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 1.4 2003/05/25 02:30:43 taylor
21 * Revision 1.3 2002/06/09 04:41:22 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:46 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 32 9/12/99 8:09p Dave
32 * Fixed problem where skip-training button would cause mission messages
33 * not to get paged out for the current mission.
35 * 31 9/01/99 2:52p Andsager
36 * Add new heads to FRED and some debug code for playing heads
38 * 30 8/28/99 7:29p Dave
39 * Fixed wingmen persona messaging. Make sure locked turrets don't count
40 * towards the # attacking a player.
42 * 29 8/26/99 8:51p Dave
43 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
45 * 28 8/23/99 5:04p Jefff
46 * Added new mission flag to disable built-in messages from playing.
47 * Added fred support as well.
49 * 27 8/19/99 10:12a Alanl
50 * preload mission-specific messages on machines greater than 48MB
52 * 26 8/18/99 12:09p Andsager
53 * Add debug if message has no anim for message. Make messages come from
56 * 25 7/31/99 2:30p Dave
57 * Added nifty mission message debug viewing keys.
59 * 24 7/24/99 2:19p Dave
62 * 23 7/23/99 5:44p Andsager
63 * make personas consistently choose same ship
65 * 22 7/15/99 9:20a Andsager
66 * FS2_DEMO initial checkin
68 * 21 7/14/99 4:27p Andsager
69 * Added multiple message debug check
71 * 20 7/06/99 10:41a Andsager
72 * Add AWACS need help messages
74 * 19 7/02/99 11:16a Andsager
75 * Removed mult message debug check.
77 * 18 7/02/99 11:13a Andsager
80 * 17 6/16/99 10:20a Dave
81 * Added send-message-list sexpression.
83 * 16 6/14/99 5:53p Dave
84 * Removed duplicate message check temporarily.
86 * 15 6/10/99 3:43p Dave
87 * Do a better job of syncing text colors to HUD gauges.
89 * 14 6/09/99 2:56p Andsager
90 * Check all messages for repeat. Allow multiple versions of same message
91 * if queued > 20 apart.
93 * 13 6/07/99 11:33a Anoop
94 * Get rid of erroneous Int3() in multiple message check.
96 * 12 6/07/99 10:31a Andsager
97 * Get rid of false multiplayer multiple messages catch.
99 * 11 6/03/99 2:56p Andsager
102 * 10 6/03/99 2:44p Andsager
103 * Fix stupid bug in debug code.
105 * 9 6/03/99 2:08p Andsager
106 * Put in debug code to find multiple mission messages.
108 * 8 3/29/99 6:17p Dave
109 * More work on demo system. Got just about everything in except for
110 * blowing ships up, secondary weapons and player death/warpout.
112 * 7 1/28/99 12:19a Dave
113 * Fixed a dumb debug build unhandled exception.
115 * 6 1/07/99 10:08a Jasen
118 * 5 1/07/99 9:24a Dave
119 * Put in hi-res coord support for head anim.
121 * 4 11/05/98 4:18p Dave
122 * First run nebula support. Beefed up localization a bit. Removed all
123 * conditional compiles for foreign versions. Modified mission file
126 * 3 10/23/98 3:51p Dave
127 * Full support for tstrings.tbl and foreign languages. All that remains
128 * is to make it active in Fred.
130 * 2 10/07/98 10:53a Dave
133 * 1 10/07/98 10:49a Dave
135 * 127 8/25/98 1:48p Dave
136 * First rev of EMP effect. Player side stuff basically done. Next comes
139 * 126 6/01/98 11:43a John
140 * JAS & MK: Classified all strings for localization.
142 * 125 5/24/98 12:55a Mike
143 * Fix bug with scream from Installation. Should also fix bug with double
144 * screams from some ships.
146 * 124 5/18/98 6:06p Lawrance
147 * Don't play messages or auto-target on first frame
149 * 123 5/15/98 8:36p Lawrance
150 * Add 'target ship that last sent transmission' target key
152 * 122 5/09/98 10:00p Allender
153 * make vasudan persona for support use terran support persona
155 * 121 5/08/98 11:21a Allender
156 * fix ingame join trouble. Small messaging fix. Enable collisions for
159 * 120 5/06/98 12:19p Lawrance
160 * Fix typo for 'Stray Warning Final'
162 * 119 5/05/98 9:12p Allender
163 * fix large problem introduced last checkin when changiing Assert to if
165 * 118 5/05/98 4:12p Chad
166 * changed Assert info if statement when removing messages from queue when
169 * 117 5/01/98 12:34p John
170 * Added code to force FreeSpace to run in the same dir as exe and made
171 * all the parse error messages a little nicer.
173 * 116 4/27/98 9:00p Allender
174 * mission specific messages from #<someone> are now sourced to terran
177 * 115 4/26/98 11:35a Allender
178 * make traitor message play by iteself in all cases
180 * 114 4/25/98 11:49p Lawrance
181 * Add Terran Command stray messages
183 * 113 4/22/98 9:17a Allender
184 * be sure that builtin command messages play with the correct hud source.
185 * Also be sure that messages which get converted to Terran command to the
188 * 112 4/20/98 1:30a Lawrance
189 * Don't load head animations if talking head gauge is disabled.
191 * 111 4/17/98 11:03a Allender
192 * some rearm message being played too often and sent with incorrect
195 * 110 4/13/98 5:06p Lawrance
196 * Cut off talking head about 250ms before wave ends
198 * 109 4/10/98 9:14a Lawrance
199 * fix up persona code for the demo
201 * 108 4/09/98 2:15p Allender
202 * fixed compiler warnings
204 * 107 4/09/98 12:36p Allender
205 * don't allow the same ship to have messages overlapping. Put in code to
206 * check for ship's existence (wingman only) before actually playing
209 * 106 4/09/98 12:32a Lawrance
210 * Fix bugs related to multiple screams from same ship, builtin messages
211 * playing after screams, or praising while severly damaged.
213 * 105 4/08/98 3:45p Allender
214 * mission message overhaul. Make message from any wingman mean any
215 * wingman with that persona. Terran command wave and ani's for dead
216 * ships now play correctly.
218 * 104 4/07/98 8:09p Lawrance
219 * don't play talking heads in the demo
221 * 103 4/07/98 5:30p Lawrance
222 * Player can't send/receive messages when comm is destroyed. Garble
223 * messages when comm is damaged.
225 * 102 4/07/98 5:26p Allender
226 * low priority mission specific messages won't interrupt anything.
228 * 101 4/07/98 10:51a Allender
229 * remove any allied from message senders. Make heads for mission
230 * specific messages play appropriately
232 * 100 4/07/98 12:04a Mike
233 * New system for instructor chastising player if he fires at instructor.
235 * 99 4/03/98 11:39a Lawrance
236 * only allow 1 wingman persona in demo
238 * 98 4/02/98 1:09p Allender
239 * don't process messages before player "enters" mission (i.e. due to
240 * player entry delay)
242 * 97 4/02/98 10:06a Allender
243 * wing arrival message for delta and epsilon wings
245 * 96 4/01/98 10:47p Lawrance
246 * Supporting builtin messages for rearm and repair requests
248 * 95 3/25/98 8:43p Hoffoss
249 * Changed anim_play() to not be so damn complex when you try and call it.
251 * 94 3/24/98 12:46p Allender
252 * save shipnum before killing currently playing message in preparation
253 * for playing death scream.
255 * 93 3/22/98 3:54p Andsager
256 * AL: Prevent -1 index into Ships[] array when playing a scream
258 * 92 3/18/98 10:20p Allender
259 * force wingman scream when he's talking and then dies
261 * 91 3/18/98 12:03p John
262 * Marked all the new strings as externalized or not.
264 * 90 3/17/98 4:01p Hoffoss
265 * Added HUD_SOURCE_TERRAN_CMD and changed code to utilize it when a
266 * message is being sent from Terran Command.
268 * 89 3/05/98 10:18p Lawrance
269 * Play voice cue sound when there is no voice file present
271 * 88 3/02/98 5:42p John
272 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
273 * afterburner. Made gr_set_clip work good with negative x &y. Made
274 * model_caching be on by default. Made each cached model have it's own
275 * bitmap id. Made asteroids not rotate when model_caching is on.
