2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Hud/HUDsquadmsg.cpp $
15 * File to control sqaudmate messaging
18 * Revision 1.3 2002/06/09 04:41:21 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:45 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:09 root
28 * 16 9/06/99 10:45a Andsager
29 * Add freighter to player override of protected status.
31 * 15 9/06/99 10:32a Andsager
32 * Allow attack of protected fighter, bomber, freighters, by player's
35 * 14 8/26/99 8:51p Dave
36 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
38 * 13 7/30/99 10:31p Dave
39 * Added comm menu to the configurable hud files.
41 * 12 7/09/99 5:54p Dave
42 * Seperated cruiser types into individual types. Added tons of new
43 * briefing icons. Campaign screen.
45 * 11 6/16/99 10:20a Dave
46 * Added send-message-list sexpression.
48 * 10 6/09/99 9:53a Andsager
49 * 1st pass at grey menu items when no ships/wings/fighters accepting
52 * 9 4/23/99 12:01p Johnson
55 * 8 4/16/99 5:54p Dave
56 * Support for on/off style "stream" weapons. Real early support for
57 * target-painting lasers.
59 * 7 3/30/99 5:40p Dave
60 * Fixed reinforcements for TvT in multiplayer.
62 * 6 3/28/99 5:58p Dave
63 * Added early demo code. Make objects move. Nice and framerate
64 * independant, but not much else. Don't use yet unless you're me :)
66 * 5 1/07/99 9:07a Jasen
69 * 4 12/28/98 3:17p Dave
70 * Support for multiple hud bitmap filenames for hi-res mode.
72 * 3 12/21/98 5:02p Dave
73 * Modified all hud elements to be multi-resolution friendly.
75 * 2 10/07/98 10:53a Dave
78 * 1 10/07/98 10:49a Dave
80 * 198 9/11/98 2:05p Allender
81 * make reinforcements work correctly in multiplayer games. There still
82 * may be a team vs team issue that I haven't thought of yet :-(
84 * 197 8/28/98 3:28p Dave
85 * EMP effect done. AI effects may need some tweaking as required.
87 * 196 8/25/98 1:48p Dave
88 * First rev of EMP effect. Player side stuff basically done. Next comes
91 * 195 6/30/98 2:17p Dave
92 * Revised object update system. Removed updates for all weapons. Put
93 * button info back into control info packet.
95 * 194 6/09/98 10:31a Hoffoss
96 * Created index numbers for all xstr() references. Any new xstr() stuff
97 * added from here on out should be added to the end if the list. The
98 * current list count can be found in FreeSpace.cpp (search for
101 * 193 5/26/98 11:54a Allender
102 * fix multiplayer problems and sexpression crash
104 * 192 5/24/98 4:27p Allender
105 * fix bug when determine who could message in multiplayer
107 * 191 5/23/98 2:34a Lawrance
108 * Fix problems with HUD squad messaging, don't save/restore bindings
110 * 190 5/22/98 12:41a Allender
111 * don't save/restore key presses in comm menu
113 * 189 5/21/98 9:38p Allender
114 * don't save/clear key bindings
116 * 188 5/21/98 3:32p Allender
117 * don't allow comm menu in observer mode
119 * 187 5/19/98 12:19p Mike
122 * 186 5/18/98 10:08a Lawrance
123 * increase MSG_KEY_EAT_TIME to 300ms
125 * 185 5/18/98 12:41a Allender
126 * fixed subsystem problems on clients (i.e. not reporting properly on
127 * damage indicator). Fixed ingame join problem with respawns. minor
130 * 184 5/13/98 5:08p Allender
131 * fix code in which sometimes wings wouldn't respond in multiplayer when
132 * doing a message all fighters
134 * 183 5/08/98 4:38p Allender
135 * always allow player ships to count when counting fighters for
136 * messaging. Terran command will now always issue the shooting at
139 * 182 5/08/98 2:11p Mike
140 * Add "/Repair Subsys" to "Rearm" option in Comm menu.
142 * 181 5/06/98 2:57p Allender
143 * always allow rearm ship to be called in
145 * 180 5/05/98 2:04a Mike
146 * Fix bug in support ship code.
148 * 179 5/05/98 1:41a Mike
149 * Improve support ship availability.
151 * 178 5/04/98 12:59a Allender
152 * players who are traitors shouldn't be allowed to rearm or use messaging
155 * 177 5/04/98 12:39a Allender
156 * make page up and page down only active when > 10 items on menu
158 * 176 4/29/98 10:56p Allender
159 * don't allow shortcuts in mutliplayer when player cannot message (except
162 * 175 4/23/98 10:06a Allender
163 * don't use the word "player" in event log for rearm event. Send
164 * shipname instead (players only)
166 * 174 4/23/98 9:15a Allender
167 * make rearm shortcut work for clients
169 * 173 4/23/98 1:49a Allender
170 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
171 * to not respawn until 5 seconds after they die. Send escort information
174 * 172 4/22/98 4:59p Allender
175 * new multiplayer dead popup. big changes to the comm menu system for
176 * team vs. team. Start of debriefing stuff for team vs. team Make form
177 * on my wing work with individual ships who have high priority orders
179 * 171 4/21/98 12:15a Allender
180 * don't allow observers to use shortcut messaging keys
182 * 170 4/20/98 12:36a Mike
183 * Make team vs. team work when player is hostile. Several targeting
186 * 169 4/13/98 12:51p Allender
187 * made countermeasure succeed indicator work in multiplayer. Make rearm
188 * shortcut work more appropriately.
190 * 168 4/10/98 2:42p Johnson
191 * (from allender) when sending wing command, don't assert if ship to
192 * send message not found -- don't send message. Allow rearm message
193 * shortcut even if comm destroyed
195 * 167 4/10/98 2:39p Johnson
197 * 166 4/10/98 12:47p Allender
198 * changed working on replay popup. Don't reference repair in comm menu.
199 * Added Shift-R for repair me
201 * 165 4/09/98 12:35p Allender
202 * disallow messaging to departing wings and departing/dying ships
204 * 164 4/08/98 4:06p Allender
205 * make selection of wing Player team based, not TEAM_FRIENDLY.
207 * 163 4/07/98 5:30p Lawrance
208 * Player can't send/receive messages when comm is destroyed. Garble
209 * messages when comm is damaged.
211 * 162 4/07/98 1:53p Lawrance
212 * Fix uninitialized data bug.
214 * 161 4/06/98 12:11a Allender
215 * prevent the comm menu keys from being held over after menu goes away
217 * 160 4/05/98 3:06p Allender
218 * don't allow ships/wings to act on orders which they shouldn't receive
220 * 159 4/03/98 12:17a Allender
221 * new sexpression to detect departed or destroyed. optionally disallow
222 * support ships. Allow docking with escape pods
224 * 158 4/02/98 5:50p Dave
225 * Put in support for standard comm messages to get sent to netplayers as
226 * well as ai ships. Make critical button presses not get evaluated on the
233 #include "freespace.h"
239 #include "hudtarget.h"
241 #include "hudsquadmsg.h"
242 #include "controlsconfig.h"
245 #include "missionparse.h"
247 #include "linklist.h"
248 #include "missionlog.h"
249 #include "missionmessage.h"
250 #include "hudtarget.h"
253 #include "missionparse.h"
254 #include "multimsgs.h"
255 #include "multiutil.h"
257 #include "hudtargetbox.h"
258 #include "multi_pmsg.h"
259 #include "subsysdamage.h"
262 // defines for different modes in the squad messaging system
264 #define SM_MODE_TYPE_SELECT 1 //am I going to message a ship or a wing
265 #define SM_MODE_SHIP_SELECT 2 //choosing actual ship
266 #define SM_MODE_WING_SELECT 3 //choosing actual wing
267 #define SM_MODE_SHIP_COMMAND 4 //which command to send to a ship
268 #define SM_MODE_WING_COMMAND 5 //which command to send to a wing
269 #define SM_MODE_REINFORCEMENTS 6 //call for reinforcements
270 #define SM_MODE_REPAIR_REARM 7 //repair/rearm player ship
271 #define SM_MODE_REPAIR_REARM_ABORT 8 //abort repair/rearm of player ship
272 #define SM_MODE_ALL_FIGHTERS 9 //message all fighters/bombers
274 #define DEFAULT_MSG_TIMEOUT (8 * 1000) // number of seconds * 1000 to get milliseconds
275 #define MSG_KEY_EAT_TIME (300)
277 LOCAL int Squad_msg_mode; // current mode that the messaging system is in
278 LOCAL int Msg_key_used; // local variable which tells if the key being processed
279 // with the messaging system was actually used
280 LOCAL int Msg_key; // global which indicates which key was currently pressed
281 LOCAL int Msg_mode_timestamp;
282 LOCAL int Msg_instance; // variable which holds ship/wing instance to send the message to
283 LOCAL int Msg_shortcut_command; // holds command when using a shortcut key
284 LOCAL int Msg_target_objnum; // id of the current target of the player
285 LOCAL ship_subsys *Msg_targeted_subsys;// pointer to current subsystem which is targeted
287 LOCAL int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
290 LOCAL int Msg_eat_key_timestamp; // used to temporarily "eat" keys
292 // defined to position the messaging box
293 int Mbox_item_h[GR_NUM_RESOLUTIONS] = {
297 int Mbox_item_xoffset[GR_NUM_RESOLUTIONS] = {
302 // top of the message box gauge
303 int Mbox_top_coords[GR_NUM_RESOLUTIONS][2] = {
312 int Mbox_bmap_coords[GR_NUM_RESOLUTIONS][2] = {
321 // squadmsg menu pgup and pgdn
322 int Menu_pgup_coords[GR_NUM_RESOLUTIONS][2] = {
330 int Menu_pgdn_coords[GR_NUM_RESOLUTIONS][2] = {
340 // following defines/vars are used to build menus that are used in messaging mode
342 typedef struct mmode_item {
343 int instance; // instance in Ships/Wings array of this menu item
344 int active; // active items are in bold text -- inactive items greyed out
345 char text[NAME_LENGTH]; // text to display on the menu
348 #define MAX_MENU_ITEMS 50 // max number of items in the menu
349 #define MAX_MENU_DISPLAY 10 // max number that can be displayed
351 mmode_item MsgItems[MAX_MENU_ITEMS];
352 int Num_menu_items = -1; // number of items for a message menu
353 int First_menu_item= -1; // index of first item in the menu
356 // following set of vars/defines are used to store/restore key bindings for keys that
357 // are used in messaging mode
359 // array to temporarily store key bindings that will be in use for the messaging
361 typedef struct key_store {
362 int option_num; // which element in the Control_config array is this
363 int id; // which id (1 or 2) is this key.
