Files
fs2open.github.com/code/hud/hudsquadmsg.cpp
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/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Hud/HUDsquadmsg.cpp $
* $Revision: 2.12 $
* $Date: 2005-03-25 06:57:34 $
* $Author: wmcoolmon $
*
* File to control sqaudmate messaging
*
* $Log: not supported by cvs2svn $
* Revision 2.11 2005/03/10 08:00:06 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.10 2005/03/02 21:24:44 taylor
* more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
*
* Revision 2.9 2005/02/04 10:12:30 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.8 2004/07/26 20:47:32 Kazan
* remove MCD complete
*
* Revision 2.7 2004/07/12 16:32:49 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.6 2004/03/05 09:02:03 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.5 2004/02/06 21:25:43 Goober5000
* ugh... okay, *really* fixed the head thing this time
* --Goober5000
*
* Revision 2.4 2004/01/30 07:39:07 Goober5000
* whew - I just went through all the code I ever added (or at least, that I could
* find that I commented with a Goober5000 tag) and added a bunch of Asserts
* and error-checking
* --Goober5000
*
* Revision 2.3 2003/06/11 02:59:47 phreak
* local ssm stuff for hud.
* they are always in lock range due to the subspace drive on them
* they also can't be targeted when in stage 3.
*
* Revision 2.2 2003/01/19 22:20:23 Goober5000
* fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
* and departure into hangars should now all work properly
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:05 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:23 penguin
* Warpcore CVS sync
*
* Revision 1.3 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.2 2002/05/10 20:42:43 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.1 2002/05/02 18:03:08 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 16 9/06/99 10:45a Andsager
* Add freighter to player override of protected status.
*
* 15 9/06/99 10:32a Andsager
* Allow attack of protected fighter, bomber, freighters, by player's
* orders.
*
* 14 8/26/99 8:51p Dave
* Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
*
* 13 7/30/99 10:31p Dave
* Added comm menu to the configurable hud files.
*
* 12 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 11 6/16/99 10:20a Dave
* Added send-message-list sexpression.
*
* 10 6/09/99 9:53a Andsager
* 1st pass at grey menu items when no ships/wings/fighters accepting
* orders.
*
* 9 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 8 4/16/99 5:54p Dave
* Support for on/off style "stream" weapons. Real early support for
* target-painting lasers.
*
* 7 3/30/99 5:40p Dave
* Fixed reinforcements for TvT in multiplayer.
*
* 6 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 5 1/07/99 9:07a Jasen
* HUD coords
*
* 4 12/28/98 3:17p Dave
* Support for multiple hud bitmap filenames for hi-res mode.
*
* 3 12/21/98 5:02p Dave
* Modified all hud elements to be multi-resolution friendly.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 198 9/11/98 2:05p Allender
* make reinforcements work correctly in multiplayer games. There still
* may be a team vs team issue that I haven't thought of yet :-(
*
* 197 8/28/98 3:28p Dave
* EMP effect done. AI effects may need some tweaking as required.
*
* 196 8/25/98 1:48p Dave
* First rev of EMP effect. Player side stuff basically done. Next comes
* AI code.
*
* 195 6/30/98 2:17p Dave
* Revised object update system. Removed updates for all weapons. Put
* button info back into control info packet.
*
* 194 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 193 5/26/98 11:54a Allender
* fix multiplayer problems and sexpression crash
*
* 192 5/24/98 4:27p Allender
* fix bug when determine who could message in multiplayer
*
* 191 5/23/98 2:34a Lawrance
* Fix problems with HUD squad messaging, don't save/restore bindings
*
* 190 5/22/98 12:41a Allender
* don't save/restore key presses in comm menu
*
* 189 5/21/98 9:38p Allender
* don't save/clear key bindings
*
* 188 5/21/98 3:32p Allender
* don't allow comm menu in observer mode
*
* 187 5/19/98 12:19p Mike
* Cheat codes!
*
* 186 5/18/98 10:08a Lawrance
* increase MSG_KEY_EAT_TIME to 300ms
*
* 185 5/18/98 12:41a Allender
* fixed subsystem problems on clients (i.e. not reporting properly on
* damage indicator). Fixed ingame join problem with respawns. minor
* comm menu stuff
*
* 184 5/13/98 5:08p Allender
* fix code in which sometimes wings wouldn't respond in multiplayer when
* doing a message all fighters
*
* 183 5/08/98 4:38p Allender
* always allow player ships to count when counting fighters for
* messaging. Terran command will now always issue the shooting at
* friendlies message
*
* 182 5/08/98 2:11p Mike
* Add "/Repair Subsys" to "Rearm" option in Comm menu.
*
* 181 5/06/98 2:57p Allender
* always allow rearm ship to be called in
*
* 180 5/05/98 2:04a Mike
* Fix bug in support ship code.
