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Several things going on here: 1) refactor `get_display_string()` to `get_display_name()` to be more precise 2) likewise, refactor `alt_name` to `display_name` 3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time 4) remove the on-the-fly truncation of names with hash symbols Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol. This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names. I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2737 lines
85 KiB
C++
2737 lines
85 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "ai/aigoals.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/linklist.h"
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#include "hud/hudmessage.h"
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#include "hud/hudsquadmsg.h"
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#include "hud/hudtargetbox.h"
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#include "iff_defs/iff_defs.h"
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#include "io/key.h"
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#include "io/timer.h"
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#include "mission/missionlog.h"
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#include "mission/missionmessage.h"
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#include "network/multi_pmsg.h"
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#include "network/multimsgs.h"
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#include "network/multiutil.h"
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#include "parse/parselo.h"
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#include "parse/sexp.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "ship/subsysdamage.h"
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#include "weapon/emp.h"
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#include "weapon/weapon.h"
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// defines for different modes in the squad messaging system
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#define DEFAULT_MSG_TIMEOUT (8 * 1000) // number of seconds * 1000 to get milliseconds
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#define MSG_KEY_EAT_TIME (300)
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int Squad_msg_mode; // current mode that the messaging system is in
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LOCAL int Msg_key_used; // local variable which tells if the key being processed
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// with the messaging system was actually used
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LOCAL int Msg_key; // global which indicates which key was currently pressed
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LOCAL int Msg_mode_timestamp;
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int Msg_instance; // variable which holds ship/wing instance to send the message to
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int Msg_shortcut_command; // holds command when using a shortcut key
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LOCAL int Msg_target_objnum; // id of the current target of the player
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LOCAL ship_subsys *Msg_targeted_subsys;// pointer to current subsystem which is targeted
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LOCAL int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
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LOCAL int Msg_eat_key_timestamp; // used to temporarily "eat" keys
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// defined to position the messaging box
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int Mbox_item_h[GR_NUM_RESOLUTIONS] = {
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10,
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10
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};
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int Mbox_item_xoffset[GR_NUM_RESOLUTIONS] = {
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17,
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17
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};
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// top of the message box gauge
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int Mbox_top_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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445, 5
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},
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{ // GR_1024
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827, 5
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}
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};
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int Mbox_bmap_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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445, 17
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},
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{ // GR_1024
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827, 17
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}
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};
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// squadmsg menu pgup and pgdn
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int Menu_pgup_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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590, 9
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},
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{ // GR_1024
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937, 9
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}
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};
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int Menu_pgdn_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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590, 120
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},
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{ // GR_1024
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937, 120
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}
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};
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// -----------
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// following defines/vars are used to build menus that are used in messaging mode
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typedef struct mmode_item {
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int instance; // instance in Ships/Wings array of this menu item
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int active; // active items are in bold text -- inactive items greyed out
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SCP_string text; // text to display on the menu
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} mmode_item;
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#define MAX_MENU_ITEMS 50 // max number of items in the menu
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#define MAX_MENU_DISPLAY 10 // max number that can be displayed
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char Squad_msg_title[256] = "";
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mmode_item MsgItems[MAX_MENU_ITEMS];
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int Num_menu_items = -1; // number of items for a message menu
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int First_menu_item= -1; // index of first item in the menu
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// -----------
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// following set of vars/defines are used to store/restore key bindings for keys that
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// are used in messaging mode
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// array to temporarily store key bindings that will be in use for the messaging
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// system
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typedef struct key_store {
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int option_num; // which element in the Control_config array is this
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int id; // which id (1 or 2) is this key.
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int key_value; // which key value to put there.
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} key_store;
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#define MAX_KEYS_NO_SCROLL 10
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#define MAX_KEYS_USED 12 // maximum number of keys used for the messaging system
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key_store key_save[MAX_KEYS_USED]; // array to save the key information during messaging mode
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int num_keys_saved = 0; // number of keys that are saved.
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// next array is the array of MAX_KEYS_USED size which are the keys to use for messaging mode
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int keys_used[] = { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_0,
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KEY_PAGEUP, KEY_PAGEDOWN };
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#define ID1 1
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#define ID2 2
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// following are defines and character strings that are used as part of messaging mode
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#define NUM_COMM_ORDER_TYPES 6
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#define TYPE_SHIP_ITEM 0
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#define TYPE_WING_ITEM 1
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#define TYPE_ALL_FIGHTERS_ITEM 2
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#define TYPE_REINFORCEMENT_ITEM 3
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#define TYPE_REPAIR_REARM_ITEM 4
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#define TYPE_REPAIR_REARM_ABORT_ITEM 5
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SCP_string Comm_order_types[NUM_COMM_ORDER_TYPES];
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comm_order Comm_orders[NUM_COMM_ORDER_ITEMS];
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// Goober5000
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// this is stupid, but localization won't work otherwise
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// Karajorma
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// moving the defines to a non-temporary array is no less stupid. But at least now the SEXP system can get at them.
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sexp_com_order Sexp_comm_orders[] =
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{
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// common stuff
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{ "Destroy my target", 299, ATTACK_TARGET_ITEM },
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{ "Disable my target", 300, DISABLE_TARGET_ITEM },
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{ "Disarm my target", 301, DISARM_TARGET_ITEM },
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{ "Destroy subsystem", 302, DISABLE_SUBSYSTEM_ITEM },
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{ "Protect my target", 303, PROTECT_TARGET_ITEM },
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{ "Ignore my target", 304, IGNORE_TARGET_ITEM },
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{ "Form on my wing", 305, FORMATION_ITEM },
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{ "Cover me", 306, COVER_ME_ITEM },
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{ "Engage enemy", 307, ENGAGE_ENEMY_ITEM },
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// transports mostly
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{ "Capture my target", 308, CAPTURE_TARGET_ITEM },
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// support ships
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{ "Rearm me", 309, REARM_REPAIR_ME_ITEM },
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{ "Abort rearm", 310, ABORT_REARM_REPAIR_ITEM },
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// all ships
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{ "Depart", 311, DEPART_ITEM },
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// extra stuff for support (maintain original comm menu order)
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{ "Stay near me", -1, STAY_NEAR_ME_ITEM},
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{ "Stay near my target",-1, STAY_NEAR_TARGET_ITEM},
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{ "Keep safe distance", -1, KEEP_SAFE_DIST_ITEM},
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};
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void hud_init_comm_orders()
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{
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int i;
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const char *temp_comm_order_types[] =
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{
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XSTR("Ships", 293),
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XSTR("Wings", 294),
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XSTR("All Fighters", 295),
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XSTR("Reinforcements", 296),
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XSTR("Rearm/Repair Subsys", 297),
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XSTR("Abort Rearm", 298)
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};
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for (i = 0; i < NUM_COMM_ORDER_TYPES; i++)
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{
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Comm_order_types[i] = temp_comm_order_types[i];
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}
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for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
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{
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Comm_orders[i].name = XSTR(Sexp_comm_orders[i].name, Sexp_comm_orders[i].xstring);
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Comm_orders[i].item = Sexp_comm_orders[i].item;
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}
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}
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// Text to display on the messaging menu when using the shortcut keys
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const char *comm_order_get_text(int item)
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{
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int i;
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for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
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{
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if (Comm_orders[i].item == item)
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return Comm_orders[i].name.c_str();
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}
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// not found
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Int3();
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return NULL;
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}
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SCP_vector<squadmsg_history> Squadmsg_history;
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// forward declarations
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void hud_add_issued_order(const char *name, int order);
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void hud_update_last_order(const char *target, int order_source, int special_index);
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bool hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip = nullptr);
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bool hud_squadmsg_ship_valid(ship *shipp, object *objp = nullptr);
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bool hud_squadmsg_ship_order_valid( int shipnum, int order );
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// function to set up variables needed when messaging mode is started
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void hud_squadmsg_start()
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{
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// int i;
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//if ( num_keys_saved < 0 ) // save the keys if they haven't been saved yet
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hud_squadmsg_save_keys();
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Msg_key = -1;
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/*
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for (i=0; i<num_keys_saved; i++)
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clear_key_binding ( (short) key_save[i].key_value ); // removes all mention of this key from Control_config
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*/
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Num_menu_items = -1; // reset the menu items
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First_menu_item = 0;
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Squad_msg_mode = SM_MODE_TYPE_SELECT; // start off at the base state
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Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT); // initialize our timer to bogus value
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Msg_shortcut_command = -1; // assume no shortcut key being used
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Msg_target_objnum = Player_ai->target_objnum; // save the players target object number
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Msg_targeted_subsys = Player_ai->targeted_subsys; // save the players currently targted subsystem
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#ifndef NDEBUG
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Msg_enemies = 0; // tells us if we are messaging enemy ships
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#endif
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snd_play( gamesnd_get_game_sound(GameSounds::SQUADMSGING_ON) );
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}
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// functions which will restore all of the key binding stuff when messaging mode is done
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void hud_squadmsg_end()
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{
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/*
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int i;
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key_store *ksp;
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// move through all keys saved and restore their orignal values.
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for ( i=0; i<num_keys_saved; i++ ) {
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ksp = &key_save[i];
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Control_config[ksp->option_num].key_id = (short) ksp->key_value;
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}
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*/
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if ( message_is_playing() == FALSE )
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snd_play( gamesnd_get_game_sound(GameSounds::SQUADMSGING_OFF) );
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}
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// function which returns true if there are fighters/bombers on the players team in the mission
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// In debug versions, we will allow messaging to enemies
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bool hud_squadmsg_exist_fighters( )
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{
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ship_obj *so;
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object *objp;
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ship *shipp;
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for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
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{
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objp = &Objects[so->objnum];
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shipp = &Ships[objp->instance];
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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);
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// ship must be a fighter/bomber
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if (!(Ship_info[shipp->ship_info_index].is_fighter_bomber()))
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continue;
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// this ship satisfies everything
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if (hud_squadmsg_ship_valid(shipp, objp))
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return true;
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}
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return false;
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}
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// Routine to return true if a ship should be put onto the messaging menu. Analagous to hud_squadmsg_wing_valid() below. -MageKing17
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bool hud_squadmsg_ship_valid(ship *shipp, object *objp)
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{
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Assertion(shipp != nullptr, "hud_squadmsg_ship_valid() was passed a null shipp pointer; get a coder!\n");
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if (!objp) // For simplicity's sake, allow it to be called with just the ship pointer
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objp = &Objects[shipp->objnum];
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// ships must be able to receive orders
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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]) )
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return false;
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// be sure ship is on correct team
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#ifdef NDEBUG
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if (shipp->team != Player_ship->team)
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return false;
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#else
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if (!Msg_enemies && (shipp->team != Player_ship->team))
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return false;
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#endif
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// departing or dying ships cannot be on list
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if ( shipp->is_dying_or_departing() )
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return false;
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// cannot be my ship or an instructor
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if ((objp == Player_obj) || is_instructor(objp))
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return false;
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// ship must be accepting ship type orders
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if ( shipp->orders_accepted == 0)
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return false;
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// if it is a player ship, we must be in multiplayer
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if ( (objp->flags[Object::Object_Flags::Player_ship]) && !(Game_mode & GM_MULTIPLAYER) )
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return false;
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// if a messaging shortcut, be sure this ship can process the order
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if ( Msg_shortcut_command != -1 ) {
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if ( !(shipp->orders_accepted & Msg_shortcut_command) )
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return false;
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else if ( !hud_squadmsg_ship_order_valid(objp->instance, Msg_shortcut_command) )
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return false;
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}
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// maybe check comm system
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if (The_mission.ai_profile->flags[AI::Profile_Flags::Check_comms_for_non_player_ships] && hud_communications_state(shipp) != COMM_OK)
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return false;
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// If we got to this point, the ship must be valid.