364 int key_value; // which key value to put there.
367 #define MAX_KEYS_NO_SCROLL 10
368 #define MAX_KEYS_USED 12 // maximum number of keys used for the messaging system
370 key_store key_save[MAX_KEYS_USED]; // array to save the key information during messaging mode
371 int num_keys_saved = 0; // number of keys that are saved.
373 // next array is the array of MAX_KEYS_USED size which are the keys to use for messaging mode
375 int keys_used[] = { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_0,
376 KEY_PAGEUP, KEY_PAGEDOWN };
381 // following are defines and character strings that are used as part of messaging mode
383 #define TYPE_SHIP_ITEM 0
384 #define TYPE_WING_ITEM 1
385 #define TYPE_ALL_FIGHTERS_ITEM 2
386 #define TYPE_REINFORCEMENT_ITEM 3
387 #define TYPE_REPAIR_REARM_ITEM 4
388 #define TYPE_REPAIR_REARM_ABORT_ITEM 5
390 #define NUM_TYPE_SELECT 6
392 char *type_select_str(int n)
394 #if NUM_TYPE_SELECT != 6
395 #error type_select_Str is not up to date
400 return XSTR( "Ships", 293);
402 return XSTR( "Wings", 294);
403 case TYPE_ALL_FIGHTERS_ITEM:
404 return XSTR( "All Fighters", 295);
405 case TYPE_REINFORCEMENT_ITEM:
406 return XSTR( "Reinforcements", 296);
407 case TYPE_REPAIR_REARM_ITEM:
408 return XSTR( "Rearm/Repair Subsys", 297);
409 case TYPE_REPAIR_REARM_ABORT_ITEM:
410 return XSTR( "Abort Rearm", 298);
416 // data structure to hold character string of commands for comm menu
417 typedef struct comm_order {
418 int value; // used to match which command to display on the menu
421 // note: If you change this table at all, keep it in sync with version in IgnoreOrdersDlg.cpp
422 // Also make sure you update comm_order_menu_text below this.
423 // Also make sure you update MAX_SHIP_ORDERS in HUDsquadmsg.h
424 comm_order Comm_orders[MAX_SHIP_ORDERS] = {
428 DISABLE_SUBSYSTEM_ITEM,
435 REARM_REPAIR_ME_ITEM,
436 ABORT_REARM_REPAIR_ITEM,
440 // Text to display on the menu
441 // Given an index into the Comm_orders array, return the text associated with it.
442 // MUST BE 1:1 with Comm_orders.
443 char *comm_order_menu_text(int index)
446 case 0: return XSTR( "Destroy my target", 299); break;
447 case 1: return XSTR( "Disable my target", 300); break;
448 case 2: return XSTR( "Disarm my target", 301); break;
449 case 3: return XSTR( "Destroy subsystem", 302); break;
450 case 4: return XSTR( "Protect my target", 303); break;
451 case 5: return XSTR( "Ignore my target", 304); break;
452 case 6: return XSTR( "Form on my wing", 305); break;
453 case 7: return XSTR( "Cover me", 306); break;
454 case 8: return XSTR( "Engage enemy", 307); break;
455 case 9: return XSTR( "Capture my target", 308); break;
456 case 10: return XSTR( "Rearm me", 309); break;
457 case 11: return XSTR( "Abort rearm", 310); break;
458 case 12: return XSTR( "Depart", 311); break;
465 // Text to display on the messaging menu when using the shortcut keys
466 char *comm_order_hotkey_text( int index )
470 for (i = 0; i < MAX_SHIP_ORDERS; i++ ) {
471 if ( Comm_orders[i].value == index )
472 return comm_order_menu_text(i);
479 // a define of who can receive message
480 #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)
482 int squadmsg_history_index = 0;
483 squadmsg_history Squadmsg_history[SQUADMSG_HISTORY_MAX] = { 0 };
485 // used for Message box gauge
486 #define NUM_MBOX_FRAMES 3
488 static hud_frames Mbox_gauge[NUM_MBOX_FRAMES];
489 static int Mbox_frames_loaded = 0;
490 static char *Mbox_fnames[GR_NUM_RESOLUTIONS][NUM_MBOX_FRAMES] =
494 "message1", // top part of menu
495 "message2", // middle part
496 "message3" // bottom part
499 "message1", // top part of menu
500 "message2", // middle part
501 "message3" // bottom part
506 static int Mbox_title_coord[GR_NUM_RESOLUTIONS][2] = {
514 static int Mbox_item_coord[GR_NUM_RESOLUTIONS][2] = {
523 // define for trapping messages send to "all fighters"
524 #define MESSAGE_ALL_FIGHTERS -999
526 // forward declarations
527 void hud_add_issued_order(char *name, int order, char *target);
528 int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip = NULL );
529 int hud_squadmsg_ship_order_valid( int shipnum, int order );
531 // function to set up variables needed when messaging mode is started
532 void hud_squadmsg_start()
536 //if ( num_keys_saved < 0 ) // save the keys if they haven't been saved yet
537 hud_squadmsg_save_keys();
542 for (i=0; i<num_keys_saved; i++)
543 clear_key_binding ( (short) key_save[i].key_value ); // removes all mention of this key from Control_config
546 Num_menu_items = -1; // reset the menu items
548 Squad_msg_mode = SM_MODE_TYPE_SELECT; // start off at the base state
549 Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT); // initialize our timer to bogus value
550 Msg_shortcut_command = -1; // assume no shortcut key being used
551 Msg_target_objnum = Player_ai->target_objnum; // save the players target object number
552 Msg_targeted_subsys = Player_ai->targeted_subsys; // save the players currently targted subsystem
554 Msg_enemies = 0; // tells us if we are messaging enemy ships
557 snd_play( &Snds[SND_SQUADMSGING_ON] );
560 // functions which will restore all of the key binding stuff when messaging mode is done
561 void hud_squadmsg_end()
567 // move through all keys saved and restore their orignal values.
568 for ( i=0; i<num_keys_saved; i++ ) {
570 Control_config[ksp->option_num].key_id = (short) ksp->key_value;
574 if ( message_is_playing() == FALSE )
575 snd_play( &Snds[SND_SQUADMSGING_OFF] );
578 // function which returns true if there are fighters/bombers on the players team
580 int hud_squadmsg_count_fighters( )
587 // set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
588 //team = TEAM_FRIENDLY;
589 team = Player_ship->team;
592 team = opposing_team_mask(Player_ship->team);
596 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
597 if ( objp->type != OBJ_SHIP )
600 shipp = &Ships[objp->instance];
601 // check fighter is accepting orders
602 if (shipp->orders_accepted != 0) {
603 // be sure ship is on correct team, not the player, and is a fighter/bomber
604 if ( (shipp->team == team) && (objp != Player_obj) && (Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
614 // function which counts the number of ships available for messaging. Used to determine if
615 // we should grey out a menu or allow a shortcut command to apply. parameter "flag" is used
616 // to tell us whether or not we should add the ship to a menu item or not. We include the
617 // flag so that we don't have to have conditions for messaging ships/wings in two places.
618 int hud_squadmsg_count_ships( int add_to_menu )
625 // set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
626 //team = TEAM_FRIENDLY;
627 team = Player_ship->team;
630 team = opposing_team_mask(Player_ship->team);
634 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
636 shipp = &Ships[Objects[so->objnum].instance];
637 Assert ( shipp->objnum != -1 );
639 // ships must be able to receive a message
640 if ( !(Ship_info[shipp->ship_info_index].flags & CAN_MESSAGE) )
643 // must be on the same team
644 if ( shipp->team != team )
647 // departing or dying ships cannot be on list
648 if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
651 // MULTI - changed to allow messaging of netplayers
653 // cannot be my ship or an instructor
654 if ( (&Objects[so->objnum] == Player_obj) || is_instructor(&Objects[so->objnum]) )
657 // ship must be accepting ship type orders
658 if ( shipp->orders_accepted == 0)
661 // if it is a player ship, we must be in multiplayer
662 if ( (Objects[so->objnum].flags & OF_PLAYER_SHIP) && !(Game_mode & GM_MULTIPLAYER) )
665 // if a messaging shortcut, be sure this ship can process the order
666 if ( Msg_shortcut_command != -1 ) {
667 if ( !(shipp->orders_accepted & Msg_shortcut_command) )
669 else if ( !hud_squadmsg_ship_order_valid(Objects[so->objnum].instance, Msg_shortcut_command) )
675 Assert ( Num_menu_items < MAX_MENU_ITEMS );
676 strcpy( MsgItems[Num_menu_items].text, shipp->ship_name );
677 MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
678 MsgItems[Num_menu_items].active = 1;
684 // if adding to the menu and we have > 10 items, then don't allow page up and page down to be used.
685 if ( add_to_menu && (Num_menu_items > MAX_MENU_DISPLAY) )
686 hud_squadmsg_save_keys(1);
690 // routine to return true if a wing should be put onto the messaging menu
691 int hud_squadmsg_wing_valid( wing *wingp, int team )
693 // int player_count, j;
695 // a couple of special cases to account for before adding to count (or to menu). The wing gone
696 // flags is firm indication to skip this particular wing. Also, skip if enemy wing
697 if ( (wingp->flags & WF_WING_GONE) || (wingp->current_count == 0) )
700 // departing wings don't get attention either
701 if ( wingp->flags & WF_WING_DEPARTING )
704 // sanity check on ship_index field -- if check is successful, then check the team.
705 Assert (wingp->ship_index[0] != -1 );
706 if ( Ships[wingp->ship_index[0]].team != team )
709 // if this wing is the players wing, and there is only one ship in the wing, then skip past it
710 if ( (Ships[Player_obj->instance].wingnum == WING_INDEX(wingp)) && (wingp->current_count == 1) )
713 // check if wing commander is accepting orders
714 if ( Ships[wingp->ship_index[0]].orders_accepted == 0)
717 // if doing a message shortcut is being used, be sure the wing can "accept" the command. Only need
718 // to look at the first ship in the wing.
