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/Mission/MissionMessage.cpp $
15 * Controls messaging to player during the mission
18 * Revision 1.6 2004/07/04 11:42:56 taylor
19 * cleanup talking head code a little, fix anim free to work better and prevent crashes, fix test for old anim
21 * Revision 1.5 2003/06/11 18:30:33 taylor
24 * Revision 1.4 2003/05/25 02:30:43 taylor
27 * Revision 1.3 2002/06/09 04:41:22 relnev
28 * added copyright header
30 * Revision 1.2 2002/05/07 03:16:46 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:10 root
37 * 32 9/12/99 8:09p Dave
38 * Fixed problem where skip-training button would cause mission messages
39 * not to get paged out for the current mission.
41 * 31 9/01/99 2:52p Andsager
42 * Add new heads to FRED and some debug code for playing heads
44 * 30 8/28/99 7:29p Dave
45 * Fixed wingmen persona messaging. Make sure locked turrets don't count
46 * towards the # attacking a player.
48 * 29 8/26/99 8:51p Dave
49 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
51 * 28 8/23/99 5:04p Jefff
52 * Added new mission flag to disable built-in messages from playing.
53 * Added fred support as well.
55 * 27 8/19/99 10:12a Alanl
56 * preload mission-specific messages on machines greater than 48MB
58 * 26 8/18/99 12:09p Andsager
59 * Add debug if message has no anim for message. Make messages come from
62 * 25 7/31/99 2:30p Dave
63 * Added nifty mission message debug viewing keys.
65 * 24 7/24/99 2:19p Dave
68 * 23 7/23/99 5:44p Andsager
69 * make personas consistently choose same ship
71 * 22 7/15/99 9:20a Andsager
72 * FS2_DEMO initial checkin
74 * 21 7/14/99 4:27p Andsager
75 * Added multiple message debug check
77 * 20 7/06/99 10:41a Andsager
78 * Add AWACS need help messages
80 * 19 7/02/99 11:16a Andsager
81 * Removed mult message debug check.
83 * 18 7/02/99 11:13a Andsager
86 * 17 6/16/99 10:20a Dave
87 * Added send-message-list sexpression.
89 * 16 6/14/99 5:53p Dave
90 * Removed duplicate message check temporarily.
92 * 15 6/10/99 3:43p Dave
93 * Do a better job of syncing text colors to HUD gauges.
95 * 14 6/09/99 2:56p Andsager
96 * Check all messages for repeat. Allow multiple versions of same message
97 * if queued > 20 apart.
99 * 13 6/07/99 11:33a Anoop
100 * Get rid of erroneous Int3() in multiple message check.
102 * 12 6/07/99 10:31a Andsager
103 * Get rid of false multiplayer multiple messages catch.
105 * 11 6/03/99 2:56p Andsager
108 * 10 6/03/99 2:44p Andsager
109 * Fix stupid bug in debug code.
111 * 9 6/03/99 2:08p Andsager
112 * Put in debug code to find multiple mission messages.
114 * 8 3/29/99 6:17p Dave
115 * More work on demo system. Got just about everything in except for
116 * blowing ships up, secondary weapons and player death/warpout.
118 * 7 1/28/99 12:19a Dave
119 * Fixed a dumb debug build unhandled exception.
121 * 6 1/07/99 10:08a Jasen
124 * 5 1/07/99 9:24a Dave
125 * Put in hi-res coord support for head anim.
127 * 4 11/05/98 4:18p Dave
128 * First run nebula support. Beefed up localization a bit. Removed all
129 * conditional compiles for foreign versions. Modified mission file
132 * 3 10/23/98 3:51p Dave
133 * Full support for tstrings.tbl and foreign languages. All that remains
134 * is to make it active in Fred.
136 * 2 10/07/98 10:53a Dave
139 * 1 10/07/98 10:49a Dave
141 * 127 8/25/98 1:48p Dave
142 * First rev of EMP effect. Player side stuff basically done. Next comes
145 * 126 6/01/98 11:43a John
146 * JAS & MK: Classified all strings for localization.
148 * 125 5/24/98 12:55a Mike
149 * Fix bug with scream from Installation. Should also fix bug with double
150 * screams from some ships.
152 * 124 5/18/98 6:06p Lawrance
153 * Don't play messages or auto-target on first frame
155 * 123 5/15/98 8:36p Lawrance
156 * Add 'target ship that last sent transmission' target key
158 * 122 5/09/98 10:00p Allender
159 * make vasudan persona for support use terran support persona
161 * 121 5/08/98 11:21a Allender
162 * fix ingame join trouble. Small messaging fix. Enable collisions for
165 * 120 5/06/98 12:19p Lawrance
166 * Fix typo for 'Stray Warning Final'
168 * 119 5/05/98 9:12p Allender
169 * fix large problem introduced last checkin when changiing Assert to if
171 * 118 5/05/98 4:12p Chad
172 * changed Assert info if statement when removing messages from queue when
175 * 117 5/01/98 12:34p John
176 * Added code to force FreeSpace to run in the same dir as exe and made
177 * all the parse error messages a little nicer.
179 * 116 4/27/98 9:00p Allender
180 * mission specific messages from #<someone> are now sourced to terran
183 * 115 4/26/98 11:35a Allender
184 * make traitor message play by iteself in all cases
186 * 114 4/25/98 11:49p Lawrance
187 * Add Terran Command stray messages
189 * 113 4/22/98 9:17a Allender
190 * be sure that builtin command messages play with the correct hud source.
191 * Also be sure that messages which get converted to Terran command to the
194 * 112 4/20/98 1:30a Lawrance
195 * Don't load head animations if talking head gauge is disabled.
197 * 111 4/17/98 11:03a Allender
198 * some rearm message being played too often and sent with incorrect
201 * 110 4/13/98 5:06p Lawrance
202 * Cut off talking head about 250ms before wave ends
204 * 109 4/10/98 9:14a Lawrance
205 * fix up persona code for the demo
207 * 108 4/09/98 2:15p Allender
208 * fixed compiler warnings
210 * 107 4/09/98 12:36p Allender
211 * don't allow the same ship to have messages overlapping. Put in code to
212 * check for ship's existence (wingman only) before actually playing
215 * 106 4/09/98 12:32a Lawrance
216 * Fix bugs related to multiple screams from same ship, builtin messages
217 * playing after screams, or praising while severly damaged.
219 * 105 4/08/98 3:45p Allender
220 * mission message overhaul. Make message from any wingman mean any
221 * wingman with that persona. Terran command wave and ani's for dead
222 * ships now play correctly.
224 * 104 4/07/98 8:09p Lawrance
225 * don't play talking heads in the demo
227 * 103 4/07/98 5:30p Lawrance
228 * Player can't send/receive messages when comm is destroyed. Garble
229 * messages when comm is damaged.
231 * 102 4/07/98 5:26p Allender
232 * low priority mission specific messages won't interrupt anything.
234 * 101 4/07/98 10:51a Allender
235 * remove any allied from message senders. Make heads for mission
236 * specific messages play appropriately
238 * 100 4/07/98 12:04a Mike
239 * New system for instructor chastising player if he fires at instructor.
241 * 99 4/03/98 11:39a Lawrance
242 * only allow 1 wingman persona in demo
244 * 98 4/02/98 1:09p Allender
245 * don't process messages before player "enters" mission (i.e. due to
246 * player entry delay)
248 * 97 4/02/98 10:06a Allender
249 * wing arrival message for delta and epsilon wings
251 * 96 4/01/98 10:47p Lawrance
252 * Supporting builtin messages for rearm and repair requests
254 * 95 3/25/98 8:43p Hoffoss
255 * Changed anim_play() to not be so damn complex when you try and call it.
257 * 94 3/24/98 12:46p Allender
258 * save shipnum before killing currently playing message in preparation
259 * for playing death scream.
261 * 93 3/22/98 3:54p Andsager
262 * AL: Prevent -1 index into Ships[] array when playing a scream
264 * 92 3/18/98 10:20p Allender
265 * force wingman scream when he's talking and then dies
267 * 91 3/18/98 12:03p John
268 * Marked all the new strings as externalized or not.
