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Kestrellius 1967daffd3 Vectorize MsgItems (#7687)
Convert MsgItems from an array to a vector, and remove the associated limit value and counter.

* vectorize msgitems

* appeasement

* leave me alone clang

* remove optional

* cleanup

* changes requested

* clang

* clang what is WRONG with you

* feedback

* remove flag in .h
2026-08-16 02:04:50 +00:00

241 lines
8.5 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.
*
*/
#ifndef _HUD_SQUADMSG
#define _HUD_SQUADMSG
#include "hud/hud.h"
#include "network/multi.h"
#define SM_MODE_TYPE_SELECT 1 //am I going to message a ship or a wing
#define SM_MODE_SHIP_SELECT 2 //choosing actual ship
#define SM_MODE_WING_SELECT 3 //choosing actual wing
#define SM_MODE_SHIP_COMMAND 4 //which command to send to a ship
#define SM_MODE_WING_COMMAND 5 //which command to send to a wing
#define SM_MODE_REINFORCEMENTS 6 //call for reinforcements
#define SM_MODE_REPAIR_REARM 7 //repair/rearm player ship
#define SM_MODE_REPAIR_REARM_ABORT 8 //abort repair/rearm of player ship
#define SM_MODE_ALL_FIGHTERS 9 //message all fighters/bombers
#define SM_MODE_GENERAL 10 //general orders, usually luaAI
// define for trapping messages send to "all fighters"
#define MESSAGE_ALL_FIGHTERS -999
class object;
struct reinforcements;
// defines for messages that can be sent from the player. Indexes into Player_orders
#define NO_ORDER_ITEM 0
#define ATTACK_TARGET_ITEM 1
#define DISABLE_TARGET_ITEM 2
#define DISARM_TARGET_ITEM 3
#define PROTECT_TARGET_ITEM 4
#define IGNORE_TARGET_ITEM 5
#define FORMATION_ITEM 6
#define COVER_ME_ITEM 7
#define ENGAGE_ENEMY_ITEM 8
#define CAPTURE_TARGET_ITEM 9
// the next are for the support ship only
#define REARM_REPAIR_ME_ITEM 10
#define ABORT_REARM_REPAIR_ITEM 11
#define STAY_NEAR_ME_ITEM 12
#define STAY_NEAR_TARGET_ITEM 13
#define KEEP_SAFE_DIST_ITEM 14
// next item for all ships again -- to try to preserve relative order within the message menu
#define DEPART_ITEM 15
// out of order, but it was this way in the original source
#define DISABLE_SUBSYSTEM_ITEM 16
// used for Message box gauge
#define NUM_MBOX_FRAMES 3
#define MAX_MENU_DISPLAY 10 // max number that can be displayed
// following are defines and character strings that are used as part of messaging mode
#define NUM_COMM_ORDER_TYPES 6
#define TYPE_SHIP_ITEM 0
#define TYPE_WING_ITEM 1
#define TYPE_ALL_FIGHTERS_ITEM 2
#define TYPE_REINFORCEMENT_ITEM 3
#define TYPE_REPAIR_REARM_ITEM 4
#define TYPE_REPAIR_REARM_ABORT_ITEM 5
typedef struct mmode_item {
int instance; // instance in Ships/Wings array of this menu item
int active; // active items are in bold text (1) -- inactive items greyed out (0) -- hidden objects not rendered (-1)
SCP_string text; // text to display on the menu
} mmode_item;
extern char Squad_msg_title[256];
extern SCP_vector<mmode_item> MsgItems;
typedef struct player_order {
private:
//Needed, because legacy order-id's were not assigned in order
static int orderingCounter;
//Used to ensure that built-in order indexing is always correct
int legacy_id;
friend void hud_init_comm_orders();
public:
SCP_string parse_name;
SCP_string hud_name;
int hud_xstr;
SCP_string localized_name;
int lua_id;
int ordering;
player_order(SCP_string parsename, SCP_string hudname, int hudxstr, int luaid = -1, int legacyid = 999999) : legacy_id(legacyid), parse_name(std::move(parsename)), hud_name(std::move(hudname)), hud_xstr(hudxstr), localized_name(""), lua_id(luaid), ordering(orderingCounter++) { }
inline void localize() { localized_name = XSTR(hud_name.c_str(), hud_xstr); }
} player_order;
extern SCP_vector<player_order> Player_orders;
// following defines are the set of possible commands that can be given to a ship. A mission designer
// might not allow some messages
//WMC - Formerly FIGHTER_MESSAGES
/*
#define BOMBER_MESSAGES FIGHTER_MESSAGES // bombers can do the same things as fighters
#define TRANSPORT_MESSAGES (ATTACK_TARGET_ITEM | CAPTURE_TARGET_ITEM | DEPART_ITEM )
#define FREIGHTER_MESSAGES TRANSPORT_MESSAGES // freighters can do the same things as transports
#define CRUISER_MESSAGES (ATTACK_TARGET_ITEM | DEPART_ITEM)
#define CAPITAL_MESSAGES (DEPART_ITEM) // can't order capitals to do much!!!!
#define SUPERCAP_MESSAGES (0) // supercaps ignore you :p