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return true;
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}
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// function which counts the number of ships available for messaging. Used to determine if
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// we should grey out a menu or allow a shortcut command to apply. parameter "flag" is used
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// to tell us whether or not we should add the ship to a menu item or not. We include the
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// flag so that we don't have to have conditions for messaging ships/wings in two places.
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int hud_squadmsg_count_ships(int add_to_menu)
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{
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int count;
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ship_obj *so;
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object *objp;
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ship *shipp;
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count = 0;
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for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
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{
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objp = &Objects[so->objnum];
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shipp = &Ships[objp->instance];
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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);
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if (!hud_squadmsg_ship_valid(shipp, objp))
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continue;
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// this ship satisfies everything
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count++;
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if (add_to_menu)
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{
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Assert ( Num_menu_items < MAX_MENU_ITEMS );
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MsgItems[Num_menu_items].text = shipp->get_display_name();
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MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
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MsgItems[Num_menu_items].active = 1;
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Num_menu_items++;
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}
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}
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// if adding to the menu and we have > 10 items, then don't allow page up and page down to be used.
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if ( add_to_menu && (Num_menu_items > MAX_MENU_DISPLAY) )
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hud_squadmsg_save_keys(1);
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return count;
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}
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// routine to return true if a wing should be put onto the messaging menu
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bool hud_squadmsg_wing_valid(wing *wingp)
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{
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int idx, ship_num;
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// a couple of special cases to account for before adding to count (or to menu). Don't count
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// wings that are leaving or left.
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if ( wingp->flags[Ship::Wing_Flags::Gone, Ship::Wing_Flags::Departing] )
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return false;
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// Goober5000 - instead of checking wing leader, let's check all ships in wing;
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// there are several significant cases when e.g. wings contain ships of different IFFs
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for (idx = 0; idx < wingp->current_count; idx++)
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{
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ship_num = wingp->ship_index[idx];
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Assert(ship_num >= 0);
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// if at least one ship in this wing is valid, that's all we need
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if (hud_squadmsg_ship_valid(&Ships[ship_num]))
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return true;
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}
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// no ships in the wing were valid
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return false;
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}
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// function like above, except for wings
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int hud_squadmsg_count_wings( int add_to_menu )
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{
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int count, i, j;
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count = 0;
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// add the player starting wings first
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for ( i = 0; i < MAX_STARTING_WINGS; i++ ) {
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int wingnum;
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wingnum = Starting_wings[i];
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if ( wingnum == -1 )
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continue;
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if ( hud_squadmsg_wing_valid(&Wings[wingnum]) ) {
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count++;
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if ( add_to_menu ) {
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Assert ( Num_menu_items < MAX_MENU_ITEMS );
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MsgItems[Num_menu_items].text = Wings[wingnum].name;
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end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text);
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MsgItems[Num_menu_items].instance = wingnum;
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MsgItems[Num_menu_items].active = 1;
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Num_menu_items++;
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}
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}
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}
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for ( i = 0; i < Num_wings; i++ ) {
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// if this wing is a player starting wing, skip it since we added it above
|
|
for ( j = 0; j < MAX_STARTING_WINGS; j++ ) {
|
|
if ( i == Starting_wings[j] )
|
|
break;
|
|
}
|
|
if ( j < MAX_STARTING_WINGS )
|
|
continue;
|
|
|
|
if ( hud_squadmsg_wing_valid(&Wings[i]) ) {
|
|
count++;
|
|
if ( add_to_menu ) {
|
|
Assert ( Num_menu_items < MAX_MENU_ITEMS );
|
|
MsgItems[Num_menu_items].text = Wings[i].name;
|
|
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text);
|
|
MsgItems[Num_menu_items].instance = i;
|
|
MsgItems[Num_menu_items].active = 1;
|
|
Num_menu_items++;
|
|
}
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
|
|
// function to set the current submode in message mode -- also resets variables that
|
|
// should be reset inbetween submodes
|
|
void hud_squadmsg_do_mode( int mode )
|
|
{
|
|
Squad_msg_mode = mode;
|
|
Num_menu_items = -1;
|
|
First_menu_item = 0;
|
|
}
|
|
|
|
void hud_squadmsg_page_down()
|
|
{
|
|
if ( (First_menu_item + MAX_MENU_DISPLAY) < Num_menu_items ) {
|
|
First_menu_item += MAX_MENU_DISPLAY;
|
|
Assert ( First_menu_item < Num_menu_items );
|
|
}
|
|
}
|
|
|
|
void hud_squadmsg_page_up()
|
|
{
|
|
if ( First_menu_item > 0 ) {
|
|
First_menu_item -= MAX_MENU_DISPLAY;
|
|
Assert (First_menu_item >= 0 );
|
|
}
|
|
}
|
|
|
|
int hud_squadmsg_get_total_keys()
|
|
{
|
|
int num_keys_used;
|
|
|
|
num_keys_used = MAX_KEYS_NO_SCROLL;
|
|
if ( Num_menu_items > MAX_MENU_DISPLAY )
|
|
num_keys_used = MAX_KEYS_USED;
|
|
|
|
return num_keys_used;
|
|
}
|
|
|
|
// function called from high level keyboard read code to give the squadmsg code a key.
|
|
// return 1 is the key was used by the messaging code, 0 otherwise
|
|
int hud_squadmsg_read_key( int k )
|
|
{
|
|
int i, key_found, num_keys_used;
|
|
|
|
num_keys_used = hud_squadmsg_get_total_keys();
|
|
|
|
if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
|
|
// check to see if any messaging keys are still down for some length of time
|
|
// after messaging is over. Return true for a while.
|
|
if ( !timestamp_elapsed(Msg_eat_key_timestamp) ) {
|
|
for (i = 0; i < num_keys_used; i++ ) {
|
|
if ( keyd_pressed[keys_used[i]] )
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
key_found = 0;
|
|
for (i = 0; i < num_keys_used; i++ ) {
|
|
if ( k == keys_used[i] ) {
|
|
if ( key_down_count(k) ) {
|
|
Msg_key = k;
|
|
key_found = 1;
|
|
}
|
|
|
|
if ( keyd_pressed[k] ) {
|
|
key_found = 1;
|
|
}
|
|
|
|
// key_down_count(k);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( key_found )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// function which reads the keyboard array and determines if a menu key has been hit
|
|
int hud_squadmsg_get_key()
|
|
{
|
|
int k, i, num_keys_used;
|
|
|
|
if ( Msg_key == -1 )
|
|
return -1;
|
|
|
|
k = Msg_key;
|
|
Msg_key = -1;
|
|
|
|
num_keys_used = hud_squadmsg_get_total_keys();
|
|
|
|
// if the emp effect is active, never accept keypresses
|
|
if(emp_active_local()){
|
|
return -1;
|
|
}
|
|
|
|
for ( i = 0; i < num_keys_used; i++ ) {
|
|
if ( k == keys_used[i] ) {
|
|
Msg_key_used = 1; // this variable will extend the timer
|
|
|
|
// use a timestamp to prevent top level key code from possibly reprocessing this key
|
|
Msg_eat_key_timestamp = timestamp(MSG_KEY_EAT_TIME);
|
|
if ( k == KEY_PAGEDOWN ) { // pageup and pagedown scroll the menu -- deal with these seperately!!
|
|
hud_squadmsg_page_down();
|
|
return -1;
|
|
} else if ( k == KEY_PAGEUP ) {
|
|
hud_squadmsg_page_up();
|
|
return -1;
|
|
} else if ( k == KEY_ESC ) {
|
|
hud_squadmsg_toggle();
|
|
return -1;
|
|
} else if ( (i < Num_menu_items) && (Squad_msg_mode == SM_MODE_REINFORCEMENTS) ) // return any key if selecting reinforcement
|
|
return i;
|
|
|
|
// play general fail sound if inactive item hit.
|
|
else if ( (i < Num_menu_items) && !(MsgItems[i].active) )
|
|
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
|
|
|
|
else if ( (i < Num_menu_items) && (MsgItems[i].active) ) // only return keys that are associated with menu items
|
|
return i;
|
|
|
|
else {
|
|
Msg_key_used = 0; // if no #-key pressed for visible item, break and allow timer to
|
|
break; // to continue as if no key was pressed
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// function to return true or false if the given ship can rearm, or be repaired
|
|
int hud_squadmsg_can_rearm( ship *shipp )
|
|
{
|
|
// player ships which turns traitor cannot rearm
|
|
if ( (shipp == Player_ship) && (Player_ship->team == Iff_traitor) )
|
|
return 0;
|
|
|
|
// 5/6/98 -- MWA Decided to always be able to call in support.
|
|
return 1;
|
|
}
|
|
|
|
// calls for repair/rearm of the player ship. Checks for the 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_to_player( MESSAGE_REARM_ON_WAY, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
|
|
} else {
|
|
robjnum = hud_support_find_closest(OBJ_INDEX(tobj));
|
|
if ( robjnum != -1 ) {
|
|
message_send_builtin_to_player( MESSAGE_REARM_ON_WAY, &Ships[Objects[robjnum].instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
|
|
} else {
|
|
// request a rearm. Next function returns -1 if ship is warping in, objnum of repair ship otherwise
|
|
robjnum = ai_issue_rearm_request( tobj );
|
|
if ( robjnum != -1) {
|
|
robjp = &Objects[robjnum];
|
|
message_send_builtin_to_player( MESSAGE_ON_WAY, &Ships[robjp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
|
|
|
|
} else {
|
|
// if we are in this part of the if statement, a support ship has been warped in to
|
|
// service us. Issue appropriate message
|
|
message_send_builtin_to_player( MESSAGE_REARM_WARP, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, multi_player_team );
|
|
}
|
|
|
|
mission_log_add_entry(LOG_PLAYER_CALLED_FOR_REARM, Ships[tobj->instance].ship_name, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
//if ( multi_player_num == -1 ) // only do the hud display if it is for me!
|
|
// hud_support_view_start();
|
|
|
|
if ( toggle_state )
|
|
hud_squadmsg_toggle(); // take us out of message mode
|
|
}
|
|
|
|
// function which gets called from keyboard code to issues a shortcut command for rearming.