270 * 90 3/17/98 4:01p Hoffoss
271 * Added HUD_SOURCE_TERRAN_CMD and changed code to utilize it when a
272 * message is being sent from Terran Command.
274 * 89 3/05/98 10:18p Lawrance
275 * Play voice cue sound when there is no voice file present
277 * 88 3/02/98 5:42p John
278 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
279 * afterburner. Made gr_set_clip work good with negative x &y. Made
280 * model_caching be on by default. Made each cached model have it's own
281 * bitmap id. Made asteroids not rotate when model_caching is on.
283 * 87 3/02/98 9:34a Allender
284 * don't allow mission specific messages to timeout. Assert when trying
285 * to remove a mission specific messages from the queue. Print out in the
286 * log file if the voice didn't play.
288 * 86 2/23/98 8:45a John
289 * Externalized Strings
291 * 85 2/20/98 8:33p Lawrance
292 * Add the 'All Alone' message
294 * 84 2/16/98 2:20p Allender
295 * make death scream kill any other messages from that ship
297 * 83 2/12/98 4:58p Lawrance
298 * Add support for 'All Clear' radio message
300 * 82 2/11/98 9:44p Allender
301 * rearm repair code fixes. hud support view shows abort status. New
302 * support ship killed message. More network stats
304 * 81 2/04/98 10:44p Allender
305 * mark personas as not used between missions. Don't ever randomly
306 * choose a Vasudan persona
308 * 80 1/29/98 11:38a Allender
309 * support for Vasudan personas
311 * 79 1/25/98 10:04p Lawrance
312 * Fix nasty divide-by-zero bug in message_calc_anim_start_frame().
314 * 78 1/24/98 4:46p Lawrance
315 * add in support for new voice messasges
317 * 77 1/22/98 5:13p Lawrance
318 * pick useful starting frame when playing animation
320 * 76 1/21/98 7:20p Lawrance
321 * Make subsystem locking only work with line-of-sight, cleaned up locking
322 * code, moved globals to player struct.
324 * 75 1/21/98 11:54a Duncan
325 * Commended out assert for the moment to allow Fred to run. Mark can fix
326 * this properly later, since he understands it.
328 * 74 1/21/98 10:33a Allender
329 * fixed up messaging code to play a random head when playing a builtin
332 * 73 1/20/98 6:21p Lawrance
333 * Stop animation from playing when voice clip ends early.
335 * 72 1/20/98 3:43p Allender
336 * don't queue messages when player becomes traitor
338 * 71 1/20/98 12:52p Lawrance
339 * Draw talking head as alpha-color bitmap, black out region behind
342 * 70 1/20/98 10:20a Lawrance
343 * Draw head animation as alpha-colored.
345 * 69 1/18/98 9:51p Lawrance
346 * Add support for 'Player Died' messages.
348 * 68 1/14/98 9:49p Allender
349 * removed 3'oclock and 9'oclock messages
351 * 67 1/13/98 3:11p Allender
352 * new messages for disable/disarm
354 * 66 1/12/98 11:16p Lawrance
355 * Wonderful HUD config.
357 * 65 1/07/98 4:41p Allender
358 * minor modification to special messages. Fixed cargo_revealed problem
359 * for multiplayer and problem with is-cargo-known sexpression
361 * 64 12/15/97 12:14p Allender
362 * implemented overlapping messages
364 * 63 12/12/97 4:58p Allender
365 * make messages interruptable. Put in code to support multiple messages
366 * at once, although this feature not fully implemented yet.
368 * 62 12/04/97 9:37p Dave
369 * Fixed a bunch of multiplayer messaging bugs.
371 * 61 12/02/97 2:37p Allender
372 * added asserts to be sure that an actual ship (i.e. not cargo or
373 * otherwise) is the ship sending a message to the player
378 #include "linklist.h"
379 #include "missionmessage.h"
380 #include "missiontraining.h"
381 #include "hudmessage.h"
382 #include "hudtarget.h"
388 #include "freespace.h"
390 #include "multimsgs.h"
391 #include "gamesequence.h"
392 #include "animplay.h"
393 #include "controlsconfig.h"
394 #include "audiostr.h"
395 #include "hudsquadmsg.h"
396 #include "multiutil.h"
398 #include "subsysdamage.h"
400 #include "localize.h"
402 #include "hudconfig.h"
404 // here is a text list of the builtin message names. These names are used to match against
405 // names read in for builtin message radio bits to see what message to play. These are
406 // generic names, meaning that there will be the same message type for a number of different
408 char *Builtin_message_types[MAX_BUILTIN_MESSAGE_TYPES] =
423 "Permission", // AL: no code support yet
424 "Stray", // DA: no code support
431 "Docking Start", // AL: no message seems to exist for this
441 "All Clear", // DA: no code support
449 "Stray Warning Final",
455 MMessage Messages[MAX_MISSION_MESSAGES];
456 int Message_times[MAX_MISSION_MESSAGES];
458 int Num_messages, Num_message_avis, Num_message_waves;
459 int Num_builtin_messages, Num_builtin_avis, Num_builtin_waves;
461 int Message_debug_index = -1;
463 message_extra Message_avis[MAX_MESSAGE_AVIS];
464 message_extra Message_waves[MAX_MESSAGE_WAVES];
466 #define MAX_PLAYING_MESSAGES 2
468 #if defined(FS2_DEMO) || defined(FS1_DEMO)
469 #define MAX_WINGMAN_HEADS 1
470 #define MAX_COMMAND_HEADS 1
472 #define MAX_WINGMAN_HEADS 2
473 #define MAX_COMMAND_HEADS 3
477 #define HEAD_PREFIX_STRING "head-"
478 #define COMMAND_HEAD_PREFIX "head-cm1"
479 #define COMMAND_WAVE_PREFIX "TC_"
480 #define SUPPORT_NAME "Support"
483 // variables to keep track of messages that are currently playing
484 int Num_messages_playing; // number of is a message currently playing?
486 typedef struct pmessage {
487 anim_instance *anim; // handle of anim currently playing
488 int wave; // handle of wave currently playing
489 int id; // id of message currently playing
490 int priority; // priority of message currently playing
491 int shipnum; // shipnum of ship sending this message, -1 if from Terran command
492 int builtin_type; // if a builtin message, type of the message
495 LOCAL pmessage Playing_messages[MAX_PLAYING_MESSAGES];
497 int Message_shipnum; // ship number of who is sending message to player -- used outside this module
499 // variables to control message queuing. All new messages to the player are queued. The array
500 // will be ordered by priority, then time submitted.
502 #define MQF_CONVERT_TO_COMMAND (1<<0) // convert this queued message to terran command
503 #define MQF_CHECK_ALIVE (1<<1) // check for the existence of who_from before sending
505 typedef struct message_q {
506 fix time_added; // time at which this entry was added
507 int window_timestamp; // timestamp which will tell us how long we have to play the message
508 int priority; // priority of the message
509 int message_num; // index into the Messages[] array
510 char who_from[NAME_LENGTH]; // who this message is from
511 int source; // who the source of the message is (HUD_SOURCE_* type)
512 int builtin_type; // type of builtin message (-1 if mission message)
513 int flags; // should this message entry be converted to Terran Command head/wave file
514 int min_delay_stamp; // minimum delay before this message will start playing
515 int group; // message is part of a group, don't time it out
518 #define MAX_MESSAGE_Q 30
519 #define MAX_MESSAGE_LIFE F1_0*30 // After being queued for 30 seconds, don't play it
520 #define DEFAULT_MESSAGE_LENGTH 3000 // default number of milliseconds to display message indicator on hud
521 message_q MessageQ[MAX_MESSAGE_Q];
522 int MessageQ_num; // keeps track of number of entries on the queue.