277 * 87 3/02/98 9:34a Allender
278 * don't allow mission specific messages to timeout. Assert when trying
279 * to remove a mission specific messages from the queue. Print out in the
280 * log file if the voice didn't play.
282 * 86 2/23/98 8:45a John
283 * Externalized Strings
285 * 85 2/20/98 8:33p Lawrance
286 * Add the 'All Alone' message
288 * 84 2/16/98 2:20p Allender
289 * make death scream kill any other messages from that ship
291 * 83 2/12/98 4:58p Lawrance
292 * Add support for 'All Clear' radio message
294 * 82 2/11/98 9:44p Allender
295 * rearm repair code fixes. hud support view shows abort status. New
296 * support ship killed message. More network stats
298 * 81 2/04/98 10:44p Allender
299 * mark personas as not used between missions. Don't ever randomly
300 * choose a Vasudan persona
302 * 80 1/29/98 11:38a Allender
303 * support for Vasudan personas
305 * 79 1/25/98 10:04p Lawrance
306 * Fix nasty divide-by-zero bug in message_calc_anim_start_frame().
308 * 78 1/24/98 4:46p Lawrance
309 * add in support for new voice messasges
311 * 77 1/22/98 5:13p Lawrance
312 * pick useful starting frame when playing animation
314 * 76 1/21/98 7:20p Lawrance
315 * Make subsystem locking only work with line-of-sight, cleaned up locking
316 * code, moved globals to player struct.
318 * 75 1/21/98 11:54a Duncan
319 * Commended out assert for the moment to allow Fred to run. Mark can fix
320 * this properly later, since he understands it.
322 * 74 1/21/98 10:33a Allender
323 * fixed up messaging code to play a random head when playing a builtin
326 * 73 1/20/98 6:21p Lawrance
327 * Stop animation from playing when voice clip ends early.
329 * 72 1/20/98 3:43p Allender
330 * don't queue messages when player becomes traitor
332 * 71 1/20/98 12:52p Lawrance
333 * Draw talking head as alpha-color bitmap, black out region behind
336 * 70 1/20/98 10:20a Lawrance
337 * Draw head animation as alpha-colored.
339 * 69 1/18/98 9:51p Lawrance
340 * Add support for 'Player Died' messages.
342 * 68 1/14/98 9:49p Allender
343 * removed 3'oclock and 9'oclock messages
345 * 67 1/13/98 3:11p Allender
346 * new messages for disable/disarm
348 * 66 1/12/98 11:16p Lawrance
349 * Wonderful HUD config.
351 * 65 1/07/98 4:41p Allender
352 * minor modification to special messages. Fixed cargo_revealed problem
353 * for multiplayer and problem with is-cargo-known sexpression
355 * 64 12/15/97 12:14p Allender
356 * implemented overlapping messages
358 * 63 12/12/97 4:58p Allender
359 * make messages interruptable. Put in code to support multiple messages
360 * at once, although this feature not fully implemented yet.
362 * 62 12/04/97 9:37p Dave
363 * Fixed a bunch of multiplayer messaging bugs.
365 * 61 12/02/97 2:37p Allender
366 * added asserts to be sure that an actual ship (i.e. not cargo or
367 * otherwise) is the ship sending a message to the player
372 #include "linklist.h"
373 #include "missionmessage.h"
374 #include "missiontraining.h"
375 #include "hudmessage.h"
376 #include "hudtarget.h"
382 #include "freespace.h"
384 #include "multimsgs.h"
385 #include "gamesequence.h"
386 #include "animplay.h"
387 #include "controlsconfig.h"
388 #include "audiostr.h"
389 #include "hudsquadmsg.h"
390 #include "multiutil.h"
392 #include "subsysdamage.h"
394 #include "localize.h"
396 #include "hudconfig.h"
398 // here is a text list of the builtin message names. These names are used to match against
399 // names read in for builtin message radio bits to see what message to play. These are
400 // generic names, meaning that there will be the same message type for a number of different
402 char *Builtin_message_types[MAX_BUILTIN_MESSAGE_TYPES] =
417 "Permission", // AL: no code support yet
418 "Stray", // DA: no code support
425 "Docking Start", // AL: no message seems to exist for this
435 "All Clear", // DA: no code support
443 "Stray Warning Final",
449 MMessage Messages[MAX_MISSION_MESSAGES];
450 int Message_times[MAX_MISSION_MESSAGES];
452 int Num_messages, Num_message_avis, Num_message_waves;
453 int Num_builtin_messages, Num_builtin_avis, Num_builtin_waves;
455 int Message_debug_index = -1;
457 message_extra Message_avis[MAX_MESSAGE_AVIS];
458 message_extra Message_waves[MAX_MESSAGE_WAVES];
460 #define MAX_PLAYING_MESSAGES 2
462 #if defined(FS2_DEMO) || defined(FS1_DEMO)
463 #define MAX_WINGMAN_HEADS 1
464 #define MAX_COMMAND_HEADS 1
466 #define MAX_WINGMAN_HEADS 2
467 #define MAX_COMMAND_HEADS 3
471 #define HEAD_PREFIX_STRING "head-"
472 #define COMMAND_HEAD_PREFIX "head-cm1"
473 #define COMMAND_WAVE_PREFIX "TC_"
474 #define SUPPORT_NAME "Support"
477 // variables to keep track of messages that are currently playing
478 int Num_messages_playing; // number of is a message currently playing?
480 typedef struct pmessage {
481 anim_instance *anim; // handle of anim currently playing
482 int wave; // handle of wave currently playing
483 int id; // id of message currently playing
484 int priority; // priority of message currently playing
485 int shipnum; // shipnum of ship sending this message, -1 if from Terran command
486 int builtin_type; // if a builtin message, type of the message
489 LOCAL pmessage Playing_messages[MAX_PLAYING_MESSAGES];
491 int Message_shipnum; // ship number of who is sending message to player -- used outside this module
493 // variables to control message queuing. All new messages to the player are queued. The array
494 // will be ordered by priority, then time submitted.
496 #define MQF_CONVERT_TO_COMMAND (1<<0) // convert this queued message to terran command
497 #define MQF_CHECK_ALIVE (1<<1) // check for the existence of who_from before sending
499 typedef struct message_q {
500 fix time_added; // time at which this entry was added
501 int window_timestamp; // timestamp which will tell us how long we have to play the message
502 int priority; // priority of the message
503 int message_num; // index into the Messages[] array
504 char who_from[NAME_LENGTH]; // who this message is from
505 int source; // who the source of the message is (HUD_SOURCE_* type)
506 int builtin_type; // type of builtin message (-1 if mission message)
507 int flags; // should this message entry be converted to Terran Command head/wave file
508 int min_delay_stamp; // minimum delay before this message will start playing
509 int group; // message is part of a group, don't time it out
512 #define MAX_MESSAGE_Q 30
513 #define MAX_MESSAGE_LIFE F1_0*30 // After being queued for 30 seconds, don't play it
514 #define DEFAULT_MESSAGE_LENGTH 3000 // default number of milliseconds to display message indicator on hud
515 message_q MessageQ[MAX_MESSAGE_Q];
516 int MessageQ_num; // keeps track of number of entries on the queue.