719 if ( Msg_shortcut_command != -1 ) {
720 if ( !(Ships[wingp->ship_index[0]].orders_accepted & Msg_shortcut_command) )
723 // MULTI - changed to allow messaging of netplayers
724 // don't count wings where all ships are player ships
727 for ( j = 0; j < wingp->current_count; j++ ) {
728 if ( Objects[Ships[wingp->ship_index[j]].objnum].flags & OF_PLAYER_SHIP )
731 if ( player_count == wingp->current_count )
738 // function like above, except for wings
739 int hud_squadmsg_count_wings( int add_to_menu )
744 // set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
745 //team = TEAM_FRIENDLY;
746 team = Player_ship->team;
749 team = opposing_team_mask(Player_ship->team);
754 // add the player starting wings first
755 for ( i = 0; i < MAX_STARTING_WINGS; i++ ) {
758 wingnum = Starting_wings[i];
762 if ( hud_squadmsg_wing_valid(&Wings[wingnum], team) ) {
765 Assert ( Num_menu_items < MAX_MENU_ITEMS );
766 strcpy( MsgItems[Num_menu_items].text, Wings[wingnum].name );
767 MsgItems[Num_menu_items].instance = wingnum;
768 MsgItems[Num_menu_items].active = 1;
774 for ( i = 0; i < num_wings; i++ ) {
775 // if this wing is a player starting wing, skip it since we added it above
776 for ( j = 0; j < MAX_STARTING_WINGS; j++ ) {
777 if ( i == Starting_wings[j] )
780 if ( j < MAX_STARTING_WINGS )
783 if ( hud_squadmsg_wing_valid(&Wings[i], team) ) {
786 Assert ( Num_menu_items < MAX_MENU_ITEMS );
787 strcpy( MsgItems[Num_menu_items].text, Wings[i].name );
788 MsgItems[Num_menu_items].instance = i;
789 MsgItems[Num_menu_items].active = 1;
798 // function to set the current submode in message mode -- also resets variables that
799 // should be reset inbetween submodes
800 void hud_squadmsg_do_mode( int mode )
802 Squad_msg_mode = mode;
807 void hud_squadmsg_page_down()
809 if ( (First_menu_item + MAX_MENU_DISPLAY) < Num_menu_items ) {
810 First_menu_item += MAX_MENU_DISPLAY;
811 Assert ( First_menu_item < Num_menu_items );
815 void hud_squadmsg_page_up()
817 if ( First_menu_item > 0 ) {
818 First_menu_item -= MAX_MENU_DISPLAY;
819 Assert (First_menu_item >= 0 );
823 int hud_squadmsg_get_total_keys()
827 num_keys_used = MAX_KEYS_NO_SCROLL;
828 if ( Num_menu_items > MAX_MENU_DISPLAY )
829 num_keys_used = MAX_KEYS_USED;
831 return num_keys_used;
834 // function called from high level keyboard read code to give the squadmsg code a key.
835 // return 1 is the key was used by the messaging code, 0 otherwise
836 int hud_squadmsg_read_key( int k )
838 int i, key_found, num_keys_used;
840 num_keys_used = hud_squadmsg_get_total_keys();
842 if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
843 // check to see if any messaging keys are still down for some length of time
844 // after messaging is over. Return true for a while.
845 if ( !timestamp_elapsed(Msg_eat_key_timestamp) ) {
846 for (i = 0; i < num_keys_used; i++ ) {
847 if ( keyd_pressed[keys_used[i]] )
856 for (i = 0; i < num_keys_used; i++ ) {
857 if ( k == keys_used[i] ) {
858 if ( key_down_count(k) ) {
863 if ( keyd_pressed[k] ) {
867 // key_down_count(k);
878 // function which reads the keyboard array and determines if a menu key has been hit
879 int hud_squadmsg_get_key()
881 int k, i, num_keys_used;
889 num_keys_used = hud_squadmsg_get_total_keys();
891 // if the emp effect is active, never accept keypresses
892 if(emp_active_local()){
896 for ( i = 0; i < num_keys_used; i++ ) {
897 if ( k == keys_used[i] ) {
898 Msg_key_used = 1; // this variable will extend the timer
900 // use a timestamp to prevent top level key code from possibly reprocessing this key
901 Msg_eat_key_timestamp = timestamp(MSG_KEY_EAT_TIME);
902 if ( k == KEY_PAGEDOWN ) { // pageup and pagedown scroll the menu -- deal with these seperately!!
903 hud_squadmsg_page_down();
905 } else if ( k == KEY_PAGEUP ) {
906 hud_squadmsg_page_up();
908 } else if ( k == KEY_ESC ) {
909 hud_squadmsg_toggle();
911 } else if ( (i < Num_menu_items) && (Squad_msg_mode == SM_MODE_REINFORCEMENTS) ) // return any key if selecting reinforcement
914 // play general fail sound if inactive item hit.
915 else if ( (i < Num_menu_items) && !(MsgItems[i].active) )
916 gamesnd_play_iface(SND_GENERAL_FAIL);
918 else if ( (i < Num_menu_items) && (MsgItems[i].active) ) // only return keys that are associated with menu items
922 Msg_key_used = 0; // if no #-key pressed for visible item, break and allow timer to
923 break; // to continue as if no key was pressed
931 // function which will essentially print out the contents of the current state of the messaging
932 // menu. Parameters will be a title. The menu items and the number of items will be
933 // in global vars since they don't get recomputed every frame.
934 void hud_squadmsg_display_menu( char *title )
936 int bx, by, sx, sy, i, nitems, none_valid, messaging_allowed;
938 // hud_set_bright_color();
939 hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_BRIGHT);
941 gr_string(Mbox_title_coord[gr_screen.res][0], Mbox_title_coord[gr_screen.res][1], title);
944 if ( Num_menu_items < MAX_MENU_DISPLAY )
945 nitems = Num_menu_items;
947 if ( First_menu_item == 0 ) // First_menu_item == 0 means first page of items
948 nitems = MAX_MENU_DISPLAY;
949 else if ( (Num_menu_items - First_menu_item) <= MAX_MENU_DISPLAY ) // check if remaining items fit on one page
950 nitems = Num_menu_items - First_menu_item;
952 nitems = MAX_MENU_DISPLAY;
956 sx = Mbox_item_coord[gr_screen.res][0];
957 sy = Mbox_item_coord[gr_screen.res][1];
958 bx = Mbox_bmap_coords[gr_screen.res][0]; // global x-offset where bitmap gets drawn
959 by = Mbox_bmap_coords[gr_screen.res][1]; // global y-offset where bitmap gets drawn
961 none_valid = 1; // variable to tell us whether all items in the menu are valid or not
963 // use another variable to tell us whether we can message or not.
964 messaging_allowed = 1;
965 if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) ){
966 messaging_allowed = 0;
969 for ( i = 0; i < nitems; i++ ) {
971 char *text = MsgItems[First_menu_item+i].text;
973 // blit the background
974 // hud_set_default_color();
975 hud_set_gauge_color(HUD_MESSAGE_BOX);
976 if ( Mbox_gauge[1].first_frame >= 0 ) {
977 GR_AABITMAP(Mbox_gauge[1].first_frame, bx, by);
979 by += Mbox_item_h[gr_screen.res];
981 // set the text color
982 if ( MsgItems[First_menu_item+i].active ) {
983 // hud_set_bright_color();
984 hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_BRIGHT);
987 dim_index = min(5, HUD_color_alpha - 2);
988 if ( dim_index < 0 ) {
991 gr_set_color_fast(&HUD_color_defaults[dim_index]);
994 hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_DIM);
997 // first do the number
998 item_num = (i+1) % MAX_MENU_DISPLAY;
999 emp_hud_printf(sx, sy, EG_SQ1 + i, NOX("%1d."), item_num );
1002 emp_hud_string(sx+Mbox_item_xoffset[gr_screen.res], sy, EG_SQ1 + i, text);
1004 sy += Mbox_item_h[gr_screen.res];
1006 // if we have at least one item active, then set the variable so we don't display any
1007 // message about no active items
1008 if ( MsgItems[First_menu_item+i].active )
1012 // maybe draw an extra line in to make room for [pgdn], or for the 'no active items'
1014 if ( !messaging_allowed || none_valid || ((First_menu_item + nitems) < Num_menu_items) || (Msg_shortcut_command != -1) ) {
1015 // blit the background
1016 // hud_set_default_color();
1017 hud_set_gauge_color(HUD_MESSAGE_BOX);
1018 if ( Mbox_gauge[1].first_frame >= 0 ) {
1020 GR_AABITMAP(Mbox_gauge[1].first_frame, bx, by);
1022 by += Mbox_item_h[gr_screen.res];
1025 // draw the bottom of the frame
1026 // hud_set_default_color();
1027 hud_set_gauge_color(HUD_MESSAGE_BOX);
1028 if ( Mbox_gauge[2].first_frame >= 0 ) {
1030 GR_AABITMAP(Mbox_gauge[2].first_frame, bx, by);
1033 // determine if we should put the text "[more]" at top or bottom to indicate you can page up or down
1034 hud_targetbox_start_flash(TBOX_FLASH_SQUADMSG);
1035 hud_targetbox_maybe_flash(TBOX_FLASH_SQUADMSG);
1036 if ( First_menu_item > 0 ) {
1037 gr_printf( Menu_pgup_coords[gr_screen.res][0], Menu_pgup_coords[gr_screen.res][1], XSTR( "[pgup]", 312) );
1040 if ( (First_menu_item + nitems) < Num_menu_items ) {
1041 gr_printf( Menu_pgdn_coords[gr_screen.res][0], Menu_pgdn_coords[gr_screen.res][1], XSTR( "[pgdn]", 313));
1044 if ( messaging_allowed ) {
1046 gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, XSTR( "No valid items", 314));
1047 } else if ( !none_valid && (Msg_shortcut_command != -1) ){
1048 gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, "%s", comm_order_hotkey_text(Msg_shortcut_command));
1051 // if this player is not allowed to message, then display message saying so
1052 gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, XSTR( "Not allowed to message", 315));
1057 // function to return true or false if the given ship can rearm, or be repaired
1058 int hud_squadmsg_can_rearm( ship *shipp )
1060 // player ships which turns traitor cannot rearm
1061 if ( (shipp == Player_ship) && (Player_ship->team == TEAM_TRAITOR) )
1064 // 5/6/98 -- MWA Decided to always be able to call in support.
