Files
fs2open.github.com/code/hud/hudsquadmsg.cpp
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
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.
2020-08-21 00:15:38 -04:00

2737 lines
85 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ai/aigoals.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "hud/hudmessage.h"
#include "hud/hudsquadmsg.h"
#include "hud/hudtargetbox.h"
#include "iff_defs/iff_defs.h"
#include "io/key.h"
#include "io/timer.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "network/multi_pmsg.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
// defines for different modes in the squad messaging system
#define DEFAULT_MSG_TIMEOUT (8 * 1000) // number of seconds * 1000 to get milliseconds
#define MSG_KEY_EAT_TIME (300)
int Squad_msg_mode; // current mode that the messaging system is in
LOCAL int Msg_key_used; // local variable which tells if the key being processed
// with the messaging system was actually used
LOCAL int Msg_key; // global which indicates which key was currently pressed
LOCAL int Msg_mode_timestamp;
int Msg_instance; // variable which holds ship/wing instance to send the message to
int Msg_shortcut_command; // holds command when using a shortcut key
LOCAL int Msg_target_objnum; // id of the current target of the player
LOCAL ship_subsys *Msg_targeted_subsys;// pointer to current subsystem which is targeted
LOCAL int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
LOCAL int Msg_eat_key_timestamp; // used to temporarily "eat" keys
// defined to position the messaging box
int Mbox_item_h[GR_NUM_RESOLUTIONS] = {
10,
10
};
int Mbox_item_xoffset[GR_NUM_RESOLUTIONS] = {
17,
17
};
// top of the message box gauge
int Mbox_top_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
445, 5
},
{ // GR_1024
827, 5
}
};
int Mbox_bmap_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
445, 17
},
{ // GR_1024
827, 17
}
};
// squadmsg menu pgup and pgdn
int Menu_pgup_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
590, 9
},
{ // GR_1024
937, 9
}
};
int Menu_pgdn_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
590, 120
},
{ // GR_1024
937, 120
}
};
// -----------
// following defines/vars are used to build menus that are used in messaging mode
typedef struct mmode_item {
int instance; // instance in Ships/Wings array of this menu item
int active; // active items are in bold text -- inactive items greyed out
SCP_string text; // text to display on the menu
} mmode_item;
#define MAX_MENU_ITEMS 50 // max number of items in the menu
#define MAX_MENU_DISPLAY 10 // max number that can be displayed
char Squad_msg_title[256] = "";
mmode_item MsgItems[MAX_MENU_ITEMS];
int Num_menu_items = -1; // number of items for a message menu
int First_menu_item= -1; // index of first item in the menu
// -----------
// following set of vars/defines are used to store/restore key bindings for keys that
// are used in messaging mode
// array to temporarily store key bindings that will be in use for the messaging
// system
typedef struct key_store {
int option_num; // which element in the Control_config array is this
int id; // which id (1 or 2) is this key.
int key_value; // which key value to put there.
} key_store;
#define MAX_KEYS_NO_SCROLL 10
#define MAX_KEYS_USED 12 // maximum number of keys used for the messaging system
key_store key_save[MAX_KEYS_USED]; // array to save the key information during messaging mode
int num_keys_saved = 0; // number of keys that are saved.
// next array is the array of MAX_KEYS_USED size which are the keys to use for messaging mode
int keys_used[] = { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_0,
KEY_PAGEUP, KEY_PAGEDOWN };
#define ID1 1
#define ID2 2
// following are defines and character strings that are used as part of messaging mode
#define NUM_COMM_ORDER_TYPES 6
#define TYPE_SHIP_ITEM 0
#define TYPE_WING_ITEM 1
#define TYPE_ALL_FIGHTERS_ITEM 2
#define TYPE_REINFORCEMENT_ITEM 3
#define TYPE_REPAIR_REARM_ITEM 4
#define TYPE_REPAIR_REARM_ABORT_ITEM 5
SCP_string Comm_order_types[NUM_COMM_ORDER_TYPES];
comm_order Comm_orders[NUM_COMM_ORDER_ITEMS];
// Goober5000
// this is stupid, but localization won't work otherwise
// Karajorma
// moving the defines to a non-temporary array is no less stupid. But at least now the SEXP system can get at them.
