2 * $Logfile: /Freespace2/code/Hud/HUDsquadmsg.cpp $
7 * File to control sqaudmate messaging
10 * Revision 1.2 2002/05/07 03:16:45 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 16 9/06/99 10:45a Andsager
18 * Add freighter to player override of protected status.
20 * 15 9/06/99 10:32a Andsager
21 * Allow attack of protected fighter, bomber, freighters, by player's
24 * 14 8/26/99 8:51p Dave
25 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
27 * 13 7/30/99 10:31p Dave
28 * Added comm menu to the configurable hud files.
30 * 12 7/09/99 5:54p Dave
31 * Seperated cruiser types into individual types. Added tons of new
32 * briefing icons. Campaign screen.
34 * 11 6/16/99 10:20a Dave
35 * Added send-message-list sexpression.
37 * 10 6/09/99 9:53a Andsager
38 * 1st pass at grey menu items when no ships/wings/fighters accepting
41 * 9 4/23/99 12:01p Johnson
44 * 8 4/16/99 5:54p Dave
45 * Support for on/off style "stream" weapons. Real early support for
46 * target-painting lasers.
48 * 7 3/30/99 5:40p Dave
49 * Fixed reinforcements for TvT in multiplayer.
51 * 6 3/28/99 5:58p Dave
52 * Added early demo code. Make objects move. Nice and framerate
53 * independant, but not much else. Don't use yet unless you're me :)
55 * 5 1/07/99 9:07a Jasen
58 * 4 12/28/98 3:17p Dave
59 * Support for multiple hud bitmap filenames for hi-res mode.
61 * 3 12/21/98 5:02p Dave
62 * Modified all hud elements to be multi-resolution friendly.
64 * 2 10/07/98 10:53a Dave
67 * 1 10/07/98 10:49a Dave
69 * 198 9/11/98 2:05p Allender
70 * make reinforcements work correctly in multiplayer games. There still
71 * may be a team vs team issue that I haven't thought of yet :-(
73 * 197 8/28/98 3:28p Dave
74 * EMP effect done. AI effects may need some tweaking as required.
76 * 196 8/25/98 1:48p Dave
77 * First rev of EMP effect. Player side stuff basically done. Next comes
80 * 195 6/30/98 2:17p Dave
81 * Revised object update system. Removed updates for all weapons. Put
82 * button info back into control info packet.
84 * 194 6/09/98 10:31a Hoffoss
85 * Created index numbers for all xstr() references. Any new xstr() stuff
86 * added from here on out should be added to the end if the list. The
87 * current list count can be found in FreeSpace.cpp (search for
90 * 193 5/26/98 11:54a Allender
91 * fix multiplayer problems and sexpression crash
93 * 192 5/24/98 4:27p Allender
94 * fix bug when determine who could message in multiplayer
96 * 191 5/23/98 2:34a Lawrance
97 * Fix problems with HUD squad messaging, don't save/restore bindings
99 * 190 5/22/98 12:41a Allender
100 * don't save/restore key presses in comm menu
102 * 189 5/21/98 9:38p Allender
103 * don't save/clear key bindings
105 * 188 5/21/98 3:32p Allender
106 * don't allow comm menu in observer mode
108 * 187 5/19/98 12:19p Mike
111 * 186 5/18/98 10:08a Lawrance
112 * increase MSG_KEY_EAT_TIME to 300ms
114 * 185 5/18/98 12:41a Allender
115 * fixed subsystem problems on clients (i.e. not reporting properly on
116 * damage indicator). Fixed ingame join problem with respawns. minor
119 * 184 5/13/98 5:08p Allender
120 * fix code in which sometimes wings wouldn't respond in multiplayer when
121 * doing a message all fighters
123 * 183 5/08/98 4:38p Allender
124 * always allow player ships to count when counting fighters for
125 * messaging. Terran command will now always issue the shooting at
128 * 182 5/08/98 2:11p Mike
129 * Add "/Repair Subsys" to "Rearm" option in Comm menu.
131 * 181 5/06/98 2:57p Allender
132 * always allow rearm ship to be called in
134 * 180 5/05/98 2:04a Mike
135 * Fix bug in support ship code.
137 * 179 5/05/98 1:41a Mike
138 * Improve support ship availability.
140 * 178 5/04/98 12:59a Allender
141 * players who are traitors shouldn't be allowed to rearm or use messaging
144 * 177 5/04/98 12:39a Allender
145 * make page up and page down only active when > 10 items on menu
147 * 176 4/29/98 10:56p Allender
148 * don't allow shortcuts in mutliplayer when player cannot message (except
151 * 175 4/23/98 10:06a Allender
152 * don't use the word "player" in event log for rearm event. Send
153 * shipname instead (players only)
155 * 174 4/23/98 9:15a Allender
156 * make rearm shortcut work for clients
158 * 173 4/23/98 1:49a Allender
159 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
160 * to not respawn until 5 seconds after they die. Send escort information
163 * 172 4/22/98 4:59p Allender
164 * new multiplayer dead popup. big changes to the comm menu system for
165 * team vs. team. Start of debriefing stuff for team vs. team Make form
166 * on my wing work with individual ships who have high priority orders
168 * 171 4/21/98 12:15a Allender
169 * don't allow observers to use shortcut messaging keys
171 * 170 4/20/98 12:36a Mike
172 * Make team vs. team work when player is hostile. Several targeting
175 * 169 4/13/98 12:51p Allender
176 * made countermeasure succeed indicator work in multiplayer. Make rearm
177 * shortcut work more appropriately.
179 * 168 4/10/98 2:42p Johnson
180 * (from allender) when sending wing command, don't assert if ship to
181 * send message not found -- don't send message. Allow rearm message
182 * shortcut even if comm destroyed
184 * 167 4/10/98 2:39p Johnson
186 * 166 4/10/98 12:47p Allender
187 * changed working on replay popup. Don't reference repair in comm menu.
188 * Added Shift-R for repair me
190 * 165 4/09/98 12:35p Allender
191 * disallow messaging to departing wings and departing/dying ships
193 * 164 4/08/98 4:06p Allender
194 * make selection of wing Player team based, not TEAM_FRIENDLY.
196 * 163 4/07/98 5:30p Lawrance
197 * Player can't send/receive messages when comm is destroyed. Garble
198 * messages when comm is damaged.
200 * 162 4/07/98 1:53p Lawrance
201 * Fix uninitialized data bug.