1068 // calls for repair/rearm of the player ship. Checks for the presense of the support
1069 // ship and does the appropriate action if found
1070 void hud_squadmsg_repair_rearm( int toggle_state, object *objp)
1075 int multi_player_num;
1077 // this is essentially a check for multiplayer server/client mode
1078 // in multiplayer mode, the server may have to issue this command when received from a client
1081 multi_player_num = -1;
1084 multi_player_num = multi_find_player_by_object(objp);
1085 Assert(multi_player_num != -1);
1088 // see if player is already scheduled on arriving support ship. If so, issues appripriate
1090 if ( is_support_allowed(tobj) ) {
1091 if ( mission_is_repair_scheduled( tobj ) ) {
1092 message_send_builtin_to_player( MESSAGE_REARM_ON_WAY, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1094 robjnum = hud_support_find_closest(OBJ_INDEX(tobj));
1095 if ( robjnum != -1 ) {
1096 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 );
1098 // request a rearm. Next function returns -1 if ship is warping in, objnum of repair ship otherwise
1099 robjnum = ai_issue_rearm_request( tobj );
1100 if ( robjnum != -1) {
1101 robjp = &Objects[robjnum];
1102 message_send_builtin_to_player( MESSAGE_ON_WAY, &Ships[robjp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1105 // if we are in this part of the if statment, a support ship has been warped in to
1106 // service us. Issue appropriate message
1107 message_send_builtin_to_player( MESSAGE_REARM_WARP, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1110 mission_log_add_entry(LOG_PLAYER_REARM, Ships[tobj->instance].ship_name, NULL);
1115 //if ( multi_player_num == -1 ) // only do the hud display if it is for me!
1116 // hud_support_view_start();
1119 hud_squadmsg_toggle(); // take us out of message mode
1122 // function which gets called from keyboard code to issues a shortcut command for rearming.
1123 void hud_squadmsg_rearm_shortcut()
1125 if ( !hud_squadmsg_can_rearm(Player_ship) )
1128 // multiplayer clients need to send this message to the server
1129 if ( MULTIPLAYER_CLIENT ) {
1130 send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
1134 hud_squadmsg_repair_rearm(0);
1137 // code which is called when a player aborts his rearm request
1138 void hud_squadmsg_repair_rearm_abort( int toggle_state, object *obj)
1144 // this is essentially a check for multiplayer server/client mode
1145 // in multiplayer mode, the server may have to issue this command when received from a client
1151 // try to abort the request. We shoudln't be in this function unless we are actually
1152 // queued for repair. Send a message from support ship if the support ship is in the mission
1153 ai_abort_rearm_request( tobj );
1155 // move the next statements outside of the above if-statement. Seems like this place
1156 // is the right place, since we want to change state of the messaging system regardless
1157 // of what happened above.
1159 hud_squadmsg_toggle(); // take us out of message mode
1162 // returns 1 if an order is valid for a ship. Applies to things like departure when engines are blown, etc.
1163 int hud_squadmsg_ship_order_valid( int shipnum, int order )
1165 // disabled ships can't depart.
1166 if ( (order == DEPART_ITEM) && (Ships[shipnum].flags & SF_DISABLED) )
1172 // returns true or false if the Players target is valid for the given order
1173 // find_order is true when we need to search the comm_orders array for the order entry. We have
1174 // to do this action in some cases since all we know is the actual "value" of the order
1175 int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip )
1177 int target_objnum, i;
1178 ship *shipp, *ordering_shipp;
1184 // find the comm_menu item for this command
1186 for (i = 0; i < MAX_SHIP_ORDERS; i++ ) {
1187 if ( Comm_orders[i].value == order )
1190 Assert( i < MAX_SHIP_ORDERS );
1194 // orders which don't operate on targets are always valid
1195 if ( !(Comm_orders[order].value & TARGET_MESSAGES) )
1198 target_objnum = aip->target_objnum;
1200 // order isn't valid if there is no player target
1201 if ( target_objnum == -1 ) {
1205 objp = &Objects[target_objnum];
1207 ordering_shipp = &Ships[aip->shipnum];
1209 // target isn't a ship, then return 0
1210 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_WEAPON) )
1213 // if it's a weapon, then it needs to be a WIF_BOMB weapon. Only attack order valid, and only
1214 // valid on bombs not on the player's team
1215 if ( objp->type == OBJ_WEAPON ) {
1216 if ( (Comm_orders[order].value == ATTACK_TARGET_ITEM )
1217 && (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB)
1218 && (Weapons[objp->instance].team != ordering_shipp->team) )
1225 Assert( objp->type == OBJ_SHIP );
1227 shipp = &Ships[objp->instance];
1229 // if target is a navbouy, return 0
1230 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ){
1234 // if we are messaging a ship, and that ship is our target, no target type orders are ever active
1235 if ( (Squad_msg_mode == SM_MODE_SHIP_COMMAND) && (target_objnum == Msg_instance) ){
1239 // if the order is a disable order or depart, and the ship is disabled, order isn't active
1240 if ( (Comm_orders[order].value == DISABLE_TARGET_ITEM) && (shipp->flags & SF_DISABLED) ){
1244 // same as above except for disabled.
1245 if ( (Comm_orders[order].value == DISARM_TARGET_ITEM) && ((shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f)) ){
1249 // if order is disable subsystem, and no subsystem targeted or no hits, then order not valid
1250 if ( (Comm_orders[order].value == DISABLE_SUBSYSTEM_ITEM) && ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) ){
1254 // check based on target's and player's team
1255 if ( (shipp->team == ordering_shipp->team) && (Comm_orders[order].value & FRIENDLY_TARGET_MESSAGES) ){
1257 } else if ( (shipp->team != ordering_shipp->team) && (Comm_orders[order].value & ENEMY_TARGET_MESSAGES) ){
1264 // function to send an order to all fighters/bombers.
1265 void hud_squadmsg_send_to_all_fighters( int command, int player_num )
1268 ship *shipp, *ordering_shipp;
1269 int i, send_message, to_everyone, do_ship;
1272 // quick short circuit here because of actually showing comm menu even though you cannot message.
1273 // just a safety net.
1274 if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
1275 if ( !multi_can_message(&Net_players[player_num]) ) {
1280 // check for multiplayer mode
1281 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) {
1282 send_player_order_packet(SQUAD_MSG_ALL, 0, command);
1286 // to_everyone tells us whether the command should apply to all ships, or just to fighets/bombers.
1287 // when true, command goes to *all* friendlies.
1288 send_message = 1; // internal flag to dictate who sends message
1293 if ( player_num != -1 )
1294 aip = &Ai_info[Ships[Objects[Net_players[player_num].player->objnum].instance].ai_index];
1296 Assert( aip->shipnum != -1 );
1297 ordering_shipp = &Ships[aip->shipnum];
1299 if ( command == IGNORE_TARGET_ITEM ) {
1301 // if we were messaging a ship directly, set flag to send no messages. We will send one
1302 // specifically from the ship player is ordering
1303 if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (Squad_msg_mode == SM_MODE_SHIP_COMMAND) ) {
1309 for ( i = 0; i < num_wings; i++ ) {
1312 if ( (Wings[i].flags & WF_WING_GONE) || (Wings[i].current_count == 0) )
1315 if ( Wings[i].flags & WF_WING_DEPARTING )
1318 // get the first ship on the wing list and look at it's team and then it's type
1319 shipnum = Wings[i].ship_index[0];
1320 Assert( shipnum != -1 );
1321 shipp = &Ships[shipnum];
1323 // can't message if not on players team
1324 if ( shipp->team != ordering_shipp->team )
1327 // can't message if ship not fighter/bomber if the command isn't to everyone.
1328 if ( !to_everyone && !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
1331 // don't send the command if the "wing" won't accept the command. We do this by looking at
1332 // the set of orders accepted for the first ship in the wing.
1333 if ( !(command & shipp->orders_accepted) )
1336 // send the command to the wing
1337 if ( Wings[i].current_count > 1 ) {
1338 if ( hud_squadmsg_send_wing_command(i, command, send_message, player_num) ) {
1344 // now find any friendly fighter/bomber ships not in wings
1345 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1346 if ( objp->type != OBJ_SHIP )
1349 // don't send messge to ships not on player's team, or that are in a wing.
1350 shipp = &Ships[objp->instance];
1351 if ( (shipp->team != ordering_shipp->team) || (shipp->wingnum != -1) )
1354 // don't send message to non fighter wings
1355 if ( !to_everyone && !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
1358 // skip departing/dying ships
1359 if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
1362 // don't send command if ship won't accept if
1363 if ( !(command & shipp->orders_accepted) )
1366 if ( hud_squadmsg_send_ship_command(objp->instance, command, send_message, player_num) ) {
1371 // we might send the ship command again if we are ignoring a target, and the guy
1372 // we ordered directly is a ship -- we want the response to come directly from the
1375 Assert( Msg_instance != MESSAGE_ALL_FIGHTERS );
1376 hud_squadmsg_send_ship_command( Msg_instance, command, 1 );
1380 // Check if any enemy ships are in the mission
1381 int hud_squadmsg_enemies_present()
1386 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1387 shipp = &Ships[Objects[so->objnum].instance];
1388 if ( shipp->team != Player_ship->team )
1395 #define OVERRIDE_PROTECT_SHIP_TYPE (SIF_FIGHTER|SIF_BOMBER|SIF_FREIGHTER|SIF_TRANSPORT)
1396 // function which sends a message to a specific ship. This routine can be called from one of two
1397 // places. Either after selecting a ship when using a hotkey, or after selecting a command when
1398 // using the entire messaging menu system
1400 // if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
1401 // a PLAYER_COMMAND_PACKET
1402 int hud_squadmsg_send_ship_command( int shipnum, int command, int send_message, int player_num )
1405 int ai_mode, ai_submode; // ai mode and submode needed for ship commands
1406 char *target_shipname; // ship number of possible targets
1408 int target_team, ship_team; // team id's for the ship getting message and any target the player has
1409 ship *ordering_shipp;
1411 // quick short circuit here because of actually showing comm menu even though you cannot message.
1412 // just a safety net.