|
|
void hud_squadmsg_rearm_shortcut()
|
|
{
|
|
if ( !hud_squadmsg_can_rearm(Player_ship) )
|
|
return;
|
|
|
|
// multiplayer clients need to send this message to the server
|
|
if ( MULTIPLAYER_CLIENT ) {
|
|
send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
|
|
return;
|
|
}
|
|
|
|
hud_squadmsg_repair_rearm(0);
|
|
}
|
|
|
|
// code which is called when a player aborts his rearm request
|
|
void hud_squadmsg_repair_rearm_abort( int toggle_state, object *obj)
|
|
{
|
|
// ai_info *aip;
|
|
// object *robjp;
|
|
object *tobj;
|
|
|
|
// this is essentially a check for multiplayer server/client mode
|
|
// in multiplayer mode, the server may have to issue this command when received from a client
|
|
if(obj == NULL)
|
|
tobj = Player_obj;
|
|
else
|
|
tobj = obj;
|
|
|
|
// try to abort the request. We shoudln't be in this function unless we are actually
|
|
// queued for repair. Send a message from support ship if the support ship is in the mission
|
|
ai_abort_rearm_request( tobj );
|
|
|
|
// move the next statements outside of the above if-statement. Seems like this place
|
|
// is the right place, since we want to change state of the messaging system regardless
|
|
// of what happened above.
|
|
if ( toggle_state )
|
|
hud_squadmsg_toggle(); // take us out of message mode
|
|
}
|
|
|
|
// Goober5000 - redone and added a bit
|
|
// returns 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(int order, int find_order, ai_info *aip )
|
|
{
|
|
int target_objnum, i;
|
|
ship *shipp, *ordering_shipp;
|
|
object *objp;
|
|
|
|
if ( aip == NULL )
|
|
aip = Player_ai;
|
|
|
|
// find the comm_menu item for this command
|
|
if ( find_order ) {
|
|
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++ ) {
|
|
if ( Comm_orders[i].item == order )
|
|
break;
|
|
}
|
|
Assert( i < NUM_COMM_ORDER_ITEMS );
|
|
order = i;
|
|
}
|
|
|
|
// orders which don't operate on targets are always valid
|
|
if ( !(Comm_orders[order].item & TARGET_MESSAGES) )
|
|
return true;
|
|
|
|
target_objnum = aip->target_objnum;
|
|
|
|
// order isn't valid if there is no player target
|
|
if ( target_objnum == -1 ) {
|
|
return false;
|
|
}
|
|
|
|
objp = &Objects[target_objnum];
|
|
|
|
ordering_shipp = &Ships[aip->shipnum];
|
|
|
|
// 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 ( (Comm_orders[order].item == 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;
|
|
}
|
|
|
|
// if the order is a disable order or depart, and the ship is disabled, order isn't active
|
|
if ( (Comm_orders[order].item == DISABLE_TARGET_ITEM) && (shipp->flags[Ship::Ship_Flags::Disabled]) ){
|
|
return false;
|
|
}
|
|
|
|
// same as above except for disarmed.
|
|
if ( (Comm_orders[order].item == DISARM_TARGET_ITEM) && ((shipp->subsys_info[SUBSYSTEM_TURRET].type_count == 0) || (shipp->subsys_info[SUBSYSTEM_TURRET].aggregate_current_hits <= 0.0f)) ){
|
|
return false;
|
|
}
|
|
|
|
// if order is disable subsystem, and no subsystem targeted or no hits, then order not valid
|
|
if ( (Comm_orders[order].item == DISABLE_SUBSYSTEM_ITEM) && ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) ){
|
|
return false;
|
|
}
|
|
|
|
// check based on target's and player's team
|
|
if ( (shipp->team == ordering_shipp->team) && (FRIENDLY_TARGET_MESSAGES & Comm_orders[order].item) ){
|
|
return true;
|
|
} else if ( (shipp->team != ordering_shipp->team) && (ENEMY_TARGET_MESSAGES & Comm_orders[order].item) ){
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// function to send an order to all fighters/bombers.
|
|
void hud_squadmsg_send_to_all_fighters( int command, int player_num )
|
|
{
|
|
ai_info *aip;
|
|
ship *shipp, *ordering_shipp;
|
|
int i, send_message;
|
|
object *objp;
|
|
|
|
// quick short circuit here because of actually showing comm menu even though you cannot message.
|
|
// just a safety net.
|
|
if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
|
|
if ( !multi_can_message(&Net_players[player_num]) ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// check for multiplayer mode
|
|
if(MULTIPLAYER_CLIENT) {
|
|
send_player_order_packet(SQUAD_MSG_ALL, 0, command);
|
|
return;
|
|
}
|
|
|
|
send_message = 1; // internal flag to dictate who sends message
|
|
aip = Player_ai;
|
|
|
|
if ( player_num != -1 )
|
|
aip = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
|
|
|
|
Assert( aip->shipnum != -1 );
|
|
ordering_shipp = &Ships[aip->shipnum];
|
|
|
|
/* Goober5000 - this relies on the weird calling logic that is now disabled
|
|
if ( command == IGNORE_TARGET_ITEM ) {
|
|
// if we were messaging a ship directly, set flag to send no messages. We will send one
|
|
// specifically from the ship player is ordering
|
|
if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (Squad_msg_mode == SM_MODE_SHIP_COMMAND) ) {
|
|
do_ship = 1;
|
|
send_message = 0;
|
|
}
|
|
}
|
|
*/
|
|
|
|
for ( i = 0; i < Num_wings; i++ ) {
|
|
int shipnum;
|
|
|
|
if ( (Wings[i].flags[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[shipp->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 ( !(command & shipp->orders_accepted) )
|
|
continue;
|
|
|
|
// send the command to the wing
|
|
if ( Wings[i].current_count > 0 ) {
|
|
if (send_message) {
|
|
hud_add_issued_order("All Fighters", command);
|
|
if ( hud_squadmsg_send_wing_command(i, command, send_message, SQUADMSG_HISTORY_UPDATE, player_num) ) {
|
|
send_message = 0;
|
|
}
|
|
}
|
|
else {
|
|
hud_squadmsg_send_wing_command(i, command, send_message, SQUADMSG_HISTORY_NO_UPDATE, player_num);
|
|
}
|
|
}
|
|
}
|
|
|
|
// now find any friendly fighter/bomber ships not in wings
|
|
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
|
|
if ( objp->type != OBJ_SHIP )
|
|
continue;
|
|
|
|
// don't send messge to ships not on player's team, or that are in a wing.
|
|
shipp = &Ships[objp->instance];
|
|
if ( (shipp->team != ordering_shipp->team) || (shipp->wingnum != -1) )
|
|
continue;
|
|
|
|
// don't send message to non fighter wings
|
|
if ( !(Ship_info[shipp->ship_info_index].is_fighter_bomber()) )
|
|
continue;
|
|
|
|
// skip departing/dying ships
|
|
if ( shipp->is_dying_or_departing() )
|
|
continue;
|
|
|
|
// don't send command if ship won't accept if
|
|
if ( !(command & shipp->orders_accepted) )
|
|
continue;
|
|
|
|
if (send_message) {
|
|
hud_add_issued_order("All Fighters", command);
|
|
if ( hud_squadmsg_send_ship_command(objp->instance, command, send_message, SQUADMSG_HISTORY_UPDATE, player_num) ) {
|
|
send_message = 0;
|
|
}
|
|
}
|
|
else {
|
|
hud_squadmsg_send_ship_command(objp->instance, command, send_message, SQUADMSG_HISTORY_NO_UPDATE, player_num);
|
|
}
|
|
}
|
|
|
|
// we might send the ship command again if we are ignoring a target, and the guy
|
|
// we ordered directly is a ship -- we want the response to come directly from the
|
|
// guy we orders
|
|
/* Goober5000 - yet again with the weird logic
|
|
if ( do_ship ) {
|
|
Assert( Msg_instance != MESSAGE_ALL_FIGHTERS );
|
|
hud_squadmsg_send_ship_command( Msg_instance, command, 1 );
|
|
}
|
|
*/
|
|
}
|
|
|
|
// Check if any enemy ships are in the mission
|
|
int hud_squadmsg_enemies_present()
|
|
{
|
|
ship *shipp;
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
shipp = &Ships[Objects[so->objnum].instance];
|
|
if ( shipp->team != Player_ship->team )
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
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];
|
|
}
|
|
// function which sends a message to a specific ship. This routine can be called from one of two
|
|
// places. Either after selecting a ship when using a hotkey, or after selecting a command when
|
|
// using the entire messaging menu system
|
|
//
|
|
// if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
|
|
// a PLAYER_COMMAND_PACKET
|
|
int hud_squadmsg_send_ship_command( int shipnum, int command, int send_message, int update_history, int player_num )
|
|
{
|
|
ai_info *ainfo;
|
|
int ai_mode, ai_submode; // ai mode and submode needed for ship commands
|
|
char *target_shipname; // ship number of possible targets
|
|
int message;
|
|
int target_team, ship_team; // team id's for the ship getting message and any target the player has
|
|
ship *ordering_shipp;
|
|
|
|
int special_index = -1;
|
|
int message_team_filter = -1;
|
|
|
|
// quick short circuit here because of actually showing comm menu even though you cannot message.
|
|
// just a safety net.