518 #define MESSAGE_IMMEDIATE_TIMESTAMP 1000 // immediate messages must play within 1 second
519 #define MESSAGE_SOON_TIMESTAMP 5000 // "soon" messages must play within 5 seconds
520 #define MESSAGE_ANYTIME_TIMESTAMP -1 // anytime timestamps are invalid
522 // Persona information
524 Persona Personas[MAX_PERSONAS];
526 char *Persona_type_names[MAX_PERSONA_TYPES] =
538 ///////////////////////////////////////////////////////////////////
539 // used to distort incoming messages when comms are damaged
540 ///////////////////////////////////////////////////////////////////
541 static int Message_wave_muted;
542 static int Message_wave_duration;
543 static int Next_mute_time;
545 #define MAX_DISTORT_PATTERNS 2
546 #define MAX_DISTORT_LEVELS 6
547 static float Distort_patterns[MAX_DISTORT_PATTERNS][MAX_DISTORT_LEVELS] =
549 {0.20f, 0.20f, 0.20f, 0.20f, 0.20f, 0.20f},
550 {0.10f, 0.20f, 0.25f, 0.25f, 0.05f, 0.15f}
553 static int Distort_num; // which distort pattern is being used
554 static int Distort_next; // which section of distort pattern is next
556 int Head_coords[GR_NUM_RESOLUTIONS][2] = {
565 // forward declaration
566 void message_maybe_distort_text(char *text);
568 // following functions to parse messages.tbl -- code pretty much ripped from weapon/ship table parsing code
570 // functions to deal with parsing personas. Personas are just a list of names that give someone
571 // sending a message an identity which spans the life of the mission
575 char type[NAME_LENGTH];
577 Assert ( Num_personas < MAX_PERSONAS );
579 Personas[Num_personas].flags = 0;
580 required_string("$Persona:");
581 stuff_string(Personas[Num_personas].name, F_NAME, NULL);
583 // get the type name and set the appropriate flag
584 required_string("$Type:");
585 stuff_string( type, F_NAME, NULL );
586 for ( i = 0; i < MAX_PERSONA_TYPES; i++ ) {
587 if ( !stricmp( type, Persona_type_names[i]) ) {
589 Personas[Num_personas].flags |= (1<<i);
591 // save the Terran Command persona in a global
592 if ( Personas[Num_personas].flags & PERSONA_FLAG_COMMAND ) {
593 // Assert ( Command_persona == -1 );
594 Command_persona = Num_personas;
601 if ( optional_string("+Vasudan") )
602 Personas[Num_personas].flags |= PERSONA_FLAG_VASUDAN;
604 if ( i == MAX_PERSONA_TYPES )
605 Error(LOCATION, "Unknown persona type in messages.tbl -- %s\n", type );
611 // two functions to add avi/wave names into a table
612 int add_avi( char *avi_name )
616 Assert ( Num_message_avis < MAX_MESSAGE_AVIS );
617 Assert (strlen(avi_name) < MAX_FILENAME_LEN );
619 // check to see if there is an existing avi being used here
620 for ( i = 0; i < Num_message_avis; i++ ) {
621 if ( !stricmp(Message_avis[i].name, avi_name) )
625 // would have returned if a slot existed.
626 strcpy( Message_avis[Num_message_avis].name, avi_name );
627 Message_avis[Num_message_avis].num = -1;
629 return (Num_message_avis - 1);
632 int add_wave( char *wave_name )
636 Assert ( Num_message_waves < MAX_MESSAGE_WAVES );
637 Assert (strlen(wave_name) < MAX_FILENAME_LEN );
639 // check to see if there is an existing wave being used here
640 for ( i = 0; i < Num_message_waves; i++ ) {
641 if ( !stricmp(Message_waves[i].name, wave_name) )
645 strcpy( Message_waves[Num_message_waves].name, wave_name );
646 Message_waves[Num_message_waves].num = -1;
648 return (Num_message_waves - 1);
651 // parses an individual message
652 void message_parse( )
654 MissionMessage *msgp;
655 char persona_name[NAME_LENGTH];
657 Assert ( Num_messages < MAX_MISSION_MESSAGES );
658 msgp = &Messages[Num_messages];
660 required_string("$Name:");
661 stuff_string(msgp->name, F_NAME, NULL);
664 msgp->multi_team = -1;
665 if(optional_string("$Team:")){
670 if((mt < 0) || (mt >= 2)){
674 // only bother with filters if multiplayer and TvT
675 if(Fred_running || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ){
676 msgp->multi_team = mt;
680 // backwards compatibility for old fred missions - all new ones should use $MessageNew
681 if(optional_string("$Message:")){
682 stuff_string(msgp->message, F_MESSAGE, NULL);
684 required_string("$MessageNew:");
685 stuff_string(msgp->message, F_MULTITEXT, NULL);
688 msgp->persona_index = -1;
689 if ( optional_string("+Persona:") ) {
690 stuff_string(persona_name, F_NAME, NULL);
691 msgp->persona_index = message_persona_name_lookup( persona_name );
695 msgp->avi_info.index = -1;
697 msgp->avi_info.name = NULL;
699 if ( optional_string("+AVI Name:") ) {
700 char avi_name[MAX_FILENAME_LEN];
702 stuff_string(avi_name, F_NAME, NULL);
703 if ( !Fred_running ) {
704 msgp->avi_info.index = add_avi(avi_name);
706 msgp->avi_info.name = strdup(avi_name);
711 msgp->wave_info.index = -1;
713 msgp->wave_info.name = NULL;
715 if ( optional_string("+Wave Name:") ) {
716 char wave_name[MAX_FILENAME_LEN];
718 stuff_string(wave_name, F_NAME, NULL);
719 if ( !Fred_running ) {
720 msgp->wave_info.index = add_wave(wave_name);
722 msgp->wave_info.name = strdup(wave_name);
734 read_file_text("messages.tbl");
739 required_string("#Personas");
740 while ( required_string_either("#Messages", "$Persona:")){
744 required_string("#Messages");
745 while (required_string_either("#End", "$Name:")){
749 required_string("#End");
751 // save the number of builting message things -- make initing between missions easier
752 Num_builtin_messages = Num_messages;
753 Num_builtin_avis = Num_message_avis;
754 Num_builtin_waves = Num_message_waves;
756 // close localization
760 // this is called at the start of each level
764 static int table_read = 0;
767 Command_persona = -1;
768 if ((rval = setjmp(parse_abort)) != 0) {
769 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", "messages.tbl", rval);
777 // reset the number of messages that we have for this mission
778 Num_messages = Num_builtin_messages;
779 Message_debug_index = Num_builtin_messages - 1;
780 Num_message_avis = Num_builtin_avis;
781 Num_message_waves = Num_builtin_waves;
783 // initialize the stuff for the linked lists of messages
785 for (i = 0; i < MAX_MESSAGE_Q; i++) {
786 MessageQ[i].priority = -1;
787 MessageQ[i].time_added = -1;
788 MessageQ[i].message_num = -1;
789 MessageQ[i].builtin_type = -1;
790 MessageQ[i].min_delay_stamp = -1;
791 MessageQ[i].group = 0;
794 // this forces a reload of the AVI's and waves for builtin messages. Needed because the flic and
795 // sound system also get reset between missions!
796 for (i = 0; i < Num_builtin_avis; i++ ) {
797 Message_avis[i].anim_data = NULL;
800 for (i = 0; i < Num_builtin_waves; i++ ){
801 Message_waves[i].num = -1;
804 Message_shipnum = -1;
805 Num_messages_playing = 0;
806 for ( i = 0; i < MAX_PLAYING_MESSAGES; i++ ) {
807 Playing_messages[i].anim = NULL;
808 Playing_messages[i].wave = -1;
809 Playing_messages[i].id = -1;
810 Playing_messages[i].priority = -1;
811 Playing_messages[i].shipnum = -1;
812 Playing_messages[i].builtin_type = -1;
815 // reinitialize the personas. mark them all as not used
816 for ( i = 0; i < Num_personas; i++ ){
817 Personas[i].flags &= ~PERSONA_FLAG_USED;
820 Message_wave_muted = 0;
823 memset(Message_times, 0, sizeof(int)*MAX_MISSION_MESSAGES);
826 // called to do cleanup when leaving a mission
827 void message_mission_shutdown()
831 mprintf(("Unloading in mission messages\n"));
833 training_mission_shutdown();
835 // remove the wave sounds from memory
836 for (i = 0; i < Num_message_waves; i++ ) {
837 if ( Message_waves[i].num != -1 ){
838 snd_unload( Message_waves[i].num );
844 // functions to deal with queuing messages to the message system.
846 // Compare function for system qsort() for sorting message queue entries based on priority.
