcement.name, 1); wingnum != -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( reinforcement.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;
int num_order_types = NUM_COMM_ORDER_TYPES;
int lua_order_count = 0;
// Now get a list of all lua categories to add. Meow.
SCP_vector<SCP_string> lua_cat_list = ai_lua_get_general_order_categories();
num_order_types += (int)lua_cat_list.size();
MsgItems.clear();
Rebuild_MsgItems = false;
// Add the items
for (i = 0; i < num_order_types; i++)
{
if (i < NUM_COMM_ORDER_TYPES) {
MsgItems.push_back({0, 1, Comm_order_types[i]}); // assume active
} else {
MsgItems.push_back({0, 1, lua_cat_list[i - NUM_COMM_ORDER_TYPES]}); // assume active
}
}
// 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 (auto &item : MsgItems)
item.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 = Hide_main_rearm_items_in_comms_gauge ? -1 : 1;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = Hide_main_rearm_items_in_comms_gauge ? -1 : 0;
for(const auto& cat : lua_cat_list){
if (ai_lua_get_general_orders(false, false, cat).size() == 0) {
MsgItems[NUM_COMM_ORDER_TYPES + lua_order_count].active = 0;
}
lua_order_count++;
}
// 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 (auto &item : MsgItems){
item.active = 0;
}
MsgItems[TYPE_REPAIR_REARM_ITEM].active = Hide_main_rearm_items_in_comms_gauge ? -1 : 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.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair)) {
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
else if ( !is_support_allowed(Player_obj) ) {
MsgItems[TYPE_REPAIR_REARM_ITEM].active = Hide_main_rearm_items_in_comms_gauge ? -1 : 0;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = Hide_main_rearm_items_in_comms_gauge ? -1 : 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 > 0 ) {
if ( !hud_squadmsg_can_rearm(Player_ship) ){
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
}
}
// if using keyboard shortcut, these items are always inactive or hidden
if ( Msg_shortcut_command != -1 ) {
MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
MsgItems[TYPE_REPAIR_REARM_ITEM].active = Hide_main_rearm_items_in_comms_gauge ? -1 : 0;
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = Hide_main_rearm_items_in_comms_gauge ? -1 : 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 < sz2i(MsgItems.size()) );
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 && !Hide_main_rearm_items_in_comms_gauge) {
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
} else if (k == TYPE_REPAIR_REARM_ABORT_ITEM && !Hide_main_rearm_items_in_comms_gauge) {
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
} else if (k >= NUM_COMM_ORDER_TYPES) {
Lua_sqd_msg_cat = lua_cat_list[k - NUM_COMM_ORDER_TYPES];
hud_squadmsg_do_mode( SM_MODE_GENERAL );
}
}
}
}
// function to display a list of ships to send a command to
void hud_squadmsg_ship_select()
{
int k;
if ( Rebuild_MsgItems ) {
MsgItems.clear();
Rebuild_MsgItems = false;
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[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[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 ( Rebuild_MsgItems ) {
MsgItems.clear();
Rebuild_MsgItems = false;
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[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[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(reinforcements &reinforcement, int /*player_num*/)
{
int i, delay;
p_object *p_objp;
// safety net mainly for multiplayer servers in case some odd data desync occurs between
// server and clients
if ( MULTIPLAYER_MASTER && (reinforcement.num_uses >= reinforcement.uses) ) {
return;
}
// check to see if the reinforcement called was a wing.
for (i = 0; i < Num_wings; i++ ) {
if ( !stricmp(reinforcement.name, Wings[i].name) ) {
// if the wing is currently present, skip this request so we don't waste a "use"
if (Wings[i].current_count > 0) {
return;
}
// 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.remove(Ship::Wing_Flags::Reinforcement);
Wings[i].flags.set(Ship::Wing_Flags::Reset_reinforcement);
// set up the arrival delay. If it is 0, then make is some random number of seconds
delay = reinforcement.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( reinforcement.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.remove(Mission::Parse_Object_Flags::SF_Reinforcement);
// set up the arrival delay
delay = reinforcement.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.
reinforcement.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[Random::next(i)], reinforcement.name, MESSAGE_PRIORITY_NORMAL, HUD_SOURCE_FRIENDLY );
*/
mission_log_add_entry(LOG_PLAYER_CALLED_FOR_REINFORCEMENT, reinforcement.name, nullptr);
}
// function to display a list of reinforcements available to the player
void hud_squadmsg_reinforcement_select()
{
if ( Rebuild_MsgItems ) {
MsgItems.clear();
Rebuild_MsgItems = false;
int i = -1;
for (const auto &reinforcement: Reinforcements) {
++i; // start at 0; increment at top of loop due to continues
// don't put reinforcements onto the list that have already been used up.