*
* 179 5/05/98 1:41a Mike
* Improve support ship availability.
*
* 178 5/04/98 12:59a Allender
* players who are traitors shouldn't be allowed to rearm or use messaging
* shortcuts
*
* 177 5/04/98 12:39a Allender
* make page up and page down only active when > 10 items on menu
*
* 176 4/29/98 10:56p Allender
* don't allow shortcuts in mutliplayer when player cannot message (except
* for rearm repair)
*
* 175 4/23/98 10:06a Allender
* don't use the word "player" in event log for rearm event. Send
* shipname instead (players only)
*
* 174 4/23/98 9:15a Allender
* make rearm shortcut work for clients
*
* 173 4/23/98 1:49a Allender
* major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
* to not respawn until 5 seconds after they die. Send escort information
* to ingame joiners
*
* 172 4/22/98 4:59p Allender
* new multiplayer dead popup. big changes to the comm menu system for
* team vs. team. Start of debriefing stuff for team vs. team Make form
* on my wing work with individual ships who have high priority orders
*
* 171 4/21/98 12:15a Allender
* don't allow observers to use shortcut messaging keys
*
* 170 4/20/98 12:36a Mike
* Make team vs. team work when player is hostile. Several targeting
* problems.
*
* 169 4/13/98 12:51p Allender
* made countermeasure succeed indicator work in multiplayer. Make rearm
* shortcut work more appropriately.
*
* 168 4/10/98 2:42p Johnson
* (from allender) when sending wing command, don't assert if ship to
* send message not found -- don't send message. Allow rearm message
* shortcut even if comm destroyed
*
* 167 4/10/98 2:39p Johnson
*
* 166 4/10/98 12:47p Allender
* changed working on replay popup. Don't reference repair in comm menu.
* Added Shift-R for repair me
*
* 165 4/09/98 12:35p Allender
* disallow messaging to departing wings and departing/dying ships
*
* 164 4/08/98 4:06p Allender
* make selection of wing Player team based, not TEAM_FRIENDLY.
*
* 163 4/07/98 5:30p Lawrance
* Player can't send/receive messages when comm is destroyed. Garble
* messages when comm is damaged.
*
* 162 4/07/98 1:53p Lawrance
* Fix uninitialized data bug.
*
* 161 4/06/98 12:11a Allender
* prevent the comm menu keys from being held over after menu goes away
*
* 160 4/05/98 3:06p Allender
* don't allow ships/wings to act on orders which they shouldn't receive
*
* 159 4/03/98 12:17a Allender
* new sexpression to detect departed or destroyed. optionally disallow
* support ships. Allow docking with escape pods
*
* 158 4/02/98 5:50p Dave
* Put in support for standard comm messages to get sent to netplayers as
* well as ai ships. Make critical button presses not get evaluated on the
* observer.
*
* $NoKeywords: $
*/
#include "PreProcDefines.h"
#include "graphics/2d.h"
#include "hud/hud.h"
#include "ship/ship.h"
#include "playerman/player.h"
#include "io/key.h"
#include "io/timer.h"
#include "hud/hudsquadmsg.h"
#include "ai/aigoals.h"
#include "parse/sexp.h"
#include "globalincs/linklist.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "gamesnd/gamesnd.h"
#include "hud/hudtargetbox.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
#ifndef NO_NETWORK
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_pmsg.h"
#endif
// defines for different modes in the squad messaging system
#define SM_MODE_TYPE_SELECT 1 //am I going to message a ship or a wing
#define SM_MODE_SHIP_SELECT 2 //choosing actual ship
#define SM_MODE_WING_SELECT 3 //choosing actual wing
#define SM_MODE_SHIP_COMMAND 4 //which command to send to a ship
#define SM_MODE_WING_COMMAND 5 //which command to send to a wing
#define SM_MODE_REINFORCEMENTS 6 //call for reinforcements
#define SM_MODE_REPAIR_REARM 7 //repair/rearm player ship
#define SM_MODE_REPAIR_REARM_ABORT 8 //abort repair/rearm of player ship
#define SM_MODE_ALL_FIGHTERS 9 //message all fighters/bombers
#define DEFAULT_MSG_TIMEOUT (8 * 1000) // number of seconds * 1000 to get milliseconds
#define MSG_KEY_EAT_TIME (300)
LOCAL 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;
LOCAL int Msg_instance; // variable which holds ship/wing instance to send the message to
LOCAL 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
//#ifndef NDEBUG
LOCAL int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
//#endif
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
char text[NAME_LENGTH]; // 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
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 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
#define NUM_TYPE_SELECT 6
char *type_select_str(int n)
{
#if NUM_TYPE_SELECT != 6
#error type_select_Str is not up to date
#endif
switch(n) {
case TYPE_SHIP_ITEM:
return XSTR( "Ships", 293);
case TYPE_WING_ITEM:
return XSTR( "Wings", 294);
case TYPE_ALL_FIGHTERS_ITEM:
return XSTR( "All Fighters", 295);
case TYPE_REINFORCEMENT_ITEM:
return XSTR( "Reinforcements", 296);
case TYPE_REPAIR_REARM_ITEM:
return XSTR( "Rearm/Repair Subsys", 297);
case TYPE_REPAIR_REARM_ABORT_ITEM:
return XSTR( "Abort Rearm", 298);
}
return NULL;
}
// data structure to hold character string of commands for comm menu
typedef struct comm_order {
int value; // used to match which command to display on the menu
} comm_order;
// note: If you change this table at all, keep it in sync with version in IgnoreOrdersDlg.cpp
// Also make sure you update comm_order_menu_text below this.