847 // Return values set to sort array in _decreasing_ order. If priorities equal, sort based
848 // on time added into queue
849 int message_queue_priority_compare(const void *a, const void *b)
853 ma = (message_q *) a;
854 mb = (message_q *) b;
856 if (ma->priority > mb->priority) {
858 } else if (ma->priority < mb->priority) {
860 } else if (ma->time_added < mb->time_added) {
862 } else if (ma->time_added > mb->time_added) {
869 // function to kill all currently playing messages. kill_all parameter tells us to
870 // kill only the animations that are playing, or wave files too
871 void message_kill_all( int kill_all )
875 Assert( Num_messages_playing );
877 // kill sounds for all voices currently playing
878 for ( i = 0; i < Num_messages_playing; i++ ) {
879 if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) ) {
880 anim_stop_playing( Playing_messages[i].anim );
881 Playing_messages[i].anim=NULL;
885 if ( (Playing_messages[i].wave != -1 ) && snd_is_playing(Playing_messages[i].wave) ){
886 snd_stop( Playing_messages[i].wave );
889 Playing_messages[i].shipnum = -1;
894 Num_messages_playing = 0;
898 // function to kill nth playing message
899 void message_kill_playing( int message_num )
901 Assert( message_num < Num_messages_playing );
903 if ( (Playing_messages[message_num].anim != NULL) && anim_playing(Playing_messages[message_num].anim) ) {
904 anim_stop_playing( Playing_messages[message_num].anim );
905 Playing_messages[message_num].anim=NULL;
907 if ( (Playing_messages[message_num].wave != -1 ) && snd_is_playing(Playing_messages[message_num].wave) )
908 snd_stop( Playing_messages[message_num].wave );
910 Playing_messages[message_num].shipnum = -1;
914 // returns true if all messages currently playing are builtin messages
915 int message_playing_builtin()
919 for ( i = 0; i < Num_messages_playing; i++ ) {
920 if ( Playing_messages[i].id >= Num_builtin_messages ){
925 // if we got through the list without breaking, all playing messages are builtin messages
926 if ( i == Num_messages_playing ){
933 // returns true in any playing message is of the specific builtin type
934 int message_playing_specific_builtin( int builtin_type )
938 for (i = 0; i < Num_messages_playing; i++ ) {
939 if ( (Playing_messages[i].id < Num_builtin_messages) && (Playing_messages[i].builtin_type == builtin_type) ){
947 // returns true if all messages current playing are unique messages
948 int message_playing_unique()
952 for ( i = 0; i < Num_messages_playing; i++ ) {
953 if ( Playing_messages[i].id < Num_builtin_messages ){
958 // if we got through the list without breaking, all playing messages are builtin messages
959 if ( i == Num_messages_playing ){
967 // returns the highest priority of the currently playing messages
968 #define MESSAGE_GET_HIGHEST 1
969 #define MESSAGE_GET_LOWEST 2
970 int message_get_priority(int which)
975 if ( which == MESSAGE_GET_HIGHEST ){
976 priority = MESSAGE_PRIORITY_LOW;
978 priority = MESSAGE_PRIORITY_HIGH;
981 for ( i = 0; i < Num_messages_playing; i++ ) {
982 if ( (which == MESSAGE_GET_HIGHEST) && (Playing_messages[i].priority > priority) ){
983 priority = Playing_messages[i].priority;
984 } else if ( (which == MESSAGE_GET_LOWEST) && (Playing_messages[i].priority < priority) ){
985 priority = Playing_messages[i].priority;
993 // removes current message from the queue
994 void message_remove_from_queue(message_q *q)
996 // quick out if nothing to do.
997 if ( MessageQ_num <= 0 ) {
1004 q->message_num = -1;
1005 q->builtin_type = -1;
1006 q->min_delay_stamp = -1;
1009 if ( MessageQ_num > 0 ) {
1010 qsort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare);
1014 // Load in the sound data for a message.
1016 // index - index into the Message_waves[] array
1018 void message_load_wave(int index, const char *filename)
1025 if ( Message_waves[index].num >= 0) {
1030 memset(&tmp_gs, 0, sizeof(game_snd));
1031 strcpy( tmp_gs.filename, filename );
1032 Message_waves[index].num = snd_load( &tmp_gs );
1033 if ( Message_waves[index].num == -1 ) {
1034 nprintf (("messaging", "Cannot load message wave: %s. Will not play\n", Message_waves[index].name ));
1038 // Play wave file associated with message
1039 // input: m => pointer to message description
1041 // note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num
1042 void message_play_wave( message_q *q )
1046 char filename[MAX_FILENAME_LEN];
1048 // check for multiple messages playing. don't check builtin messages.
1049 if (q->message_num >= Num_builtin_messages) {
1050 if ( (f2fl(Missiontime - Message_times[q->message_num]) < 10) && (f2fl(Missiontime) > 10) ) {
1051 // Int3(); // Get Andsager
1053 Message_times[q->message_num] = Missiontime;
1056 m = &Messages[q->message_num];
1058 if ( m->wave_info.index != -1 ) {
1059 index = m->wave_info.index;
1062 Assert( index != -1 );
1067 // if we need to bash the wave name because of "conversion" to terran command, do it here
1068 strcpy( filename, Message_waves[index].name );
1069 if ( q->flags & MQF_CONVERT_TO_COMMAND ) {
1070 char *p, new_filename[MAX_FILENAME_LEN];
1072 Message_waves[index].num = -1; // forces us to reload the message
1074 // bash the filename here. Look for "[1-6]_" at the front of the message. If found, then
1076 p = strchr(filename, '_' );
1078 mprintf(("Cannot convert %s to terran command wave -- find Sandeep or Allender\n", Message_waves[index].name));
1082 // prepend the command name, and then the rest of the filename.
1084 strcpy( new_filename, COMMAND_WAVE_PREFIX );
1085 strcat( new_filename, p );
1086 strcpy( filename, new_filename );
1089 // load the sound file into memory
1090 message_load_wave(index, filename);
1091 if ( Message_waves[index].num == -1 ) {
1092 m->wave_info.index = -1;
1095 if ( m->wave_info.index >= 0 ) {
1096 // this call relies on the fact that snd_play returns -1 if the sound cannot be played
1097 Message_wave_duration = snd_get_duration(Message_waves[index].num);
1098 Playing_messages[Num_messages_playing].wave = snd_play_raw( Message_waves[index].num, 0.0f );
1103 // Determine the starting frame for the animation
1104 // input: time => time of voice clip, in ms
1105 // ani => pointer to anim data
1106 // reverse => flag to indicate that the start should be time ms from the end (used for death screams)
1107 int message_calc_anim_start_frame(int time, anim *ani, int reverse)
1109 float wave_time, anim_time;
1114 // If no voice clip exists, start from beginning of anim
1119 // convert time to seconds
1120 wave_time = time/1000.0f;
1121 anim_time = ani->time;
1123 // If voice clip is longer than anim, start from beginning of anim
1124 if ( wave_time >= (anim_time) ) {
1129 start_frame = (ani->total_frames-1) - fl2i(ani->fps * wave_time + 0.5f);
1131 int num_frames_extra;
1132 num_frames_extra = fl2i(ani->fps * (anim_time - wave_time) + 0.5f);
1133 if ( num_frames_extra > 0 ) {
1134 start_frame=rand()%num_frames_extra;
1138 if ( start_frame < 0 ) {
1146 // Play animation associated with message
1147 // input: m => pointer to message description
1148 // q => message queue data
1150 // note: changes Messave_wave_duration, Playing_messages[].wave, and Message_waves[].num
1151 void message_play_anim( message_q *q )
1153 message_extra *anim_info;
1154 int is_death_scream=0, persona_index=-1, rand_index=-1;
1155 char ani_name[MAX_FILENAME_LEN], *p;
1158 m = &Messages[q->message_num];
1160 // check to see if the avi_index is valid -- try and load/play the avi if so.