203 * 161 4/06/98 12:11a Allender
204 * prevent the comm menu keys from being held over after menu goes away
206 * 160 4/05/98 3:06p Allender
207 * don't allow ships/wings to act on orders which they shouldn't receive
209 * 159 4/03/98 12:17a Allender
210 * new sexpression to detect departed or destroyed. optionally disallow
211 * support ships. Allow docking with escape pods
213 * 158 4/02/98 5:50p Dave
214 * Put in support for standard comm messages to get sent to netplayers as
215 * well as ai ships. Make critical button presses not get evaluated on the
222 #include "freespace.h"
228 #include "hudtarget.h"
230 #include "hudsquadmsg.h"
231 #include "controlsconfig.h"
234 #include "missionparse.h"
236 #include "linklist.h"
237 #include "missionlog.h"
238 #include "missionmessage.h"
239 #include "hudtarget.h"
242 #include "missionparse.h"
243 #include "multimsgs.h"
244 #include "multiutil.h"
246 #include "hudtargetbox.h"
247 #include "multi_pmsg.h"
248 #include "subsysdamage.h"
251 // defines for different modes in the squad messaging system
253 #define SM_MODE_TYPE_SELECT 1 //am I going to message a ship or a wing
254 #define SM_MODE_SHIP_SELECT 2 //choosing actual ship
255 #define SM_MODE_WING_SELECT 3 //choosing actual wing
256 #define SM_MODE_SHIP_COMMAND 4 //which command to send to a ship
257 #define SM_MODE_WING_COMMAND 5 //which command to send to a wing
258 #define SM_MODE_REINFORCEMENTS 6 //call for reinforcements
259 #define SM_MODE_REPAIR_REARM 7 //repair/rearm player ship
260 #define SM_MODE_REPAIR_REARM_ABORT 8 //abort repair/rearm of player ship
261 #define SM_MODE_ALL_FIGHTERS 9 //message all fighters/bombers
263 #define DEFAULT_MSG_TIMEOUT (8 * 1000) // number of seconds * 1000 to get milliseconds
264 #define MSG_KEY_EAT_TIME (300)
266 LOCAL int Squad_msg_mode; // current mode that the messaging system is in
267 LOCAL int Msg_key_used; // local variable which tells if the key being processed
268 // with the messaging system was actually used
269 LOCAL int Msg_key; // global which indicates which key was currently pressed
270 LOCAL int Msg_mode_timestamp;
271 LOCAL int Msg_instance; // variable which holds ship/wing instance to send the message to
272 LOCAL int Msg_shortcut_command; // holds command when using a shortcut key
273 LOCAL int Msg_target_objnum; // id of the current target of the player
274 LOCAL ship_subsys *Msg_targeted_subsys;// pointer to current subsystem which is targeted
276 LOCAL int Msg_enemies; // tells us whether or not to message enemy ships or friendlies
279 LOCAL int Msg_eat_key_timestamp; // used to temporarily "eat" keys
281 // defined to position the messaging box
282 int Mbox_item_h[GR_NUM_RESOLUTIONS] = {
286 int Mbox_item_xoffset[GR_NUM_RESOLUTIONS] = {
291 // top of the message box gauge
292 int Mbox_top_coords[GR_NUM_RESOLUTIONS][2] = {
301 int Mbox_bmap_coords[GR_NUM_RESOLUTIONS][2] = {
310 // squadmsg menu pgup and pgdn
311 int Menu_pgup_coords[GR_NUM_RESOLUTIONS][2] = {
319 int Menu_pgdn_coords[GR_NUM_RESOLUTIONS][2] = {
329 // following defines/vars are used to build menus that are used in messaging mode
331 typedef struct mmode_item {
332 int instance; // instance in Ships/Wings array of this menu item
333 int active; // active items are in bold text -- inactive items greyed out
334 char text[NAME_LENGTH]; // text to display on the menu
337 #define MAX_MENU_ITEMS 50 // max number of items in the menu
338 #define MAX_MENU_DISPLAY 10 // max number that can be displayed
340 mmode_item MsgItems[MAX_MENU_ITEMS];
341 int Num_menu_items = -1; // number of items for a message menu
342 int First_menu_item= -1; // index of first item in the menu
345 // following set of vars/defines are used to store/restore key bindings for keys that
346 // are used in messaging mode
348 // array to temporarily store key bindings that will be in use for the messaging
350 typedef struct key_store {
351 int option_num; // which element in the Control_config array is this
352 int id; // which id (1 or 2) is this key.
353 int key_value; // which key value to put there.
356 #define MAX_KEYS_NO_SCROLL 10
357 #define MAX_KEYS_USED 12 // maximum number of keys used for the messaging system
359 key_store key_save[MAX_KEYS_USED]; // array to save the key information during messaging mode
360 int num_keys_saved = 0; // number of keys that are saved.
362 // next array is the array of MAX_KEYS_USED size which are the keys to use for messaging mode
364 int keys_used[] = { KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, KEY_0,
365 KEY_PAGEUP, KEY_PAGEDOWN };
370 // following are defines and character strings that are used as part of messaging mode
372 #define TYPE_SHIP_ITEM 0
373 #define TYPE_WING_ITEM 1
374 #define TYPE_ALL_FIGHTERS_ITEM 2
375 #define TYPE_REINFORCEMENT_ITEM 3
376 #define TYPE_REPAIR_REARM_ITEM 4
377 #define TYPE_REPAIR_REARM_ABORT_ITEM 5
379 #define NUM_TYPE_SELECT 6
381 char *type_select_str(int n)
383 #if NUM_TYPE_SELECT != 6
384 #error type_select_Str is not up to date
389 return XSTR( "Ships", 293);
391 return XSTR( "Wings", 294);
392 case TYPE_ALL_FIGHTERS_ITEM:
393 return XSTR( "All Fighters", 295);
394 case TYPE_REINFORCEMENT_ITEM:
395 return XSTR( "Reinforcements", 296);
396 case TYPE_REPAIR_REARM_ITEM:
397 return XSTR( "Rearm/Repair Subsys", 297);
398 case TYPE_REPAIR_REARM_ABORT_ITEM:
399 return XSTR( "Abort Rearm", 298);
405 // data structure to hold character string of commands for comm menu
406 typedef struct comm_order {
407 int value; // used to match which command to display on the menu
410 // note: If you change this table at all, keep it in sync with version in IgnoreOrdersDlg.cpp
411 // Also make sure you update comm_order_menu_text below this.
412 // Also make sure you update MAX_SHIP_ORDERS in HUDsquadmsg.h
413 comm_order Comm_orders[MAX_SHIP_ORDERS] = {
417 DISABLE_SUBSYSTEM_ITEM,
424 REARM_REPAIR_ME_ITEM,
425 ABORT_REARM_REPAIR_ITEM,
429 // Text to display on the menu
430 // Given an index into the Comm_orders array, return the text associated with it.
431 // MUST BE 1:1 with Comm_orders.