// Also make sure you update MAX_SHIP_ORDERS in HUDsquadmsg.h
comm_order Comm_orders[MAX_SHIP_ORDERS] = {
ATTACK_TARGET_ITEM,
DISABLE_TARGET_ITEM,
DISARM_TARGET_ITEM,
DISABLE_SUBSYSTEM_ITEM,
PROTECT_TARGET_ITEM,
IGNORE_TARGET_ITEM,
FORMATION_ITEM,
COVER_ME_ITEM,
ENGAGE_ENEMY_ITEM,
CAPTURE_TARGET_ITEM,
REARM_REPAIR_ME_ITEM,
ABORT_REARM_REPAIR_ITEM,
DEPART_ITEM,
};
// Text to display on the menu
// Given an index into the Comm_orders array, return the text associated with it.
// MUST BE 1:1 with Comm_orders.
// Goober5000 - gah, some idiot changed the first option from "Attack my target"
// to "Destroy my target", which breaks compatibility with FS1 missions. So we
// need to add a special case to avoid a crash in hud_query_order_issued.
char *comm_order_menu_text(int index)
{
switch( index ) {
case 0: return XSTR( "Destroy my target", 299); break;
case 1: return XSTR( "Disable my target", 300); break;
case 2: return XSTR( "Disarm my target", 301); break;
case 3: return XSTR( "Destroy subsystem", 302); break;
case 4: return XSTR( "Protect my target", 303); break;
case 5: return XSTR( "Ignore my target", 304); break;
case 6: return XSTR( "Form on my wing", 305); break;
case 7: return XSTR( "Cover me", 306); break;
case 8: return XSTR( "Engage enemy", 307); break;
case 9: return XSTR( "Capture my target", 308); break;
case 10: return XSTR( "Rearm me", 309); break;
case 11: return XSTR( "Abort rearm", 310); break;
case 12: return XSTR( "Depart", 311); break;
default:
Assert(0);
}
return NULL;
}
// Text to display on the messaging menu when using the shortcut keys
char *comm_order_hotkey_text( int index )
{
int i;
for (i = 0; i < MAX_SHIP_ORDERS; i++ ) {
if ( Comm_orders[i].value == index )
return comm_order_menu_text(i);
}
Int3();
return NULL;
}
// a define of who can receive message
#define CAN_MESSAGE (SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_FREIGHTER | SIF_TRANSPORT | SIF_CAPITAL | SIF_SUPPORT | SIF_SUPERCAP | SIF_DRYDOCK | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE)
int squadmsg_history_index = 0;
squadmsg_history Squadmsg_history[SQUADMSG_HISTORY_MAX] = { 0 };
// used for Message box gauge
#define NUM_MBOX_FRAMES 3
static hud_frames Mbox_gauge[NUM_MBOX_FRAMES];
static int Mbox_frames_loaded = 0;
static char *Mbox_fnames[GR_NUM_RESOLUTIONS][NUM_MBOX_FRAMES] =
{
//XSTR:OFF
{ // GR_640
"message1", // top part of menu
"message2", // middle part
"message3" // bottom part
},
{ // GR_1024
"message1", // top part of menu
"message2", // middle part
"message3" // bottom part
}
//XSTR:ON
};
static int Mbox_title_coord[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
447, 6
},
{ // GR_1024
829, 6
}
};
static int Mbox_item_coord[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
449, 18
},
{ // GR_1024
831, 18
}
};
// define for trapping messages send to "all fighters"
#define MESSAGE_ALL_FIGHTERS -999
// forward declarations
void hud_add_issued_order(char *name, int order, char *target);
int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip = NULL );
int 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( &Snds[SND_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( &Snds[SND_SQUADMSGING_OFF] );
}
// function which returns true if there are fighters/bombers on the players team
// in the mission
int hud_squadmsg_count_fighters( )
{
int count;
int team;
object *objp;
ship *shipp;
// set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
//team = TEAM_FRIENDLY;
team = Player_ship->team;
#ifndef NDEBUG
if ( Msg_enemies )
team = opposing_team_mask(Player_ship->team);
#endif
count = 0;
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( objp->type != OBJ_SHIP )
continue;
shipp = &Ships[objp->instance];
// check fighter is accepting orders
if (shipp->orders_accepted != 0) {
// be sure ship is on correct team, not the player, and is a fighter/bomber
if ( (shipp->team == team) && (objp != Player_obj) && (Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
return 1;
}
}
}
return 0;
}
// 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;