|
|
if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
|
|
if ( !multi_can_message(&Net_players[player_num]) ) {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// check for multiplayer mode
|
|
if(MULTIPLAYER_CLIENT){
|
|
send_player_order_packet(SQUAD_MSG_SHIP, shipnum, command);
|
|
return 0;
|
|
}
|
|
|
|
ai_mode = AI_GOAL_NONE; // needs to be initialized
|
|
ai_submode = -1234567;
|
|
ainfo = Player_ai;
|
|
|
|
if ( player_num != -1 ){
|
|
ainfo = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
|
|
message_team_filter = Net_players[player_num].p_info.team;
|
|
}
|
|
|
|
Assert( ainfo->shipnum != -1 );
|
|
ordering_shipp = &Ships[ainfo->shipnum];
|
|
|
|
// a shortcut to save on repetitive coding. If the order is a 'target' order, make the default
|
|
// mesage be "no target"
|
|
message = MESSAGE_NOSIR;
|
|
if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
|
|
message = MESSAGE_NO_TARGET;
|
|
|
|
if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
|
|
|
|
target_shipname = NULL;
|
|
target_team = -1;
|
|
if ( ainfo->target_objnum != -1) {
|
|
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
|
|
if ( ainfo->target_objnum != Ships[shipnum].objnum ) {
|
|
target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
|
|
target_team = Ships[Objects[ainfo->target_objnum].instance].team;
|
|
}
|
|
}
|
|
}
|
|
|
|
Assert ( ainfo->shipnum != -1 );
|
|
ship_team = Ships[ainfo->shipnum].team; // team of the ship issuing the message
|
|
|
|
switch ( command ) { // value of k matches the #defines for ship messages
|
|
case ATTACK_TARGET_ITEM:
|
|
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
|
|
Assert( target_shipname );
|
|
Assert( ship_team != target_team );
|
|
|
|
// Orders to override protect
|
|
if (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 = 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 = 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_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
|
|
special_index = ai_submode;
|
|
message = MESSAGE_ATTACK_TARGET;
|
|
break;
|
|
|
|
case CAPTURE_TARGET_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( ship_team != target_team );
|
|
|
|
Assert(ainfo->target_objnum > -1);
|
|
|
|
Objects[ainfo->target_objnum].flags.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 = MESSAGE_YESSIR;
|
|
break;
|
|
|
|
case IGNORE_TARGET_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( ship_team != target_team );
|
|
|
|
ai_mode = AI_GOAL_IGNORE_NEW;
|
|
ai_submode = 0;
|
|
message = MESSAGE_IGNORE;
|
|
break;
|
|
|
|
case FORMATION_ITEM:
|
|
message = MESSAGE_YESSIR;
|
|
target_shipname = ordering_shipp->ship_name;
|
|
ai_mode = AI_GOAL_FORM_ON_WING;
|
|
ai_submode = 0;
|
|
break;
|
|
|
|
case COVER_ME_ITEM:
|
|
ai_mode = AI_GOAL_GUARD;
|
|
ai_submode = AIS_GUARD_PATROL;
|
|
target_shipname = ordering_shipp->ship_name;
|
|
message = MESSAGE_YESSIR;
|
|
break;
|
|
|
|
case ENGAGE_ENEMY_ITEM:
|
|
ai_mode = AI_GOAL_CHASE_ANY;
|
|
ai_submode = SM_ATTACK;
|
|
// if no enemies present, use the affirmative, instead of engaging enemies message
|
|
if ( hud_squadmsg_enemies_present() )
|
|
message = MESSAGE_ENGAGE;
|
|
else
|
|
message = MESSAGE_YESSIR;
|
|
target_shipname = NULL;
|
|
break;
|
|
|
|
case DEPART_ITEM:
|
|
ai_mode = AI_GOAL_WARP;
|
|
ai_submode = -1;
|
|
message = MESSAGE_WARP_OUT;
|
|
Ships[shipnum].flags.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: // can't attack anything on same team
|
|
|
|
// cannot stay near a hostile ship(?)
|
|
if ( (command == STAY_NEAR_TARGET_ITEM) && (ship_team != target_team) )
|
|
break;
|
|
|
|
ai_mode = AI_GOAL_STAY_NEAR_SHIP;
|
|
ai_submode = -1;
|
|
message = MESSAGE_YESSIR;
|
|
if ( command == STAY_NEAR_ME_ITEM )
|
|
target_shipname = ordering_shipp->ship_name;
|
|
break;
|
|
|
|
case KEEP_SAFE_DIST_ITEM:
|
|
ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
|
|
ai_submode = -1;
|
|
message = MESSAGE_YESSIR;
|
|
break;
|
|
|
|
default:
|
|
Int3(); // get Allender -- illegal message
|
|
break;
|
|
|
|
}
|
|
|
|
// handle case of messaging one ship. Deal with messaging all fighters next.
|
|
if ( ai_mode != AI_GOAL_NONE ) {
|
|
Assert(ai_submode != -1234567);
|
|
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, ai_mode, ai_submode, target_shipname, &Ai_info[Ships[shipnum].ai_index] );
|
|
if( update_history == SQUADMSG_HISTORY_ADD_ENTRY ) {
|
|
hud_add_issued_order(Ships[shipnum].ship_name, command);
|
|
hud_update_last_order(target_shipname, player_num, special_index);
|
|
}
|
|
else if (update_history == SQUADMSG_HISTORY_UPDATE) {
|
|
hud_update_last_order(target_shipname, player_num, special_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
|
|
// sent to other players in the game as an actual "order"
|
|
if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
|
|
// if the multi_msg system processed and sent this order to a player, we should not play a response
|
|
if(multi_msg_eval_ship_squadmsg(shipnum,command,ainfo,player_num)){
|
|
send_message = 0;
|
|
}
|
|
}
|
|
|
|
// this is the _response_
|
|
if ( send_message && (!(Ships[shipnum].flags[Ship::Ship_Flags::No_builtin_messages])))
|
|
{
|
|
message_send_builtin_to_player( message, &Ships[shipnum], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, message_team_filter );
|
|
}
|
|
|
|
return send_message;
|
|
}
|
|
|
|
// function to send a command to a wing. Like above function, called from one of two places
|
|
//
|
|
// if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
|
|
// a PLAYER_COMMAND_PACKET
|
|
//
|
|
// returns whether or not a message was sent
|
|
int hud_squadmsg_send_wing_command( int wingnum, int command, int send_message, int update_history, int player_num )
|
|
{
|
|
ai_info *ainfo;
|
|
int ai_mode, ai_submode; // ai mode and submode needed for ship commands
|
|
char *target_shipname; // ship number of possible targets
|
|
int message_sent, message;
|
|
int target_team, wing_team; // team for the wing and the player's target
|
|
ship *ordering_shipp;
|
|
|
|
int special_index = -1;
|
|
int message_team_filter = -1;
|
|
|
|
// quick short circuit here because of actually showing comm menu even though you cannot message.
|
|
// just a safety net.
|
|
if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
|
|
if ( !multi_can_message(&Net_players[player_num]) ) {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// check for multiplayer mode
|
|
if(MULTIPLAYER_CLIENT){
|
|
send_player_order_packet(SQUAD_MSG_WING, wingnum,command);
|
|
return 0;
|
|
}
|
|
|
|
ai_mode = AI_GOAL_NONE; // needs to be initialized
|
|
ai_submode = -1234567;
|
|
ainfo = Player_ai;
|
|
|
|
if ( player_num != -1 ) {
|
|
ainfo = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
|
|
message_team_filter = Net_players[player_num].p_info.team;
|
|
}
|
|
|
|
Assert( ainfo->shipnum != -1 );
|
|
ordering_shipp = &Ships[ainfo->shipnum];
|
|
|
|
// get the shipnum of the ship the player has targeted. Used in enough places to do this just
|
|
// once. If the ship targeted is part of the wing that was messages -- bail out!!!
|
|
|
|
// a shortcut to save on repetative coding
|
|
message = MESSAGE_NOSIR;
|
|
if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
|
|
message = MESSAGE_NO_TARGET;
|
|
|
|
if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
|
|
|
|
target_shipname = NULL;
|
|
target_team = -1;
|
|
if ( ainfo->target_objnum != -1) {
|
|
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
|
|
target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
|
|
target_team = Ships[Objects[ainfo->target_objnum].instance].team;
|
|
}
|
|
}
|
|
|
|
Assert ( ainfo->shipnum != -1 );
|
|
Assert ( (wingnum >= 0) && (wingnum < Num_wings) );
|
|
|
|
// get the team for the wing
|
|
Assert ( Wings[wingnum].ship_index[0] != -1 );
|
|
wing_team = Ships[Wings[wingnum].ship_index[0]].team;
|
|
|
|
switch ( command ) { // value of k matches the #defines for ship messages
|
|
case ATTACK_TARGET_ITEM:
|
|
if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
|
|
Assert( target_shipname );
|
|
Assert( wing_team != target_team );
|
|
if ( (Ships[Objects[ainfo->target_objnum].instance].wingnum != -1) && (Ships[Objects[ainfo->target_objnum].instance].wingnum == wingnum) ) {
|
|
message = MESSAGE_NOSIR;
|
|
ai_mode = AI_GOAL_NONE;
|
|
} else {
|
|
ai_mode = AI_GOAL_CHASE;
|
|
ai_submode = SM_ATTACK;
|
|
message = MESSAGE_ATTACK_TARGET;
|
|
}
|
|
} else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
|
|
ai_mode = AI_GOAL_CHASE_WEAPON;
|
|
ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
|
|
message = MESSAGE_ATTACK_TARGET;
|
|
} else
|
|
Int3();
|
|
|
|
break;
|
|
|
|
case DISABLE_TARGET_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( wing_team != target_team );
|
|
|
|
ai_mode = AI_GOAL_DISABLE_SHIP;
|
|
ai_submode = -SUBSYSTEM_ENGINE;
|
|
message = MESSAGE_DISABLE_TARGET;
|
|
break;
|
|
|
|
case DISARM_TARGET_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( wing_team != target_team );
|
|
|
|
ai_mode = AI_GOAL_DISARM_SHIP;
|
|
ai_submode = -SUBSYSTEM_TURRET;
|
|
message = MESSAGE_DISARM_TARGET;
|
|
break;
|
|
|
|
case DISABLE_SUBSYSTEM_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( wing_team != target_team );
|
|
Assert( ainfo->targeted_subsys != NULL );
|
|
Assert( ainfo->targeted_subsys->current_hits > 0.0f);
|
|
|
|
ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
|
|
ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
|
|
special_index = ai_submode;
|
|
message = MESSAGE_ATTACK_TARGET;
|
|
break;
|
|
|
|
|
|
case PROTECT_TARGET_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( wing_team == target_team );
|
|
|
|
ai_mode = AI_GOAL_GUARD;
|
|
ai_submode = AIS_GUARD_PATROL;
|
|
message = MESSAGE_YESSIR;
|
|
break;
|
|
|
|
case IGNORE_TARGET_ITEM:
|
|
Assert( target_shipname );
|
|
Assert( wing_team != target_team );
|
|
|
|
ai_mode = AI_GOAL_IGNORE_NEW;
|
|
ai_submode = 0; // actually, a don't care.