1413 if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
1414 if ( !multi_can_message(&Net_players[player_num]) ) {
1419 // check for multiplayer mode
1420 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1421 send_player_order_packet(SQUAD_MSG_SHIP, shipnum, command);
1425 ai_mode = AI_GOAL_NONE; // needs to be initialized
1426 ai_submode = -1234567;
1429 if ( player_num != -1 ){
1430 ainfo = &Ai_info[Ships[Objects[Net_players[player_num].player->objnum].instance].ai_index];
1433 Assert( ainfo->shipnum != -1 );
1434 ordering_shipp = &Ships[ainfo->shipnum];
1436 // a shortcut to save on repetitive coding. If the order is a 'target' order, make the default
1437 // mesage be "no target"
1438 message = MESSAGE_NOSIR;
1439 if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
1440 message = MESSAGE_NO_TARGET;
1442 if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
1444 target_shipname = NULL;
1446 if ( ainfo->target_objnum != -1) {
1447 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1448 if ( ainfo->target_objnum != Ships[shipnum].objnum ) {
1449 target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
1450 target_team = Ships[Objects[ainfo->target_objnum].instance].team;
1455 Assert ( ainfo->shipnum != -1 );
1456 ship_team = Ships[ainfo->shipnum].team; // team of the ship issuing the message
1458 switch ( command ) { // value of k matches the #defines for ship messages
1459 case ATTACK_TARGET_ITEM:
1460 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1461 Assert( target_shipname );
1462 Assert( ship_team != target_team );
1464 // Orders to override protect
1465 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1466 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1469 ai_mode = AI_GOAL_CHASE;
1470 ai_submode = SM_ATTACK;
1471 } else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
1472 ai_mode = AI_GOAL_CHASE_WEAPON;
1473 ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
1476 message = MESSAGE_ATTACK_TARGET;
1479 case DISABLE_TARGET_ITEM:
1480 Assert( target_shipname );
1481 Assert( ship_team != target_team );
1483 // Orders to override protect
1484 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1485 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1488 ai_mode = AI_GOAL_DISABLE_SHIP;
1489 ai_submode = -SUBSYSTEM_ENGINE;
1490 message = MESSAGE_DISABLE_TARGET;
1493 case DISARM_TARGET_ITEM:
1494 Assert( target_shipname );
1495 Assert( ship_team != target_team );
1497 // Orders to override protect
1498 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1499 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1502 ai_mode = AI_GOAL_DISARM_SHIP;
1503 ai_submode = -SUBSYSTEM_TURRET;
1504 message = MESSAGE_DISARM_TARGET;
1507 case DISABLE_SUBSYSTEM_ITEM:
1508 Assert( target_shipname );
1509 Assert( ship_team != target_team );
1510 Assert( ainfo->targeted_subsys != NULL );
1511 Assert( ainfo->targeted_subsys->current_hits > 0.0f);
1513 // Orders to override protect
1514 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1515 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1518 ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1519 ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
1520 message = MESSAGE_ATTACK_TARGET;
1523 case CAPTURE_TARGET_ITEM:
1524 Assert( target_shipname );
1525 Assert( ship_team != target_team );
1527 Assert(ainfo->target_objnum > -1);
1529 Objects[ainfo->target_objnum].flags |= OF_PROTECTED;
1531 ai_mode = AI_GOAL_DOCK;
1532 ai_submode = AIS_DOCK_0;
1533 message = MESSAGE_DOCK_YES;
1536 case PROTECT_TARGET_ITEM:
1538 // AL 31-3-98: Can't protect self... this can happen if all fighters
1539 // are told to protect another friendly ship
1540 if ( ainfo->target_objnum == Ships[shipnum].objnum ) {
1544 Assert( target_shipname );
1545 Assert( ship_team == target_team );
1547 ai_mode = AI_GOAL_GUARD;
1548 ai_submode = AIS_GUARD_PATROL;
1549 message = MESSAGE_YESSIR;
1552 case IGNORE_TARGET_ITEM:
1553 Assert( target_shipname );
1554 Assert( ship_team != target_team );
1556 ai_mode = AI_GOAL_IGNORE;
1558 message = MESSAGE_YESSIR;
1561 case FORMATION_ITEM:
1562 message = MESSAGE_YESSIR;
1563 target_shipname = ordering_shipp->ship_name;
1564 ai_mode = AI_GOAL_FORM_ON_WING;
1569 ai_mode = AI_GOAL_GUARD;
1570 ai_submode = AIS_GUARD_PATROL;
1571 target_shipname = ordering_shipp->ship_name;
1572 message = MESSAGE_YESSIR;
1575 case ENGAGE_ENEMY_ITEM:
1576 ai_mode = AI_GOAL_CHASE_ANY;
1577 ai_submode = SM_ATTACK;
1578 // if no enemies present, use the affirmative, instead of engaging enemies message
1579 if ( hud_squadmsg_enemies_present() )
1580 message = MESSAGE_YESSIR;
1582 message = MESSAGE_ENGAGE;
1583 target_shipname = NULL;
1587 ai_mode = AI_GOAL_WARP;
1589 message = MESSAGE_WARP_OUT;
1592 // the following are support ship options!!!
1593 case REARM_REPAIR_ME_ITEM:
1594 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (player_num != -1) ){
1595 hud_squadmsg_repair_rearm(0,&Objects[Net_players[player_num].player->objnum]);
1597 hud_squadmsg_repair_rearm(0); // note we return right away. repair/rearm code handles messaging, etc
1601 case ABORT_REARM_REPAIR_ITEM:
1602 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (player_num != -1) ){
1603 hud_squadmsg_repair_rearm_abort(0,&Objects[Net_players[player_num].player->objnum]);
1605 hud_squadmsg_repair_rearm_abort(0); // note we return right away. repair/rearm code handles messaging, etc
1609 case STAY_NEAR_ME_ITEM:
1610 case STAY_NEAR_TARGET_ITEM: // can't attack anything on same team
1612 // cannot stay near a hostile ship(?)
1613 if ( (command == STAY_NEAR_TARGET_ITEM) && (ship_team != target_team) )
1616 ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1618 message = MESSAGE_YESSIR;
1619 if ( command == STAY_NEAR_ME_ITEM )
1620 target_shipname = ordering_shipp->ship_name;
1623 case KEEP_SAFE_DIST_ITEM:
1624 ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1626 message = MESSAGE_YESSIR;
1630 Int3(); // get Allender -- illegal message
1635 // handle case of messaging one ship. Deal with messaging all fighters next.
1636 if ( ai_mode != AI_GOAL_NONE ) {
1637 Assert(ai_submode != -1234567);
1638 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, ai_mode, ai_submode, target_shipname, &Ai_info[Ships[shipnum].ai_index] );
1639 if( player_num == -1 )
1640 hud_add_issued_order(Ships[shipnum].ship_name, command, target_shipname);
1644 // if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
1645 // sent to other players in the game as an actual "order"
1646 if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
1647 // if the multi_msg system processed and sent this order to a player, we should not play a response
1648 if(multi_msg_eval_ship_squadmsg(shipnum,command,ainfo,player_num)){
1653 // this is the _response_
1654 if ( send_message ){
1655 message_send_builtin_to_player( message, &Ships[shipnum], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, -1 );
1658 return send_message;
1661 // function to send a command to a wing. Like above function, called from one of two places
1663 // if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
1664 // a PLAYER_COMMAND_PACKET
1666 // returns whether or not a message was sent
1667 int hud_squadmsg_send_wing_command( int wingnum, int command, int send_message, int player_num )
1670 int ai_mode, ai_submode; // ai mode and submode needed for ship commands
1671 char *target_shipname; // ship number of possible targets
1672 int message_sent, message;
1673 int target_team, wing_team; // team for the wing and the player's target
1674 ship *ordering_shipp;
1676 // quick short circuit here because of actually showing comm menu even though you cannot message.
1677 // just a safety net.
1678 if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
1679 if ( !multi_can_message(&Net_players[player_num]) ) {
1684 // check for multiplayer mode
1685 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1686 send_player_order_packet(SQUAD_MSG_WING, wingnum,command);
1690 ai_mode = AI_GOAL_NONE; // needs to be initialized
1691 ai_submode = -1234567;
1694 if ( player_num != -1 )
1695 ainfo = &Ai_info[Ships[Objects[Net_players[player_num].player->objnum].instance].ai_index];
1697 Assert( ainfo->shipnum != -1 );
1698 ordering_shipp = &Ships[ainfo->shipnum];
1700 // get the shipnum of the ship the player has targeted. Used in enough places to do this just
1701 // once. If the ship targeted is part of the wing that was messages -- bail out!!!
1703 // a shortcut to save on repetative coding
1704 message = MESSAGE_NOSIR;
1705 if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
1706 message = MESSAGE_NO_TARGET;
1708 if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
1710 target_shipname = NULL;
1712 if ( ainfo->target_objnum != -1) {
1713 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1714 target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
1715 target_team = Ships[Objects[ainfo->target_objnum].instance].team;
1719 Assert ( ainfo->shipnum != -1 );
1720 Assert ( (wingnum >= 0) && (wingnum < num_wings) );
1722 // get the team for the wing
1723 Assert ( Wings[wingnum].ship_index[0] != -1 );
1724 wing_team = Ships[Wings[wingnum].ship_index[0]].team;
1726 switch ( command ) { // value of k matches the #defines for ship messages
1727 case ATTACK_TARGET_ITEM:
1728 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1729 Assert( target_shipname );
1730 Assert( wing_team != target_team );
1731 if ( (Ships[Objects[ainfo->target_objnum].instance].wingnum != -1) && (Ships[Objects[ainfo->target_objnum].instance].wingnum == wingnum) ) {
1732 message = MESSAGE_NOSIR;
1733 ai_mode = AI_GOAL_NONE;
1735 ai_mode = AI_GOAL_CHASE;
1736 ai_submode = SM_ATTACK;
1737 message = MESSAGE_ATTACK_TARGET;
1739 } else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
1740 ai_mode = AI_GOAL_CHASE_WEAPON;
1741 ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
1742 message = MESSAGE_ATTACK_TARGET;
1748 case DISABLE_TARGET_ITEM:
1749 Assert( target_shipname );
1750 Assert( wing_team != target_team );
1752 ai_mode = AI_GOAL_DISABLE_SHIP;
1753 ai_submode = -SUBSYSTEM_ENGINE;
1754 message = MESSAGE_DISABLE_TARGET;
1757 case DISARM_TARGET_ITEM:
1758 Assert( target_shipname );
1759 Assert( wing_team != target_team );
1761 ai_mode = AI_GOAL_DISARM_SHIP;
1762 ai_submode = -SUBSYSTEM_TURRET;
1763 message = MESSAGE_DISARM_TARGET;
1766 case DISABLE_SUBSYSTEM_ITEM:
1767 Assert( target_shipname );
1768 Assert( wing_team != target_team );
1769 Assert( ainfo->targeted_subsys != NULL );
1770 Assert( ainfo->targeted_subsys->current_hits > 0.0f);
1772 ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1773 ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
1774 message = MESSAGE_ATTACK_TARGET;
1778 case PROTECT_TARGET_ITEM:
1779 Assert( target_shipname );
1780 Assert( wing_team == target_team );
1782 ai_mode = AI_GOAL_GUARD;
1783 ai_submode = AIS_GUARD_PATROL;
1784 message = MESSAGE_YESSIR;
1787 case IGNORE_TARGET_ITEM:
1788 Assert( target_shipname );
1789 Assert( wing_team != target_team );
1791 ai_mode = AI_GOAL_IGNORE;
1792 ai_submode = 0; // actually, a don't care.