int team;
ship *shipp;
ship_obj *so;
// set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
//team = TEAM_FRIENDLY;
team = Player_ship->team;
#ifndef NDEBUG
if ( Msg_enemies )
team = opposing_team_mask(Player_ship->team);
#endif
count = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
shipp = &Ships[Objects[so->objnum].instance];
Assert ( shipp->objnum != -1 );
// ships must be able to receive a message
if ( !(Ship_info[shipp->ship_info_index].flags & CAN_MESSAGE) )
continue;
// must be on the same team
if ( shipp->team != team )
continue;
// departing or dying ships cannot be on list
if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
continue;
// MULTI - changed to allow messaging of netplayers
// cannot be my ship or an instructor
if ( (&Objects[so->objnum] == Player_obj) || is_instructor(&Objects[so->objnum]) )
continue;
// ship must be accepting ship type orders
if ( shipp->orders_accepted == 0)
continue;
// if it is a player ship, we must be in multiplayer
if ( (Objects[so->objnum].flags & OF_PLAYER_SHIP) && !(Game_mode & GM_MULTIPLAYER) )
continue;
// if a messaging shortcut, be sure this ship can process the order
if ( Msg_shortcut_command != -1 ) {
if ( !(shipp->orders_accepted & Msg_shortcut_command) )
continue;
else if ( !hud_squadmsg_ship_order_valid(Objects[so->objnum].instance, Msg_shortcut_command) )
continue;
}
count++;
if ( add_to_menu ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, shipp->ship_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
int hud_squadmsg_wing_valid( wing *wingp, int team )
{
// int player_count, j;
// a couple of special cases to account for before adding to count (or to menu). The wing gone
// flags is firm indication to skip this particular wing. Also, skip if enemy wing
if ( (wingp->flags & WF_WING_GONE) || (wingp->current_count == 0) )
return 0;
// departing wings don't get attention either
if ( wingp->flags & WF_WING_DEPARTING )
return 0;
// sanity check on ship_index field -- if check is successful, then check the team.
Assert (wingp->ship_index[0] != -1 );
if ( Ships[wingp->ship_index[0]].team != team )
return 0;
// if this wing is the players wing, and there is only one ship in the wing, then skip past it
if ( (Ships[Player_obj->instance].wingnum == WING_INDEX(wingp)) && (wingp->current_count == 1) )
return 0;
// check if wing commander is accepting orders
if ( Ships[wingp->ship_index[0]].orders_accepted == 0)
return 0;
// if doing a message shortcut is being used, be sure the wing can "accept" the command. Only need
// to look at the first ship in the wing.
if ( Msg_shortcut_command != -1 ) {
if ( !(Ships[wingp->ship_index[0]].orders_accepted & Msg_shortcut_command) )
return 0;
}
// MULTI - changed to allow messaging of netplayers
// don't count wings where all ships are player ships
/*
player_count = 0;
for ( j = 0; j < wingp->current_count; j++ ) {
if ( Objects[Ships[wingp->ship_index[j]].objnum].flags & OF_PLAYER_SHIP )
player_count++;
}
if ( player_count == wingp->current_count )
return 0;
*/
return 1;
}
// function like above, except for wings
int hud_squadmsg_count_wings( int add_to_menu )
{
int count, i, j;
int team;
// set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
//team = TEAM_FRIENDLY;
team = Player_ship->team;
#ifndef NDEBUG
if ( Msg_enemies )
team = opposing_team_mask(Player_ship->team);
#endif
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], team) ) {
count++;
if ( add_to_menu ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, Wings[wingnum].name );
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], team) ) {
count++;
if ( add_to_menu ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, Wings[i].name );
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(SND_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 which will essentially print out the contents of the current state of the messaging
// menu. Parameters will be a title. The menu items and the number of items will be
// in global vars since they don't get recomputed every frame.