|
|
message = MESSAGE_IGNORE;
|
|
break;
|
|
|
|
case FORMATION_ITEM:
|
|
message = MESSAGE_YESSIR;
|
|
target_shipname = ordering_shipp->ship_name;
|
|
ai_mode = AI_GOAL_FORM_ON_WING;
|
|
ai_submode = 0;
|
|
break;
|
|
|
|
case COVER_ME_ITEM:
|
|
ai_mode = AI_GOAL_GUARD;
|
|
ai_submode = AIS_GUARD_PATROL;
|
|
target_shipname = ordering_shipp->ship_name;
|
|
message = MESSAGE_YESSIR;
|
|
break;
|
|
|
|
case ENGAGE_ENEMY_ITEM:
|
|
ai_mode = AI_GOAL_CHASE_ANY;
|
|
ai_submode = SM_ATTACK;
|
|
// if no enemies present, use the affirmative, instead of engaging enemies message
|
|
if ( hud_squadmsg_enemies_present() )
|
|
message = MESSAGE_ENGAGE;
|
|
else
|
|
message = MESSAGE_YESSIR;
|
|
target_shipname = NULL;
|
|
break;
|
|
|
|
case DEPART_ITEM:
|
|
ai_mode = AI_GOAL_WARP;
|
|
ai_submode = -1;
|
|
message = MESSAGE_WARP_OUT;
|
|
Wings[wingnum].flags.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:
|
|
Int3(); // get Allender -- illegal message
|
|
break;
|
|
|
|
}
|
|
|
|
if ( ai_mode != AI_GOAL_NONE ) {
|
|
Assert(ai_submode != -1234567);
|
|
ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, ai_mode, ai_submode, target_shipname, wingnum );
|
|
|
|
if( update_history == SQUADMSG_HISTORY_ADD_ENTRY ) {
|
|
hud_add_issued_order(Wings[wingnum].name, command);
|
|
hud_update_last_order(target_shipname, player_num, special_index);
|
|
}
|
|
else if (update_history == SQUADMSG_HISTORY_UPDATE) {
|
|
hud_update_last_order(target_shipname, player_num, special_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
|
|
// sent to other players in the game as an actual "order"
|
|
if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
|
|
// if there's at least one ai ship which got the command, let the response come through
|
|
if(multi_msg_eval_wing_squadmsg(wingnum,command,ainfo,player_num)){
|
|
send_message = 0;
|
|
}
|
|
}
|
|
|
|
// this is the _response_
|
|
message_sent = 0;
|
|
if ( send_message ) {
|
|
int ship_num;
|
|
|
|
// get a random ship in the wing to send the message to the player
|
|
ship_num = ship_get_random_ship_in_wing( wingnum, SHIP_GET_UNSILENCED );
|
|
|
|
// in multiplayer, its possible that all ships in a wing are players. so we'll just send from a random ship
|
|
if(ship_num == -1 && (Game_mode & GM_MULTIPLAYER)){
|
|
ship_num = ship_get_random_ship_in_wing(wingnum);
|
|
}
|
|
|
|
// only send message if ship is found. There appear to be cases where all ships
|
|
// in a wing die in the same frame causing the wing to appear valid in the message
|
|
// menu, but the get_random_ship* functions won't return dying ships.
|
|
// Karajorma - No valid ships will be found if all the remaining ships have been silence either.
|
|
if ( ship_num != -1 ) {
|
|
message_send_builtin_to_player( message, &Ships[ship_num], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, message_team_filter );
|
|
message_sent = 1;
|
|
}
|
|
}
|
|
|
|
return message_sent;
|
|
}
|
|
|
|
|
|
// return number of available reinforcements, 0 if none available
|
|
int hud_squadmsg_reinforcements_available(int team)
|
|
{
|
|
int i, count = 0;
|
|
|
|
for (i = 0; i < Num_reinforcements; i++) {
|
|
int wingnum;
|
|
|
|
// no more left
|
|
if ( Reinforcements[i].num_uses >= Reinforcements[i].uses ){
|
|
continue;
|
|
}
|
|
|
|
// incorrect team
|
|
if ( team != ship_get_reinforcement_team(i) ){
|
|
continue;
|
|
}
|
|
|
|
// check the arrival cue sexpression of the ship/wing of this reinforcement.
|
|
// Goober5000 - if it can't arrive, it doesn't count. This should check
|
|
// for SEXP_FALSE as well as SEXP_KNOWN_FALSE, otherwise you end up with
|
|
// a reinforcement menu containing no valid selections.
|
|
if ( (wingnum = wing_name_lookup(Reinforcements[i].name, 1)) != -1 ) {
|
|
Assert ( Wings[wingnum].arrival_cue >= 0 );
|
|
if ( Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_FALSE
|
|
|| Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_KNOWN_FALSE ){
|
|
continue;
|
|
}
|
|
} else {
|
|
p_object *p_objp;
|
|
|
|
p_objp = mission_parse_get_arrival_ship( Reinforcements[i].name );
|
|
if ( p_objp != NULL ) {
|
|
if ( Sexp_nodes[p_objp->arrival_cue].value == SEXP_FALSE
|
|
|| Sexp_nodes[p_objp->arrival_cue].value == SEXP_KNOWN_FALSE ){
|
|
continue;
|
|
}
|
|
} else {
|
|
Int3(); // allender says bogus! reinforcement should be here since it wasn't a wing!
|
|
continue;
|
|
}
|
|
}
|
|
count++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// function to put up window in upper right to allow for player to select the type
|
|
// of entity to select for a message (i.e. a wing or a ship)
|
|
void hud_squadmsg_type_select( )
|
|
{
|
|
int k, i;
|
|
|
|
First_menu_item = 0;
|
|
|
|
// Add the items
|
|
for (i = 0; i < NUM_COMM_ORDER_TYPES; i++)
|
|
{
|
|
MsgItems[i].text = Comm_order_types[i];
|
|
MsgItems[i].active = 1; // assume active
|
|
}
|
|
Num_menu_items = NUM_COMM_ORDER_TYPES;
|
|
|
|
|
|
// check to see if the player is a traitor. If so, then he will not
|
|
// be able to do anything from this menu
|
|
if ((Player_ship != NULL) && (Player_ship->team == Iff_traitor)) {
|
|
for (i = 0; i < MAX_MENU_ITEMS; i++ )
|
|
MsgItems[i].active = 0;
|
|
goto do_main_menu;
|
|
}
|
|
|
|
// based on ship counts, wing counts, shortcut active, grey out possible menu choices
|
|
if ( !hud_squadmsg_count_ships(0) )
|
|
MsgItems[TYPE_SHIP_ITEM].active = 0;
|
|
|
|
if ( !hud_squadmsg_count_wings(0) )
|
|
MsgItems[TYPE_WING_ITEM].active = 0;
|
|
|
|
// check to be sure that we have some fighters/bombers on the players team that we
|
|
// can message
|
|
if ( !hud_squadmsg_exist_fighters() ){
|
|
MsgItems[TYPE_ALL_FIGHTERS_ITEM].active = 0;
|
|
}
|
|
|
|
if ((Player_ship != NULL) && !hud_squadmsg_reinforcements_available(Player_ship->team)) {
|
|
MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
|
|
}
|
|
|
|
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1; // this item will always be available (I think)
|
|
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
|
|
|
|
// AL: 10/13/97
|
|
// If the player ship communications are severely damaged, then the player
|
|
// will only be able to call for repair/rearm ships
|
|
//
|
|
// also, only allow support ship if this player is not allowed to messaage.
|
|
if ( (hud_communications_state(Player_ship) != COMM_OK) || ((Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player)) ) {
|
|
for ( i = 0; i < MAX_MENU_ITEMS; i++ ){
|
|
MsgItems[i].active = 0;
|
|
}
|
|
|
|
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1;
|
|
}
|
|
|
|
// check to see if the player is awaiting repair or being repaired. Active the abort and inactive the repair items
|
|
// check to see if the player is scheduled to be repaired by incoming ship
|
|
if ( Ai_info[Ships[Player_obj->instance].ai_index].ai_flags[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 = 0;
|
|
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
|
|
}
|
|
|
|
// de-activate the rearm/repair item if the player has a full load of missiles and
|
|
// all subsystems at full strength. We will only check if this item hasn't been marked
|
|
// inactive because of some other reason
|
|
if ( MsgItems[TYPE_REPAIR_REARM_ITEM].active ) {
|
|
|
|
if ( !hud_squadmsg_can_rearm(Player_ship) ){
|
|
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
|
|
}
|
|
}
|
|
|
|
// if using keyboard shortcut, these items are always inactive
|
|
if ( Msg_shortcut_command != -1 ) {
|
|
MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
|
|
MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
|
|
MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
|
|
}
|
|
|
|
do_main_menu:
|
|
strcpy_s(Squad_msg_title, XSTR( "Message What", 316));
|
|
k = hud_squadmsg_get_key();
|
|
if ( k != -1 ) { // when k != -1, we have a key that associates with menu item
|
|
Assert ( k < Num_menu_items );
|
|
if ( k == TYPE_SHIP_ITEM ){
|
|
hud_squadmsg_do_mode( SM_MODE_SHIP_SELECT );
|
|
} else if ( k == TYPE_WING_ITEM ) {
|
|
hud_squadmsg_do_mode( SM_MODE_WING_SELECT );
|
|
} else if ( k == TYPE_ALL_FIGHTERS_ITEM ) {
|
|
hud_squadmsg_do_mode( SM_MODE_ALL_FIGHTERS );
|
|
}
|
|
|
|
if ( Msg_shortcut_command == -1 ) {
|
|
if ( k == TYPE_REINFORCEMENT_ITEM ) {
|
|
hud_squadmsg_do_mode( SM_MODE_REINFORCEMENTS );
|
|
player_set_next_all_alone_msg_timestamp();
|
|
} else if ( k == TYPE_REPAIR_REARM_ITEM ){
|
|
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
|
|
} else if ( k == TYPE_REPAIR_REARM_ABORT_ITEM ) {
|
|
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// function to display a list of ships to send a command to
|
|
void hud_squadmsg_ship_select()
|
|
{
|
|
int k;
|
|
|
|
if ( Num_menu_items == -1 ) {
|
|
Num_menu_items = 0;
|
|
hud_squadmsg_count_ships( 1 );
|
|
}
|
|
|
|
strcpy_s(Squad_msg_title, XSTR( "Select Ship", 317));
|
|
k = hud_squadmsg_get_key();
|
|
if ( k != -1 ) { // if true, we have selected a ship.
|
|
if ( Msg_shortcut_command == -1 ) {
|
|
Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
|
|
hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND ); // and move to a new mode
|
|
} else {
|
|
// we must convert the Msg_shortcut_command value to a value that the message
|
|
// system normally uses to select a command. Since the menu
|
|
//Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
|
|
hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY);
|
|
hud_squadmsg_toggle();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// function to display a list of wings to send a command to
|
|
void hud_squadmsg_wing_select()
|
|
{
|
|
int k;
|
|
|
|
if ( Num_menu_items == -1 ) {
|
|
Num_menu_items = 0;
|
|
hud_squadmsg_count_wings( 1 );
|
|
}
|
|
|
|
strcpy_s(Squad_msg_title, XSTR( "Select Wing", 318));
|
|
k = hud_squadmsg_get_key();
|
|
if ( k != -1 ) { // if true, we have selected a ship.
|
|
if ( Msg_shortcut_command == -1 ) { // do normal menu stuff when no hoykey active
|
|
Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
|
|
hud_squadmsg_do_mode( SM_MODE_WING_COMMAND ); // and move to a new mode
|
|
} else {
|
|
//Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
|
|
hud_squadmsg_send_wing_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY );
|
|
hud_squadmsg_toggle();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// code which gives an order to all fighters/bombers. If there is a message shortcut active, then
|
|
// make that order apply to all fighters/bombers. Otherwise, move to the ship_command menu
|
|
void hud_squadmsg_msg_all_fighters()
|
|
{
|
|
if ( Msg_shortcut_command == -1 ) {
|
|
Msg_instance = MESSAGE_ALL_FIGHTERS;
|
|
hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND );
|
|
} else {
|
|
hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
|
|
hud_squadmsg_toggle();
|
|
}
|
|
}
|
|
|
|
// called to actually bring in a reinforcement. For single player games, always gets called.