1161 if ( m->avi_info.index < 0 ) {
1165 anim_info = &Message_avis[m->avi_info.index];
1167 // get the filename. Strip off the extension since we won't need it anyway
1168 strcpy(ani_name, anim_info->name);
1169 p = strchr(ani_name, '.'); // gets us to the extension
1174 // builtin messages are given a base ani which we should add a suffix on before trying
1175 // to load the animation. See if this message is a builtin message which has a persona
1176 // attached to it. Deal with munging the name
1178 // support ships use a wingman head.
1179 // terran command uses it's own set of heads.
1180 int subhead_selected = FALSE;
1181 if ( (q->message_num < Num_builtin_messages) || !(_strnicmp(HEAD_PREFIX_STRING, ani_name, strlen(HEAD_PREFIX_STRING)-1)) ) {
1182 persona_index = m->persona_index;
1184 // if this ani should be converted to a terran command, set the persona to the command persona
1185 // so the correct head plays.
1186 if ( q->flags & MQF_CONVERT_TO_COMMAND ) {
1187 persona_index = Command_persona;
1188 strcpy( ani_name, COMMAND_HEAD_PREFIX );
1191 if ( Personas[persona_index].flags & (PERSONA_FLAG_WINGMAN | PERSONA_FLAG_SUPPORT) ) {
1192 // get a random head -- it's one of two.
1193 if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) {
1194 rand_index=2; // 3rd version is always death animation
1197 rand_index = (Missiontime % MAX_WINGMAN_HEADS);
1199 sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
1200 subhead_selected = TRUE;
1201 } else if ( Personas[persona_index].flags & (PERSONA_FLAG_COMMAND | PERSONA_FLAG_LARGE) ) {
1202 // get a random head -- it's one of two.
1203 rand_index = (Missiontime % MAX_COMMAND_HEADS);
1204 sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
1205 subhead_selected = TRUE;
1207 if (!subhead_selected) {
1208 // choose between a and b
1209 rand_index = (Missiontime % MAX_WINGMAN_HEADS);
1210 sprintf(ani_name, "%s%c", ani_name, 'a'+rand_index);
1211 mprintf(("message '%s' with invalid head. Fix by assigning persona to the message.\n", m->name));
1213 nprintf(("Messaging", "playing head %s for %s\n", ani_name, q->who_from));
1216 // check to see if the avi has been loaded. If not, then load the AVI. On an error loading
1217 // the avi, set the top level index to -1 to avoid multiple tries at loading the flick.
1218 if ( hud_gauge_active(HUD_TALKING_HEAD) ) {
1219 anim_info->anim_data = anim_load( ani_name, 0 );
1224 if ( anim_info->anim_data == NULL ) {
1225 nprintf (("messaging", "Cannot load message avi %s. Will not play.\n", ani_name));
1226 m->avi_info.index = -1; // if cannot load the avi -- set this index to -1 to avoid trying to load multiple times
1229 if ( m->avi_info.index >= 0 ) {
1230 // This call relies on the fact that AVI_play will return -1 if the AVI cannot be played
1231 // if any messages are already playing, kill off any head anims that are currently playing. We will
1232 // only play a head anim of the newest messages being played
1233 if ( Num_messages_playing > 0 ) {
1234 nprintf(("messaging", "killing off any currently playing head animations\n"));
1235 message_kill_all( 0 );
1238 if ( hud_gauge_active(HUD_TALKING_HEAD) ) {
1239 int anim_start_frame;
1240 anim_play_struct aps;
1242 // figure out anim start frame
1243 anim_start_frame = message_calc_anim_start_frame(Message_wave_duration, anim_info->anim_data, is_death_scream);
1244 anim_play_init(&aps, anim_info->anim_data, Head_coords[gr_screen.res][0], Head_coords[gr_screen.res][1]);
1245 aps.start_at = anim_start_frame;
1247 // aps.color = &HUD_color_defaults[HUD_color_alpha];
1248 aps.color = &HUD_config.clr[HUD_TALKING_HEAD];
1250 Playing_messages[Num_messages_playing].anim = anim_play(&aps);
1255 // process the message queue -- called once a frame
1256 void message_queue_process()
1263 // Don't play messages until first frame has been rendered
1264 if ( Framecount < 2 ) {
1268 // determine if all playing messages (if any) are done playing. If any are done, remove their
1269 // entries collapsing the Playing_messages array if necessary
1270 if ( Num_messages_playing > 0 ) {
1272 // for each message playing, determine if it is done.
1274 while ( i < Num_messages_playing ) {
1275 int ani_done, wave_done, j;
1278 if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) )
1283 // if ( (Playing_messages[i].wave != -1) && snd_is_playing(Playing_messages[i].wave) )
1284 if ( (Playing_messages[i].wave != -1) && (snd_time_remaining(Playing_messages[i].wave) > 250) )
1287 // AL 1-20-98: If voice message is done, kill the animation early
1288 if ( (Playing_messages[i].wave != -1) && wave_done ) {
1290 anim_stop_playing( Playing_messages[i].anim );
1294 // see if the ship sending this message is dying. If do, kill wave and anim
1295 if ( Playing_messages[i].shipnum != -1 ) {
1296 if ( (Ships[Playing_messages[i].shipnum].flags & SF_DYING) && (Playing_messages[i].builtin_type != MESSAGE_WINGMAN_SCREAM) ) {
1299 shipnum = Playing_messages[i].shipnum;
1300 message_kill_playing( i );
1301 // force this guy to scream
1302 // AL 22-2-98: Ensure don't use -1 to index into ships array. Mark, something is incorrect
1303 // here, since message_kill_playing() seems to always set Playing_messages[i].shipnum to -1
1304 // MWA 3/24/98 -- save shipnum before killing message
1306 Assert( shipnum >= 0 );
1307 if ( !(Ships[shipnum].flags & SF_SHIP_HAS_SCREAMED) ) {
1308 ship_scream( &Ships[shipnum] );
1310 continue; // this should keep us in the while() loop with same value of i.
1311 } // we should enter the next 'if' statement during next pass
1314 // if both ani and wave are done, mark internal variable so we can do next message on queue, and
1315 // global variable to clear voice brackets on hud
1316 if ( wave_done && ani_done ) {
1317 nprintf(("messaging", "Message %d is done playing\n", i));
1318 Message_shipnum = -1;
1319 Num_messages_playing--;
1320 if ( Num_messages_playing == 0 )
1323 // there is still another message playing. Collapse the playing_message array
1324 nprintf(("messaging", "Collapsing playing message stack\n"));
1325 for ( j = i+1; j < Num_messages_playing + 1; j++ ) {
1326 Playing_messages[j-1] = Playing_messages[j];
1329 // messages is not done playing -- move to next message
1335 // preprocess message queue and remove anything on the queue that is too old. If next message on
1336 // the queue can be played, then break out of the loop. Otherwise, loop until nothing on the queue
1337 while ( MessageQ_num > 0 ) {
1339 if ( timestamp_valid(q->window_timestamp) && timestamp_elapsed(q->window_timestamp) && !q->group) {
1340 // remove message from queue and see if more to remove
1341 nprintf(("messaging", "Message %s didn't play because it didn't fit into time window.\n", Messages[q->message_num].name));
1342 if ( q->message_num < Num_builtin_messages ){ // we should only ever remove builtin messages this way
1343 message_remove_from_queue(q);
1352 // no need to process anything if there isn't anything on the queue
1353 if ( MessageQ_num <= 0 ){
1357 // get a pointer to an item on the queue
1360 while((found == -1) && (idx < MessageQ_num)){
1361 // if this guy has no min delay timestamp, or it has expired, select him
1362 if((MessageQ[idx].min_delay_stamp == -1) || timestamp_elapsed(MessageQ[idx].min_delay_stamp)){
1371 // if we didn't find anything, bail
1375 // if this is not the first item on the queue, make it the first item
1380 memcpy(&temp, &MessageQ[found], sizeof(message_q));
1382 // move all other entries up
1383 for(idx=found; idx>0; idx--){
1384 memcpy(&MessageQ[idx], &MessageQ[idx-1], sizeof(message_q));
1387 // plop the entry down as being first
1388 memcpy(&MessageQ[0], &temp, sizeof(message_q));
1392 Assert ( q->message_num != -1 );
1393 Assert ( q->priority != -1 );
1394 Assert ( q->time_added != -1 );
1396 if ( Num_messages_playing ) {
1397 // peek at the first message on the queue to see if it should interrupt, or overlap a currently
1398 // playing message. Mission specific messages will always interrupt builtin messages. They
1399 // will never interrupt other mission specific messages.