void hud_squadmsg_display_menu( char *title )
{
int bx, by, sx, sy, i, nitems, none_valid, messaging_allowed;
// hud_set_bright_color();
hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_BRIGHT);
if ( title ) {
gr_string(Mbox_title_coord[gr_screen.res][0], Mbox_title_coord[gr_screen.res][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 = Mbox_item_coord[gr_screen.res][0];
sy = Mbox_item_coord[gr_screen.res][1];
bx = Mbox_bmap_coords[gr_screen.res][0]; // global x-offset where bitmap gets drawn
by = Mbox_bmap_coords[gr_screen.res][1]; // 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;
#ifndef NO_NETWORK
if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) ){
messaging_allowed = 0;
}
#endif
for ( i = 0; i < nitems; i++ ) {
int item_num;
char *text = MsgItems[First_menu_item+i].text;
// blit the background
// hud_set_default_color();
hud_set_gauge_color(HUD_MESSAGE_BOX);
if ( Mbox_gauge[1].first_frame >= 0 ) {
GR_AABITMAP(Mbox_gauge[1].first_frame, bx, by);
}
by += Mbox_item_h[gr_screen.res];
// set the text color
if ( MsgItems[First_menu_item+i].active ) {
// hud_set_bright_color();
hud_set_gauge_color(HUD_MESSAGE_BOX, 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]);
*/
hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_DIM);
}
// first do the number
item_num = (i+1) % MAX_MENU_DISPLAY;
emp_hud_printf(sx, sy, EG_SQ1 + i, NOX("%1d."), item_num );
// then the text
emp_hud_string(sx+Mbox_item_xoffset[gr_screen.res], sy, EG_SQ1 + i, text);
sy += Mbox_item_h[gr_screen.res];
// 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();
hud_set_gauge_color(HUD_MESSAGE_BOX);
if ( Mbox_gauge[1].first_frame >= 0 ) {
GR_AABITMAP(Mbox_gauge[1].first_frame, bx, by);
}
by += Mbox_item_h[gr_screen.res];
}
// draw the bottom of the frame
// hud_set_default_color();
hud_set_gauge_color(HUD_MESSAGE_BOX);
if ( Mbox_gauge[2].first_frame >= 0 ) {
GR_AABITMAP(Mbox_gauge[2].first_frame, bx, by);
}
// determine if we should put the text "[more]" at top or bottom to indicate you can page up or down
hud_targetbox_start_flash(TBOX_FLASH_SQUADMSG);
hud_targetbox_maybe_flash(TBOX_FLASH_SQUADMSG);
if ( First_menu_item > 0 ) {
gr_printf( Menu_pgup_coords[gr_screen.res][0], Menu_pgup_coords[gr_screen.res][1], XSTR( "[pgup]", 312) );
}
if ( (First_menu_item + nitems) < Num_menu_items ) {
gr_printf( Menu_pgdn_coords[gr_screen.res][0], Menu_pgdn_coords[gr_screen.res][1], XSTR( "[pgdn]", 313));
}
if ( messaging_allowed ) {
if ( none_valid ){
gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, XSTR( "No valid items", 314));
} else if ( !none_valid && (Msg_shortcut_command != -1) ){
gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, "%s", comm_order_hotkey_text(Msg_shortcut_command));
}
} else {
// if this player is not allowed to message, then display message saying so
gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, XSTR( "Not allowed to message", 315));
}
}
// 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 == TEAM_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 presense 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;
// 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;
} else {
tobj = objp;
#ifndef NO_NETWORK
multi_player_num = multi_find_player_by_object(objp);
#else
multi_player_num = -1;
#endif
Assert(multi_player_num != -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, -1 );
} 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, -1 );
} 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, -1 );
} else {
// if we are in this part of the if statment, 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, -1 );
}
mission_log_add_entry(LOG_PLAYER_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;
#ifndef NO_NETWORK
// 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;
}
#endif
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 1 if an order is valid for a ship. Applies to things like departure when engines are blown, etc.
int hud_squadmsg_ship_order_valid( int shipnum, int order )
{
// Goober5000
Assert( shipnum >= 0 && shipnum < MAX_SHIPS );
switch ( order )
{
case DEPART_ITEM:
// disabled ships can't depart.
if (Ships[shipnum].flags & SF_DISABLED)
return 0;
// Goober5000: also can't depart if no subspace drives and no capships in the area
if (Ships[shipnum].flags2 & SF2_NO_SUBSPACE_DRIVE)
{
// locate a capital ship on the same team:
if (ship_get_ship_with_dock_bay(Ships[shipnum].team) < 0)
return 0;
}
break;
}
return 1;
}
// 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
int 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 < MAX_SHIP_ORDERS; i++ ) {
if ( Comm_orders[i].value == order )
break;
}
Assert( i < MAX_SHIP_ORDERS );
order = i;
}
// orders which don't operate on targets are always valid
if ( !(Comm_orders[order].value & TARGET_MESSAGES) )
return 1;
target_objnum = aip->target_objnum;
// order isn't valid if there is no player target
if ( target_objnum == -1 ) {
return 0;
}
objp = &Objects[target_objnum];
ordering_shipp = &Ships[aip->shipnum];
// target isn't a ship, then return 0
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_WEAPON) )
return 0;
// 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
if ( objp->type == OBJ_WEAPON ) {
if (Weapons[objp->instance].lssm_stage==3){
return 0;
}
if ( (Comm_orders[order].value == ATTACK_TARGET_ITEM )
&& (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB)
&& (Weapons[objp->instance].team != ordering_shipp->team) )
return 1;
return 0;
}
Assert( objp->type == OBJ_SHIP );
shipp = &Ships[objp->instance];
// if target is a navbouy, return 0
if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ){
return 0;
}
// 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) && (target_objnum == Msg_instance) ){
return 0;
}
// if the order is a disable order or depart, and the ship is disabled, order isn't active
if ( (Comm_orders[order].value == DISABLE_TARGET_ITEM) && (shipp->flags & SF_DISABLED) ){
return 0;
}
// same as above except for disabled.