432 char *comm_order_menu_text(int index)
435 case 0: return XSTR( "Destroy my target", 299); break;
436 case 1: return XSTR( "Disable my target", 300); break;
437 case 2: return XSTR( "Disarm my target", 301); break;
438 case 3: return XSTR( "Destroy subsystem", 302); break;
439 case 4: return XSTR( "Protect my target", 303); break;
440 case 5: return XSTR( "Ignore my target", 304); break;
441 case 6: return XSTR( "Form on my wing", 305); break;
442 case 7: return XSTR( "Cover me", 306); break;
443 case 8: return XSTR( "Engage enemy", 307); break;
444 case 9: return XSTR( "Capture my target", 308); break;
445 case 10: return XSTR( "Rearm me", 309); break;
446 case 11: return XSTR( "Abort rearm", 310); break;
447 case 12: return XSTR( "Depart", 311); break;
454 // Text to display on the messaging menu when using the shortcut keys
455 char *comm_order_hotkey_text( int index )
459 for (i = 0; i < MAX_SHIP_ORDERS; i++ ) {
460 if ( Comm_orders[i].value == index )
461 return comm_order_menu_text(i);
468 // a define of who can receive message
469 #define CAN_MESSAGE (SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_FREIGHTER | SIF_TRANSPORT | SIF_CAPITAL | SIF_SUPPORT | SIF_SUPERCAP | SIF_DRYDOCK | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE)
471 int squadmsg_history_index = 0;
472 squadmsg_history Squadmsg_history[SQUADMSG_HISTORY_MAX] = { 0 };
474 // used for Message box gauge
475 #define NUM_MBOX_FRAMES 3
477 static hud_frames Mbox_gauge[NUM_MBOX_FRAMES];
478 static int Mbox_frames_loaded = 0;
479 static char *Mbox_fnames[GR_NUM_RESOLUTIONS][NUM_MBOX_FRAMES] =
483 "message1", // top part of menu
484 "message2", // middle part
485 "message3" // bottom part
488 "message1", // top part of menu
489 "message2", // middle part
490 "message3" // bottom part
495 static int Mbox_title_coord[GR_NUM_RESOLUTIONS][2] = {
503 static int Mbox_item_coord[GR_NUM_RESOLUTIONS][2] = {
512 // define for trapping messages send to "all fighters"
513 #define MESSAGE_ALL_FIGHTERS -999
515 // forward declarations
516 void hud_add_issued_order(char *name, int order, char *target);
517 int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip = NULL );
518 int hud_squadmsg_ship_order_valid( int shipnum, int order );
520 // function to set up variables needed when messaging mode is started
521 void hud_squadmsg_start()
525 //if ( num_keys_saved < 0 ) // save the keys if they haven't been saved yet
526 hud_squadmsg_save_keys();
531 for (i=0; i<num_keys_saved; i++)
532 clear_key_binding ( (short) key_save[i].key_value ); // removes all mention of this key from Control_config
535 Num_menu_items = -1; // reset the menu items
537 Squad_msg_mode = SM_MODE_TYPE_SELECT; // start off at the base state
538 Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT); // initialize our timer to bogus value
539 Msg_shortcut_command = -1; // assume no shortcut key being used
540 Msg_target_objnum = Player_ai->target_objnum; // save the players target object number
541 Msg_targeted_subsys = Player_ai->targeted_subsys; // save the players currently targted subsystem
543 Msg_enemies = 0; // tells us if we are messaging enemy ships
546 snd_play( &Snds[SND_SQUADMSGING_ON] );
549 // functions which will restore all of the key binding stuff when messaging mode is done
550 void hud_squadmsg_end()
556 // move through all keys saved and restore their orignal values.
557 for ( i=0; i<num_keys_saved; i++ ) {
559 Control_config[ksp->option_num].key_id = (short) ksp->key_value;
563 if ( message_is_playing() == FALSE )
564 snd_play( &Snds[SND_SQUADMSGING_OFF] );
567 // function which returns true if there are fighters/bombers on the players team
569 int hud_squadmsg_count_fighters( )
576 // set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
577 //team = TEAM_FRIENDLY;
578 team = Player_ship->team;
581 team = opposing_team_mask(Player_ship->team);
585 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
586 if ( objp->type != OBJ_SHIP )
589 shipp = &Ships[objp->instance];
590 // check fighter is accepting orders
591 if (shipp->orders_accepted != 0) {
592 // be sure ship is on correct team, not the player, and is a fighter/bomber
593 if ( (shipp->team == team) && (objp != Player_obj) && (Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
603 // function which counts the number of ships available for messaging. Used to determine if
604 // we should grey out a menu or allow a shortcut command to apply. parameter "flag" is used
605 // to tell us whether or not we should add the ship to a menu item or not. We include the
606 // flag so that we don't have to have conditions for messaging ships/wings in two places.
607 int hud_squadmsg_count_ships( int add_to_menu )
614 // set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
615 //team = TEAM_FRIENDLY;
616 team = Player_ship->team;
619 team = opposing_team_mask(Player_ship->team);
623 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
625 shipp = &Ships[Objects[so->objnum].instance];
626 Assert ( shipp->objnum != -1 );
628 // ships must be able to receive a message
629 if ( !(Ship_info[shipp->ship_info_index].flags & CAN_MESSAGE) )
632 // must be on the same team
633 if ( shipp->team != team )
636 // departing or dying ships cannot be on list
637 if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
640 // MULTI - changed to allow messaging of netplayers
642 // cannot be my ship or an instructor
643 if ( (&Objects[so->objnum] == Player_obj) || is_instructor(&Objects[so->objnum]) )
646 // ship must be accepting ship type orders
647 if ( shipp->orders_accepted == 0)
650 // if it is a player ship, we must be in multiplayer
651 if ( (Objects[so->objnum].flags & OF_PLAYER_SHIP) && !(Game_mode & GM_MULTIPLAYER) )
654 // if a messaging shortcut, be sure this ship can process the order
655 if ( Msg_shortcut_command != -1 ) {
656 if ( !(shipp->orders_accepted & Msg_shortcut_command) )
658 else if ( !hud_squadmsg_ship_order_valid(Objects[so->objnum].instance, Msg_shortcut_command) )
664 Assert ( Num_menu_items < MAX_MENU_ITEMS );
665 strcpy( MsgItems[Num_menu_items].text, shipp->ship_name );
666 MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
667 MsgItems[Num_menu_items].active = 1;
673 // if adding to the menu and we have > 10 items, then don't allow page up and page down to be used.