|
|
// for multiplayer games, always called on the server side. Clients should never get here
|
|
void hud_squadmsg_call_reinforcement(int reinforcement_num, int /*player_num*/)
|
|
{
|
|
int i, delay;
|
|
reinforcements *rp;
|
|
p_object *p_objp;
|
|
|
|
rp = &Reinforcements[reinforcement_num];
|
|
|
|
// safety net mainly for multiplayer servers in case some odd data desync occurs between
|
|
// server and clients
|
|
if ( MULTIPLAYER_MASTER && (rp->num_uses == rp->uses) ) {
|
|
return;
|
|
}
|
|
|
|
// check to see if the reinforcement called was a wing.
|
|
for (i = 0; i < Num_wings; i++ ) {
|
|
if ( !stricmp(rp->name, Wings[i].name) ) {
|
|
// found a wingname. Call the parse function to create all the ships in this wing
|
|
// we must set the arrival cue of the wing to true, otherwise, this won't work!!
|
|
Wings[i].flags.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 = rp->arrival_delay;
|
|
if ( delay == 0 )
|
|
delay = (int)(frand() * 3.0) + 3;
|
|
Wings[i].arrival_delay = timestamp(delay * 1000);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we found no wing name that matched the reinforcement name, then look for a ship
|
|
// of the same name
|
|
if ( i == Num_wings ) {
|
|
p_objp = mission_parse_get_arrival_ship( rp->name );
|
|
if ( p_objp ) {
|
|
// by resetting the reinforcement flag, we will allow code which normally handles arrivals
|
|
// to make this reinforcement arrive. Doing so keeps the data structures clean.
|
|
p_objp->flags.remove(Mission::Parse_Object_Flags::SF_Reinforcement);
|
|
|
|
// set up the arrival delay
|
|
delay = rp->arrival_delay;
|
|
if ( delay == 0 )
|
|
delay = (int)(frand() * 3.0) + 3; // between 3 and 6 seconds to arrive
|
|
p_objp->arrival_delay = timestamp(delay * 1000);
|
|
} else {
|
|
Int3(); // get allender -- I don't think that this can happen!!!!
|
|
return;
|
|
}
|
|
}
|
|
|
|
// increment the number of times this is used. Incremented here on single player and multiplayer
|
|
// server side only. Clients keep track of own count when they actually call something in.
|
|
rp->num_uses++;
|
|
|
|
// commented out on 9/9/98 because these messages simply are not used
|
|
/*
|
|
// now play a message (if there is one to play) for this reinforcement arrival. The first for loop
|
|
// determine how many messages there are to play, since the array is packet. Then, if >= 1 message
|
|
// to play, play one
|
|
for (i = 0; i < MAX_REINFORCEMENT_MESSAGES; i++ )
|
|
if ( !strlen(rp->yes_messages[i]) )
|
|
break;
|
|
|
|
//if ( i > 0 )
|
|
// message_send_to_player( rp->yes_messages[myrand() % i], rp->name, MESSAGE_PRIORITY_NORMAL, HUD_SOURCE_FRIENDLY );
|
|
*/
|
|
|
|
mission_log_add_entry(LOG_PLAYER_CALLED_FOR_REINFORCEMENT, rp->name, NULL);
|
|
}
|
|
|
|
// function to display a list of reinforcements available to the player
|
|
void hud_squadmsg_reinforcement_select()
|
|
{
|
|
int i, k, wingnum;
|
|
reinforcements *rp;
|
|
|
|
if ( Num_menu_items == -1 ) {
|
|
Num_menu_items = 0;
|
|
for (i = 0; i < Num_reinforcements; i++) {
|
|
rp = &Reinforcements[i];
|
|
SCP_string rp_name = rp->name;
|
|
|
|
// don't put reinforcements onto the list that have already been used up.
|
|
if ( rp->num_uses == rp->uses ){
|
|
continue;
|
|
}
|
|
|
|
// don't put items which are not on my team
|
|
if((Player_ship != NULL) && (ship_get_reinforcement_team(i) != Player_ship->team)){
|
|
continue;
|
|
}
|
|
|
|
// check the arrival cue sexpression of the ship/wing of this reinforcement.
|
|
// Goober5000 - if it can't arrive, it doesn't count. This should check
|
|
// for SEXP_FALSE as well as SEXP_KNOWN_FALSE, otherwise you end up with
|
|
// a reinforcement menu containing no valid selections.
|
|
if ( (wingnum = wing_name_lookup(rp->name, 1)) != -1 ) {
|
|
Assert ( Wings[wingnum].arrival_cue >= 0 );
|
|
if ( Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_FALSE
|
|
|| Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_KNOWN_FALSE ){
|
|
continue;
|
|
}
|
|
|
|
end_string_at_first_hash_symbol(rp_name);
|
|
} else {
|
|
p_object *p_objp;
|
|
|
|
p_objp = mission_parse_get_arrival_ship( rp->name );
|
|
if ( p_objp != NULL ) {
|
|
if ( Sexp_nodes[p_objp->arrival_cue].value == SEXP_FALSE
|
|
|| Sexp_nodes[p_objp->arrival_cue].value == SEXP_KNOWN_FALSE ){
|
|
continue;
|
|
}
|
|
} else {
|
|
Int3(); // allender says bogus! reinforcement should be here since it wasn't a wing!
|
|
continue;
|
|
}
|
|
|
|
rp_name = p_objp->get_display_name(); // this will handle getting rid of the hash if necessary
|
|
}
|
|
|
|
Assert ( Num_menu_items < MAX_MENU_ITEMS );
|
|
MsgItems[Num_menu_items].text = rp_name;
|
|
MsgItems[Num_menu_items].instance = i;
|
|
MsgItems[Num_menu_items].active = 0;
|
|
|
|
if ( rp->flags & RF_IS_AVAILABLE ) {
|
|
MsgItems[Num_menu_items].active = 1;
|
|
}
|
|
|
|
Num_menu_items++;
|
|
}
|
|
}
|
|
|
|
// hud_squadmsg_display_menu( "Select Reinforcement" );
|
|
strcpy_s(Squad_msg_title, XSTR( "Select Ship/Wing", 319)); // AL 11-14-97: Reinforcement didn't fit, so using this for now
|
|
k = hud_squadmsg_get_key();
|
|
if (k != -1) {
|
|
int rnum;
|
|
|
|
hud_squadmsg_toggle(); // take us out of message mode
|
|
|
|
rnum = MsgItems[First_menu_item + k].instance;
|
|
|
|
// check to see if trying to call a reinforcement not yet available. If so, maybe play message, but
|
|
// definately bail
|
|
if ( MsgItems[First_menu_item + k].active == 0 ) {
|
|
return;
|
|
}
|
|
|
|
// in single player, or a multiplayer master, call in the reinforcement. Clients send a packet to the
|
|
// server
|
|
if ( MULTIPLAYER_CLIENT ) {
|
|
Reinforcements[rnum].num_uses++; // increment this variable here since clients need to maintain a valid count
|
|
send_player_order_packet(SQUAD_MSG_REINFORCEMENT, rnum, 0);
|
|
} else {
|
|
hud_squadmsg_call_reinforcement(rnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
// function to display list of commands for a ship
|
|
|
|
void hud_squadmsg_ship_command()
|
|
{
|
|
int k;
|
|
int i, orders, default_orders;
|
|
|
|
// when adding ship commands, we must look at the type of ship, and what messages that
|
|
// ship allows. First, place all messages that are possible onto the menu, then
|
|
|
|
// see if messaging all ships or just one. Messaging all ships will mean all default orders
|
|
// show on comm menu.
|
|
if ( Msg_instance != MESSAGE_ALL_FIGHTERS ) {
|
|
orders = Ships[Msg_instance].orders_accepted;
|
|
default_orders = ship_get_default_orders_accepted( &Ship_info[Ships[Msg_instance].ship_info_index] );
|
|
} else {
|
|
|
|
default_orders = DEFAULT_MESSAGES;
|
|
orders = default_orders;
|
|
}
|
|
|
|
First_menu_item = 0;
|
|
Num_menu_items = 0;
|
|
for ( i = 0; i < NUM_COMM_ORDER_ITEMS; i++ ) {
|
|
// check to see if the comm order should even be added to the menu -- if so, then add it
|
|
// the order will be activated if the bit is set for the ship.
|
|
if ( default_orders & Comm_orders[i].item ) {
|
|
Assert ( Num_menu_items < MAX_MENU_ITEMS );
|
|
MsgItems[Num_menu_items].text = Comm_orders[i].name.c_str();
|
|
MsgItems[Num_menu_items].instance = Comm_orders[i].item;
|
|
MsgItems[Num_menu_items].active = 0;
|
|
// check the bit to see if the command is active
|
|
if ( orders & Comm_orders[i].item )
|
|
MsgItems[Num_menu_items].active = 1;
|
|
|
|
// if the order cannot be carried out by the ship, then item should be inactive
|
|
if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && !hud_squadmsg_ship_order_valid( Msg_instance, Comm_orders[i].item ) )
|
|
MsgItems[Num_menu_items].active = 0;
|
|
|
|
// do some other checks to possibly gray out other items.
|
|
// if no target, remove any items which are associated with the players target
|
|
if ( !hud_squadmsg_is_target_order_valid(i, 0) )
|
|
MsgItems[Num_menu_items].active = 0;
|
|
|
|
// if messaging all fighters, see if we should gray out the order if no one will accept it,
|
|
// or modify the text if only some of the ships will accept it
|
|
if ( Msg_instance == MESSAGE_ALL_FIGHTERS ) {
|
|
ship_obj *so;
|
|
ship *shipp;
|
|
int partial_accept, all_accept; // value which tells us what to do with menu item
|
|
|
|
all_accept = Comm_orders[i].item;
|
|
partial_accept = 0;
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
|
|
// don't send messge to ships not on player's team, or that are in a wing.
|
|
shipp = &Ships[Objects[so->objnum].instance];
|
|
if ( shipp->team != Player_ship->team )
|
|
continue;
|
|
|
|
// don't send message to non fighter wings
|
|
if ( !(Ship_info[shipp->ship_info_index].is_fighter_bomber()) )
|
|
continue;
|
|
|
|
all_accept &= shipp->orders_accepted; // 'and'ing will either keep this bit set or zero it properly
|
|
partial_accept |= (shipp->orders_accepted & Comm_orders[i].item); // 'or'ing will tell us if at least one accepts
|
|
}
|
|
|
|
if ( !all_accept ) {
|
|
// either modify the text if a partial accept, or grey it out if no one accepts
|
|
if ( partial_accept ) {
|
|
MsgItems[Num_menu_items].text += XSTR("(*)", 320);
|
|
} else {
|
|
MsgItems[Num_menu_items].active = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
Num_menu_items++;
|
|
}
|
|
}
|
|
|
|
strcpy_s( Squad_msg_title, XSTR( "What Command", 321) );
|
|
k = hud_squadmsg_get_key();
|
|
|
|
// when we get a valid goal, we must add the goal to the ai ship's goal list
|
|
|
|
if ( k != -1 ) {
|
|
Assert ( k < Num_menu_items );
|
|
// when messaging all fighters or ignoring target, call the send_to_all_fighters routine
|
|
// Goober5000 - ignore no longer sends to all fighters
|
|
if (Msg_instance == MESSAGE_ALL_FIGHTERS)
|
|
hud_squadmsg_send_to_all_fighters(MsgItems[k].instance);
|
|
else
|
|
hud_squadmsg_send_ship_command(Msg_instance, MsgItems[k].instance, 1, SQUADMSG_HISTORY_ADD_ENTRY);
|
|
|
|
hud_squadmsg_toggle();
|
|
}
|
|
}
|
|
|
|
// function to display list of command for a wing
|
|
void hud_squadmsg_wing_command()
|
|
{
|
|
int k;
|
|
wing *wingp;
|
|
int default_orders, i, orders, shipnum;
|
|
|
|
// when adding commands for wings, we will look at all of the ships in the wing, and create
|
|
// the order list from that set of ships. In the future, we may want to do something else....