if ( (Comm_orders[order].value == DISARM_TARGET_ITEM) && ((shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f)) ){
return 0;
}
// if order is disable subsystem, and no subsystem targeted or no hits, then order not valid
if ( (Comm_orders[order].value == DISABLE_SUBSYSTEM_ITEM) && ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) ){
return 0;
}
// check based on target's and player's team
if ( (shipp->team == ordering_shipp->team) && (Comm_orders[order].value & FRIENDLY_TARGET_MESSAGES) ){
return 1;
} else if ( (shipp->team != ordering_shipp->team) && (Comm_orders[order].value & ENEMY_TARGET_MESSAGES) ){
return 1;
} else {
return 0;
}
}
// 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, to_everyone, do_ship;
object *objp;
#ifndef NO_NETWORK
// 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((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) {
send_player_order_packet(SQUAD_MSG_ALL, 0, command);
return;
}
#endif
// to_everyone tells us whether the command should apply to all ships, or just to fighets/bombers.
// when true, command goes to *all* friendlies.
send_message = 1; // internal flag to dictate who sends message
to_everyone = 0;
do_ship = 0;
aip = Player_ai;
#ifndef NO_NETWORK
if ( player_num != -1 )
aip = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
#endif
Assert( aip->shipnum != -1 );
ordering_shipp = &Ships[aip->shipnum];
if ( command == IGNORE_TARGET_ITEM ) {
to_everyone = 1;
// 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 & WF_WING_GONE) || (Wings[i].current_count == 0) )
continue;
if ( Wings[i].flags & WF_WING_DEPARTING )
continue;
// get the first ship on the wing list and look at it's team and then it's type
shipnum = Wings[i].ship_index[0];
Assert( shipnum != -1 );
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 ( !to_everyone && !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_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 first ship in the wing.
if ( !(command & shipp->orders_accepted) )
continue;
// send the command to the wing
if ( Wings[i].current_count > 1 ) {
if ( hud_squadmsg_send_wing_command(i, command, send_message, player_num) ) {
send_message = 0;
}
}
}
// 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 ( !to_everyone && !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
continue;
// skip departing/dying ships
if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
continue;
// don't send command if ship won't accept if
if ( !(command & shipp->orders_accepted) )
continue;
if ( hud_squadmsg_send_ship_command(objp->instance, command, send_message, player_num) ) {
send_message = 0;
}
}
// 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
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;
}
#define OVERRIDE_PROTECT_SHIP_TYPE (SIF_FIGHTER|SIF_BOMBER|SIF_FREIGHTER|SIF_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 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;
#ifndef NO_NETWORK
// 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((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
send_player_order_packet(SQUAD_MSG_SHIP, shipnum, command);
return 0;
}
#endif
ai_mode = AI_GOAL_NONE; // needs to be initialized
ai_submode = -1234567;
ainfo = Player_ai;
#ifndef NO_NETWORK
if ( player_num != -1 ){
ainfo = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
}
#endif
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 (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_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 (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_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 (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_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 (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
Objects[ainfo->target_objnum].flags &= ~OF_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 );
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 |= OF_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;
ai_submode = 0;
message = MESSAGE_YESSIR;
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_YESSIR;
else
message = MESSAGE_ENGAGE;
target_shipname = NULL;
break;
case DEPART_ITEM:
ai_mode = AI_GOAL_WARP;
ai_submode = -1;
message = MESSAGE_WARP_OUT;
break;
// the following are support ship options!!!