524 #define MESSAGE_IMMEDIATE_TIMESTAMP 1000 // immediate messages must play within 1 second
525 #define MESSAGE_SOON_TIMESTAMP 5000 // "soon" messages must play within 5 seconds
526 #define MESSAGE_ANYTIME_TIMESTAMP -1 // anytime timestamps are invalid
528 // Persona information
530 Persona Personas[MAX_PERSONAS];
532 char *Persona_type_names[MAX_PERSONA_TYPES] =
544 ///////////////////////////////////////////////////////////////////
545 // used to distort incoming messages when comms are damaged
546 ///////////////////////////////////////////////////////////////////
547 static int Message_wave_muted;
548 static int Message_wave_duration;
549 static int Next_mute_time;
551 #define MAX_DISTORT_PATTERNS 2
552 #define MAX_DISTORT_LEVELS 6
553 static float Distort_patterns[MAX_DISTORT_PATTERNS][MAX_DISTORT_LEVELS] =
555 {0.20f, 0.20f, 0.20f, 0.20f, 0.20f, 0.20f},
556 {0.10f, 0.20f, 0.25f, 0.25f, 0.05f, 0.15f}
559 static int Distort_num; // which distort pattern is being used
560 static int Distort_next; // which section of distort pattern is next
562 int Head_coords[GR_NUM_RESOLUTIONS][2] = {
571 // forward declaration
572 void message_maybe_distort_text(char *text);
574 // following functions to parse messages.tbl -- code pretty much ripped from weapon/ship table parsing code
576 // functions to deal with parsing personas. Personas are just a list of names that give someone
577 // sending a message an identity which spans the life of the mission
581 char type[NAME_LENGTH];
583 Assert ( Num_personas < MAX_PERSONAS );
585 Personas[Num_personas].flags = 0;
586 required_string("$Persona:");
587 stuff_string(Personas[Num_personas].name, F_NAME, NULL);
589 // get the type name and set the appropriate flag
590 required_string("$Type:");
591 stuff_string( type, F_NAME, NULL );
592 for ( i = 0; i < MAX_PERSONA_TYPES; i++ ) {
593 if ( !stricmp( type, Persona_type_names[i]) ) {
595 Personas[Num_personas].flags |= (1<<i);
597 // save the Terran Command persona in a global
598 if ( Personas[Num_personas].flags & PERSONA_FLAG_COMMAND ) {
599 // Assert ( Command_persona == -1 );
600 Command_persona = Num_personas;
607 if ( optional_string("+Vasudan") )
608 Personas[Num_personas].flags |= PERSONA_FLAG_VASUDAN;
610 if ( i == MAX_PERSONA_TYPES )
611 Error(LOCATION, "Unknown persona type in messages.tbl -- %s\n", type );
617 // two functions to add avi/wave names into a table
618 int add_avi( char *avi_name )
622 Assert ( Num_message_avis < MAX_MESSAGE_AVIS );
623 Assert (strlen(avi_name) < MAX_FILENAME_LEN );
625 // check to see if there is an existing avi being used here
626 for ( i = 0; i < Num_message_avis; i++ ) {
627 if ( !stricmp(Message_avis[i].name, avi_name) )
631 // would have returned if a slot existed.
632 strcpy( Message_avis[Num_message_avis].name, avi_name );
633 Message_avis[Num_message_avis].num = -1;
635 return (Num_message_avis - 1);
638 int add_wave( char *wave_name )
642 Assert ( Num_message_waves < MAX_MESSAGE_WAVES );
643 Assert (strlen(wave_name) < MAX_FILENAME_LEN );
645 // check to see if there is an existing wave being used here
646 for ( i = 0; i < Num_message_waves; i++ ) {
647 if ( !stricmp(Message_waves[i].name, wave_name) )
651 strcpy( Message_waves[Num_message_waves].name, wave_name );
652 Message_waves[Num_message_waves].num = -1;
654 return (Num_message_waves - 1);
657 // parses an individual message
658 void message_parse( )
660 MissionMessage *msgp;
661 char persona_name[NAME_LENGTH];
663 Assert ( Num_messages < MAX_MISSION_MESSAGES );
664 msgp = &Messages[Num_messages];
666 required_string("$Name:");
667 stuff_string(msgp->name, F_NAME, NULL);
670 msgp->multi_team = -1;
671 if(optional_string("$Team:")){
676 if((mt < 0) || (mt >= 2)){
680 // only bother with filters if multiplayer and TvT
681 if(Fred_running || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ){
682 msgp->multi_team = mt;
686 // backwards compatibility for old fred missions - all new ones should use $MessageNew
687 if(optional_string("$Message:")){
688 stuff_string(msgp->message, F_MESSAGE, NULL);
690 required_string("$MessageNew:");
691 stuff_string(msgp->message, F_MULTITEXT, NULL);
694 msgp->persona_index = -1;
695 if ( optional_string("+Persona:") ) {
696 stuff_string(persona_name, F_NAME, NULL);
697 msgp->persona_index = message_persona_name_lookup( persona_name );
701 msgp->avi_info.index = -1;
703 msgp->avi_info.name = NULL;
705 if ( optional_string("+AVI Name:") ) {
706 char avi_name[MAX_FILENAME_LEN];
708 stuff_string(avi_name, F_NAME, NULL);
709 if ( !Fred_running ) {
710 msgp->avi_info.index = add_avi(avi_name);
712 msgp->avi_info.name = strdup(avi_name);
717 msgp->wave_info.index = -1;
719 msgp->wave_info.name = NULL;
721 if ( optional_string("+Wave Name:") ) {
722 char wave_name[MAX_FILENAME_LEN];
724 stuff_string(wave_name, F_NAME, NULL);
725 if ( !Fred_running ) {
726 msgp->wave_info.index = add_wave(wave_name);
728 msgp->wave_info.name = strdup(wave_name);
740 read_file_text("messages.tbl");
745 required_string("#Personas");
746 while ( required_string_either("#Messages", "$Persona:")){
750 required_string("#Messages");
751 while (required_string_either("#End", "$Name:")){
755 required_string("#End");
757 // save the number of builting message things -- make initing between missions easier
758 Num_builtin_messages = Num_messages;
759 Num_builtin_avis = Num_message_avis;
760 Num_builtin_waves = Num_message_waves;
762 // close localization
766 // this is called at the start of each level
770 static int table_read = 0;
773 Command_persona = -1;
774 if ((rval = setjmp(parse_abort)) != 0) {
775 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", "messages.tbl", rval);
783 // reset the number of messages that we have for this mission
784 Num_messages = Num_builtin_messages;
785 Message_debug_index = Num_builtin_messages - 1;
786 Num_message_avis = Num_builtin_avis;
787 Num_message_waves = Num_builtin_waves;
789 // initialize the stuff for the linked lists of messages
791 for (i = 0; i < MAX_MESSAGE_Q; i++) {
792 MessageQ[i].priority = -1;
793 MessageQ[i].time_added = -1;
794 MessageQ[i].message_num = -1;
795 MessageQ[i].builtin_type = -1;
796 MessageQ[i].min_delay_stamp = -1;
797 MessageQ[i].group = 0;
800 // this forces a reload of the AVI's and waves for builtin messages. Needed because the flic and
801 // sound system also get reset between missions!
802 for (i = 0; i < Num_builtin_avis; i++ ) {
803 Message_avis[i].anim_data = NULL;
806 for (i = 0; i < Num_builtin_waves; i++ ){
807 Message_waves[i].num = -1;
810 Message_shipnum = -1;
811 Num_messages_playing = 0;
812 for ( i = 0; i < MAX_PLAYING_MESSAGES; i++ ) {
813 Playing_messages[i].anim = NULL;
814 Playing_messages[i].wave = -1;
815 Playing_messages[i].id = -1;
816 Playing_messages[i].priority = -1;
817 Playing_messages[i].shipnum = -1;
818 Playing_messages[i].builtin_type = -1;
821 // reinitialize the personas. mark them all as not used
822 for ( i = 0; i < Num_personas; i++ ){
823 Personas[i].flags &= ~PERSONA_FLAG_USED;
826 Message_wave_muted = 0;
829 memset(Message_times, 0, sizeof(int)*MAX_MISSION_MESSAGES);
833 void message_mission_free_avi(int m_index)
838 // check for bogus index
839 if ( (m_index < 0) || (m_index > Num_message_avis) )
842 if (Message_avis[m_index].anim_data != NULL) {
843 // how many tries do we need to make
844 count = Message_avis[m_index].anim_data->ref_count;
846 for (i=0; i<count; i++) {
847 if (anim_free(Message_avis[m_index].anim_data) == 0) {
848 // successfully free'd so reset to NULL and get out
849 Message_avis[m_index].anim_data = NULL;
856 // called to do cleanup when leaving a mission
857 void message_mission_shutdown()
861 mprintf(("Unloading in mission messages\n"));
863 training_mission_shutdown();
865 // remove the wave sounds from memory
866 for (i = 0; i < Num_message_waves; i++ ) {
867 if ( Message_waves[i].num != -1 ){
868 snd_unload( Message_waves[i].num );
872 // free up remaining anim data
873 for ( i = 0; i<Num_message_avis; i++ ) {
874 message_mission_free_avi(i);
878 // functions to deal with queuing messages to the message system.