|
|
|
|
wingp = &Wings[Msg_instance];
|
|
|
|
// or together all of the orders for all the ships in the wing
|
|
default_orders = 0;
|
|
for ( i = 0; i < wingp->current_count; i++ ) {
|
|
orders = ship_get_default_orders_accepted( &Ship_info[Ships[wingp->ship_index[i]].ship_info_index] );
|
|
default_orders |= orders;
|
|
}
|
|
default_orders &= ~CAPTURE_TARGET_ITEM; // we cannot capture any target with a wing.
|
|
|
|
Num_menu_items = 0;
|
|
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 ( i = 0; i < NUM_COMM_ORDER_ITEMS; i++ ) {
|
|
// add the set of default orders to the comm menu. We will currently allow all messages
|
|
// to be available in the wing.
|
|
if ( default_orders & Comm_orders[i].item ) {
|
|
Assert ( Num_menu_items < MAX_MENU_ITEMS );
|
|
MsgItems[Num_menu_items].text = Comm_orders[i].name;
|
|
MsgItems[Num_menu_items].instance = Comm_orders[i].item;
|
|
MsgItems[Num_menu_items].active = 0;
|
|
|
|
// possibly grey out the menu item depending on whether or not the "wing" will accept this order
|
|
// the "wing" won't accept the order if the first ship in the wing doesn't accept it.
|
|
if ( orders & Comm_orders[i].item )
|
|
MsgItems[Num_menu_items].active = 1;
|
|
|
|
// do some other checks to possibly gray out other items.
|
|
// if no target, remove any items which are associated with the players target
|
|
if ( !hud_squadmsg_is_target_order_valid(i, 0) )
|
|
MsgItems[Num_menu_items].active = 0;
|
|
|
|
Num_menu_items++;
|
|
}
|
|
}
|
|
|
|
|
|
strcpy_s(Squad_msg_title, XSTR( "What Command", 321) );
|
|
k = hud_squadmsg_get_key();
|
|
if ( k != -1 ) {
|
|
|
|
// ignore target gets sent to everyone.
|
|
/* Goober5000 - not anymore
|
|
if (MsgItems[k].instance == IGNORE_TARGET_ITEM)
|
|
hud_squadmsg_send_to_all_fighters(MsgItems[k].instance);
|
|
else */
|
|
hud_squadmsg_send_wing_command(Msg_instance, MsgItems[k].instance, 1);
|
|
|
|
hud_squadmsg_toggle();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------
|
|
// external entry points below!!!!
|
|
|
|
// when starting messaging mode, we must remove old bindings from the
|
|
// keys that are used for messaging mode (which will get restored when
|
|
// messaging mode is done).
|
|
|
|
// this code below will get called only the key config changes (from ControlsConfig.cpp)
|
|
// or if the bindings haven't been saved yet. This code doesn't remove the bindings
|
|
// but just sets up the array so that the bindings can be removed when messaging
|
|
// mode is entered.
|
|
//
|
|
// do_scroll indicates whether we should save the page up and page down keys
|
|
void hud_squadmsg_save_keys( int /*do_scroll*/ )
|
|
{
|
|
// int i, j;
|
|
|
|
num_keys_saved = 0;
|
|
|
|
/*
|
|
for ( j=0; j<MAX_KEYS_USED; j++ ) {
|
|
for ( i=0; Control_config[i].text[0]; i++ ) { // the text field in this structure is empty at the end of the config list
|
|
if ( Control_config[i].key_id == keys_used[j] ) { // this is true if we have a match
|
|
|
|
// if we are not saving scrolling keys and we are trying to match page up and page down
|
|
// then skip them.
|
|
if ( !do_scroll && ((keys_used[j] == KEY_PAGEDOWN) || (keys_used[j] == KEY_PAGEUP)) )
|
|
continue;
|
|
|
|
Assert( num_keys_saved < MAX_KEYS_USED );
|
|
key_save[num_keys_saved].option_num = i;
|
|
key_save[num_keys_saved].key_value = keys_used[j];
|
|
num_keys_saved++;
|
|
break; // done with this key -- move to next.
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
// function is called once per mission start. Initializes those values
|
|
// which only need to be inited once per mission.
|
|
void hud_init_squadmsg( void )
|
|
{
|
|
Msg_eat_key_timestamp = timestamp(0);
|
|
Squadmsg_history.clear();
|
|
}
|
|
|
|
// external entry point into code which changes the messaging mode based on the
|
|
// previous player flag value. I thought it better to isolate all system changes
|
|
// in this code.
|
|
void hud_squadmsg_toggle()
|
|
{
|
|
// if the emp effect is active, always ignore this
|
|
if(emp_active_local()){
|
|
return;
|
|
}
|
|
|
|
// if entering this mode, must setup messaging system. Don't start squadmessging if
|
|
// the player is dead.
|
|
if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
|
|
if ( Game_mode & GM_DEAD ){
|
|
return;
|
|
}
|
|
|
|
if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) ){
|
|
return;
|
|
}
|
|
|
|
hud_squadmsg_start();
|
|
} else {
|
|
hud_squadmsg_end();
|
|
}
|
|
|
|
Player->flags ^= PLAYER_FLAGS_MSG_MODE;
|
|
}
|
|
|
|
// 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 & Msg_shortcut_command) )
|
|
continue;
|
|
|
|
hud_squadmsg_send_ship_command( objp->instance, Msg_shortcut_command, send_message, SQUADMSG_HISTORY_ADD_ENTRY );
|
|
send_message = 0;
|
|
}
|
|
|
|
hud_squadmsg_toggle(); // turn off messaging mode
|
|
return 1;
|
|
}
|
|
|
|
|
|
// the next function is called once a frame when the player is messaging someone
|
|
// in his squad. After a period of 5 seconds of inactivity (i.e. no keypress to
|
|
// select something in the menu), the menu will disappear. This function will only
|
|
// get called if the player flag PLAYER_FLAG_MSG_MODE is set. Parameter is the key
|
|
// that was hit this frame
|
|
|
|
int hud_squadmsg_do_frame( )
|
|
{
|
|
int target_changed;
|
|
|
|
Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE ); // be sure that messaging mode is set!!!
|
|
|
|
// if the player is now dead, or the timestamp elapsed, then get out of messaging mode.
|
|
if ( (Game_mode & GM_DEAD) || timestamp_elapsed(Msg_mode_timestamp) ) {
|
|
hud_squadmsg_toggle();
|
|
return 0;
|
|
}
|
|
|
|
Msg_key_used = 0;
|
|
|
|
// check the player's current target. Change in target resets the timer
|
|
target_changed = 0;
|
|
if ( Msg_target_objnum != Player_ai->target_objnum ) {
|
|
Msg_target_objnum = Player_ai->target_objnum;
|
|
target_changed = 1;
|
|
}
|
|
|
|
if ( Msg_targeted_subsys != Player_ai->targeted_subsys ) {
|
|
Msg_targeted_subsys = Player_ai->targeted_subsys;
|
|
target_changed = 1;
|
|
}
|
|
|
|
// check for multiplayer mode - this is really a special case checker for support ship requesting and aborting
|
|
if(MULTIPLAYER_CLIENT && (Squad_msg_mode == SM_MODE_REPAIR_REARM || Squad_msg_mode == SM_MODE_REPAIR_REARM_ABORT)){
|
|
// send the correct packet
|
|
if(Squad_msg_mode == SM_MODE_REPAIR_REARM)
|
|
send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
|
|
else
|
|
send_player_order_packet(SQUAD_MSG_SHIP, 0, ABORT_REARM_REPAIR_ITEM);
|
|
|
|
// make sure to toggle the mode off
|
|
hud_squadmsg_toggle();
|
|
|
|
return 1;
|
|
}
|
|
|
|
switch( Squad_msg_mode ) {
|
|
|
|
case SM_MODE_TYPE_SELECT:
|
|
hud_squadmsg_type_select();
|
|
break;
|
|
|
|
case SM_MODE_SHIP_SELECT:
|
|
hud_squadmsg_ship_select();
|
|
break;
|
|
|
|
case SM_MODE_WING_SELECT:
|
|
hud_squadmsg_wing_select();
|
|
break;
|
|
|
|
case SM_MODE_SHIP_COMMAND:
|
|
hud_squadmsg_ship_command();
|
|
break;
|
|
|
|
case SM_MODE_WING_COMMAND:
|
|
hud_squadmsg_wing_command();
|
|
break;
|
|
|
|
case SM_MODE_REINFORCEMENTS:
|
|
hud_squadmsg_reinforcement_select();
|
|
break;
|
|
|
|
case SM_MODE_REPAIR_REARM:
|
|
hud_squadmsg_repair_rearm(1); // note we return right away. repair/rearm code handles messaging, etc
|
|
break;
|
|
|
|
case SM_MODE_REPAIR_REARM_ABORT:
|
|
hud_squadmsg_repair_rearm_abort(1); // note we return right away. repair/rearm code handles messaging, etc
|
|
break;
|
|
|
|
case SM_MODE_ALL_FIGHTERS:
|
|
hud_squadmsg_msg_all_fighters();
|
|
break;
|
|
|
|
default:
|
|
Int3(); // get allender -- invalid mode in messaging system
|
|
break;
|
|
|
|
}
|
|
|
|
// be sure to reset the clip region
|
|
HUD_reset_clip(); // JAS: Is this needed?