case REARM_REPAIR_ME_ITEM:
#ifndef NO_NETWORK
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (player_num != -1) ){
hud_squadmsg_repair_rearm(0,&Objects[Net_players[player_num].m_player->objnum]);
}
else
#endif
{
hud_squadmsg_repair_rearm(0); // note we return right away. repair/rearm code handles messaging, etc
}
return 0;
case ABORT_REARM_REPAIR_ITEM:
#ifndef NO_NETWORK
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (player_num != -1) ){
hud_squadmsg_repair_rearm_abort(0,&Objects[Net_players[player_num].m_player->objnum]);
}
else
#endif
{
hud_squadmsg_repair_rearm_abort(0); // note we return right away. repair/rearm code handles messaging, etc
}
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( player_num == -1 )
hud_add_issued_order(Ships[shipnum].ship_name, command, target_shipname);
}
}
#ifndef NO_NETWORK
// 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;
}
}
#endif
// this is the _response_
if ( send_message ){
message_send_builtin_to_player( message, &Ships[shipnum], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, -1 );
}
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 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;
#ifndef NO_NETWORK
// 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((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
send_player_order_packet(SQUAD_MSG_WING, wingnum,command);
return 0;
}
#endif
ai_mode = AI_GOAL_NONE; // needs to be initialized
ai_submode = -1234567;
ainfo = Player_ai;
#ifndef NO_NETWORK
if ( player_num != -1 )
ainfo = &Ai_info[Ships[Objects[Net_players[player_num].m_player->objnum].instance].ai_index];
#endif
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 );
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;
ai_submode = 0; // actually, a don't care.
message = MESSAGE_YESSIR;
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 ( hud_squadmsg_enemies_present() )
message = MESSAGE_YESSIR;
else
message = MESSAGE_ENGAGE;
target_shipname = NULL;
break;
case DEPART_ITEM:
ai_mode = AI_GOAL_WARP;
ai_submode = -1;
message = MESSAGE_WARP_OUT;
Wings[wingnum].flags |= WF_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 );
}
}
#ifndef NO_NETWORK
// 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;
}
}
#endif
// 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_NO_PLAYERS );
// 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){
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.
if ( ship_num != -1 ) {
message_send_builtin_to_player( message, &Ships[ship_num], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, -1 );
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. If known
// false, it doesn't count either
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_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_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_TYPE_SELECT; i++ ) {
strcpy( MsgItems[i].text, type_select_str(i) );
MsgItems[i].active = 1; // assume active
}
Num_menu_items = NUM_TYPE_SELECT;
// check to see if the players team is TEAM_TRAITOR. If so, then he is a "traitor", and will not
// be able to do anything from this menu
if ( Player_ship->team == TEAM_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_count_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.
#ifndef NO_NETWORK
if ( (hud_communications_state(Player_ship) != COMM_OK) || ((Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player)) ) {
#else
if ( (hud_communications_state(Player_ship) != COMM_OK) ) {
#endif
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 & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
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
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:
hud_squadmsg_display_menu( 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 );
}
hud_squadmsg_display_menu( 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 );
hud_squadmsg_toggle();
}
}
}
// function to display a list of ships 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 );
}
hud_squadmsg_display_menu( 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 );
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];
#ifndef NO_NETWORK
// 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;
}
#endif
// 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 &= ~WF_REINFORCEMENT;
Wings[i].flags |= WF_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 &= ~P_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_REINFORCEMENT, rp->name, NULL);
}
// function to display a list of reinforcements available to the player
void hud_squadmsg_reinforcement_select()
{
int i, k;
reinforcements *rp;
if ( Num_menu_items == -1 ) {
Num_menu_items = 0;
for (i = 0; i < Num_reinforcements; i++) {
rp = &Reinforcements[i];
// 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;
}
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( 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" );
hud_squadmsg_display_menu( 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;
}
#ifndef NO_NETWORK
// 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 {
#endif
hud_squadmsg_call_reinforcement(rnum);
#ifndef NO_NETWORK
}
#endif
}
}
// 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 = FIGHTER_MESSAGES;
orders = default_orders;
}
First_menu_item = 0;
Num_menu_items = 0;
for ( i = 0; i < MAX_SHIP_ORDERS; 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].value ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, comm_order_menu_text(i) );
MsgItems[Num_menu_items].instance = Comm_orders[i].value;
MsgItems[Num_menu_items].active = 0;
// check the bit to see if the command is active
if ( orders & Comm_orders[i].value )
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].value ) )
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].value;
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].flags & (SIF_FIGHTER | SIF_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].value); // '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 ) {
strcat( MsgItems[Num_menu_items].text, XSTR( "(*)", 320) );
} else {
MsgItems[Num_menu_items].active = 0;
}
}
}
Num_menu_items++;
}
}
hud_squadmsg_display_menu( 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
if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (MsgItems[k].instance != IGNORE_TARGET_ITEM) )
hud_squadmsg_send_ship_command( Msg_instance, MsgItems[k].instance, 1 );
else
hud_squadmsg_send_to_all_fighters( MsgItems[k].instance );
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;
// 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;
orders = Ships[wingp->ship_index[0]].orders_accepted; // get the orders that the first ship in the wing will accept
for ( i = 0; i < MAX_SHIP_ORDERS; 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].value ) {
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, comm_order_menu_text(i) );
MsgItems[Num_menu_items].instance = Comm_orders[i].value;
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].value )
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++;
}
}
hud_squadmsg_display_menu( XSTR( "What Command", 321) );
k = hud_squadmsg_get_key();
if ( k != -1 ) {
// ignore target gets sent to everyone.