if (reinforcement.num_uses >= reinforcement.uses) {
continue;
}
// don't put items which are not on my team
if ((Player_ship != nullptr) && (ship_get_reinforcement_team(reinforcement) != 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.
const char *r_name;
if (int wingnum = wing_name_lookup(reinforcement.name, 1); wingnum != -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;
}
r_name = Wings[wingnum].get_display_name(); // this will handle getting rid of the hash if necessary
} else {
p_object *p_objp;
p_objp = mission_parse_get_arrival_ship(reinforcement.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;
}
r_name = p_objp->get_display_name(); // this will handle getting rid of the hash if necessary
}
MsgItems.push_back({i, (reinforcement.flags & RF_IS_AVAILABLE) ? 1 : 0, r_name}); // set the item to active if reinforcement is available
}
}
// 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
int k = hud_squadmsg_get_key();
if (k != -1) {
int rnum;
hud_squadmsg_toggle(); // take us out of message mode
rnum = MsgItems[k].instance;
// check to see if trying to call a reinforcement not yet available. If so, maybe play message, but
// definately bail
if ( MsgItems[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(Reinforcements[rnum]);
}
}
}
bool hud_order_comparator(size_t a, size_t b) {
return Player_orders[a].ordering < Player_orders[b].ordering;
}
// function to display list of commands for a ship
void hud_squadmsg_ship_command()
{
int k;
std::set<size_t> orders;
std::set<size_t, decltype(&hud_order_comparator)> default_orders(&hud_order_comparator);
// 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;
const auto& default_orders_accepted = ship_get_default_orders_accepted(&Ship_info[Ships[Msg_instance].ship_info_index]);
default_orders.insert(default_orders_accepted.cbegin(), default_orders_accepted.cend());
} else {
orders = default_messages;
default_orders.insert(default_messages.cbegin(), default_messages.cend());
}
MsgItems.clear();
Rebuild_MsgItems = false;
for(size_t order_id : default_orders) {
MsgItems.push_back({(int)order_id, 0, Player_orders[order_id].localized_name});
// check the bit to see if the command is active
if (orders.find(order_id) != orders.end())
MsgItems.back().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, (int)order_id))
MsgItems.back().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(order_id, nullptr))
MsgItems.back().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;
bool partial_accept, all_accept; // value which tells us what to do with menu item
all_accept = true;
partial_accept = false;
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) {
if (Objects[so->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// 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].is_fighter_bomber()))
continue;
bool local_accepted = shipp->orders_accepted.contains(order_id);
all_accept &= local_accepted; // 'and'ing will either keep this bit set or zero it properly
partial_accept |= local_accepted; // '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) {
MsgItems.back().text += XSTR("(*)", 320);
} else {
MsgItems.back().active = 0;
}
}
}
}
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 < sz2i(MsgItems.size()) );
// 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();
}
}
void hud_squadmsg_msg_general()
{
int k;
MsgItems.clear();
Rebuild_MsgItems = false;
for (size_t order_id = 0; order_id < Player_orders.size(); order_id++) {
if (Player_orders[order_id].lua_id <= 0) {
continue;
}
auto lua_porder = ai_lua_find_player_order(Player_orders[order_id].lua_id);
//If it's not a general order then do not add it.
if (!lua_porder->generalOrder) {
continue;
}
//If it's not part of the selected category then do not add it.
if (lua_porder->category != Lua_sqd_msg_cat) {
continue;
}
//Only add it if it is enabled for the mission
if (lua_porder->cur_enabled) {
MsgItems.push_back({Player_orders[order_id].lua_id, (int)lua_porder->cur_valid, Player_orders[order_id].localized_name});
// 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(order_id, nullptr))
MsgItems.back().active = 0;
}
}
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 < sz2i(MsgItems.size()) );
ai_lua_start_general(MsgItems[k].instance, Player_ai->target_objnum);
hud_squadmsg_toggle();
}
}
// function to display list of command for a wing
void hud_squadmsg_wing_command()
{
int k;
wing *wingp;
int shipnum;
std::set<size_t> orders;
std::set<size_t, decltype(&hud_order_comparator)> default_orders(&hud_order_comparator);
// 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
for (int i = 0; i < wingp->current_count; i++ ) {
const auto& setAdd = ship_get_default_orders_accepted( &Ship_info[Ships[wingp->ship_index[i]].ship_info_index] );
default_orders.insert(setAdd.begin(), setAdd.end());
}
default_orders.erase(CAPTURE_TARGET_ITEM); // we cannot capture any target with a wing.