674 if ( add_to_menu && (Num_menu_items > MAX_MENU_DISPLAY) )
675 hud_squadmsg_save_keys(1);
679 // routine to return true if a wing should be put onto the messaging menu
680 int hud_squadmsg_wing_valid( wing *wingp, int team )
682 // int player_count, j;
684 // a couple of special cases to account for before adding to count (or to menu). The wing gone
685 // flags is firm indication to skip this particular wing. Also, skip if enemy wing
686 if ( (wingp->flags & WF_WING_GONE) || (wingp->current_count == 0) )
689 // departing wings don't get attention either
690 if ( wingp->flags & WF_WING_DEPARTING )
693 // sanity check on ship_index field -- if check is successful, then check the team.
694 Assert (wingp->ship_index[0] != -1 );
695 if ( Ships[wingp->ship_index[0]].team != team )
698 // if this wing is the players wing, and there is only one ship in the wing, then skip past it
699 if ( (Ships[Player_obj->instance].wingnum == WING_INDEX(wingp)) && (wingp->current_count == 1) )
702 // check if wing commander is accepting orders
703 if ( Ships[wingp->ship_index[0]].orders_accepted == 0)
706 // if doing a message shortcut is being used, be sure the wing can "accept" the command. Only need
707 // to look at the first ship in the wing.
708 if ( Msg_shortcut_command != -1 ) {
709 if ( !(Ships[wingp->ship_index[0]].orders_accepted & Msg_shortcut_command) )
712 // MULTI - changed to allow messaging of netplayers
713 // don't count wings where all ships are player ships
716 for ( j = 0; j < wingp->current_count; j++ ) {
717 if ( Objects[Ships[wingp->ship_index[j]].objnum].flags & OF_PLAYER_SHIP )
720 if ( player_count == wingp->current_count )
727 // function like above, except for wings
728 int hud_squadmsg_count_wings( int add_to_menu )
733 // set up the team to compare for messaging. In debug versions, we will allow messaging to enemies
734 //team = TEAM_FRIENDLY;
735 team = Player_ship->team;
738 team = opposing_team_mask(Player_ship->team);
743 // add the player starting wings first
744 for ( i = 0; i < MAX_STARTING_WINGS; i++ ) {
747 wingnum = Starting_wings[i];
751 if ( hud_squadmsg_wing_valid(&Wings[wingnum], team) ) {
754 Assert ( Num_menu_items < MAX_MENU_ITEMS );
755 strcpy( MsgItems[Num_menu_items].text, Wings[wingnum].name );
756 MsgItems[Num_menu_items].instance = wingnum;
757 MsgItems[Num_menu_items].active = 1;
763 for ( i = 0; i < num_wings; i++ ) {
764 // if this wing is a player starting wing, skip it since we added it above
765 for ( j = 0; j < MAX_STARTING_WINGS; j++ ) {
766 if ( i == Starting_wings[j] )
769 if ( j < MAX_STARTING_WINGS )
772 if ( hud_squadmsg_wing_valid(&Wings[i], team) ) {
775 Assert ( Num_menu_items < MAX_MENU_ITEMS );
776 strcpy( MsgItems[Num_menu_items].text, Wings[i].name );
777 MsgItems[Num_menu_items].instance = i;
778 MsgItems[Num_menu_items].active = 1;
787 // function to set the current submode in message mode -- also resets variables that
788 // should be reset inbetween submodes
789 void hud_squadmsg_do_mode( int mode )
791 Squad_msg_mode = mode;
796 void hud_squadmsg_page_down()
798 if ( (First_menu_item + MAX_MENU_DISPLAY) < Num_menu_items ) {
799 First_menu_item += MAX_MENU_DISPLAY;
800 Assert ( First_menu_item < Num_menu_items );
804 void hud_squadmsg_page_up()
806 if ( First_menu_item > 0 ) {
807 First_menu_item -= MAX_MENU_DISPLAY;
808 Assert (First_menu_item >= 0 );
812 int hud_squadmsg_get_total_keys()
816 num_keys_used = MAX_KEYS_NO_SCROLL;
817 if ( Num_menu_items > MAX_MENU_DISPLAY )
818 num_keys_used = MAX_KEYS_USED;
820 return num_keys_used;
823 // function called from high level keyboard read code to give the squadmsg code a key.
824 // return 1 is the key was used by the messaging code, 0 otherwise
825 int hud_squadmsg_read_key( int k )
827 int i, key_found, num_keys_used;
829 num_keys_used = hud_squadmsg_get_total_keys();
831 if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
832 // check to see if any messaging keys are still down for some length of time
833 // after messaging is over. Return true for a while.
834 if ( !timestamp_elapsed(Msg_eat_key_timestamp) ) {
835 for (i = 0; i < num_keys_used; i++ ) {
836 if ( keyd_pressed[keys_used[i]] )
845 for (i = 0; i < num_keys_used; i++ ) {
846 if ( k == keys_used[i] ) {
847 if ( key_down_count(k) ) {
852 if ( keyd_pressed[k] ) {
856 // key_down_count(k);
867 // function which reads the keyboard array and determines if a menu key has been hit
868 int hud_squadmsg_get_key()
870 int k, i, num_keys_used;
878 num_keys_used = hud_squadmsg_get_total_keys();
880 // if the emp effect is active, never accept keypresses
881 if(emp_active_local()){
885 for ( i = 0; i < num_keys_used; i++ ) {
886 if ( k == keys_used[i] ) {
887 Msg_key_used = 1; // this variable will extend the timer
889 // use a timestamp to prevent top level key code from possibly reprocessing this key
890 Msg_eat_key_timestamp = timestamp(MSG_KEY_EAT_TIME);
891 if ( k == KEY_PAGEDOWN ) { // pageup and pagedown scroll the menu -- deal with these seperately!!
892 hud_squadmsg_page_down();
894 } else if ( k == KEY_PAGEUP ) {
895 hud_squadmsg_page_up();
897 } else if ( k == KEY_ESC ) {
898 hud_squadmsg_toggle();
900 } else if ( (i < Num_menu_items) && (Squad_msg_mode == SM_MODE_REINFORCEMENTS) ) // return any key if selecting reinforcement
903 // play general fail sound if inactive item hit.
904 else if ( (i < Num_menu_items) && !(MsgItems[i].active) )
905 gamesnd_play_iface(SND_GENERAL_FAIL);
907 else if ( (i < Num_menu_items) && (MsgItems[i].active) ) // only return keys that are associated with menu items
911 Msg_key_used = 0; // if no #-key pressed for visible item, break and allow timer to
912 break; // to continue as if no key was pressed
920 // function which will essentially print out the contents of the current state of the messaging
921 // menu. Parameters will be a title. The menu items and the number of items will be
922 // in global vars since they don't get recomputed every frame.