1401 // Builtin message might interrupt other builtin messages, or overlap them, all depending on
1402 // message priority.
1404 if ( q->builtin_type == MESSAGE_HAMMER_SWINE ) {
1405 message_kill_all(1);
1406 } else if ( message_playing_specific_builtin(MESSAGE_HAMMER_SWINE) ) {
1409 } else if ( message_playing_builtin() && ( q->message_num >= Num_builtin_messages) && (q->priority > MESSAGE_PRIORITY_LOW) ) {
1410 // builtin is playing and we have a unique message to play. Kill currently playing message
1411 // so unique can play uninterrupted. Only unique messages higher than low priority will interrupt
1413 message_kill_all(1);
1414 nprintf(("messaging", "Killing all currently playing messages to play unique message\n"));
1415 } else if ( message_playing_builtin() && (q->message_num < Num_builtin_messages) ) {
1416 // when a builtin message is queued, we might either overlap or interrupt the currently
1419 // we have to check for num_messages_playing (again), since code for death scream might
1420 // kill all messages.
1421 if ( Num_messages_playing ) {
1422 if ( message_get_priority(MESSAGE_GET_HIGHEST) < q->priority ) {
1423 // lower priority message playing -- kill it.
1424 message_kill_all(1);
1425 nprintf(("messaging", "Killing all currently playing messages to play high priority builtin\n"));
1426 } else if ( message_get_priority(MESSAGE_GET_LOWEST) > q->priority ) {
1427 // queued message is a lower priority, so wait it out
1430 // if we get here, then queued messages is a builtin message with the same priority
1431 // as the currently playing messages. This state will cause messages to overlap.
1432 nprintf(("messaging", "playing builtin message (overlap) because priorities match\n"));
1435 } else if ( message_playing_unique() && (q->message_num < Num_builtin_messages) ) {
1436 // code messages can kill any low priority mission specific messages
1437 if ( Num_messages_playing ) {
1438 if ( message_get_priority(MESSAGE_GET_HIGHEST) == MESSAGE_PRIORITY_LOW ) {
1439 message_kill_all(1);
1440 nprintf(("messaging", "Killing low priority unique messages to play code message\n"));
1442 return; // do nothing.
1450 // if we are playing the maximum number of voices, then return. Make the check here since the above
1451 // code might kill of currently playing messages
1452 if ( Num_messages_playing == MAX_PLAYING_MESSAGES )
1455 Message_shipnum = ship_name_lookup( q->who_from );
1457 // see if we need to check if sending ship is alive
1458 if ( q->flags & MQF_CHECK_ALIVE ) {
1459 if ( Message_shipnum == -1 ) {
1464 // if this is a ship, then don't play anything if this ship is already talking
1465 if ( Message_shipnum != -1 ) {
1466 for ( i = 0; i < Num_messages_playing; i++ ) {
1467 if ( (Playing_messages[i].shipnum != -1) && (Playing_messages[i].shipnum == Message_shipnum) ){
1473 // set up module globals for this message
1474 m = &Messages[q->message_num];
1475 Playing_messages[Num_messages_playing].anim = NULL;
1476 Playing_messages[Num_messages_playing].wave = -1;
1477 Playing_messages[Num_messages_playing].id = q->message_num;
1478 Playing_messages[Num_messages_playing].priority = q->priority;
1479 Playing_messages[Num_messages_playing].shipnum = Message_shipnum;
1480 Playing_messages[Num_messages_playing].builtin_type = q->builtin_type;
1482 Message_wave_duration = 0;
1484 // translate tokens in message to the real things
1485 message_translate_tokens(buf, m->message);
1487 // AL: added 07/14/97.. only play avi/sound if in gameplay
1488 if ( gameseq_get_state() != GS_STATE_GAME_PLAY )
1491 // AL 4-7-98: Can't receive messages if comm is destroyed
1492 if ( hud_communications_state(Player_ship) == COMM_DESTROYED ) {
1496 // Don't play death scream unless a small ship.
1497 if ( q->builtin_type == MESSAGE_WINGMAN_SCREAM ) {
1498 int t = Ship_info[Ships[Message_shipnum].ship_info_index].flags;
1499 int t2 = SIF_SMALL_SHIP;
1506 // play wave first, since need to know duration for picking anim start frame
1507 message_play_wave(q);
1509 // play animation for head
1510 #ifndef DEMO // do we want this for FS2_DEMO
1511 message_play_anim(q);
1514 // distort the message if comms system is damaged
1515 message_maybe_distort_text(buf);
1518 // debug only -- if the message is a builtin message, put in parens whether or not the voice played
1519 if ( Playing_messages[Num_messages_playing].wave == -1 ) {
1520 strcat( buf, NOX("..(no wavefile for voice)"));
1521 snd_play(&Snds[SND_CUE_VOICE]);
1525 HUD_sourced_printf( q->source, NOX("%s: %s"), q->who_from, buf );
1527 if ( Message_shipnum >= 0 ) {
1528 hud_target_last_transmit_add(Message_shipnum);
1532 Num_messages_playing++;
1533 message_remove_from_queue( q );
1536 // queues up a message to display to the player
1537 void message_queue_message( int message_num, int priority, int timing, char *who_from, int source, int group, int delay, int builtin_type )
1541 if ( message_num < 0 ) return;
1543 // some messages can get queued quickly. Try to filter out certain types of messages before
1544 // they get queued if there are other messages of the same type already queued
1545 if ( (builtin_type == MESSAGE_REARM_ON_WAY) || (builtin_type == MESSAGE_OOPS) ) {
1546 // if it is already playing, then don't play it
1547 if ( message_playing_specific_builtin(builtin_type) )
1550 for ( i = 0; i < MessageQ_num; i++ ) {
1551 // if one of these messages is already queued, the don't play
1552 if ( (MessageQ[i].message_num == message_num) && (MessageQ[i].builtin_type == builtin_type) )
1558 // check to be sure that we haven't reached our max limit on these messages yet.
1559 if ( MessageQ_num == MAX_MESSAGE_Q ) {
1564 // if player is a traitor, no messages for him!!!