880 // Compare function for system qsort() for sorting message queue entries based on priority.
881 // Return values set to sort array in _decreasing_ order. If priorities equal, sort based
882 // on time added into queue
883 int message_queue_priority_compare(const void *a, const void *b)
887 ma = (message_q *) a;
888 mb = (message_q *) b;
890 if (ma->priority > mb->priority) {
892 } else if (ma->priority < mb->priority) {
894 } else if (ma->time_added < mb->time_added) {
896 } else if (ma->time_added > mb->time_added) {
903 // function to kill all currently playing messages. kill_all parameter tells us to
904 // kill only the animations that are playing, or wave files too
905 void message_kill_all( int kill_all )
909 Assert( Num_messages_playing );
911 // kill sounds for all voices currently playing
912 for ( i = 0; i < Num_messages_playing; i++ ) {
913 if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) ) {
914 anim_stop_playing( Playing_messages[i].anim );
915 Playing_messages[i].anim=NULL;
919 if ( (Playing_messages[i].wave != -1 ) && snd_is_playing(Playing_messages[i].wave) ){
920 snd_stop( Playing_messages[i].wave );
923 Playing_messages[i].shipnum = -1;
928 Num_messages_playing = 0;
932 // function to kill nth playing message
933 void message_kill_playing( int message_num )
935 Assert( message_num < Num_messages_playing );
937 if ( (Playing_messages[message_num].anim != NULL) && anim_playing(Playing_messages[message_num].anim) ) {
938 anim_stop_playing( Playing_messages[message_num].anim );
939 Playing_messages[message_num].anim=NULL;
941 if ( (Playing_messages[message_num].wave != -1 ) && snd_is_playing(Playing_messages[message_num].wave) )
942 snd_stop( Playing_messages[message_num].wave );
944 Playing_messages[message_num].shipnum = -1;
948 // returns true if all messages currently playing are builtin messages
949 int message_playing_builtin()
953 for ( i = 0; i < Num_messages_playing; i++ ) {
954 if ( Playing_messages[i].id >= Num_builtin_messages ){
959 // if we got through the list without breaking, all playing messages are builtin messages
960 if ( i == Num_messages_playing ){
967 // returns true in any playing message is of the specific builtin type
968 int message_playing_specific_builtin( int builtin_type )
972 for (i = 0; i < Num_messages_playing; i++ ) {
973 if ( (Playing_messages[i].id < Num_builtin_messages) && (Playing_messages[i].builtin_type == builtin_type) ){
981 // returns true if all messages current playing are unique messages
982 int message_playing_unique()
986 for ( i = 0; i < Num_messages_playing; i++ ) {
987 if ( Playing_messages[i].id < Num_builtin_messages ){
992 // if we got through the list without breaking, all playing messages are builtin messages
993 if ( i == Num_messages_playing ){
1001 // returns the highest priority of the currently playing messages
1002 #define MESSAGE_GET_HIGHEST 1
1003 #define MESSAGE_GET_LOWEST 2
1004 int message_get_priority(int which)
1009 if ( which == MESSAGE_GET_HIGHEST ){
1010 priority = MESSAGE_PRIORITY_LOW;
1012 priority = MESSAGE_PRIORITY_HIGH;
1015 for ( i = 0; i < Num_messages_playing; i++ ) {
1016 if ( (which == MESSAGE_GET_HIGHEST) && (Playing_messages[i].priority > priority) ){
1017 priority = Playing_messages[i].priority;
1018 } else if ( (which == MESSAGE_GET_LOWEST) && (Playing_messages[i].priority < priority) ){
1019 priority = Playing_messages[i].priority;
1027 // removes current message from the queue
1028 void message_remove_from_queue(message_q *q)
1030 // quick out if nothing to do.
1031 if ( MessageQ_num <= 0 ) {
1038 q->message_num = -1;
1039 q->builtin_type = -1;
1040 q->min_delay_stamp = -1;
1043 if ( MessageQ_num > 0 ) {
1044 qsort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare);
1048 // Load in the sound data for a message.
1050 // index - index into the Message_waves[] array
1052 void message_load_wave(int index, const char *filename)
1059 if ( Message_waves[index].num >= 0) {
1064 memset(&tmp_gs, 0, sizeof(game_snd));
1065 strcpy( tmp_gs.filename, filename );
1066 Message_waves[index].num = snd_load( &tmp_gs );
1067 if ( Message_waves[index].num == -1 ) {
1068 nprintf (("messaging", "Cannot load message wave: %s. Will not play\n", Message_waves[index].name ));
1072 // Play wave file associated with message
1073 // input: m => pointer to message description
1075 // note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num
1076 void message_play_wave( message_q *q )
1080 char filename[MAX_FILENAME_LEN];
1082 // check for multiple messages playing. don't check builtin messages.
1083 if (q->message_num >= Num_builtin_messages) {
1084 if ( (f2fl(Missiontime - Message_times[q->message_num]) < 10) && (f2fl(Missiontime) > 10) ) {
1085 // Int3(); // Get Andsager
1087 Message_times[q->message_num] = Missiontime;
1090 m = &Messages[q->message_num];
1092 if ( m->wave_info.index != -1 ) {
1093 index = m->wave_info.index;
1096 Assert( index != -1 );
1101 // if we need to bash the wave name because of "conversion" to terran command, do it here
1102 strcpy( filename, Message_waves[index].name );
1103 if ( q->flags & MQF_CONVERT_TO_COMMAND ) {
1104 char *p, new_filename[MAX_FILENAME_LEN];
1106 Message_waves[index].num = -1; // forces us to reload the message
1108 // bash the filename here. Look for "[1-6]_" at the front of the message. If found, then
1110 p = strchr(filename, '_' );
1112 mprintf(("Cannot convert %s to terran command wave -- find Sandeep or Allender\n", Message_waves[index].name));
1116 // prepend the command name, and then the rest of the filename.
1118 strcpy( new_filename, COMMAND_WAVE_PREFIX );
1119 strcat( new_filename, p );
1120 strcpy( filename, new_filename );
1123 // load the sound file into memory
1124 message_load_wave(index, filename);
1125 if ( Message_waves[index].num == -1 ) {
1126 m->wave_info.index = -1;
1129 if ( m->wave_info.index >= 0 ) {
1130 // this call relies on the fact that snd_play returns -1 if the sound cannot be played
1131 Message_wave_duration = snd_get_duration(Message_waves[index].num);
1132 Playing_messages[Num_messages_playing].wave = snd_play_raw( Message_waves[index].num, 0.0f );
1137 // Determine the starting frame for the animation
1138 // input: time => time of voice clip, in ms
1139 // ani => pointer to anim data
1140 // reverse => flag to indicate that the start should be time ms from the end (used for death screams)
1141 int message_calc_anim_start_frame(int time, anim *ani, int reverse)
1143 float wave_time, anim_time;
1148 // If no voice clip exists, start from beginning of anim
1153 // convert time to seconds
1154 wave_time = time/1000.0f;
1155 anim_time = ani->time;
1157 // If voice clip is longer than anim, start from beginning of anim
1158 if ( wave_time >= (anim_time) ) {
1163 start_frame = (ani->total_frames-1) - fl2i(ani->fps * wave_time + 0.5f);
1165 int num_frames_extra;
1166 num_frames_extra = fl2i(ani->fps * (anim_time - wave_time) + 0.5f);
1167 if ( num_frames_extra > 0 ) {
1168 start_frame=rand()%num_frames_extra;
1172 if ( start_frame < 0 ) {
1180 // Play animation associated with message
1181 // input: m => pointer to message description
1182 // q => message queue data
1184 // note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num
1185 void message_play_anim( message_q *q )
1187 message_extra *anim_info;
1188 int is_death_scream=0, persona_index=-1, rand_index=-1;
1189 char ani_name[MAX_FILENAME_LEN], *p;
1192 // don't even bother with this stuff if the gauge is disabled
1193 if ( !hud_gauge_active(HUD_TALKING_HEAD) ) {
1197 m = &Messages[q->message_num];
1199 // check to see if the avi_index is valid -- try and load/play the avi if so.