1793 message = MESSAGE_YESSIR;
1796 case FORMATION_ITEM:
1797 message = MESSAGE_YESSIR;
1798 target_shipname = ordering_shipp->ship_name;
1799 ai_mode = AI_GOAL_FORM_ON_WING;
1804 ai_mode = AI_GOAL_GUARD;
1805 ai_submode = AIS_GUARD_PATROL;
1806 target_shipname = ordering_shipp->ship_name;
1807 message = MESSAGE_YESSIR;
1810 case ENGAGE_ENEMY_ITEM:
1811 ai_mode = AI_GOAL_CHASE_ANY;
1812 ai_submode = SM_ATTACK;
1813 if ( hud_squadmsg_enemies_present() )
1814 message = MESSAGE_YESSIR;
1816 message = MESSAGE_ENGAGE;
1817 target_shipname = NULL;
1821 ai_mode = AI_GOAL_WARP;
1823 message = MESSAGE_WARP_OUT;
1824 Wings[wingnum].flags |= WF_DEPARTURE_ORDERED;
1827 case REARM_REPAIR_ME_ITEM:
1828 case ABORT_REARM_REPAIR_ITEM:
1829 case STAY_NEAR_ME_ITEM:
1830 case STAY_NEAR_TARGET_ITEM:
1831 case KEEP_SAFE_DIST_ITEM:
1835 Int3(); // get Allender -- illegal message
1840 if ( ai_mode != AI_GOAL_NONE ) {
1841 Assert(ai_submode != -1234567);
1842 ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, ai_mode, ai_submode, target_shipname, wingnum );
1846 // if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
1847 // sent to other players in the game as an actual "order"
1848 if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
1849 // if there's at least one ai ship which got the command, let the response come through
1850 if(multi_msg_eval_wing_squadmsg(wingnum,command,ainfo,player_num)){
1855 // this is the _response_
1857 if ( send_message ) {
1860 // get a random ship in the wing to send the message to the player
1861 ship_num = ship_get_random_ship_in_wing( wingnum, SHIP_GET_NO_PLAYERS );
1863 // in multiplayer, its possible that all ships in a wing are players. so we'll just send from a random ship
1865 ship_num = ship_get_random_ship_in_wing(wingnum);
1868 // only send message if ship is found. There appear to be cases where all ships
1869 // in a wing die in the same frame causing the wing to appear valid in the message
1870 // menu, but the get_random_ship* functions won't return dying ships.
1871 if ( ship_num != -1 ) {
1872 message_send_builtin_to_player( message, &Ships[ship_num], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, -1 );
1877 return message_sent;
1881 // return number of available reinforcements, 0 if none available
1882 int hud_squadmsg_reinforcements_available(int team)
1886 for (i = 0; i < Num_reinforcements; i++) {
1890 if ( Reinforcements[i].num_uses >= Reinforcements[i].uses ){
1895 if ( team != ship_get_reinforcement_team(i) ){
1899 // check the arrival cue sexpression of the ship/wing of this reinforcement. If known
1900 // false, it doesn't count either
1901 if ( (wingnum = wing_name_lookup(Reinforcements[i].name, 1)) != -1 ) {
1902 Assert ( Wings[wingnum].arrival_cue >= 0 );
1903 if ( Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_KNOWN_FALSE ){
1909 p_objp = mission_parse_get_arrival_ship( Reinforcements[i].name );
1910 if ( p_objp != NULL ) {
1911 if ( Sexp_nodes[p_objp->arrival_cue].value == SEXP_KNOWN_FALSE ){
1915 Int3(); // allender says bogus! reinforcement should be here since it wasn't a wing!
1925 // function to put up window in upper right to allow for player to select the type
1926 // of entity to select for a message (i.e. a wing or a ship)
1927 void hud_squadmsg_type_select( )
1931 First_menu_item = 0;
1934 for (i=0; i<NUM_TYPE_SELECT; i++ ) {
1935 strcpy( MsgItems[i].text, type_select_str(i) );
1936 MsgItems[i].active = 1; // assume active
1938 Num_menu_items = NUM_TYPE_SELECT;
1941 // check to see if the players team is TEAM_TRAITOR. If so, then he is a "traitor", and will not
1942 // be able to do anything from this menu
1943 if ( Player_ship->team == TEAM_TRAITOR ) {
1944 for (i = 0; i < MAX_MENU_ITEMS; i++ )
1945 MsgItems[i].active = 0;
1949 // based on ship counts, wing counts, shortcut active, grey out possible menu choices
1950 if ( !hud_squadmsg_count_ships(0) )
1951 MsgItems[TYPE_SHIP_ITEM].active = 0;
1953 if ( !hud_squadmsg_count_wings(0) )
1954 MsgItems[TYPE_WING_ITEM].active = 0;
1956 // check to be sure that we have some fighters/bombers on the players team that we
1958 if ( !hud_squadmsg_count_fighters() ){
1959 MsgItems[TYPE_ALL_FIGHTERS_ITEM].active = 0;
1962 if ((Player_ship != NULL) && !hud_squadmsg_reinforcements_available(Player_ship->team)) {
1963 MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
1966 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1; // this item will always be available (I think)
1967 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
1970 // If the player ship communications are severely damaged, then the player
1971 // will only be able to call for repair/rearm ships
1973 // also, only allow support ship if this player is not allowed to messaage.
1974 if ( (hud_communications_state(Player_ship) != COMM_OK) || ((Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player)) ) {
1975 for ( i = 0; i < MAX_MENU_ITEMS; i++ ){
1976 MsgItems[i].active = 0;
1979 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1;
1982 // check to see if the player is awaiting repair or being repaired. Active the abort and inactive the repair items
1983 // check to see if the player is scheduled to be repaired by incoming ship
1984 if ( Ai_info[Ships[Player_obj->instance].ai_index].ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
1985 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1986 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 1;
1987 } else if ( mission_is_repair_scheduled(Player_obj) ) {
1988 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1989 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 1;
1992 // if no support available, can't call one in
1993 if ( !is_support_allowed(Player_obj) ) {
1994 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1995 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
1998 // de-activate the rearm/repair item if the player has a full load of missiles and
1999 // all subsystems at full strength. We will only check if this item hasn't been marked
2000 // inactive because of some other reason
2001 if ( MsgItems[TYPE_REPAIR_REARM_ITEM].active ) {
2003 if ( !hud_squadmsg_can_rearm(Player_ship) ){
2004 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
2008 // if using keyboard shortcut, these items are always inactive
2009 if ( Msg_shortcut_command != -1 ) {
2010 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
2011 MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
2012 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
2016 hud_squadmsg_display_menu( XSTR( "Message What", 316) );
2017 k = hud_squadmsg_get_key();
2018 if ( k != -1 ) { // when k != -1, we have a key that associates with menu item
2019 Assert ( k < Num_menu_items );
2020 if ( k == TYPE_SHIP_ITEM ){
2021 hud_squadmsg_do_mode( SM_MODE_SHIP_SELECT );
2022 } else if ( k == TYPE_WING_ITEM ) {
2023 hud_squadmsg_do_mode( SM_MODE_WING_SELECT );
2024 } else if ( k == TYPE_ALL_FIGHTERS_ITEM ) {
2025 hud_squadmsg_do_mode( SM_MODE_ALL_FIGHTERS );
2028 if ( Msg_shortcut_command == -1 ) {
2029 if ( k == TYPE_REINFORCEMENT_ITEM ) {
2030 hud_squadmsg_do_mode( SM_MODE_REINFORCEMENTS );
2031 player_set_next_all_alone_msg_timestamp();
2032 } else if ( k == TYPE_REPAIR_REARM_ITEM ){
2033 hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
2034 } else if ( k == TYPE_REPAIR_REARM_ABORT_ITEM ) {
2035 hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
2041 // function to display a list of ships to send a command to
2042 void hud_squadmsg_ship_select()
2046 if ( Num_menu_items == -1 ) {
2048 hud_squadmsg_count_ships( 1 );
2051 hud_squadmsg_display_menu( XSTR( "Select Ship", 317) );
2052 k = hud_squadmsg_get_key();
2053 if ( k != -1 ) { // if true, we have selected a ship.
2054 if ( Msg_shortcut_command == -1 ) {
2055 Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
2056 hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND ); // and move to a new mode
2058 // we must convert the Msg_shortcut_command value to a value that the message
2059 // system normally uses to select a command. Since the menu
2060 Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
2061 hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1 );
2062 hud_squadmsg_toggle();
2068 // function to display a list of ships to send a command to
2069 void hud_squadmsg_wing_select()
2073 if ( Num_menu_items == -1 ) {
2075 hud_squadmsg_count_wings( 1 );
2078 hud_squadmsg_display_menu( XSTR( "Select Wing", 318) );
2079 k = hud_squadmsg_get_key();
2080 if ( k != -1 ) { // if true, we have selected a ship.
2081 if ( Msg_shortcut_command == -1 ) { // do normal menu stuff when no hoykey active
2082 Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
2083 hud_squadmsg_do_mode( SM_MODE_WING_COMMAND ); // and move to a new mode
2085 Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
2086 hud_squadmsg_send_wing_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1 );
2087 hud_squadmsg_toggle();
2093 // code which gives an order to all fighters/bombers. If there is a message shortcut active, then
2094 // make that order apply to all fighters/bombers. Otherwise, move to the ship_command menu
2095 void hud_squadmsg_msg_all_fighters()
2097 if ( Msg_shortcut_command == -1 ) {
2098 Msg_instance = MESSAGE_ALL_FIGHTERS;
2099 hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND );
2101 hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
2102 hud_squadmsg_toggle();
2106 // called to actually bring in a reinforcement. For single player games, always gets called.
2107 // for multiplayer games, always called on the server side. Clients should never get here
2108 void hud_squadmsg_call_reinforcement(int reinforcement_num, int player_num)
2114 rp = &Reinforcements[reinforcement_num];
2116 // safety net mainly for multiplayer servers in case some odd data desync occurs between
2117 // server and clients
2118 if ( MULTIPLAYER_MASTER && (rp->num_uses == rp->uses) ) {
2122 // check to see if the reinforcement called was a wing.
2123 for (i = 0; i < num_wings; i++ ) {
2124 if ( !stricmp(rp->name, Wings[i].name) ) {
2125 // found a wingname. Call the parse function to create all the ships in this wing
2126 // we must set the arrival cue of the wing to true, otherwise, this won't work!!