923 void hud_squadmsg_display_menu( char *title )
925 int bx, by, sx, sy, i, nitems, none_valid, messaging_allowed;
927 // hud_set_bright_color();
928 hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_BRIGHT);
930 gr_string(Mbox_title_coord[gr_screen.res][0], Mbox_title_coord[gr_screen.res][1], title);
933 if ( Num_menu_items < MAX_MENU_DISPLAY )
934 nitems = Num_menu_items;
936 if ( First_menu_item == 0 ) // First_menu_item == 0 means first page of items
937 nitems = MAX_MENU_DISPLAY;
938 else if ( (Num_menu_items - First_menu_item) <= MAX_MENU_DISPLAY ) // check if remaining items fit on one page
939 nitems = Num_menu_items - First_menu_item;
941 nitems = MAX_MENU_DISPLAY;
945 sx = Mbox_item_coord[gr_screen.res][0];
946 sy = Mbox_item_coord[gr_screen.res][1];
947 bx = Mbox_bmap_coords[gr_screen.res][0]; // global x-offset where bitmap gets drawn
948 by = Mbox_bmap_coords[gr_screen.res][1]; // global y-offset where bitmap gets drawn
950 none_valid = 1; // variable to tell us whether all items in the menu are valid or not
952 // use another variable to tell us whether we can message or not.
953 messaging_allowed = 1;
954 if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) ){
955 messaging_allowed = 0;
958 for ( i = 0; i < nitems; i++ ) {
960 char *text = MsgItems[First_menu_item+i].text;
962 // blit the background
963 // hud_set_default_color();
964 hud_set_gauge_color(HUD_MESSAGE_BOX);
965 if ( Mbox_gauge[1].first_frame >= 0 ) {
966 GR_AABITMAP(Mbox_gauge[1].first_frame, bx, by);
968 by += Mbox_item_h[gr_screen.res];
970 // set the text color
971 if ( MsgItems[First_menu_item+i].active ) {
972 // hud_set_bright_color();
973 hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_BRIGHT);
976 dim_index = min(5, HUD_color_alpha - 2);
977 if ( dim_index < 0 ) {
980 gr_set_color_fast(&HUD_color_defaults[dim_index]);
983 hud_set_gauge_color(HUD_MESSAGE_BOX, HUD_C_DIM);
986 // first do the number
987 item_num = (i+1) % MAX_MENU_DISPLAY;
988 emp_hud_printf(sx, sy, EG_SQ1 + i, NOX("%1d."), item_num );
991 emp_hud_string(sx+Mbox_item_xoffset[gr_screen.res], sy, EG_SQ1 + i, text);
993 sy += Mbox_item_h[gr_screen.res];
995 // if we have at least one item active, then set the variable so we don't display any
996 // message about no active items
997 if ( MsgItems[First_menu_item+i].active )
1001 // maybe draw an extra line in to make room for [pgdn], or for the 'no active items'
1003 if ( !messaging_allowed || none_valid || ((First_menu_item + nitems) < Num_menu_items) || (Msg_shortcut_command != -1) ) {
1004 // blit the background
1005 // hud_set_default_color();
1006 hud_set_gauge_color(HUD_MESSAGE_BOX);
1007 if ( Mbox_gauge[1].first_frame >= 0 ) {
1009 GR_AABITMAP(Mbox_gauge[1].first_frame, bx, by);
1011 by += Mbox_item_h[gr_screen.res];
1014 // draw the bottom of the frame
1015 // hud_set_default_color();
1016 hud_set_gauge_color(HUD_MESSAGE_BOX);
1017 if ( Mbox_gauge[2].first_frame >= 0 ) {
1019 GR_AABITMAP(Mbox_gauge[2].first_frame, bx, by);
1022 // determine if we should put the text "[more]" at top or bottom to indicate you can page up or down
1023 hud_targetbox_start_flash(TBOX_FLASH_SQUADMSG);
1024 hud_targetbox_maybe_flash(TBOX_FLASH_SQUADMSG);
1025 if ( First_menu_item > 0 ) {
1026 gr_printf( Menu_pgup_coords[gr_screen.res][0], Menu_pgup_coords[gr_screen.res][1], XSTR( "[pgup]", 312) );
1029 if ( (First_menu_item + nitems) < Num_menu_items ) {
1030 gr_printf( Menu_pgdn_coords[gr_screen.res][0], Menu_pgdn_coords[gr_screen.res][1], XSTR( "[pgdn]", 313));
1033 if ( messaging_allowed ) {
1035 gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, XSTR( "No valid items", 314));
1036 } else if ( !none_valid && (Msg_shortcut_command != -1) ){
1037 gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, "%s", comm_order_hotkey_text(Msg_shortcut_command));
1040 // if this player is not allowed to message, then display message saying so
1041 gr_printf( sx, by - Mbox_item_h[gr_screen.res] + 2, XSTR( "Not allowed to message", 315));
1046 // function to return true or false if the given ship can rearm, or be repaired
1047 int hud_squadmsg_can_rearm( ship *shipp )
1049 // player ships which turns traitor cannot rearm
1050 if ( (shipp == Player_ship) && (Player_ship->team == TEAM_TRAITOR) )
1053 // 5/6/98 -- MWA Decided to always be able to call in support.
1057 // calls for repair/rearm of the player ship. Checks for the presense of the support
1058 // ship and does the appropriate action if found
1059 void hud_squadmsg_repair_rearm( int toggle_state, object *objp)
1064 int multi_player_num;
1066 // this is essentially a check for multiplayer server/client mode
1067 // in multiplayer mode, the server may have to issue this command when received from a client
1070 multi_player_num = -1;
1073 multi_player_num = multi_find_player_by_object(objp);
1074 Assert(multi_player_num != -1);
1077 // see if player is already scheduled on arriving support ship. If so, issues appripriate
1079 if ( is_support_allowed(tobj) ) {
1080 if ( mission_is_repair_scheduled( tobj ) ) {
1081 message_send_builtin_to_player( MESSAGE_REARM_ON_WAY, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1083 robjnum = hud_support_find_closest(OBJ_INDEX(tobj));
1084 if ( robjnum != -1 ) {
1085 message_send_builtin_to_player( MESSAGE_REARM_ON_WAY, &Ships[Objects[robjnum].instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1087 // request a rearm. Next function returns -1 if ship is warping in, objnum of repair ship otherwise
1088 robjnum = ai_issue_rearm_request( tobj );
1089 if ( robjnum != -1) {
1090 robjp = &Objects[robjnum];
1091 message_send_builtin_to_player( MESSAGE_ON_WAY, &Ships[robjp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1094 // if we are in this part of the if statment, a support ship has been warped in to
1095 // service us. Issue appropriate message
1096 message_send_builtin_to_player( MESSAGE_REARM_WARP, NULL, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, multi_player_num, -1 );
1099 mission_log_add_entry(LOG_PLAYER_REARM, Ships[tobj->instance].ship_name, NULL);
1104 //if ( multi_player_num == -1 ) // only do the hud display if it is for me!