1200 if ( m->avi_info.index < 0 ) {
1204 anim_info = &Message_avis[m->avi_info.index];
1206 // get the filename. Strip off the extension since we won't need it anyway
1207 strcpy(ani_name, anim_info->name);
1208 p = strchr(ani_name, '.'); // gets us to the extension
1213 // builtin messages are given a base ani which we should add a suffix on before trying
1214 // to load the animation. See if this message is a builtin message which has a persona
1215 // attached to it. Deal with munging the name
1217 // support ships use a wingman head.
1218 // terran command uses it's own set of heads.
1219 int subhead_selected = FALSE;
1220 if ( (q->message_num < Num_builtin_messages) || !(_strnicmp(HEAD_PREFIX_STRING, ani_name, strlen(HEAD_PREFIX_STRING)-1)) ) {
1221 persona_index = m->persona_index;
1223 // if this ani should be converted to a terran command, set the persona to the command persona
1224 // so the correct head plays.
1225 if ( q->flags & MQF_CONVERT_TO_COMMAND ) {
1226 persona_index = Command_persona;
1227 strcpy( ani_name, COMMAND_HEAD_PREFIX );
1230 if ( Personas[persona_index].flags & (PERSONA_FLAG_WINGMAN | PERSONA_FLAG_SUPPORT) ) {
1231 // get a random head -- it's one of two.
1232 if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) {
1233 rand_index=2; // 3rd version is always death animation
1236 rand_index = (Missiontime % MAX_WINGMAN_HEADS);
1238 sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
1239 subhead_selected = TRUE;
1240 } else if ( Personas[persona_index].flags & (PERSONA_FLAG_COMMAND | PERSONA_FLAG_LARGE) ) {
1241 // get a random head -- it's one of two.
1242 rand_index = (Missiontime % MAX_COMMAND_HEADS);
1243 sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
1244 subhead_selected = TRUE;
1246 if (!subhead_selected) {
1247 // choose between a and b
1248 rand_index = (Missiontime % MAX_WINGMAN_HEADS);
1249 sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
1250 mprintf(("message '%s' with invalid head. Fix by assigning persona to the message.\n", m->name));
1252 nprintf(("Messaging", "playing head %s for %s\n", ani_name, q->who_from));
1255 // check to see if the avi has been loaded. If not, then load the AVI. On an error loading
1256 // the avi, set the top level index to -1 to avoid multiple tries at loading the flick.
1258 // if there is something already here that's not this same file then go ahead a let go of it
1259 if ( (anim_info->anim_data != NULL) && !strstr(anim_info->anim_data->name, ani_name) )
1260 message_mission_free_avi( m->avi_info.index );
1262 anim_info->anim_data = anim_load( ani_name, 0 );
1264 if ( anim_info->anim_data == NULL ) {
1265 nprintf (("messaging", "Cannot load message avi %s. Will not play.\n", ani_name));
1266 m->avi_info.index = -1; // if cannot load the avi -- set this index to -1 to avoid trying to load multiple times
1269 if ( m->avi_info.index >= 0 ) {
1270 // This call relies on the fact that AVI_play will return -1 if the AVI cannot be played
1271 // if any messages are already playing, kill off any head anims that are currently playing. We will
1272 // only play a head anim of the newest messages being played
1273 if ( Num_messages_playing > 0 ) {
1274 nprintf(("messaging", "killing off any currently playing head animations\n"));
1275 message_kill_all( 0 );
1278 int anim_start_frame;
1279 anim_play_struct aps;
1281 // figure out anim start frame
1282 anim_start_frame = message_calc_anim_start_frame(Message_wave_duration, anim_info->anim_data, is_death_scream);
1283 anim_play_init(&aps, anim_info->anim_data, Head_coords[gr_screen.res][0], Head_coords[gr_screen.res][1]);
1284 aps.start_at = anim_start_frame;
1286 // aps.color = &HUD_color_defaults[HUD_color_alpha];
1287 aps.color = &HUD_config.clr[HUD_TALKING_HEAD];
1289 Playing_messages[Num_messages_playing].anim = anim_play(&aps);
1293 // process the message queue -- called once a frame
1294 void message_queue_process()
1301 // Don't play messages until first frame has been rendered
1302 if ( Framecount < 2 ) {
1306 // determine if all playing messages (if any) are done playing. If any are done, remove their
1307 // entries collapsing the Playing_messages array if necessary
1308 if ( Num_messages_playing > 0 ) {
1310 // for each message playing, determine if it is done.
1312 while ( i < Num_messages_playing ) {
1313 int ani_done, wave_done, j;
1316 if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) )
1321 // if ( (Playing_messages[i].wave != -1) && snd_is_playing(Playing_messages[i].wave) )
1322 if ( (Playing_messages[i].wave != -1) && (snd_time_remaining(Playing_messages[i].wave) > 250) )
1325 // AL 1-20-98: If voice message is done, kill the animation early
1326 if ( (Playing_messages[i].wave != -1) && wave_done ) {
1328 anim_stop_playing( Playing_messages[i].anim );
1332 // see if the ship sending this message is dying. If do, kill wave and anim
1333 if ( Playing_messages[i].shipnum != -1 ) {
1334 if ( (Ships[Playing_messages[i].shipnum].flags & SF_DYING) && (Playing_messages[i].builtin_type != MESSAGE_WINGMAN_SCREAM) ) {
1337 shipnum = Playing_messages[i].shipnum;
1338 message_kill_playing( i );
1339 // force this guy to scream
1340 // AL 22-2-98: Ensure don't use -1 to index into ships array. Mark, something is incorrect
1341 // here, since message_kill_playing() seems to always set Playing_messages[i].shipnum to -1
1342 // MWA 3/24/98 -- save shipnum before killing message
1344 Assert( shipnum >= 0 );
1345 if ( !(Ships[shipnum].flags & SF_SHIP_HAS_SCREAMED) ) {
1346 ship_scream( &Ships[shipnum] );
1348 continue; // this should keep us in the while() loop with same value of i.
1349 } // we should enter the next 'if' statement during next pass
1352 // if both ani and wave are done, mark internal variable so we can do next message on queue, and
1353 // global variable to clear voice brackets on hud
1354 if ( wave_done && ani_done ) {
1355 nprintf(("messaging", "Message %d is done playing\n", i));
1356 Message_shipnum = -1;
1357 Num_messages_playing--;
1358 if ( Num_messages_playing == 0 )
1361 // there is still another message playing. Collapse the playing_message array
1362 nprintf(("messaging", "Collapsing playing message stack\n"));
1363 for ( j = i+1; j < Num_messages_playing + 1; j++ ) {
1364 Playing_messages[j-1] = Playing_messages[j];
1367 // messages is not done playing -- move to next message
1373 // preprocess message queue and remove anything on the queue that is too old. If next message on
1374 // the queue can be played, then break out of the loop. Otherwise, loop until nothing on the queue
1375 while ( MessageQ_num > 0 ) {
1377 if ( timestamp_valid(q->window_timestamp) && timestamp_elapsed(q->window_timestamp) && !q->group) {
1378 // remove message from queue and see if more to remove
1379 nprintf(("messaging", "Message %s didn't play because it didn't fit into time window.\n", Messages[q->message_num].name));
1380 if ( q->message_num < Num_builtin_messages ){ // we should only ever remove builtin messages this way
1381 message_remove_from_queue(q);
1390 // no need to process anything if there isn't anything on the queue
1391 if ( MessageQ_num <= 0 ){
1395 // get a pointer to an item on the queue
1398 while((found == -1) && (idx < MessageQ_num)){
1399 // if this guy has no min delay timestamp, or it has expired, select him
1400 if((MessageQ[idx].min_delay_stamp == -1) || timestamp_elapsed(MessageQ[idx].min_delay_stamp)){
1409 // if we didn't find anything, bail
1413 // if this is not the first item on the queue, make it the first item
1418 memcpy(&temp, &MessageQ[found], sizeof(message_q));
1420 // move all other entries up
1421 for(idx=found; idx>0; idx--){
1422 memcpy(&MessageQ[idx], &MessageQ[idx-1], sizeof(message_q));
1425 // plop the entry down as being first
1426 memcpy(&MessageQ[0], &temp, sizeof(message_q));
1430 Assert ( q->message_num != -1 );
1431 Assert ( q->priority != -1 );
1432 Assert ( q->time_added != -1 );
1434 if ( Num_messages_playing ) {
1435 // peek at the first message on the queue to see if it should interrupt, or overlap a currently
1436 // playing message. Mission specific messages will always interrupt builtin messages. They
1437 // will never interrupt other mission specific messages.