MsgItems.clear();
Rebuild_MsgItems = false;
shipnum = wingp->ship_index[wingp->special_ship];
Assertion(shipnum >= 0, "Special ship (%d) for wing '%s' has a negative ship_index (%d). This should not happen; get a coder!\n", wingp->special_ship, wingp->name, shipnum);
orders = Ships[shipnum].orders_accepted; // get the orders that the wing leader will accept
for ( size_t order_id : default_orders ) {
// add the set of default orders to the comm menu. We will currently allow all messages
// to be available in the wing.
MsgItems.push_back({(int)order_id, 0, Player_orders[order_id].localized_name});
// 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.find(order_id) != orders.end() )
MsgItems.back().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((int)order_id, 0, true) )
MsgItems.back().active = 0;
// if no ship in the wing can depart then gray out the departure order
if (order_id == DEPART_ITEM) {
if (MsgItems.back().active > 0) {
int active = 0;
for (int i = 0; i < wingp->current_count; i++) {
if (hud_squadmsg_ship_order_valid(wingp->ship_index[i], (int)order_id)) {
active = 1;
break;
}
}
MsgItems.back().active = active;
}
}
}
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!!!!
// 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;
}
// 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;
}
// 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, "%s", 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.contains(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;
case SM_MODE_GENERAL:
hud_squadmsg_msg_general();
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(const 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(const 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(const char *to, const char *order_name, const char *target_name, int timestamp, const char *from, const 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>") != 0) {
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 < (int) Player_orders.size(); i++)
if (!stricmp(order_name, Player_orders[i].hud_name.c_str())) {
order = i;
break;
}
// Goober5000 - if not found, check compatibility
if (order == -1)
{
if (!stricmp(order_name, "Attack my target"))
{
order = ATTACK_TARGET_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);
if(target_ship<0) {
continue;
}
int subsys_index = ship_find_subsys(&Ships[target_ship], special_argument);
// 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;
}
void Hud_set_lua_key(int selection) {
Msg_key = selection;
Msg_key_set_from_scripting = true;
}
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::initShipNameMaxWidth(int w)
{
Ship_name_max_width = w;
}
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() const
{
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 ((Viewer_mode & (VM_CHASE)) == 0 && only_render_in_chase_view) {
return false;
}
if (render_for_cockpit_toggle > 0) {
bool cockpit_active = ship_render_player_cockpit_active();
if (cockpit_active && (render_for_cockpit_toggle == 2)) {
return false;
} else if (!cockpit_active && (render_for_cockpit_toggle == 1)) {
return false;
}
}
if (!( Player->flags & PLAYER_FLAGS_MSG_MODE )) {
return false;
}
if (scripting_render_override) {
return false;
}
return true;
}
void HudGaugeSquadMessage::render(float /*frametime*/, bool config)
{
const char* title = Squad_msg_title;
if (config) {
title = XSTR("Message What", 316);
}
int x = position[0];
int y = position[1];
float scale = 1.0;
if (config) {
std::tie(x, y, scale) = hud_config_convert_coord_sys(position[0], position[1], base_w, base_h);
}
// setup color/font info
setGaugeColor(HUD_C_NONE, config);
// draw top of frame
if ( Mbox_gauge[0].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[0].first_frame, x, y, scale, config);
}
// hud_set_bright_color();
setGaugeColor(HUD_C_BRIGHT, config);
if ( title ) {
renderString(x + Header_offsets[0], y + fl2i(Header_offsets[1] * scale), title, scale, config);
}
int msg_items_size = sz2i(MsgItems.size());
int nitems;
if (!config) {
if (msg_items_size < MAX_MENU_DISPLAY)
nitems = msg_items_size;
else {
if (First_menu_item == 0) // First_menu_item == 0 means first page of items
nitems = MAX_MENU_DISPLAY;
else if (msg_items_size - First_menu_item <= MAX_MENU_DISPLAY) // check if remaining items fit on one page
nitems = msg_items_size - First_menu_item;
else {
nitems = MAX_MENU_DISPLAY;
}
}
} else {
nitems = 6;
}
int sx = x + fl2i(Item_start_offsets[0] * scale);
int sy = y + fl2i(Item_start_offsets[1] * scale);
int bx = x; // global x-offset where bitmap gets drawn
int by = y + fl2i(Middle_frame_start_offset_y * scale); // global y-offset where bitmap gets drawn
bool none_valid = true; // 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.