sexp_com_order Sexp_comm_orders[] =
{
// common stuff
{ "Destroy my target", 299, ATTACK_TARGET_ITEM },
{ "Disable my target", 300, DISABLE_TARGET_ITEM },
{ "Disarm my target", 301, DISARM_TARGET_ITEM },
{ "Destroy subsystem", 302, DISABLE_SUBSYSTEM_ITEM },
{ "Protect my target", 303, PROTECT_TARGET_ITEM },
{ "Ignore my target", 304, IGNORE_TARGET_ITEM },
{ "Form on my wing", 305, FORMATION_ITEM },
{ "Cover me", 306, COVER_ME_ITEM },
{ "Engage enemy", 307, ENGAGE_ENEMY_ITEM },
// transports mostly
{ "Capture my target", 308, CAPTURE_TARGET_ITEM },
// support ships
{ "Rearm me", 309, REARM_REPAIR_ME_ITEM },
{ "Abort rearm", 310, ABORT_REARM_REPAIR_ITEM },
// all ships
{ "Depart", 311, DEPART_ITEM },
// extra stuff for support (maintain original comm menu order)
{ "Stay near me", -1, STAY_NEAR_ME_ITEM},
{ "Stay near my target",-1, STAY_NEAR_TARGET_ITEM},
{ "Keep safe distance", -1, KEEP_SAFE_DIST_ITEM},
};
void hud_init_comm_orders()
{
int i;
const char *temp_comm_order_types[] =
{
XSTR("Ships", 293),
XSTR("Wings", 294),
XSTR("All Fighters", 295),
XSTR("Reinforcements", 296),
XSTR("Rearm/Repair Subsys", 297),
XSTR("Abort Rearm", 298)
};
for (i = 0; i < NUM_COMM_ORDER_TYPES; i++)
{
Comm_order_types[i] = temp_comm_order_types[i];
}
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
{
Comm_orders[i].name = XSTR(Sexp_comm_orders[i].name, Sexp_comm_orders[i].xstring);
Comm_orders[i].item = Sexp_comm_orders[i].item;
}
}
// Text to display on the messaging menu when using the shortcut keys
const char *comm_order_get_text(int item)
{
int i;
for (i = 0; i < NUM_COMM_ORDER_ITEMS; i++)
{
if (Comm_orders[i].item == item)
return Comm_orders[i].name.c_str();
}
// not found
Int3();
return NULL;
}
SCP_vector<squadmsg_history> Squadmsg_history;
// forward declarations
void hud_add_issued_order(const char *name, int order);
void hud_update_last_order(const char *target, int order_source, int special_index);
bool hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip = nullptr);
bool hud_squadmsg_ship_valid(ship *shipp, object *objp = nullptr);
bool hud_squadmsg_ship_order_valid( int shipnum, int order );
// function to set up variables needed when messaging mode is started
void hud_squadmsg_start()
{
// int i;
//if ( num_keys_saved < 0 ) // save the keys if they haven't been saved yet
hud_squadmsg_save_keys();
Msg_key = -1;
/*
for (i=0; i<num_keys_saved; i++)
clear_key_binding ( (short) key_save[i].key_value ); // removes all mention of this key from Control_config
*/
Num_menu_items = -1; // reset the menu items
First_menu_item = 0;
Squad_msg_mode = SM_MODE_TYPE_SELECT; // start off at the base state
Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT); // initialize our timer to bogus value
Msg_shortcut_command = -1; // assume no shortcut key being used
Msg_target_objnum = Player_ai->target_objnum; // save the players target object number
Msg_targeted_subsys = Player_ai->targeted_subsys; // save the players currently targted subsystem
#ifndef NDEBUG
Msg_enemies = 0; // tells us if we are messaging enemy ships
#endif
snd_play( gamesnd_get_game_sound(GameSounds::SQUADMSGING_ON) );
}
// functions which will restore all of the key binding stuff when messaging mode is done
void hud_squadmsg_end()
{
/*
int i;
key_store *ksp;
// move through all keys saved and restore their orignal values.