1105 // hud_support_view_start();
1108 hud_squadmsg_toggle(); // take us out of message mode
1111 // function which gets called from keyboard code to issues a shortcut command for rearming.
1112 void hud_squadmsg_rearm_shortcut()
1114 if ( !hud_squadmsg_can_rearm(Player_ship) )
1117 // multiplayer clients need to send this message to the server
1118 if ( MULTIPLAYER_CLIENT ) {
1119 send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
1123 hud_squadmsg_repair_rearm(0);
1126 // code which is called when a player aborts his rearm request
1127 void hud_squadmsg_repair_rearm_abort( int toggle_state, object *obj)
1133 // this is essentially a check for multiplayer server/client mode
1134 // in multiplayer mode, the server may have to issue this command when received from a client
1140 // try to abort the request. We shoudln't be in this function unless we are actually
1141 // queued for repair. Send a message from support ship if the support ship is in the mission
1142 ai_abort_rearm_request( tobj );
1144 // move the next statements outside of the above if-statement. Seems like this place
1145 // is the right place, since we want to change state of the messaging system regardless
1146 // of what happened above.
1148 hud_squadmsg_toggle(); // take us out of message mode
1151 // returns 1 if an order is valid for a ship. Applies to things like departure when engines are blown, etc.
1152 int hud_squadmsg_ship_order_valid( int shipnum, int order )
1154 // disabled ships can't depart.
1155 if ( (order == DEPART_ITEM) && (Ships[shipnum].flags & SF_DISABLED) )
1161 // returns true or false if the Players target is valid for the given order
1162 // find_order is true when we need to search the comm_orders array for the order entry. We have
1163 // to do this action in some cases since all we know is the actual "value" of the order
1164 int hud_squadmsg_is_target_order_valid(int order, int find_order, ai_info *aip )
1166 int target_objnum, i;
1167 ship *shipp, *ordering_shipp;
1173 // find the comm_menu item for this command
1175 for (i = 0; i < MAX_SHIP_ORDERS; i++ ) {
1176 if ( Comm_orders[i].value == order )
1179 Assert( i < MAX_SHIP_ORDERS );
1183 // orders which don't operate on targets are always valid
1184 if ( !(Comm_orders[order].value & TARGET_MESSAGES) )
1187 target_objnum = aip->target_objnum;
1189 // order isn't valid if there is no player target
1190 if ( target_objnum == -1 ) {
1194 objp = &Objects[target_objnum];
1196 ordering_shipp = &Ships[aip->shipnum];
1198 // target isn't a ship, then return 0
1199 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_WEAPON) )
1202 // if it's a weapon, then it needs to be a WIF_BOMB weapon. Only attack order valid, and only
1203 // valid on bombs not on the player's team
1204 if ( objp->type == OBJ_WEAPON ) {
1205 if ( (Comm_orders[order].value == ATTACK_TARGET_ITEM )
1206 && (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB)
1207 && (Weapons[objp->instance].team != ordering_shipp->team) )
1214 Assert( objp->type == OBJ_SHIP );
1216 shipp = &Ships[objp->instance];
1218 // if target is a navbouy, return 0
1219 if ( Ship_info[shipp->ship_info_index].flags & SIF_NAVBUOY ){
1223 // if we are messaging a ship, and that ship is our target, no target type orders are ever active
1224 if ( (Squad_msg_mode == SM_MODE_SHIP_COMMAND) && (target_objnum == Msg_instance) ){
1228 // if the order is a disable order or depart, and the ship is disabled, order isn't active
1229 if ( (Comm_orders[order].value == DISABLE_TARGET_ITEM) && (shipp->flags & SF_DISABLED) ){
1233 // same as above except for disabled.
1234 if ( (Comm_orders[order].value == DISARM_TARGET_ITEM) && ((shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f)) ){
1238 // if order is disable subsystem, and no subsystem targeted or no hits, then order not valid
1239 if ( (Comm_orders[order].value == DISABLE_SUBSYSTEM_ITEM) && ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) ){
1243 // check based on target's and player's team
1244 if ( (shipp->team == ordering_shipp->team) && (Comm_orders[order].value & FRIENDLY_TARGET_MESSAGES) ){
1246 } else if ( (shipp->team != ordering_shipp->team) && (Comm_orders[order].value & ENEMY_TARGET_MESSAGES) ){
1253 // function to send an order to all fighters/bombers.
1254 void hud_squadmsg_send_to_all_fighters( int command, int player_num )
1257 ship *shipp, *ordering_shipp;
1258 int i, send_message, to_everyone, do_ship;
1261 // quick short circuit here because of actually showing comm menu even though you cannot message.
1262 // just a safety net.
1263 if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
1264 if ( !multi_can_message(&Net_players[player_num]) ) {
1269 // check for multiplayer mode
1270 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) {
1271 send_player_order_packet(SQUAD_MSG_ALL, 0, command);
1275 // to_everyone tells us whether the command should apply to all ships, or just to fighets/bombers.
1276 // when true, command goes to *all* friendlies.
1277 send_message = 1; // internal flag to dictate who sends message
1282 if ( player_num != -1 )
1283 aip = &Ai_info[Ships[Objects[Net_players[player_num].player->objnum].instance].ai_index];
1285 Assert( aip->shipnum != -1 );
1286 ordering_shipp = &Ships[aip->shipnum];
1288 if ( command == IGNORE_TARGET_ITEM ) {
1290 // if we were messaging a ship directly, set flag to send no messages. We will send one
1291 // specifically from the ship player is ordering
1292 if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (Squad_msg_mode == SM_MODE_SHIP_COMMAND) ) {
1298 for ( i = 0; i < num_wings; i++ ) {
1301 if ( (Wings[i].flags & WF_WING_GONE) || (Wings[i].current_count == 0) )
1304 if ( Wings[i].flags & WF_WING_DEPARTING )
1307 // get the first ship on the wing list and look at it's team and then it's type
1308 shipnum = Wings[i].ship_index[0];
1309 Assert( shipnum != -1 );
1310 shipp = &Ships[shipnum];
1312 // can't message if not on players team
1313 if ( shipp->team != ordering_shipp->team )
1316 // can't message if ship not fighter/bomber if the command isn't to everyone.
1317 if ( !to_everyone && !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
1320 // don't send the command if the "wing" won't accept the command. We do this by looking at
1321 // the set of orders accepted for the first ship in the wing.