1565 if ( Player_ship->team == TEAM_TRAITOR ) {
1569 m_persona = Messages[message_num].persona_index;
1571 // put the message into a slot
1573 MessageQ[i].time_added = Missiontime;
1574 MessageQ[i].priority = priority;
1575 MessageQ[i].message_num = message_num;
1576 MessageQ[i].source = source;
1577 MessageQ[i].builtin_type = builtin_type;
1578 MessageQ[i].min_delay_stamp = timestamp(delay);
1579 MessageQ[i].group = group;
1580 strcpy(MessageQ[i].who_from, who_from);
1582 // SPECIAL HACK -- if the who_from is terran command, and there is a wingman persona attached
1583 // to this message, then set a bit to tell the wave/anim playing code to play the command version
1584 // of the wave and head
1585 MessageQ[i].flags = 0;
1586 if ( !stricmp(who_from, TERRAN_COMMAND) && (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) {
1587 MessageQ[i].flags |= MQF_CONVERT_TO_COMMAND;
1588 MessageQ[i].source = HUD_SOURCE_TERRAN_CMD;
1591 if ( (m_persona != -1) && (Personas[m_persona].flags & PERSONA_FLAG_WINGMAN) ) {
1592 if ( !strstr(who_from, ".wav") ) {
1593 MessageQ[i].flags |= MQF_CHECK_ALIVE;
1597 // set the timestamp of when to play this message based on the 'timing' value
1598 if ( timing == MESSAGE_TIME_IMMEDIATE )
1599 MessageQ[i].window_timestamp = timestamp(MESSAGE_IMMEDIATE_TIMESTAMP);
1600 else if ( timing == MESSAGE_TIME_SOON )
1601 MessageQ[i].window_timestamp = timestamp(MESSAGE_SOON_TIMESTAMP);
1603 MessageQ[i].window_timestamp = timestamp(MESSAGE_ANYTIME_TIMESTAMP); // make invalid
1606 qsort(MessageQ, MAX_MESSAGE_Q, sizeof(message_q), message_queue_priority_compare);
1609 // MWA -- called every frame from game loop
1610 //message_queue_process();
1613 // function to return the persona index of the given ship. If it isn't assigned, it will be
1614 // in this function. persona_type could be a wingman, Terran Command, or other generic ship
1615 // type personas. ship is the ship we should assign a persona to
1616 int message_get_persona( ship *shipp )
1618 int i, ship_type, slist[MAX_PERSONAS], count;
1620 if ( shipp != NULL ) {
1621 // see if this ship has a persona
1622 if ( shipp->persona_index != -1 )
1623 return shipp->persona_index;
1625 // get the type of ship (i.e. support, fighter/bomber, etc)
1626 ship_type = Ship_info[shipp->ship_info_index].flags;
1628 // shorcut for Vasudan personas. All vasudan fighters/bombers use the same persona. All Vasudan
1629 // large ships will use the same persona
1630 if ( Ship_info[shipp->ship_info_index].species == SPECIES_VASUDAN ) {
1633 if ( ship_type & (SIF_FIGHTER|SIF_BOMBER) ) {
1634 persona_needed = PERSONA_FLAG_WINGMAN;
1635 } else if ( ship_type & SIF_SUPPORT ) {
1636 persona_needed = PERSONA_FLAG_SUPPORT;
1638 persona_needed = PERSONA_FLAG_LARGE;
1641 // iternate through the persona list finding the one that we need
1642 for ( i = 0; i < Num_personas; i++ ) {
1643 if ( (Personas[i].flags & persona_needed) && (Personas[i].flags & PERSONA_FLAG_VASUDAN) ) {
1644 nprintf(("messaging", "assigning vasudan persona %s to %s\n", Personas[i].name, shipp->ship_name));
1649 // make support personas use the terran persona by not returning here when looking for
1651 if ( persona_needed != PERSONA_FLAG_SUPPORT )
1652 return -1; // shouldn't get here eventually, but return -1 for now to deal with missing persona
1655 // iterate through the persona list looking for one not used. Look at the type of persona
1656 // and try to determine appropriate personas to use.
1657 for ( i = 0; i < Num_personas; i++ ) {
1659 // if this is a vasudan persona -- skip it
1660 if ( Personas[i].flags & PERSONA_FLAG_VASUDAN )
1663 // check the ship types, and don't try to assign those which don't type match
1664 if ( (ship_type & SIF_SUPPORT) && !(Personas[i].flags & PERSONA_FLAG_SUPPORT) )
1666 else if ( (ship_type & (SIF_FIGHTER|SIF_BOMBER)) && !(Personas[i].flags & PERSONA_FLAG_WINGMAN) )
1668 else if ( !(ship_type & (SIF_FIGHTER|SIF_BOMBER|SIF_SUPPORT)) && !(Personas[i].flags & PERSONA_FLAG_LARGE) )
1671 if ( !(Personas[i].flags & PERSONA_FLAG_USED) ) {
1672 nprintf(("messaging", "assigning persona %s to %s\n", Personas[i].name, shipp->ship_name));
1673 Personas[i].flags |= PERSONA_FLAG_USED;
1678 // grab a random one, and reuse it (staying within type specifications)
1680 for ( i = 0; i < Num_personas; i++ ) {
1682 // see if ship meets our criterea
1683 if ( (ship_type & SIF_SUPPORT) && !(Personas[i].flags & PERSONA_FLAG_SUPPORT) )
1685 else if ( (ship_type & (SIF_FIGHTER|SIF_BOMBER)) && !(Personas[i].flags & PERSONA_FLAG_WINGMAN) )
1687 else if ( !(ship_type & (SIF_FIGHTER|SIF_BOMBER|SIF_SUPPORT)) && !(Personas[i].flags & PERSONA_FLAG_LARGE) )
1689 else if ( Personas[i].flags & PERSONA_FLAG_VASUDAN ) // don't use any vasudan persona
1696 // couldn't find appropriate persona type
1700 // now get a random one from the list
1701 i = (rand() % count);
1704 nprintf(("messaging", "Couldn't find a new persona for ship %s, reusing persona %s\n", shipp->ship_name, Personas[i].name));
1709 // for now -- we don't support other types of personas (non-wingman personas)
1714 // given a message id#, should it be filtered for me?
1715 int message_filter_multi(int id)
1718 if(!(Game_mode & GM_MULTIPLAYER)){
1723 if((id < 0) || (id >= Num_messages)){
1724 mprintf(("Filtering bogus mission message!\n"));
1729 if(id < Num_builtin_messages){
1731 // mission-specific messages
1733 // not team filtered
1734 if(Messages[id].multi_team < 0){
1739 if(!(Netgame.type_flags & NG_TYPE_TEAM)){
1743 // is this for my team?
1744 if((Net_player != NULL) && (Net_player->p_info.team != Messages[id].multi_team)){
1745 mprintf(("Filtering team-based mission message!\n"));
1753 // send_unique_to_player sends a mission unique (specific) message to the player (possibly a multiplayer
1754 // person). These messages are *not* the builtin messages
1755 void message_send_unique_to_player( char *id, void *data, int m_source, int priority, int group, int delay )
1762 for (i=0; i<Num_messages; i++) {
1764 if ( !stricmp(id, Messages[i].name) ) {
1766 // if the ship pointer and special_who are both NULL then this is from generic "Terran Command"
1767 // if the ship is NULL and special_who is not NULL, then this is from special_who
1768 // otherwise, message is from ship.
1769 if ( m_source == MESSAGE_SOURCE_COMMAND ) {
1770 who_from = TERRAN_COMMAND;
1771 source = HUD_SOURCE_TERRAN_CMD;
1772 } else if ( m_source == MESSAGE_SOURCE_SPECIAL ) {
1773 who_from = (char *)data;
1774 source = HUD_SOURCE_TERRAN_CMD;
1775 } else if ( m_source == MESSAGE_SOURCE_WINGMAN ) {
1776 int m_persona, ship_index;
1778 // find a wingman with the same persona as this message. If the message's persona doesn't
1779 // exist, we will use Terran command
1780 m_persona = Messages[i].persona_index;
1781 if ( m_persona == -1 ) {
1782 mprintf(("Warning: Message %d has no persona assigned.\n", i));
1786 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, m_persona, 1, Messages[i].multi_team);
1788 // if the ship_index is -1, then make the message come from Terran command
1789 if ( ship_index == -1 ) {
1790 who_from = TERRAN_COMMAND;
1791 source = HUD_SOURCE_TERRAN_CMD;
1793 who_from = Ships[ship_index].ship_name;
1794 source = HUD_get_team_source(Ships[ship_index].team);
1797 } else if ( m_source == MESSAGE_SOURCE_SHIP ) {
1800 shipp = (ship *)data;
1801 who_from = shipp->ship_name;
1802 source = HUD_get_team_source(shipp->team);
1804 // be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!)
1805 Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) ); // get allender or alan
1808 // not multiplayer or this message is for me, then queue it
1809 // if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){
1811 // maybe filter it out altogether
1812 if(!message_filter_multi(i)){
1813 message_queue_message( i, priority, MESSAGE_TIME_ANYTIME, who_from, source, group, delay );
1816 // record to the demo if necessary
1817 if(Game_mode & GM_DEMO_RECORD){
1818 demo_POST_unique_message(id, who_from, m_source, priority);
1822 // send a message packet to a player if destined for everyone or only a specific person
1823 if ( MULTIPLAYER_MASTER ){
1824 send_mission_message_packet( i, who_from, priority, MESSAGE_TIME_SOON, source, -1, -1, -1);
1827 return; // all done with displaying
1830 nprintf (("messaging", "Couldn't find message id %s to send to player!\n", id ));
1833 // send builtin_to_player sends a message (from messages.tbl) to the player. These messages are
1834 // the generic infomrational type messages. The have priorities like misison specific messages,
1835 // and use a timing to tell how long we should wait before playing this message
1836 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 )
1838 int i, persona_index;
1841 // if we aren't showing builtin msgs, bail
1842 if (The_mission.flags & MISSION_FLAG_NO_BUILTIN_MSGS) {
1846 // see if there is a persona assigned to this ship. If not, then try to assign one!!!