1439 // Builtin message might interrupt other builtin messages, or overlap them, all depending on
1440 // message priority.
1442 if ( q->builtin_type == MESSAGE_HAMMER_SWINE ) {
1443 message_kill_all(1);
1444 } else if ( message_playing_specific_builtin(MESSAGE_HAMMER_SWINE) ) {
1447 } else if ( message_playing_builtin() && ( q->message_num >= Num_builtin_messages) && (q->priority > MESSAGE_PRIORITY_LOW) ) {
1448 // builtin is playing and we have a unique message to play. Kill currently playing message
1449 // so unique can play uninterrupted. Only unique messages higher than low priority will interrupt
1451 message_kill_all(1);
1452 nprintf(("messaging", "Killing all currently playing messages to play unique message\n"));
1453 } else if ( message_playing_builtin() && (q->message_num < Num_builtin_messages) ) {
1454 // when a builtin message is queued, we might either overlap or interrupt the currently
1457 // we have to check for num_messages_playing (again), since code for death scream might
1458 // kill all messages.
1459 if ( Num_messages_playing ) {
1460 if ( message_get_priority(MESSAGE_GET_HIGHEST) < q->priority ) {
1461 // lower priority message playing -- kill it.
1462 message_kill_all(1);
1463 nprintf(("messaging", "Killing all currently playing messages to play high priority builtin\n"));
1464 } else if ( message_get_priority(MESSAGE_GET_LOWEST) > q->priority ) {
1465 // queued message is a lower priority, so wait it out
1468 // if we get here, then queued messages is a builtin message with the same priority
1469 // as the currently playing messages. This state will cause messages to overlap.
1470 nprintf(("messaging", "playing builtin message (overlap) because priorities match\n"));
1473 } else if ( message_playing_unique() && (q->message_num < Num_builtin_messages) ) {
1474 // code messages can kill any low priority mission specific messages
1475 if ( Num_messages_playing ) {
1476 if ( message_get_priority(MESSAGE_GET_HIGHEST) == MESSAGE_PRIORITY_LOW ) {
1477 message_kill_all(1);
1478 nprintf(("messaging", "Killing low priority unique messages to play code message\n"));
1480 return; // do nothing.
1488 // if we are playing the maximum number of voices, then return. Make the check here since the above
1489 // code might kill of currently playing messages
1490 if ( Num_messages_playing == MAX_PLAYING_MESSAGES )
1493 Message_shipnum = ship_name_lookup( q->who_from );
1495 // see if we need to check if sending ship is alive
1496 if ( q->flags & MQF_CHECK_ALIVE ) {
1497 if ( Message_shipnum == -1 ) {
1502 // if this is a ship, then don't play anything if this ship is already talking
1503 if ( Message_shipnum != -1 ) {
1504 for ( i = 0; i < Num_messages_playing; i++ ) {
1505 if ( (Playing_messages[i].shipnum != -1) && (Playing_messages[i].shipnum == Message_shipnum) ){
1511 // set up module globals for this message
1512 m = &Messages[q->message_num];
1513 Playing_messages[Num_messages_playing].anim = NULL;
1514 Playing_messages[Num_messages_playing].wave = -1;
1515 Playing_messages[Num_messages_playing].id = q->message_num;
1516 Playing_messages[Num_messages_playing].priority = q->priority;
1517 Playing_messages[Num_messages_playing].shipnum = Message_shipnum;
1518 Playing_messages[Num_messages_playing].builtin_type = q->builtin_type;
1520 Message_wave_duration = 0;
1522 // translate tokens in message to the real things
1523 message_translate_tokens(buf, m->message);
1525 // AL: added 07/14/97.. only play avi/sound if in gameplay
1526 if ( gameseq_get_state() != GS_STATE_GAME_PLAY )
1529 // AL 4-7-98: Can't receive messages if comm is destroyed
1530 if ( hud_communications_state(Player_ship) == COMM_DESTROYED ) {
1534 // Don't play death scream unless a small ship.
1535 if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) {
1536 int t = Ship_info[Ships[Message_shipnum].ship_info_index].flags;
1537 int t2 = SIF_SMALL_SHIP;
1544 // play wave first, since need to know duration for picking anim start frame
1545 message_play_wave(q);
1547 // play animation for head
1548 #ifndef DEMO // do we want this for FS2_DEMO
1549 message_play_anim(q);
1552 // distort the message if comms system is damaged
1553 message_maybe_distort_text(buf);
1556 // debug only -- if the message is a builtin message, put in parens whether or not the voice played
1557 if ( Playing_messages[Num_messages_playing].wave == -1 ) {
1558 strcat( buf, NOX("..(no wavefile for voice)"));
1559 snd_play(&Snds[SND_CUE_VOICE]);
1563 HUD_sourced_printf( q->source, NOX("%s: %s"), q->who_from, buf );
1565 if ( Message_shipnum >= 0 ) {
1566 hud_target_last_transmit_add(Message_shipnum);
1570 Num_messages_playing++;
1571 message_remove_from_queue( q );
1574 // queues up a message to display to the player
1575 void message_queue_message( int message_num, int priority, int timing, char *who_from, int source, int group, int delay, int builtin_type )
1579 if ( message_num < 0 ) return;
1581 // some messages can get queued quickly. Try to filter out certain types of messages before
1582 // they get queued if there are other messages of the same type already queued
1583 if ( (builtin_type == MESSAGE_REARM_ON_WAY) || (builtin_type == MESSAGE_OOPS) ) {
1584 // if it is already playing, then don't play it
1585 if ( message_playing_specific_builtin(builtin_type) )
1588 for ( i = 0; i < MessageQ_num; i++ ) {
1589 // if one of these messages is already queued, the don't play
1590 if ( (MessageQ[i].message_num == message_num) && (MessageQ[i].builtin_type == builtin_type) )
1596 // check to be sure that we haven't reached our max limit on these messages yet.
1597 if ( MessageQ_num == MAX_MESSAGE_Q ) {
1602 // if player is a traitor, no messages for him!!!