1322 if ( !(command & shipp->orders_accepted) )
1325 // send the command to the wing
1326 if ( Wings[i].current_count > 1 ) {
1327 if ( hud_squadmsg_send_wing_command(i, command, send_message, player_num) ) {
1333 // now find any friendly fighter/bomber ships not in wings
1334 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1335 if ( objp->type != OBJ_SHIP )
1338 // don't send messge to ships not on player's team, or that are in a wing.
1339 shipp = &Ships[objp->instance];
1340 if ( (shipp->team != ordering_shipp->team) || (shipp->wingnum != -1) )
1343 // don't send message to non fighter wings
1344 if ( !to_everyone && !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
1347 // skip departing/dying ships
1348 if ( shipp->flags & (SF_DEPARTING|SF_DYING) )
1351 // don't send command if ship won't accept if
1352 if ( !(command & shipp->orders_accepted) )
1355 if ( hud_squadmsg_send_ship_command(objp->instance, command, send_message, player_num) ) {
1360 // we might send the ship command again if we are ignoring a target, and the guy
1361 // we ordered directly is a ship -- we want the response to come directly from the
1364 Assert( Msg_instance != MESSAGE_ALL_FIGHTERS );
1365 hud_squadmsg_send_ship_command( Msg_instance, command, 1 );
1369 // Check if any enemy ships are in the mission
1370 int hud_squadmsg_enemies_present()
1375 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1376 shipp = &Ships[Objects[so->objnum].instance];
1377 if ( shipp->team != Player_ship->team )
1384 #define OVERRIDE_PROTECT_SHIP_TYPE (SIF_FIGHTER|SIF_BOMBER|SIF_FREIGHTER|SIF_TRANSPORT)
1385 // function which sends a message to a specific ship. This routine can be called from one of two
1386 // places. Either after selecting a ship when using a hotkey, or after selecting a command when
1387 // using the entire messaging menu system
1389 // if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
1390 // a PLAYER_COMMAND_PACKET
1391 int hud_squadmsg_send_ship_command( int shipnum, int command, int send_message, int player_num )
1394 int ai_mode, ai_submode; // ai mode and submode needed for ship commands
1395 char *target_shipname; // ship number of possible targets
1397 int target_team, ship_team; // team id's for the ship getting message and any target the player has
1398 ship *ordering_shipp;
1400 // quick short circuit here because of actually showing comm menu even though you cannot message.
1401 // just a safety net.
1402 if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
1403 if ( !multi_can_message(&Net_players[player_num]) ) {
1408 // check for multiplayer mode
1409 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1410 send_player_order_packet(SQUAD_MSG_SHIP, shipnum, command);
1414 ai_mode = AI_GOAL_NONE; // needs to be initialized
1415 ai_submode = -1234567;
1418 if ( player_num != -1 ){
1419 ainfo = &Ai_info[Ships[Objects[Net_players[player_num].player->objnum].instance].ai_index];
1422 Assert( ainfo->shipnum != -1 );
1423 ordering_shipp = &Ships[ainfo->shipnum];
1425 // a shortcut to save on repetitive coding. If the order is a 'target' order, make the default
1426 // mesage be "no target"
1427 message = MESSAGE_NOSIR;
1428 if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
1429 message = MESSAGE_NO_TARGET;
1431 if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
1433 target_shipname = NULL;
1435 if ( ainfo->target_objnum != -1) {
1436 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1437 if ( ainfo->target_objnum != Ships[shipnum].objnum ) {
1438 target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
1439 target_team = Ships[Objects[ainfo->target_objnum].instance].team;
1444 Assert ( ainfo->shipnum != -1 );
1445 ship_team = Ships[ainfo->shipnum].team; // team of the ship issuing the message
1447 switch ( command ) { // value of k matches the #defines for ship messages
1448 case ATTACK_TARGET_ITEM:
1449 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1450 Assert( target_shipname );
1451 Assert( ship_team != target_team );
1453 // Orders to override protect
1454 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1455 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1458 ai_mode = AI_GOAL_CHASE;
1459 ai_submode = SM_ATTACK;
1460 } else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
1461 ai_mode = AI_GOAL_CHASE_WEAPON;
1462 ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
1465 message = MESSAGE_ATTACK_TARGET;
1468 case DISABLE_TARGET_ITEM:
1469 Assert( target_shipname );
1470 Assert( ship_team != target_team );
1472 // Orders to override protect
1473 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1474 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1477 ai_mode = AI_GOAL_DISABLE_SHIP;
1478 ai_submode = -SUBSYSTEM_ENGINE;
1479 message = MESSAGE_DISABLE_TARGET;
1482 case DISARM_TARGET_ITEM:
1483 Assert( target_shipname );
1484 Assert( ship_team != target_team );
1486 // Orders to override protect
1487 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1488 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1491 ai_mode = AI_GOAL_DISARM_SHIP;
1492 ai_submode = -SUBSYSTEM_TURRET;
1493 message = MESSAGE_DISARM_TARGET;
1496 case DISABLE_SUBSYSTEM_ITEM:
1497 Assert( target_shipname );
1498 Assert( ship_team != target_team );
1499 Assert( ainfo->targeted_subsys != NULL );
1500 Assert( ainfo->targeted_subsys->current_hits > 0.0f);
1502 // Orders to override protect
1503 if (Ship_info[Ships[Objects[ainfo->target_objnum].instance].ship_info_index].flags & OVERRIDE_PROTECT_SHIP_TYPE) {
1504 Objects[ainfo->target_objnum].flags &= ~OF_PROTECTED;
1507 ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1508 ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
1509 message = MESSAGE_ATTACK_TARGET;
1512 case CAPTURE_TARGET_ITEM:
1513 Assert( target_shipname );
1514 Assert( ship_team != target_team );
1516 Assert(ainfo->target_objnum > -1);
1518 Objects[ainfo->target_objnum].flags |= OF_PROTECTED;
1520 ai_mode = AI_GOAL_DOCK;
1521 ai_submode = AIS_DOCK_0;
1522 message = MESSAGE_DOCK_YES;
1525 case PROTECT_TARGET_ITEM:
1527 // AL 31-3-98: Can't protect self... this can happen if all fighters
1528 // are told to protect another friendly ship
1529 if ( ainfo->target_objnum == Ships[shipnum].objnum ) {
1533 Assert( target_shipname );
1534 Assert( ship_team == target_team );
1536 ai_mode = AI_GOAL_GUARD;
1537 ai_submode = AIS_GUARD_PATROL;
1538 message = MESSAGE_YESSIR;
1541 case IGNORE_TARGET_ITEM:
1542 Assert( target_shipname );
1543 Assert( ship_team != target_team );
1545 ai_mode = AI_GOAL_IGNORE;
1547 message = MESSAGE_YESSIR;
1550 case FORMATION_ITEM:
1551 message = MESSAGE_YESSIR;
1552 target_shipname = ordering_shipp->ship_name;
1553 ai_mode = AI_GOAL_FORM_ON_WING;
1558 ai_mode = AI_GOAL_GUARD;
1559 ai_submode = AIS_GUARD_PATROL;
1560 target_shipname = ordering_shipp->ship_name;
1561 message = MESSAGE_YESSIR;
1564 case ENGAGE_ENEMY_ITEM:
1565 ai_mode = AI_GOAL_CHASE_ANY;
1566 ai_submode = SM_ATTACK;
1567 // if no enemies present, use the affirmative, instead of engaging enemies message
1568 if ( hud_squadmsg_enemies_present() )
1569 message = MESSAGE_YESSIR;
1571 message = MESSAGE_ENGAGE;
1572 target_shipname = NULL;
1576 ai_mode = AI_GOAL_WARP;
1578 message = MESSAGE_WARP_OUT;
1581 // the following are support ship options!!!