#define SUPPORT_MESSAGES (REARM_REPAIR_ME_ITEM | ABORT_REARM_REPAIR_ITEM | STAY_NEAR_ME_ITEM | STAY_NEAR_TARGET_ITEM | KEEP_SAFE_DIST_ITEM | DEPART_ITEM )
*/
// these messages require an active target. They are also the set of messages
// which cannot be given to a ship when the target is on the same team, or the target
// is not a ship.
typedef struct squadmsg_history {
int order_to; // ship/wing that received the order
int order; // order that the ship/wing received (see defines above)
int target; // target of the order
int order_from; // ship that sent the order
int special_index; // any extra data the order might need (subsystem names for instance)
fix order_time; // when this order was sent (or received by the server in multiplayer)
squadmsg_history(): order_to(-1), order(-1), target(-1), order_from(-1), special_index(-1), order_time(0) {}
} squadmsg_history;
extern SCP_vector<squadmsg_history> Squadmsg_history;
/*
#define SQUADMSG_HISTORY_MAX 160
typedef struct squadmsg_history {
int ship; // ship that received the order
int order; // order that the ship received (see defines above)
int target; // ship that is the target of the order
squadmsg_history(): ship(-1), order(-1), target(-1) {};
} squadmsg_history;
extern int squadmsg_history_index;
extern squadmsg_history Squadmsg_history[SQUADMSG_HISTORY_MAX];
*/
extern int Multi_squad_msg_local;
extern int Multi_squad_msg_targ;
extern void hud_init_squadmsg();
extern void hud_init_comm_orders();
extern void hud_squadmsg_toggle(); // toggles the state of messaging mode
extern void hud_squadmsg_shortcut( int command ); // use of a shortcut key
extern int hud_squadmsg_hotkey_select( int k ); // a hotkey was hit -- maybe send a message to those ship(s)
extern int hud_squadmsg_do_frame();
extern int hud_query_order_issued(const char *to, const char *order_name, const char *target = nullptr, int timestamp = 0, const char *from = nullptr, const char *special_index = nullptr);
extern int hud_squadmsg_read_key( int k ); // called from high level keyboard code
extern void hud_squadmsg_repair_rearm( int toggle_state, object *obj = NULL );
extern void hud_squadmsg_repair_rearm_abort( int toggle_state, object *obj = NULL );
extern void hud_squadmsg_rearm_shortcut();
#define SQUADMSG_HISTORY_NO_UPDATE 0
#define SQUADMSG_HISTORY_UPDATE 1
#define SQUADMSG_HISTORY_ADD_ENTRY 2
extern int hud_squadmsg_send_ship_command( int shipnum, int command, int send_message, int update_history = SQUADMSG_HISTORY_ADD_ENTRY, int player_num = -1 );
extern int hud_squadmsg_send_wing_command( int wingnum, int command, int send_message, int update_history = SQUADMSG_HISTORY_ADD_ENTRY, int player_num = -1 );
extern void hud_squadmsg_send_to_all_fighters( int command, int player_num = -1 );
extern void hud_squadmsg_call_reinforcement(reinforcements &reinforcement, int player_num = -1);
extern int hud_squadmsg_reinforcements_available(int team);
void hud_enemymsg_toggle(); // debug function to allow messaging of enemies
// Added for voicer implementation
void hud_squadmsg_do_mode( int mode );
// functions for menu item selection with simple up/down/select buttons
void hud_squadmsg_selection_move( bool up );
void hud_squadmsg_selection_select();
// Added for checking message validity - Mjn
bool hud_squadmsg_ship_order_valid(int shipnum, int order);
void Hud_set_lua_key(int selection);
class HudGaugeSquadMessage: public HudGauge
{
protected:
hud_frames Mbox_gauge[NUM_MBOX_FRAMES];
int Header_offsets[2];
int Item_start_offsets[2];
int Middle_frame_start_offset_y;
int bottom_bg_offset;
int Item_h;
int Item_offset_x;
int Pgup_offsets[2];
int Pgdn_offsets[2];
int Ship_name_max_width;
int flash_timer[2];
bool flash_flag;
public:
HudGaugeSquadMessage();
void initBitmaps(char *fname_top, char *fname_middle, char *fname_bottom);
void initHeaderOffsets(int x, int y);
void initItemStartOffsets(int x, int y);
void initMiddleFrameStartOffsetY(int y);
void initBottomBgOffset(int offset);
void initItemHeight(int h);
void initItemOffsetX(int x);
void initPgUpOffsets(int x, int y);
void initPgDnOffsets(int x, int y);
void initShipNameMaxWidth(int w);
void render(float frametime, bool config = false) override;
bool canRender() const override;
void pageIn() override;
void initialize() override;
void startFlashPageScroll(int duration = 1400);
bool maybeFlashPageScroll(bool flash_fast = false);
};
#endif