1603 if ( Player_ship->team == TEAM_TRAITOR ) {
1607 m_persona = Messages[message_num].persona_index;
1609 // put the message into a slot
1611 MessageQ[i].time_added = Missiontime;
1612 MessageQ[i].priority = priority;
1613 MessageQ[i].message_num = message_num;
1614 MessageQ[i].source = source;
1615 MessageQ[i].builtin_type = builtin_type;
1616 MessageQ[i].min_delay_stamp = timestamp(delay);
1617 MessageQ[i].group = group;
1618 strcpy(MessageQ[i].who_from, who_from);
1620 // SPECIAL HACK -- if the who_from is terran command, and there is a wingman persona attached
1621 // to this message, then set a bit to tell the wave/anim playing code to play the command version
1622 // of the wave and head
1623 MessageQ[i].flags = 0;
1624 if ( !stricmp(who_from, TERRAN_COMMAND) && (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) {
1625 MessageQ[i].flags |= MQF_CONVERT_TO_COMMAND;
1626 MessageQ[i].source = HUD_SOURCE_TERRAN_CMD;
1629 if ( (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) {
1630 if ( !strstr(who_from, ".wav") ) {
1631 MessageQ[i].flags |= MQF_CHECK_ALIVE;
1635 // set the timestamp of when to play this message based on the 'timing' value
1636 if ( timing == MESSAGE_TIME_IMMEDIATE )
1637 MessageQ[i].window_timestamp = timestamp(MESSAGE_IMMEDIATE_TIMESTAMP);
1638 else if ( timing == MESSAGE_TIME_SOON )
1639 MessageQ[i].window_timestamp = timestamp(MESSAGE_SOON_TIMESTAMP);
1641 MessageQ[i].window_timestamp = timestamp(MESSAGE_ANYTIME_TIMESTAMP); // make invalid
1644 qsort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare);
1647 // MWA -- called every frame from game loop
1648 //message_queue_process();
1651 // function to return the persona index of the given ship. If it isn't assigned, it will be
1652 // in this function. persona_type could be a wingman, Terran Command, or other generic ship
1653 // type personas. ship is the ship we should assign a persona to
1654 int message_get_persona( ship *shipp )
1656 int i, ship_type, slist[MAX_PERSONAS], count;
1658 if ( shipp != NULL ) {
1659 // see if this ship has a persona
1660 if ( shipp->persona_index != -1 )
1661 return shipp->persona_index;
1663 // get the type of ship (i.e. support, fighter/bomber, etc)
1664 ship_type = Ship_info[shipp->ship_info_index].flags;
1666 // shorcut for Vasudan personas. All vasudan fighters/bombers use the same persona. All Vasudan
1667 // large ships will use the same persona
1668 if ( Ship_info[shipp->ship_info_index].species == SPECIES_VASUDAN ) {
1671 if ( ship_type & (SIF_FIGHTER|SIF_BOMBER) ) {
1672 persona_needed = PERSONA_FLAG_WINGMAN;
1673 } else if ( ship_type & SIF_SUPPORT ) {
1674 persona_needed = PERSONA_FLAG_SUPPORT;
1676 persona_needed = PERSONA_FLAG_LARGE;
1679 // iternate through the persona list finding the one that we need
1680 for ( i = 0; i < Num_personas; i++ ) {
1681 if ( (Personas[i].flags & persona_needed) && (Personas[i].flags & PERSONA_FLAG_VASUDAN) ) {
1682 nprintf(("messaging", "assigning vasudan persona %s to %s\n", Personas[i].name, shipp->ship_name));
1687 // make support personas use the terran persona by not returning here when looking for
1689 if ( persona_needed != PERSONA_FLAG_SUPPORT )
1690 return -1; // shouldn't get here eventually, but return -1 for now to deal with missing persona
1693 // iterate through the persona list looking for one not used. Look at the type of persona
1694 // and try to determine appropriate personas to use.
1695 for ( i = 0; i < Num_personas; i++ ) {
1697 // if this is a vasudan persona -- skip it
1698 if ( Personas[i].flags & PERSONA_FLAG_VASUDAN )
1701 // check the ship types, and don't try to assign those which don't type match
1702 if ( (ship_type & SIF_SUPPORT) && !(Personas[i].flags & PERSONA_FLAG_SUPPORT) )
1704 else if ( (ship_type & (SIF_FIGHTER|SIF_BOMBER)) && !(Personas[i].flags & PERSONA_FLAG_WINGMAN) )
1706 else if ( !(ship_type & (SIF_FIGHTER|SIF_BOMBER|SIF_SUPPORT)) && !(Personas[i].flags & PERSONA_FLAG_LARGE) )
1709 if ( !(Personas[i].flags & PERSONA_FLAG_USED) ) {
1710 nprintf(("messaging", "assigning persona %s to %s\n", Personas[i].name, shipp->ship_name));
1711 Personas[i].flags |= PERSONA_FLAG_USED;
1716 // grab a random one, and reuse it (staying within type specifications)
1718 for ( i = 0; i < Num_personas; i++ ) {
1720 // see if ship meets our criterea
1721 if ( (ship_type & SIF_SUPPORT) && !(Personas[i].flags & PERSONA_FLAG_SUPPORT) )
1723 else if ( (ship_type & (SIF_FIGHTER|SIF_BOMBER)) && !(Personas[i].flags & PERSONA_FLAG_WINGMAN) )
1725 else if ( !(ship_type & (SIF_FIGHTER|SIF_BOMBER|SIF_SUPPORT)) && !(Personas[i].flags & PERSONA_FLAG_LARGE) )
1727 else if ( Personas[i].flags & PERSONA_FLAG_VASUDAN ) // don't use any vasudan persona
1734 // couldn't find appropriate persona type
1738 // now get a random one from the list
1739 i = (rand() % count);
1742 nprintf(("messaging", "Couldn't find a new persona for ship %s, reusing persona %s\n", shipp->ship_name, Personas[i].name));
1747 // for now -- we don't support other types of personas (non-wingman personas)
1752 // given a message id#, should it be filtered for me?
1753 int message_filter_multi(int id)
1756 if(!(Game_mode & GM_MULTIPLAYER)){
1761 if((id < 0) || (id >= Num_messages)){
1762 mprintf(("Filtering bogus mission message!\n"));
1767 if(id < Num_builtin_messages){
1769 // mission-specific messages
1771 // not team filtered
1772 if(Messages[id].multi_team < 0){
1777 if(!(Netgame.type_flags & NG_TYPE_TEAM)){
1781 // is this for my team?
1782 if((Net_player != NULL) && (Net_player->p_info.team != Messages[id].multi_team)){
1783 mprintf(("Filtering team-based mission message!\n"));
1791 // send_unique_to_player sends a mission unique (specific) message to the player (possibly a multiplayer
1792 // person). These messages are *not* the builtin messages
1793 void message_send_unique_to_player( char *id, void *data, int m_source, int priority, int group, int delay )
1800 for (i=0; i<Num_messages; i++) {
1802 if ( !stricmp(id, Messages[i].name) ) {
1804 // if the ship pointer and special_who are both NULL then this is from generic "Terran Command"
1805 // if the ship is NULL and special_who is not NULL, then this is from special_who
1806 // otherwise, message is from ship.
1807 if ( m_source == MESSAGE_SOURCE_COMMAND ) {
1808 who_from = TERRAN_COMMAND;
1809 source = HUD_SOURCE_TERRAN_CMD;
1810 } else if ( m_source == MESSAGE_SOURCE_SPECIAL ) {
1811 who_from = (char *)data;
1812 source = HUD_SOURCE_TERRAN_CMD;
1813 } else if ( m_source == MESSAGE_SOURCE_WINGMAN ) {
1814 int m_persona, ship_index;
1816 // find a wingman with the same persona as this message. If the message's persona doesn't
1817 // exist, we will use Terran command
1818 m_persona = Messages[i].persona_index;
1819 if ( m_persona == -1 ) {
1820 mprintf(("Warning: Message %d has no persona assigned.\n", i));
1824 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, m_persona, 1, Messages[i].multi_team);
1826 // if the ship_index is -1, then make the message come from Terran command
1827 if ( ship_index == -1 ) {
1828 who_from = TERRAN_COMMAND;
1829 source = HUD_SOURCE_TERRAN_CMD;
1831 who_from = Ships[ship_index].ship_name;
1832 source = HUD_get_team_source(Ships[ship_index].team);
1835 } else if ( m_source == MESSAGE_SOURCE_SHIP ) {
1838 shipp = (ship *)data;
1839 who_from = shipp->ship_name;
1840 source = HUD_get_team_source(shipp->team);
1842 // be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!)