|
|
|
|
if ( Msg_key_used || target_changed ) {
|
|
Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT);
|
|
return 1;
|
|
} else
|
|
return 0;
|
|
}
|
|
|
|
void hud_add_issued_order(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 < NUM_COMM_ORDER_ITEMS; i++)
|
|
if (!stricmp(order_name, Comm_orders[i].name.c_str()))
|
|
order = Comm_orders[i].item;
|
|
|
|
// Goober5000 - if not found, check compatibility
|
|
if (order == -1)
|
|
{
|
|
if (!stricmp(order_name, "Attack my target"))
|
|
{
|
|
i = 0; // it maps to option 0, "Destroy my target"
|
|
order = Comm_orders[i].item;
|
|
}
|
|
}
|
|
|
|
Assert(order != -1);
|
|
for (i = 0; i < (int)Squadmsg_history.size(); i++) {
|
|
if (Squadmsg_history[i].order == order) {
|
|
if (ship_or_wing == Squadmsg_history[i].order_to) {
|
|
if (target == -1 || Squadmsg_history[i].target == target) {
|
|
if ((!timestamp) || (Squadmsg_history[i].order_time + i2f(timestamp) >= Missiontime) ) {
|
|
// In multiplayer games we may wish to check who sent the order
|
|
if (MULTIPLAYER_MASTER) {
|
|
if ((source != -1) && (Squadmsg_history[i].order_from != source)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// some orders will have additional arguments
|
|
if (order & DISABLE_SUBSYSTEM_ITEM) {
|
|
if (special_argument == NULL) {
|
|
continue;
|
|
}
|
|
|
|
int target_ship = ship_name_lookup(target_name);
|
|
|
|
if(target_ship<0) {
|
|
continue;
|
|
}
|
|
|
|
int subsys_index = ship_get_subsys_index(&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;
|
|
}
|
|
|
|
HudGaugeSquadMessage::HudGaugeSquadMessage():
|
|
HudGauge(HUD_OBJECT_SQUAD_MSG, HUD_MESSAGE_BOX, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255)
|
|
{
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initialize()
|
|
{
|
|
flash_timer[0] = timestamp(1);
|
|
flash_timer[1] = timestamp(1);
|
|
flash_flag = false;
|
|
|
|
HudGauge::initialize();
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initHeaderOffsets(int x, int y)
|
|
{
|
|
Header_offsets[0] = x;
|
|
Header_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initItemStartOffsets(int x, int y)
|
|
{
|
|
Item_start_offsets[0] = x;
|
|
Item_start_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initMiddleFrameStartOffsetY(int y)
|
|
{
|
|
Middle_frame_start_offset_y = y;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initBottomBgOffset(int offset)
|
|
{
|
|
bottom_bg_offset = offset;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initItemHeight(int h)
|
|
{
|
|
Item_h = h;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initItemOffsetX(int x)
|
|
{
|
|
Item_offset_x = x;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initPgUpOffsets(int x, int y)
|
|
{
|
|
Pgup_offsets[0] = x;
|
|
Pgup_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initPgDnOffsets(int x, int y)
|
|
{
|
|
Pgdn_offsets[0] = x;
|
|
Pgdn_offsets[1] = y;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::initBitmaps(char *fname_top, char *fname_middle, char *fname_bottom)
|
|
{
|
|
Mbox_gauge[0].first_frame = bm_load_animation(fname_top, &Mbox_gauge[0].num_frames);
|
|
if ( Mbox_gauge[0].first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: %s\n", fname_top);
|
|
}
|
|
|
|
Mbox_gauge[1].first_frame = bm_load_animation(fname_middle, &Mbox_gauge[1].num_frames);
|
|
if ( Mbox_gauge[1].first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: %s\n", fname_middle);
|
|
}
|
|
|
|
Mbox_gauge[2].first_frame = bm_load_animation(fname_bottom, &Mbox_gauge[2].num_frames);
|
|
if ( Mbox_gauge[2].first_frame == -1 ) {
|
|
Warning(LOCATION, "Could not load in ani: %s\n", fname_bottom);
|
|
}
|
|
}
|
|
|
|
void HudGaugeSquadMessage::startFlashPageScroll(int duration)
|
|
{
|
|
flash_timer[0] = timestamp(duration);
|
|
}
|
|
|
|
bool HudGaugeSquadMessage::maybeFlashPageScroll(bool flash_fast)
|
|
{
|
|
bool draw_bright = false;
|
|
|
|
if(!timestamp_elapsed(flash_timer[0])) {
|
|
if(timestamp_elapsed(flash_timer[1])) {
|
|
if(flash_fast) {
|
|
flash_timer[1] = timestamp(fl2i(TBOX_FLASH_INTERVAL/2.0f));
|
|
} else {
|
|
flash_timer[1] = timestamp(TBOX_FLASH_INTERVAL);
|
|
}
|
|
flash_flag = !flash_flag;
|
|
}
|
|
|
|
if(flash_flag) {
|
|
draw_bright = true;
|
|
}
|
|
}
|
|
|
|
return draw_bright;
|
|
}
|
|
|
|
bool HudGaugeSquadMessage::canRender()
|
|
{
|
|
if(hud_disabled_except_messages() && !message_gauge) {
|
|
return false;
|
|
}
|
|
|
|
if (hud_disabled()) {
|
|
return false;
|
|
}
|
|
|
|
if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
|
|
return false;
|
|
}
|
|
|
|
if ((Viewer_mode & disabled_views)) {
|
|
return false;
|
|
}
|
|
|
|
if (!( Player->flags & PLAYER_FLAGS_MSG_MODE )) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void HudGaugeSquadMessage::render(float /*frametime*/)
|
|
{
|
|
char *title;
|
|
int bx, by, sx, sy, i, nitems, none_valid, messaging_allowed;
|
|
|
|
title = Squad_msg_title;
|
|
|
|
// setup color/font info
|
|
// hud_set_default_color();
|
|
setGaugeColor();
|
|
|
|
// draw top of frame
|
|
if ( Mbox_gauge[0].first_frame >= 0 ) {
|
|
renderBitmap(Mbox_gauge[0].first_frame, position[0], position[1]);
|
|
}
|
|
|
|
// hud_set_bright_color();
|
|
setGaugeColor(HUD_C_BRIGHT);
|
|
if ( title ) {
|
|
renderString(position[0] + Header_offsets[0], position[1] + Header_offsets[1], title);
|
|
}
|
|
|
|
if ( Num_menu_items < MAX_MENU_DISPLAY )
|
|
nitems = Num_menu_items;
|
|
else {
|
|
if ( First_menu_item == 0 ) // First_menu_item == 0 means first page of items
|
|
nitems = MAX_MENU_DISPLAY;
|
|
else if ( (Num_menu_items - First_menu_item) <= MAX_MENU_DISPLAY ) // check if remaining items fit on one page
|
|
nitems = Num_menu_items - First_menu_item;
|
|
else {
|
|
nitems = MAX_MENU_DISPLAY;
|
|
}
|
|
}
|
|
|
|
sx = position[0] + Item_start_offsets[0];
|
|
sy = position[1] + Item_start_offsets[1];
|
|
bx = position[0]; // global x-offset where bitmap gets drawn
|
|
by = position[1] + Middle_frame_start_offset_y; // global y-offset where bitmap gets drawn
|
|
|
|
none_valid = 1; // variable to tell us whether all items in the menu are valid or not
|
|
|
|
// use another variable to tell us whether we can message or not.
|
|
messaging_allowed = 1;
|
|
|
|
if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) ){
|
|
messaging_allowed = 0;
|
|
}
|
|
|
|
for ( i = 0; i < nitems; i++ ) {
|
|
int item_num;
|
|
const char *text = MsgItems[First_menu_item+i].text.c_str();
|
|
|
|
// blit the background
|
|
// hud_set_default_color();
|
|
setGaugeColor();
|
|
if ( Mbox_gauge[1].first_frame >= 0 ) {
|
|
renderBitmap(Mbox_gauge[1].first_frame, bx, by);
|
|
}
|
|
by += Item_h;
|
|
|
|
// set the text color
|
|
if ( MsgItems[First_menu_item+i].active ) {
|
|
// hud_set_bright_color();
|
|
setGaugeColor(HUD_C_BRIGHT);
|
|
} else {
|
|
/*
|
|
dim_index = MIN(5, HUD_color_alpha - 2);
|
|
if ( dim_index < 0 ) {
|
|
dim_index = 0;
|
|
}
|
|
gr_set_color_fast(&HUD_color_defaults[dim_index]);
|
|
*/
|
|
|
|
setGaugeColor(HUD_C_DIM);
|
|
}
|
|
|
|
// first do the number
|
|
item_num = (i+1) % MAX_MENU_DISPLAY;
|
|
renderPrintf(sx, sy, EG_SQ1 + i, NOX("%1d."), item_num);
|
|
|
|
// then the text
|
|
renderString(sx + Item_offset_x, sy, EG_SQ1 + i, text);
|
|
|
|
sy += Item_h;
|
|
|
|
// if we have at least one item active, then set the variable so we don't display any
|
|
// message about no active items
|
|
if ( MsgItems[First_menu_item+i].active )
|
|
none_valid = 0;
|
|
}
|
|
|
|
// maybe draw an extra line in to make room for [pgdn], or for the 'no active items'
|
|
// display
|
|
if ( !messaging_allowed || none_valid || ((First_menu_item + nitems) < Num_menu_items) || (Msg_shortcut_command != -1) ) {
|
|
// blit the background
|
|
// hud_set_default_color();
|
|
setGaugeColor();
|
|
if ( Mbox_gauge[1].first_frame >= 0 ) {
|
|
renderBitmap(Mbox_gauge[1].first_frame, bx, by);
|
|
}
|
|
by += Item_h;
|
|
}
|
|
|
|
// draw the bottom of the frame
|
|
// hud_set_default_color();
|
|
setGaugeColor();
|
|
if ( Mbox_gauge[2].first_frame >= 0 ) {
|
|
|
|
renderBitmap(Mbox_gauge[2].first_frame, bx, by + bottom_bg_offset);
|
|
}
|
|
|
|
// determine if we should put the text "[more]" at top or bottom to indicate you can page up or down
|
|
startFlashPageScroll();
|
|
maybeFlashPageScroll();
|
|
if ( First_menu_item > 0 ) {
|
|
renderPrintf(position[0] + Pgup_offsets[0], position[1] + Pgup_offsets[1], "%s", XSTR( "[pgup]", 312) );
|
|
}
|
|
|
|
if ( (First_menu_item + nitems) < Num_menu_items ) {
|
|
renderPrintf(position[0] + Pgdn_offsets[0], position[1] + Pgdn_offsets[1], "%s", XSTR( "[pgdn]", 313));
|
|
}
|
|
|
|
if ( messaging_allowed ) {
|
|
if ( none_valid ){
|
|
renderPrintf( sx, by - Item_h + 2, "%s", XSTR( "No valid items", 314));
|
|
} else if (Msg_shortcut_command != -1){
|
|
renderPrintf( sx, by - Item_h + 2, "%s", comm_order_get_text(Msg_shortcut_command));
|
|
}
|
|
} else {
|
|
// if this player is not allowed to message, then display message saying so
|
|
renderPrintf( sx, by - Item_h + 2, "%s", XSTR( "Not allowed to message", 315));
|
|
}
|
|
|
|
}
|
|
|
|
void HudGaugeSquadMessage::pageIn()
|
|
{
|
|
for (int i = 0; i < NUM_MBOX_FRAMES; i++ ) {
|
|
bm_page_in_aabitmap( Mbox_gauge[i].first_frame, Mbox_gauge[i].num_frames );
|
|
}
|
|
}
|