2127 Wings[i].flags &= ~WF_REINFORCEMENT;
2128 Wings[i].flags |= WF_RESET_REINFORCEMENT;
2130 // set up the arrival delay. If it is 0, then make is some random number of seconds
2131 delay = rp->arrival_delay;
2133 delay = (int)(frand() * 3.0) + 3;
2134 Wings[i].arrival_delay = timestamp(delay * 1000);
2139 // if we found no wing name that matched the reinforcement name, then look for a ship
2141 if ( i == num_wings ) {
2142 p_objp = mission_parse_get_arrival_ship( rp->name );
2144 // by resetting the reinforcement flag, we will allow code which normally handles arrivals
2145 // to make this reinforcement arrive. Doing so keeps the data structures clean.
2146 p_objp->flags &= ~P_SF_REINFORCEMENT;
2148 // set up the arrival delay
2149 delay = rp->arrival_delay;
2151 delay = (int)(frand() * 3.0) + 3; // between 3 and 6 seconds to arrive
2152 p_objp->arrival_delay = timestamp(delay * 1000);
2154 Int3(); // get allender -- I don't think that this can happen!!!!
2159 // increment the number of times this is used. Incremented here on single player and multiplayer
2160 // server side only. Clients keep track of own count when they actually call something in.
2163 // commented out on 9/9/98 because these messages simply are not used
2165 // now play a message (if there is one to play) for this reinforcement arrival. The first for loop
2166 // determine how many messages there are to play, since the array is packet. Then, if >= 1 message
2167 // to play, play one
2168 for (i = 0; i < MAX_REINFORCEMENT_MESSAGES; i++ )
2169 if ( !strlen(rp->yes_messages[i]) )
2173 // message_send_to_player( rp->yes_messages[myrand() % i], rp->name, MESSAGE_PRIORITY_NORMAL, HUD_SOURCE_FRIENDLY );
2176 mission_log_add_entry(LOG_PLAYER_REINFORCEMENT, rp->name, NULL);
2179 // function to display a list of reinforcements available to the player
2180 void hud_squadmsg_reinforcement_select()
2185 if ( Num_menu_items == -1 ) {
2187 for (i = 0; i < Num_reinforcements; i++) {
2188 rp = &Reinforcements[i];
2190 // don't put reinforcements onto the list that have already been used up.
2191 if ( (rp->num_uses == rp->uses) ){
2195 // don't put items which are not on my team
2196 if((Player_ship != NULL) && (ship_get_reinforcement_team(i) != Player_ship->team)){
2200 Assert ( Num_menu_items < MAX_MENU_ITEMS );
2201 strcpy( MsgItems[Num_menu_items].text, rp->name );
2202 MsgItems[Num_menu_items].instance = i;
2203 MsgItems[Num_menu_items].active = 0;
2205 if ( rp->flags & RF_IS_AVAILABLE ) {
2206 MsgItems[Num_menu_items].active = 1;
2213 // hud_squadmsg_display_menu( "Select Reinforcement" );
2214 hud_squadmsg_display_menu( XSTR( "Select Ship/Wing", 319) ); // AL 11-14-97: Reinforcement didn't fit, so using this for now
2215 k = hud_squadmsg_get_key();
2219 hud_squadmsg_toggle(); // take us out of message mode
2221 rnum = MsgItems[First_menu_item + k].instance;
2223 // check to see if trying to call a reinforcement not yet available. If so, maybe play message, but
2225 if ( MsgItems[First_menu_item + k].active == 0 ) {
2229 // in single player, or a multiplayer master, call in the reinforcement. Clients send a packet to the
2231 if ( MULTIPLAYER_CLIENT ) {
2232 Reinforcements[rnum].num_uses++; // increment this variable here since clients need to maintain a valid count
2233 send_player_order_packet(SQUAD_MSG_REINFORCEMENT, rnum, 0);
2235 hud_squadmsg_call_reinforcement(rnum);
2240 // function to display list of commands for a ship
2241 void hud_squadmsg_ship_command()
2244 int i, orders, default_orders;
2246 // when adding ship commands, we must look at the type of ship, and what messages that
2247 // ship allows. First, place all messages that are possible onto the menu, then
2249 // see if messaging all ships or just one. Messaging all ships will mean all default orders
2250 // show on comm menu.
2251 if ( Msg_instance != MESSAGE_ALL_FIGHTERS ) {
2252 orders = Ships[Msg_instance].orders_accepted;
2253 default_orders = ship_get_default_orders_accepted( &Ship_info[Ships[Msg_instance].ship_info_index] );
2256 default_orders = FIGHTER_MESSAGES;
2257 orders = default_orders;
2260 First_menu_item = 0;
2262 for ( i = 0; i < MAX_SHIP_ORDERS; i++ ) {
2263 // check to see if the comm order should even be added to the menu -- if so, then add it
2264 // the order will be activated if the bit is set for the ship.
2265 if ( default_orders & Comm_orders[i].value ) {
2266 Assert ( Num_menu_items < MAX_MENU_ITEMS );
2267 strcpy( MsgItems[Num_menu_items].text, comm_order_menu_text(i) );
2268 MsgItems[Num_menu_items].instance = Comm_orders[i].value;
2269 MsgItems[Num_menu_items].active = 0;
2270 // check the bit to see if the command is active
2271 if ( orders & Comm_orders[i].value )
2272 MsgItems[Num_menu_items].active = 1;
2274 // if the order cannot be carried out by the ship, then item should be inactive
2275 if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && !hud_squadmsg_ship_order_valid( Msg_instance, Comm_orders[i].value ) )
2276 MsgItems[Num_menu_items].active = 0;
2278 // do some other checks to possibly gray out other items.
2279 // if no target, remove any items which are associated with the players target
2280 if ( !hud_squadmsg_is_target_order_valid(i, 0) )
2281 MsgItems[Num_menu_items].active = 0;
2283 // if messaging all fighters, see if we should gray out the order if no one will accept it,
2284 // or modify the text if only some of the ships will accept it
2285 if ( Msg_instance == MESSAGE_ALL_FIGHTERS ) {
2288 int partial_accept, all_accept; // value which tells us what to do with menu item
2290 all_accept = Comm_orders[i].value;
2292 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2294 // don't send messge to ships not on player's team, or that are in a wing.
2295 shipp = &Ships[Objects[so->objnum].instance];
2296 if ( shipp->team != Player_ship->team )
2299 // don't send message to non fighter wings
2300 if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
2303 all_accept &= shipp->orders_accepted; // 'and'ing will either keep this bit set or zero it properly
2304 partial_accept |= (shipp->orders_accepted & Comm_orders[i].value); // 'or'ing will tell us if at least one accepts
2307 if ( !all_accept ) {
2308 // either modify the text if a partial accept, or grey it out if no one accepts
2309 if ( partial_accept ) {
2310 strcat( MsgItems[Num_menu_items].text, XSTR( "(*)", 320) );
2312 MsgItems[Num_menu_items].active = 0;
2321 hud_squadmsg_display_menu( XSTR( "What Command", 321) );
2322 k = hud_squadmsg_get_key();
2324 // when we get a valid goal, we must add the goal to the ai ship's goal list
2327 Assert ( k < Num_menu_items );
2328 // when messaging all fighters or ignoring target, call the send_to_all_fighters routine
2329 if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (MsgItems[k].instance != IGNORE_TARGET_ITEM) )
2330 hud_squadmsg_send_ship_command( Msg_instance, MsgItems[k].instance, 1 );
2332 hud_squadmsg_send_to_all_fighters( MsgItems[k].instance );
2333 hud_squadmsg_toggle();
2337 // function to display list of command for a wing
2338 void hud_squadmsg_wing_command()
2342 int default_orders, i, orders;
2344 // when adding commands for wings, we will look at all of the ships in the wing, and create
2345 // the order list from that set of ships. In the future, we may want to do something else....
2347 wingp = &Wings[Msg_instance];
2349 // or together all of the orders for all the ships in the wing
2351 for ( i = 0; i < wingp->current_count; i++ ) {
2352 orders = ship_get_default_orders_accepted( &Ship_info[Ships[wingp->ship_index[i]].ship_info_index] );
2353 default_orders |= orders;
2355 default_orders &= ~CAPTURE_TARGET_ITEM; // we cannot capture any target with a wing.
2358 orders = Ships[wingp->ship_index[0]].orders_accepted; // get the orders that the first ship in the wing will accept
2359 for ( i = 0; i < MAX_SHIP_ORDERS; i++ ) {
2360 // add the set of default orders to the comm menu. We will currently allow all messages
2361 // to be available in the wing.
2362 if ( default_orders & Comm_orders[i].value ) {
2363 Assert ( Num_menu_items < MAX_MENU_ITEMS );
2364 strcpy( MsgItems[Num_menu_items].text, comm_order_menu_text(i) );
2365 MsgItems[Num_menu_items].instance = Comm_orders[i].value;
2366 MsgItems[Num_menu_items].active = 0;
2368 // possibly grey out the menu item depending on whether or not the "wing" will accept this order
2369 // the "wing" won't accept the order if the first ship in the wing doesn't accept it.
2370 if ( orders & Comm_orders[i].value )
2371 MsgItems[Num_menu_items].active = 1;
2373 // do some other checks to possibly gray out other items.
2374 // if no target, remove any items which are associated with the players target
2375 if ( !hud_squadmsg_is_target_order_valid(i, 0) )
2376 MsgItems[Num_menu_items].active = 0;
2382 hud_squadmsg_display_menu( XSTR( "What Command", 321) );
2383 k = hud_squadmsg_get_key();
2386 // ignore target gets sent to everyone.
2387 if ( MsgItems[k].instance != IGNORE_TARGET_ITEM )
2388 hud_squadmsg_send_wing_command( Msg_instance, MsgItems[k].instance, 1 );
2390 hud_squadmsg_send_to_all_fighters( MsgItems[k].instance );
2391 hud_squadmsg_toggle();
2397 //----------------------------------------------------------
2398 // external entry points below!!!!
2400 // when starting messaging mode, we must remove old bindings from the
2401 // keys that are used for messaging mode (which will get restored when
2402 // messaging mode is done).