1843 Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) ); // get allender or alan
1846 // not multiplayer or this message is for me, then queue it
1847 // if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){
1849 // maybe filter it out altogether
1850 if(!message_filter_multi(i)){
1851 message_queue_message( i, priority, MESSAGE_TIME_ANYTIME, who_from, source, group, delay );
1854 // record to the demo if necessary
1855 if(Game_mode & GM_DEMO_RECORD){
1856 demo_POST_unique_message(id, who_from, m_source, priority);
1860 // send a message packet to a player if destined for everyone or only a specific person
1861 if ( MULTIPLAYER_MASTER ){
1862 send_mission_message_packet( i, who_from, priority, MESSAGE_TIME_SOON, source, -1, -1, -1);
1865 return; // all done with displaying
1868 nprintf (("messaging", "Couldn't find message id %s to send to player!\n", id ));
1871 // send builtin_to_player sends a message (from messages.tbl) to the player. These messages are
1872 // the generic infomrational type messages. The have priorities like misison specific messages,
1873 // and use a timing to tell how long we should wait before playing this message
1874 void message_send_builtin_to_player( int type, ship *shipp, int priority, int timing, int group, int delay, int multi_target, int multi_team_filter )
1876 int i, persona_index;
1879 // if we aren't showing builtin msgs, bail
1880 if (The_mission.flags & MISSION_FLAG_NO_BUILTIN_MSGS) {
1884 // see if there is a persona assigned to this ship. If not, then try to assign one!!!
1886 if ( shipp->persona_index == -1 ){
1887 shipp->persona_index = message_get_persona( shipp );
1890 persona_index = shipp->persona_index;
1891 if ( persona_index == -1 ) {
1892 nprintf(("messaging", "Couldn't find persona for %s\n", shipp->ship_name ));
1895 // be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!)
1896 Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) ); // get allender or alan
1898 persona_index = Command_persona; // use the terran command persona
1901 // try to find a builtin message with the given type for the given persona
1902 // make a loop out of this routne since we may try to play a message in the wrong
1903 // persona if we can't find the right message for the given persona
1905 for ( i = 0; i < Num_builtin_messages; i++ ) {
1906 char *name, *who_from;
1908 name = Builtin_message_types[type];
1910 // see if the have the type of message
1911 if ( stricmp(Messages[i].name, name) ){
1915 // must have the correct persona. persona_index of -1 means find the first
1916 // message possibly of the correct type
1917 if ( (persona_index != -1 ) && (Messages[i].persona_index != persona_index) ){
1921 // get who this message is from -- kind of a hack since we assume Terran Command in the
1922 // absense of a ship. This will be fixed later
1924 source = HUD_get_team_source( shipp->team );
1925 who_from = shipp->ship_name;
1927 source = HUD_SOURCE_TERRAN_CMD;
1928 who_from = TERRAN_COMMAND;
1931 // maybe change the who from here for special rearm cases (always seems like that is the case :-) )
1932 if ( !stricmp(who_from, TERRAN_COMMAND) && (type == MESSAGE_REARM_ON_WAY) ){
1933 who_from = SUPPORT_NAME;
1936 // determine what we should actually do with this dang message. In multiplayer, we must
1937 // deal with the fact that this message might not get played on my machine if I am a server
1939 // not multiplayer or this message is for me, then queue it
1940 if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){
1942 // if this filter matches mine
1943 if( (multi_team_filter < 0) || !(Netgame.type_flags & NG_TYPE_TEAM) || ((Net_player != NULL) && (Net_player->p_info.team == multi_team_filter)) ){
1944 message_queue_message( i, priority, timing, who_from, source, group, delay, type );
1946 // post a builtin message
1947 if(Game_mode & GM_DEMO_RECORD){
1948 demo_POST_builtin_message(type, shipp, priority, timing);
1953 // send a message packet to a player if destined for everyone or only a specific person
1954 if ( MULTIPLAYER_MASTER ) {
1955 // only send a message if it is of a particular type
1956 if(multi_target == -1){
1957 if(multi_message_should_broadcast(type)){
1958 send_mission_message_packet( i, who_from, priority, timing, source, type, -1, multi_team_filter );
1961 send_mission_message_packet( i, who_from, priority, timing, source, type, multi_target, multi_team_filter );
1965 return; // all done with displaying
1968 if ( persona_index >= 0 ) {
1969 nprintf(("messaging", "Couldn't find builtin message %s for persona %d\n", Builtin_message_types[type], persona_index ));
1970 nprintf(("messaging", "looking for message for any persona\n"));
1973 persona_index = -999; // used here and the next line only -- hard code bad, but I'm lazy
1975 } while ( persona_index != -999 );
1978 // message_is_playing()
1980 // Return the Message_playing flag. Message_playing is local to MissionMessage.cpp, but
1981 // this info is needed by code in HUDsquadmsg.cpp
1983 int message_is_playing()
1985 return Num_messages_playing?1:0;
1988 // Functions below pertain only to personas!!!!
1990 // given a character string, try to find the persona index
1991 int message_persona_name_lookup( char *name )
1995 for (i = 0; i < Num_personas; i++ ) {
1996 if ( !stricmp(Personas[i].name, name) )
2004 // Blank out portions of the audio playback for the sound identified by Message_wave
2005 // This works by using the same Distort_pattern[][] that was used to distort the associated text
2006 void message_maybe_distort()
2011 if ( Num_messages_playing == 0 )
2014 for ( i = 0; i < Num_messages_playing; i++ ) {
2015 if ( !snd_is_playing(Playing_messages[i].wave) )
2019 // distort the number of voices currently playing
2020 for ( i = 0; i < Num_messages_playing; i++ ) {
2021 Assert(Playing_messages[i].wave >= 0 );
2025 // added check to see if EMP effect was active
2027 if ( (hud_communications_state(Player_ship) != COMM_OK) || emp_active_local() ) {
2028 was_muted = Message_wave_muted;
2029 if ( timestamp_elapsed(Next_mute_time) ) {
2030 Next_mute_time = fl2i(Distort_patterns[Distort_num][Distort_next++] * Message_wave_duration);
2031 if ( Distort_next >= MAX_DISTORT_LEVELS )
2034 Message_wave_muted ^= 1;
2037 if ( Message_wave_muted ) {
2039 snd_set_volume(Playing_messages[i].wave, 0.0f);
2042 snd_set_volume(Playing_messages[i].wave, Master_sound_volume);
2049 // if the player communications systems are heavily damaged, distort incoming messages.
2051 // first case: Message_wave_duration == 0 (this occurs when there is no associated voice playback)
2052 // Blank out random runs of characters in the message
2054 // second case: Message_wave_duration > 0 (occurs when voice playback accompainies message)
2055 // Blank out portions of the sound based on Distort_num, this this is that same
2056 // data that will be used to blank out portions of the audio playback
2058 void message_maybe_distort_text(char *text)
2060 int i, j, len, run, curr_offset, voice_duration, next_distort;
2062 if ( (hud_communications_state(Player_ship) == COMM_OK) && !emp_active_local() ) {
2067 if ( Message_wave_duration == 0 ) {
2068 next_distort = 5+myrand()%5;
2069 for ( i = 0; i < len; i++ ) {
2070 if ( i == next_distort ) {
2074 for ( j = 0; j < run; j++) {
2079 next_distort = i + (5+myrand()%5);
2085 voice_duration = Message_wave_duration;
2088 Distort_num = myrand()%MAX_DISTORT_PATTERNS;
2091 while (voice_duration > 0) {
2092 run = fl2i(Distort_patterns[Distort_num][Distort_next] * len);
2093 if (Distort_next & 1) {
2094 for ( i = curr_offset; i < min(len, curr_offset+run); i++ ) {
2095 if ( text[i] != ' ' )
2105 voice_duration -= fl2i(Distort_patterns[Distort_num][Distort_next]*Message_wave_duration);
2107 if ( Distort_next >= MAX_DISTORT_LEVELS )
2114 // return 1 if a talking head animation is playing, otherwise return 0
2115 int message_anim_is_playing()
2119 for (i = 0; i < Num_messages_playing; i++ ) {
2120 if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) )
2127 // Load mission messages (this is called by the level paging code when running with low memory)
2128 void message_pagein_mission_messages()
2132 mprintf(("Paging in mission messages\n"));
2134 if (Num_messages <= Num_builtin_messages) {
2138 char *sound_filename;
2140 for (i=Num_builtin_messages; i<Num_messages; i++) {
2141 if (Messages[i].wave_info.index != -1) {
2142 sound_filename = Message_waves[Messages[i].wave_info.index].name;
2143 message_load_wave(Messages[i].wave_info.index, sound_filename);