1848 if ( shipp->persona_index == -1 ){
1849 shipp->persona_index = message_get_persona( shipp );
1852 persona_index = shipp->persona_index;
1853 if ( persona_index == -1 ) {
1854 nprintf(("messaging", "Couldn't find persona for %s\n", shipp->ship_name ));
1857 // be sure that this ship can actually send a message!!! (i.e. not-not-flyable -- get it!)
1858 Assert( !(Ship_info[shipp->ship_info_index].flags & SIF_NOT_FLYABLE) ); // get allender or alan
1860 persona_index = Command_persona; // use the terran command persona
1863 // try to find a builtin message with the given type for the given persona
1864 // make a loop out of this routne since we may try to play a message in the wrong
1865 // persona if we can't find the right message for the given persona
1867 for ( i = 0; i < Num_builtin_messages; i++ ) {
1868 char *name, *who_from;
1870 name = Builtin_message_types[type];
1872 // see if the have the type of message
1873 if ( stricmp(Messages[i].name, name) ){
1877 // must have the correct persona. persona_index of -1 means find the first
1878 // message possibly of the correct type
1879 if ( (persona_index != -1 ) && (Messages[i].persona_index != persona_index) ){
1883 // get who this message is from -- kind of a hack since we assume Terran Command in the
1884 // absense of a ship. This will be fixed later
1886 source = HUD_get_team_source( shipp->team );
1887 who_from = shipp->ship_name;
1889 source = HUD_SOURCE_TERRAN_CMD;
1890 who_from = TERRAN_COMMAND;
1893 // maybe change the who from here for special rearm cases (always seems like that is the case :-) )
1894 if ( !stricmp(who_from, TERRAN_COMMAND) && (type == MESSAGE_REARM_ON_WAY) ){
1895 who_from = SUPPORT_NAME;
1898 // determine what we should actually do with this dang message. In multiplayer, we must
1899 // deal with the fact that this message might not get played on my machine if I am a server
1901 // not multiplayer or this message is for me, then queue it
1902 if ( !(Game_mode & GM_MULTIPLAYER) || ((multi_target == -1) || (multi_target == MY_NET_PLAYER_NUM)) ){
1904 // if this filter matches mine
1905 if( (multi_team_filter < 0) || !(Netgame.type_flags & NG_TYPE_TEAM) || ((Net_player != NULL) && (Net_player->p_info.team == multi_team_filter)) ){
1906 message_queue_message( i, priority, timing, who_from, source, group, delay, type );
1908 // post a builtin message
1909 if(Game_mode & GM_DEMO_RECORD){
1910 demo_POST_builtin_message(type, shipp, priority, timing);
1915 // send a message packet to a player if destined for everyone or only a specific person
1916 if ( MULTIPLAYER_MASTER ) {
1917 // only send a message if it is of a particular type
1918 if(multi_target == -1){
1919 if(multi_message_should_broadcast(type)){
1920 send_mission_message_packet( i, who_from, priority, timing, source, type, -1, multi_team_filter );
1923 send_mission_message_packet( i, who_from, priority, timing, source, type, multi_target, multi_team_filter );
1927 return; // all done with displaying
1930 if ( persona_index >= 0 ) {
1931 nprintf(("messaging", "Couldn't find builtin message %s for persona %d\n", Builtin_message_types[type], persona_index ));
1932 nprintf(("messaging", "looking for message for any persona\n"));
1935 persona_index = -999; // used here and the next line only -- hard code bad, but I'm lazy
1937 } while ( persona_index != -999 );
1940 // message_is_playing()
1942 // Return the Message_playing flag. Message_playing is local to MissionMessage.cpp, but
1943 // this info is needed by code in HUDsquadmsg.cpp
1945 int message_is_playing()
1947 return Num_messages_playing?1:0;
1950 // Functions below pertain only to personas!!!!
1952 // given a character string, try to find the persona index
1953 int message_persona_name_lookup( char *name )
1957 for (i = 0; i < Num_personas; i++ ) {
1958 if ( !stricmp(Personas[i].name, name) )
1966 // Blank out portions of the audio playback for the sound identified by Message_wave
1967 // This works by using the same Distort_pattern[][] that was used to distort the associated text
1968 void message_maybe_distort()
1973 if ( Num_messages_playing == 0 )
1976 for ( i = 0; i < Num_messages_playing; i++ ) {
1977 if ( !snd_is_playing(Playing_messages[i].wave) )
1981 // distort the number of voices currently playing
1982 for ( i = 0; i < Num_messages_playing; i++ ) {
1983 Assert(Playing_messages[i].wave >= 0 );
1987 // added check to see if EMP effect was active
1989 if ( (hud_communications_state(Player_ship) != COMM_OK) || emp_active_local() ) {
1990 was_muted = Message_wave_muted;
1991 if ( timestamp_elapsed(Next_mute_time) ) {
1992 Next_mute_time = fl2i(Distort_patterns[Distort_num][Distort_next++] * Message_wave_duration);
1993 if ( Distort_next >= MAX_DISTORT_LEVELS )
1996 Message_wave_muted ^= 1;
1999 if ( Message_wave_muted ) {
2001 snd_set_volume(Playing_messages[i].wave, 0.0f);
2004 snd_set_volume(Playing_messages[i].wave, Master_sound_volume);
2011 // if the player communications systems are heavily damaged, distort incoming messages.
2013 // first case: Message_wave_duration == 0 (this occurs when there is no associated voice playback)
2014 // Blank out random runs of characters in the message
2016 // second case: Message_wave_duration > 0 (occurs when voice playback accompainies message)
2017 // Blank out portions of the sound based on Distort_num, this this is that same
2018 // data that will be used to blank out portions of the audio playback
2020 void message_maybe_distort_text(char *text)
2022 int i, j, len, run, curr_offset, voice_duration, next_distort;
2024 if ( (hud_communications_state(Player_ship) == COMM_OK) && !emp_active_local() ) {
2029 if ( Message_wave_duration == 0 ) {
2030 next_distort = 5+myrand()%5;
2031 for ( i = 0; i < len; i++ ) {
2032 if ( i == next_distort ) {
2036 for ( j = 0; j < run; j++) {
2041 next_distort = i + (5+myrand()%5);
2047 voice_duration = Message_wave_duration;
2050 Distort_num = myrand()%MAX_DISTORT_PATTERNS;
2053 while (voice_duration > 0) {
2054 run = fl2i(Distort_patterns[Distort_num][Distort_next] * len);
2055 if (Distort_next & 1) {
2056 for ( i = curr_offset; i < min(len, curr_offset+run); i++ ) {
2057 if ( text[i] != ' ' )
2067 voice_duration -= fl2i(Distort_patterns[Distort_num][Distort_next]*Message_wave_duration);
2069 if ( Distort_next >= MAX_DISTORT_LEVELS )
2076 // return 1 if a talking head animation is playing, otherwise return 0
2077 int message_anim_is_playing()
2081 for (i = 0; i < Num_messages_playing; i++ ) {
2082 if ( (Playing_messages[i].anim != NULL) && anim_playing(Playing_messages[i].anim) )
2089 // Load mission messages (this is called by the level paging code when running with low memory)
2090 void message_pagein_mission_messages()
2094 mprintf(("Paging in mission messages\n"));
2096 if (Num_messages <= Num_builtin_messages) {
2100 char *sound_filename;
2102 for (i=Num_builtin_messages; i<Num_messages; i++) {
2103 if (Messages[i].wave_info.index != -1) {
2104 sound_filename = Message_waves[Messages[i].wave_info.index].name;
2105 message_load_wave(Messages[i].wave_info.index, sound_filename);