if ( MsgItems[k].instance != IGNORE_TARGET_ITEM )
hud_squadmsg_send_wing_command( Msg_instance, MsgItems[k].instance, 1 );
else
hud_squadmsg_send_to_all_fighters( MsgItems[k].instance );
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 )
{
int i;
if ( !Mbox_frames_loaded ) {
for ( i = 0; i < NUM_MBOX_FRAMES; i++ ) {
Mbox_gauge[i].first_frame = bm_load_animation(Mbox_fnames[gr_screen.res][i], &Mbox_gauge[i].num_frames);
if ( Mbox_gauge[i].first_frame == -1 ) {
Warning(LOCATION, "Could not load in ani: %s\n", Mbox_fnames[gr_screen.res][i]);
return;
}
}
Mbox_frames_loaded = 1;
}
Msg_eat_key_timestamp = timestamp(0);
}
// 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;
}
#ifndef NO_NETWORK
if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) ){
return;
}
#endif
hud_squadmsg_start();
} else {
hud_squadmsg_end();
}
Player->flags ^= PLAYER_FLAGS_MSG_MODE;
}
//#ifndef NDEBUG
// 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;
}
//#endif
// 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, 1) != COMM_OK) && (command != REARM_REPAIR_ME_ITEM) ) {
return;
}
#ifndef NO_NETWORK
// 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();
#endif
// player ships which turns traitor cannot rearm
if ( Player_ship->team == TEAM_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
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 != TEAM_FRIENDLY )
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 );
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;
}
// setup color/font info
// hud_set_default_color();
hud_set_gauge_color(HUD_MESSAGE_BOX);
#ifndef NO_NETWORK
// check for multiplayer mode - this is really a special case checker for support ship requesting and aborting
if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Squad_msg_mode == SM_MODE_REPAIR_REARM || Squad_msg_mode == SM_MODE_REPAIR_REARM_ABORT)){
char *subsys_name;
// int who_to_sig;
ushort net_sig;
// who_to_sig = Objects[Ships[shipnum].objnum].net_signature;
if(Player_ai->target_objnum != -1)
net_sig = Objects[Player_ai->target_objnum].net_signature;
else
net_sig = 0;
if ((Player_ai->targeted_subsys != NULL) && (Player_ai->targeted_subsys->current_hits > 0.0f))
subsys_name = Player_ai->targeted_subsys->system_info->subobj_name;
else
subsys_name = NULL;
// 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;
}
#endif
// draw top of frame
if ( Mbox_gauge[0].first_frame >= 0 ) {
GR_AABITMAP(Mbox_gauge[0].first_frame, Mbox_top_coords[gr_screen.res][0], Mbox_top_coords[gr_screen.res][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:
//if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (addr != NULL)){
// hud_squadmsg_repair_rearm(1,&Objects[Net_players[player_num].player->objnum]);
//} else {
hud_squadmsg_repair_rearm(1); // note we return right away. repair/rearm code handles messaging, etc
//}
break;
case SM_MODE_REPAIR_REARM_ABORT:
//if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (addr != NULL)){
// hud_squadmsg_repair_rearm_abort(1,&Objects[Net_players[player_num].player->objnum]);
//} else {
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(char *name, int order, char *target)
{
Squadmsg_history[squadmsg_history_index].ship = get_parse_name_index(name);
Squadmsg_history[squadmsg_history_index].order = order;
if (target)
Squadmsg_history[squadmsg_history_index].target = get_parse_name_index(target);
else
Squadmsg_history[squadmsg_history_index].target = -1;
squadmsg_history_index++;
if (squadmsg_history_index >= SQUADMSG_HISTORY_MAX)
squadmsg_history_index = 0;
}
int hud_query_order_issued(char *name, char *order, char *target)
{
int i, o=-1, ship, t;
ship = get_parse_name_index(name);
t = -1;
if (target)
t = get_parse_name_index(target);
for (i=0; i<MAX_SHIP_ORDERS; i++)
if (!stricmp(order, comm_order_menu_text(i)) )
o = Comm_orders[i].value;
// Goober5000 - if not found, check compatibility
if (o == -1)
{
if (!stricmp(order, "Attack my target"))
{
i = 0; // it maps to option 0, "Destroy my target"
o = Comm_orders[i].value;
}
}
Assert(o != -1);
for (i=0; i<SQUADMSG_HISTORY_MAX; i++)
if (Squadmsg_history[i].order == o)
if (ship == Squadmsg_history[i].ship)
if (Squadmsg_history[i].target == t)
return 1;
return 0;
}
void hudsquadmsg_page_in()
{
int i;
for ( i = 0; i < NUM_MBOX_FRAMES; i++ ) {
bm_page_in_aabitmap( Mbox_gauge[i].first_frame, Mbox_gauge[i].num_frames );
}
}