for ( i=0; i<num_keys_saved; i++ ) {
ksp = &key_save[i];
Control_config[ksp->option_num].key_id = (short) ksp->key_value;
}
*/
if ( message_is_playing() == FALSE )
snd_play( gamesnd_get_game_sound(GameSounds::SQUADMSGING_OFF) );
}
// function which returns true if there are fighters/bombers on the players team in the mission
// In debug versions, we will allow messaging to enemies
bool hud_squadmsg_exist_fighters( )
{
ship_obj *so;
object *objp;
ship *shipp;
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
objp = &Objects[so->objnum];
shipp = &Ships[objp->instance];
Assertion(shipp->objnum != -1, "hud_squadmsg_exist_fighters() discovered that ship #%d ('%s') has an objnum of -1. Since the ship was retrieved from its object number (%d), this should be impossible; get a coder!\n", objp->instance, shipp->ship_name, so->objnum);
// ship must be a fighter/bomber
if (!(Ship_info[shipp->ship_info_index].is_fighter_bomber()))
continue;
// this ship satisfies everything
if (hud_squadmsg_ship_valid(shipp, objp))
return true;
}
return false;
}
// Routine to return true if a ship should be put onto the messaging menu. Analagous to hud_squadmsg_wing_valid() below. -MageKing17
bool hud_squadmsg_ship_valid(ship *shipp, object *objp)
{
Assertion(shipp != nullptr, "hud_squadmsg_ship_valid() was passed a null shipp pointer; get a coder!\n");
if (!objp) // For simplicity's sake, allow it to be called with just the ship pointer
objp = &Objects[shipp->objnum];
// ships must be able to receive orders
if ( Ship_info[shipp->ship_info_index].class_type < 0 || !(Ship_types[Ship_info[shipp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::AI_accept_player_orders]) )
return false;
// be sure ship is on correct team
#ifdef NDEBUG
if (shipp->team != Player_ship->team)
return false;
#else
if (!Msg_enemies && (shipp->team != Player_ship->team))
return false;
#endif
// departing or dying ships cannot be on list
if ( shipp->is_dying_or_departing() )
return false;
// cannot be my ship or an instructor
if ((objp == Player_obj) || is_instructor(objp))
return false;
// ship must be accepting ship type orders
if ( shipp->orders_accepted == 0)
return false;
// if it is a player ship, we must be in multiplayer
if ( (objp->flags[Object::Object_Flags::Player_ship]) && !(Game_mode & GM_MULTIPLAYER) )
return false;
// if a messaging shortcut, be sure this ship can process the order
if ( Msg_shortcut_command != -1 ) {
if ( !(shipp->orders_accepted & Msg_shortcut_command) )
return false;
else if ( !hud_squadmsg_ship_order_valid(objp->instance, Msg_shortcut_command) )
return false;
}
// maybe check comm system
if (The_mission.ai_profile->flags[AI::Profile_Flags::Check_comms_for_non_player_ships] && hud_communications_state(shipp) != COMM_OK)
return false;
// If we got to this point, the ship must be valid.
return true;
}
// function which counts the number of ships available for messaging. Used to determine if
// we should grey out a menu or allow a shortcut command to apply. parameter "flag" is used
// to tell us whether or not we should add the ship to a menu item or not. We include the
// flag so that we don't have to have conditions for messaging ships/wings in two places.
int hud_squadmsg_count_ships(int add_to_menu)
{
int count;
ship_obj *so;
object *objp;
ship *shipp;
count = 0;
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
objp = &Objects[so->objnum];
shipp = &Ships[objp->instance];
Assertion(shipp->objnum != -1, "hud_squadmsg_count_ships() discovered that ship #%d ('%s') has an objnum of -1. Since the ship was retrieved from its object number (%d), this should be impossible; get a coder!\n", objp->instance, shipp->ship_name, so->objnum);
if (!hud_squadmsg_ship_valid(shipp, objp))
continue;
// this ship satisfies everything
count++;
if (add_to_menu)
{
Assert ( Num_menu_items < MAX_MENU_ITEMS );
MsgItems[Num_menu_items].text = shipp->get_display_name();
MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
}
}
// if adding to the menu and we have > 10 items, then don't allow page up and page down to be used.
if ( add_to_menu && (Num_menu_items > MAX_MENU_DISPLAY) )
hud_squadmsg_save_keys(1);
return count;
}
// routine to return true if a wing should be put onto the messaging menu
bool hud_squadmsg_wing_valid(wing *wingp)
{
int idx, ship_num;
// a couple of special cases to account for before adding to count (or to menu). Don't count
// wings that are leaving or left.
if ( wingp->flags[Ship::Wing_Flags::Gone, Ship::Wing_Flags::Departing] )
return false;
// Goober5000 - instead of checking wing leader, let's check all ships in wing;
// there are several significant cases when e.g. wings contain ships of different IFFs
for (idx = 0; idx < wingp->current_count; idx++)
{
ship_num = wingp->ship_index[idx];
Assert(ship_num >= 0);
// if at least one ship in this wing is valid, that's all we need
if (hud_squadmsg_ship_valid(&Ships[ship_num]))
return true;
}
// no ships in the wing were valid
return false;
}
// function like above, except for wings
int hud_squadmsg_count_wings( int add_to_menu )
{
int count, i, j;
count = 0;
// add the player starting wings first
for ( i = 0; i < MAX_STARTING_WINGS; i++ ) {
int wingnum;
wingnum = Starting_wings[i];
if ( wingnum == -1 )
continue;
if ( hud_squadmsg_wing_valid(&Wings[wingnum]) ) {
count++;
if ( add_to_menu ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
MsgItems[Num_menu_items].text = Wings[wingnum].name;
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text);
MsgItems[Num_menu_items].instance = wingnum;
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
}
}
}
for ( i = 0; i < Num_wings; i++ ) {
// if this wing is a player starting wing, skip it since we added it above
for ( j = 0; j < MAX_STARTING_WINGS; j++ ) {
if ( i == Starting_wings[j] )
break;
}
if ( j < MAX_STARTING_WINGS )
continue;
if ( hud_squadmsg_wing_valid(&Wings[i]) ) {
count++;
if ( add_to_menu ) {
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 );
}
}