bool messaging_allowed = true;
if (!config && (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) ){
messaging_allowed = false;
}
for (int i = 0; i < nitems; i++ ) {
int item_num;
bool isSelectedItem = (i == Selected_menu_item);
char text[256];
if (!config) {
strcpy_s(text, MsgItems[First_menu_item + i].text.c_str());
} else {
// in config mode, so create just the first page of the Comms Menu
// as other functions, such as hud_squadmsg_type_select() will not be run in config mode
const 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)
};
strcpy_s(text, temp_comm_order_types[i]);
}
// blit the background
setGaugeColor(HUD_C_NONE, config);
if ( Mbox_gauge[1].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[1].first_frame, bx, by, scale, config);
}
by += fl2i(Item_h * scale);
// set the text color
if (!config && (MsgItems[First_menu_item + i].active > 0)) {
setGaugeColor(HUD_C_BRIGHT, config);
}
else if (isSelectedItem) {
setGaugeColor(HUD_C_NORMAL, config);
}
else {
setGaugeColor(HUD_C_DIM, config);
}
bool item_visible = config
? (!Hide_main_rearm_items_in_comms_gauge) || ((i != TYPE_REPAIR_REARM_ITEM) && (i != TYPE_REPAIR_REARM_ABORT_ITEM))
: (MsgItems[First_menu_item + i].active >= 0);
if (item_visible) {
// first print an icon to indicate selected item
item_num = (i + 1) % MAX_MENU_DISPLAY;
if (isSelectedItem && Display_selector) {
renderPrintfWithGauge(sx, sy, EG_SQ1 + i, scale, config, XSTR(">>", 1887), item_num); //allow modders to change string and add number
}
// or do the number
else {
renderPrintfWithGauge(sx, sy, EG_SQ1 + i, scale, config, XSTR("%1d.", 1886), item_num);
}
// then the text
font::force_fit_string(text, 255, fl2i(Ship_name_max_width * scale), scale);
renderString(sx + fl2i(Item_offset_x * scale), sy, EG_SQ1 + i, text, scale, config);
sy += fl2i(Item_h * scale);
}
// if we have at least one item active, then set the variable so we don't display any
// message about no active items
if (config || (MsgItems[First_menu_item+i].active > 0) )
none_valid = false;
}
// maybe draw an extra line in to make room for [pgdn], or for the 'no active items'
// display
if (!config && (!messaging_allowed || none_valid || ((First_menu_item + nitems) < msg_items_size) || (Msg_shortcut_command != -1))) {
// blit the background
setGaugeColor(HUD_C_NONE, config);
if ( Mbox_gauge[1].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[1].first_frame, bx, by, scale, config);
}
by += fl2i(Item_h * scale);
}
// draw the bottom of the frame
setGaugeColor(HUD_C_NONE, config);
if ( Mbox_gauge[2].first_frame >= 0 ) {
renderBitmap(Mbox_gauge[2].first_frame, bx, by + fl2i(bottom_bg_offset * scale), scale, config);
}
// determine if we should put the text "[more]" at top or bottom to indicate you can page up or down
if (!config) {
startFlashPageScroll();
maybeFlashPageScroll();
}
if ( First_menu_item > 0 ) {
renderPrintf(x + fl2i(Pgup_offsets[0] * scale), y + fl2i(Pgup_offsets[1] * scale), scale, config, "%s", XSTR( "[pgup]", 312) );
}
if ( (First_menu_item + nitems) < msg_items_size ) {
renderPrintf(x + fl2i(Pgdn_offsets[0] * scale), y + fl2i(Pgdn_offsets[1] * scale), scale, config, "%s", XSTR( "[pgdn]", 313));
}
if ( messaging_allowed ) {
if ( none_valid ){
renderPrintf(sx, by - fl2i(Item_h * scale) + 2, scale, config, "%s", XSTR("No valid items", 314));
} else if (!config && Msg_shortcut_command != -1){
renderPrintf( sx, by - fl2i(Item_h * scale) + 2, scale, config, "%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 - fl2i(Item_h * scale) + 2, scale, config, "%s", XSTR("Not allowed to message", 315));
}
if (config) {
int bmw, bmh;
bm_get_info(Mbox_gauge[2].first_frame, &bmw, &bmh);
hud_config_set_mouse_coords(gauge_config_id, x, bx + fl2i(bmw * scale), y, by + fl2i((bmh + bottom_bg_offset) * scale));
}
}
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 );
}
}