2404 // this code below will get called only the key config changes (from ControlsConfig.cpp)
2405 // or if the bindings haven't been saved yet. This code doesn't remove the bindings
2406 // but just sets up the array so that the bindings can be removed when messaging
2409 // do_scroll indicates whether we should save the page up and page down keys
2410 void hud_squadmsg_save_keys( int do_scroll )
2417 for ( j=0; j<MAX_KEYS_USED; j++ ) {
2418 for ( i=0; Control_config[i].text[0]; i++ ) { // the text field in this structure is empty at the end of the config list
2419 if ( Control_config[i].key_id == keys_used[j] ) { // this is true if we have a match
2421 // if we are not saving scrolling keys and we are trying to match page up and page down
2423 if ( !do_scroll && ((keys_used[j] == KEY_PAGEDOWN) || (keys_used[j] == KEY_PAGEUP)) )
2426 Assert( num_keys_saved < MAX_KEYS_USED );
2427 key_save[num_keys_saved].option_num = i;
2428 key_save[num_keys_saved].key_value = keys_used[j];
2430 break; // done with this key -- move to next.
2437 // function is called once per mission start. Initializes those values
2438 // which only need to be inited once per mission.
2439 void hud_init_squadmsg( void )
2443 if ( !Mbox_frames_loaded ) {
2444 for ( i = 0; i < NUM_MBOX_FRAMES; i++ ) {
2445 Mbox_gauge[i].first_frame = bm_load_animation(Mbox_fnames[gr_screen.res][i], &Mbox_gauge[i].num_frames);
2446 if ( Mbox_gauge[i].first_frame == -1 ) {
2447 Warning(LOCATION, "Could not load in ani: %s\n", Mbox_fnames[gr_screen.res][i]);
2451 Mbox_frames_loaded = 1;
2454 Msg_eat_key_timestamp = timestamp(0);
2457 // external entry point into code which changes the messaging mode based on the
2458 // previous player flag value. I thought it better to isolate all system changes
2460 void hud_squadmsg_toggle()
2462 // if the emp effect is active, always ignore this
2463 if(emp_active_local()){
2467 // if entering this mode, must setup messaging system. Don't start squadmessging if
2468 // the player is dead.
2469 if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
2470 if ( Game_mode & GM_DEAD ){
2473 if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) ){
2476 hud_squadmsg_start();
2481 Player->flags ^= PLAYER_FLAGS_MSG_MODE;
2485 // extern entry point to allow messaging of enemies
2486 void hud_enemymsg_toggle()
2488 hud_squadmsg_toggle();
2489 // if we just entered message mode, turn on var that says to message enemies
2490 if ( Player->flags & PLAYER_FLAGS_MSG_MODE )
2495 // external entry point into code when a keyboard shortcut is used for a command
2496 // we are passed in an ID for the command to set internal variables. This command
2497 // will be used in place of the last menu in the messaging code
2498 void hud_squadmsg_shortcut( int command )
2500 // check if the communications system is capable of sending a message
2501 if ( (hud_communications_state(Player_ship, 1) != COMM_OK) && (command != REARM_REPAIR_ME_ITEM) ) {
2505 // observers in multiplayer games cannot have this active either
2506 if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) )
2509 // in multiplayer and I cannot message, don't allow anything except calling in for rearm
2510 if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) && (command != REARM_REPAIR_ME_ITEM) )
2511 gamesnd_play_error_beep();
2513 // player ships which turns traitor cannot rearm
2514 if ( Player_ship->team == TEAM_TRAITOR )
2517 if ( Player->flags & PLAYER_FLAGS_MSG_MODE ) // we are already in messaging mode -- maybe do sometime more interesting?
2519 hud_squadmsg_toggle();
2520 Msg_shortcut_command = command; // save the command for later use
2521 if ( Msg_shortcut_command == CAPTURE_TARGET_ITEM ) // some commands only apply to wings or ships
2522 Squad_msg_mode = SM_MODE_SHIP_SELECT; // -- don't offer choice
2523 else if ( Msg_shortcut_command == IGNORE_TARGET_ITEM ) { // ignoring target applied to all ships
2524 hud_squadmsg_toggle(); // turns off mode which was turned on above
2525 hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
2529 // external entry point which is called when the player hits a selection key (1-0) while in messaging
2530 // mode. If we are in messaging mode, send the shortcut command to the ships that are part of the
2531 // passed in selection set. If there is no shortcut command, do nothing. Returns 1 if the key
2532 // was used, else 0. This return value is used to tell the key control system that it should
2533 // call the normal targeting selection stuff.
2534 int hud_squadmsg_hotkey_select( int k )
2536 htarget_list *hitem, *plist;
2540 Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE );
2542 if ( Msg_shortcut_command == -1 )
2545 Assert ( (k >= 0) && (k < MAX_KEYED_TARGETS) );
2546 plist = &(Player->keyed_targets[k]);
2548 if ( EMPTY(plist) ) // be sure that we have at least one ship in the list
2552 // for each ship in the selection set list, send the shortcut command that the player
2553 // previously entered. Be sure to check that we are not trying to send a command to
2555 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
2557 Assert ( objp->type == OBJ_SHIP );
2558 if ( Ships[objp->instance].team != TEAM_FRIENDLY )
2561 // be sure that this ship can accept this command
2562 if ( !(Msg_shortcut_command, Ships[objp->instance].orders_accepted) )
2565 hud_squadmsg_send_ship_command( objp->instance, Msg_shortcut_command, send_message );
2569 hud_squadmsg_toggle(); // turn off messaging mode
2574 // the next function is called once a frame when the player is messaging someone
2575 // in his squad. After a period of 5 seconds of inactivity (i.e. no keypress to
2576 // select something in the menu), the menu will disappear. This function will only
2577 // get called if the player flag PLAYER_FLAG_MSG_MODE is set. Parameter is the key
2578 // that was hit this frame
2580 int hud_squadmsg_do_frame( )
2584 Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE ); // be sure that messaging mode is set!!!
2586 // if the player is now dead, or the timestamp elapsed, then get out of messaging mode.
2587 if ( (Game_mode & GM_DEAD) || timestamp_elapsed(Msg_mode_timestamp) ) {
2588 hud_squadmsg_toggle();
2594 // check the player's current target. Change in target resets the timer
2596 if ( Msg_target_objnum != Player_ai->target_objnum ) {
2597 Msg_target_objnum = Player_ai->target_objnum;
2601 if ( Msg_targeted_subsys != Player_ai->targeted_subsys ) {
2602 Msg_targeted_subsys = Player_ai->targeted_subsys;
2606 // setup color/font info
2607 // hud_set_default_color();
2608 hud_set_gauge_color(HUD_MESSAGE_BOX);
2610 // check for multiplayer mode - this is really a special case checker for support ship requesting and aborting
2611 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)){
2616 // who_to_sig = Objects[Ships[shipnum].objnum].net_signature;
2617 if(Player_ai->target_objnum != -1)
2618 net_sig = Objects[Player_ai->target_objnum].net_signature;
2622 if ((Player_ai->targeted_subsys != NULL) && (Player_ai->targeted_subsys->current_hits > 0.0f))
2623 subsys_name = Player_ai->targeted_subsys->system_info->subobj_name;
2627 // send the correct packet
2628 if(Squad_msg_mode == SM_MODE_REPAIR_REARM)
2629 send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
2631 send_player_order_packet(SQUAD_MSG_SHIP, 0, ABORT_REARM_REPAIR_ITEM);
2633 // make sure to toggle the mode off
2634 hud_squadmsg_toggle();
2639 // draw top of frame
2640 if ( Mbox_gauge[0].first_frame >= 0 ) {
2641 GR_AABITMAP(Mbox_gauge[0].first_frame, Mbox_top_coords[gr_screen.res][0], Mbox_top_coords[gr_screen.res][1]);
2644 switch( Squad_msg_mode ) {
2646 case SM_MODE_TYPE_SELECT:
2647 hud_squadmsg_type_select();
2650 case SM_MODE_SHIP_SELECT:
2651 hud_squadmsg_ship_select();
2654 case SM_MODE_WING_SELECT:
2655 hud_squadmsg_wing_select();
2658 case SM_MODE_SHIP_COMMAND:
2659 hud_squadmsg_ship_command();
2662 case SM_MODE_WING_COMMAND:
2663 hud_squadmsg_wing_command();
2666 case SM_MODE_REINFORCEMENTS:
2667 hud_squadmsg_reinforcement_select();
2670 case SM_MODE_REPAIR_REARM:
2671 //if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (addr != NULL)){
2672 // hud_squadmsg_repair_rearm(1,&Objects[Net_players[player_num].player->objnum]);
2674 hud_squadmsg_repair_rearm(1); // note we return right away. repair/rearm code handles messaging, etc
2678 case SM_MODE_REPAIR_REARM_ABORT:
2679 //if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (addr != NULL)){
2680 // hud_squadmsg_repair_rearm_abort(1,&Objects[Net_players[player_num].player->objnum]);
2682 hud_squadmsg_repair_rearm_abort(1); // note we return right away. repair/rearm code handles messaging, etc
2686 case SM_MODE_ALL_FIGHTERS:
2687 hud_squadmsg_msg_all_fighters();
2691 Int3(); // get allender -- invalid mode in messaging system
2696 // be sure to reset the clip region
2697 HUD_reset_clip(); // JAS: Is this needed?
2699 if ( Msg_key_used || target_changed ) {
2700 Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT);
2706 void hud_add_issued_order(char *name, int order, char *target)
2708 Squadmsg_history[squadmsg_history_index].ship = get_parse_name_index(name);
2709 Squadmsg_history[squadmsg_history_index].order = order;
2711 Squadmsg_history[squadmsg_history_index].target = get_parse_name_index(target);
2713 Squadmsg_history[squadmsg_history_index].target = -1;
2715 squadmsg_history_index++;
2716 if (squadmsg_history_index >= SQUADMSG_HISTORY_MAX)
2717 squadmsg_history_index = 0;
2720 int hud_query_order_issued(char *name, char *order, char *target)
2722 int i, o=-1, ship, t;
2724 ship = get_parse_name_index(name);
2727 t = get_parse_name_index(target);
2729 for (i=0; i<MAX_SHIP_ORDERS; i++)
2730 if (!stricmp(order, comm_order_menu_text(i)) )
2731 o = Comm_orders[i].value;
2733 Assert(i < MAX_SHIP_ORDERS);
2734 for (i=0; i<SQUADMSG_HISTORY_MAX; i++)
2735 if (Squadmsg_history[i].order == o)
2736 if (ship == Squadmsg_history[i].ship)
2737 if (Squadmsg_history[i].target == t)
2744 void hudsquadmsg_page_in()
2748 for ( i = 0; i < NUM_MBOX_FRAMES; i++ ) {
2749 bm_page_in_aabitmap( Mbox_gauge[i].first_frame, Mbox_gauge[i].num_frames );