1582 case REARM_REPAIR_ME_ITEM:
1583 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (player_num != -1) ){
1584 hud_squadmsg_repair_rearm(0,&Objects[Net_players[player_num].player->objnum]);
1586 hud_squadmsg_repair_rearm(0); // note we return right away. repair/rearm code handles messaging, etc
1590 case ABORT_REARM_REPAIR_ITEM:
1591 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (player_num != -1) ){
1592 hud_squadmsg_repair_rearm_abort(0,&Objects[Net_players[player_num].player->objnum]);
1594 hud_squadmsg_repair_rearm_abort(0); // note we return right away. repair/rearm code handles messaging, etc
1598 case STAY_NEAR_ME_ITEM:
1599 case STAY_NEAR_TARGET_ITEM: // can't attack anything on same team
1601 // cannot stay near a hostile ship(?)
1602 if ( (command == STAY_NEAR_TARGET_ITEM) && (ship_team != target_team) )
1605 ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1607 message = MESSAGE_YESSIR;
1608 if ( command == STAY_NEAR_ME_ITEM )
1609 target_shipname = ordering_shipp->ship_name;
1612 case KEEP_SAFE_DIST_ITEM:
1613 ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1615 message = MESSAGE_YESSIR;
1619 Int3(); // get Allender -- illegal message
1624 // handle case of messaging one ship. Deal with messaging all fighters next.
1625 if ( ai_mode != AI_GOAL_NONE ) {
1626 Assert(ai_submode != -1234567);
1627 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, ai_mode, ai_submode, target_shipname, &Ai_info[Ships[shipnum].ai_index] );
1628 if( player_num == -1 )
1629 hud_add_issued_order(Ships[shipnum].ship_name, command, target_shipname);
1633 // if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
1634 // sent to other players in the game as an actual "order"
1635 if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
1636 // if the multi_msg system processed and sent this order to a player, we should not play a response
1637 if(multi_msg_eval_ship_squadmsg(shipnum,command,ainfo,player_num)){
1642 // this is the _response_
1643 if ( send_message ){
1644 message_send_builtin_to_player( message, &Ships[shipnum], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, -1 );
1647 return send_message;
1650 // function to send a command to a wing. Like above function, called from one of two places
1652 // if local and addr are non-null, it means the function is being called by the (multiplayer) server in response to
1653 // a PLAYER_COMMAND_PACKET
1655 // returns whether or not a message was sent
1656 int hud_squadmsg_send_wing_command( int wingnum, int command, int send_message, int player_num )
1659 int ai_mode, ai_submode; // ai mode and submode needed for ship commands
1660 char *target_shipname; // ship number of possible targets
1661 int message_sent, message;
1662 int target_team, wing_team; // team for the wing and the player's target
1663 ship *ordering_shipp;
1665 // quick short circuit here because of actually showing comm menu even though you cannot message.
1666 // just a safety net.
1667 if ( (Game_mode & GM_MULTIPLAYER) && (player_num != -1) ) {
1668 if ( !multi_can_message(&Net_players[player_num]) ) {
1673 // check for multiplayer mode
1674 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1675 send_player_order_packet(SQUAD_MSG_WING, wingnum,command);
1679 ai_mode = AI_GOAL_NONE; // needs to be initialized
1680 ai_submode = -1234567;
1683 if ( player_num != -1 )
1684 ainfo = &Ai_info[Ships[Objects[Net_players[player_num].player->objnum].instance].ai_index];
1686 Assert( ainfo->shipnum != -1 );
1687 ordering_shipp = &Ships[ainfo->shipnum];
1689 // get the shipnum of the ship the player has targeted. Used in enough places to do this just
1690 // once. If the ship targeted is part of the wing that was messages -- bail out!!!
1692 // a shortcut to save on repetative coding
1693 message = MESSAGE_NOSIR;
1694 if ( (command & TARGET_MESSAGES) && (ainfo->target_objnum == -1) )
1695 message = MESSAGE_NO_TARGET;
1697 if ( hud_squadmsg_is_target_order_valid(command, 1, ainfo) ) {
1699 target_shipname = NULL;
1701 if ( ainfo->target_objnum != -1) {
1702 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1703 target_shipname = Ships[Objects[ainfo->target_objnum].instance].ship_name; // I think this is right
1704 target_team = Ships[Objects[ainfo->target_objnum].instance].team;
1708 Assert ( ainfo->shipnum != -1 );
1709 Assert ( (wingnum >= 0) && (wingnum < num_wings) );
1711 // get the team for the wing
1712 Assert ( Wings[wingnum].ship_index[0] != -1 );
1713 wing_team = Ships[Wings[wingnum].ship_index[0]].team;
1715 switch ( command ) { // value of k matches the #defines for ship messages
1716 case ATTACK_TARGET_ITEM:
1717 if ( Objects[ainfo->target_objnum].type == OBJ_SHIP ) {
1718 Assert( target_shipname );
1719 Assert( wing_team != target_team );
1720 if ( (Ships[Objects[ainfo->target_objnum].instance].wingnum != -1) && (Ships[Objects[ainfo->target_objnum].instance].wingnum == wingnum) ) {
1721 message = MESSAGE_NOSIR;
1722 ai_mode = AI_GOAL_NONE;
1724 ai_mode = AI_GOAL_CHASE;
1725 ai_submode = SM_ATTACK;
1726 message = MESSAGE_ATTACK_TARGET;
1728 } else if ( Objects[ainfo->target_objnum].type == OBJ_WEAPON ) {
1729 ai_mode = AI_GOAL_CHASE_WEAPON;
1730 ai_submode = Objects[ainfo->target_objnum].instance; // store the instance of the weapon -- ai goals code will deal with it
1731 message = MESSAGE_ATTACK_TARGET;
1737 case DISABLE_TARGET_ITEM:
1738 Assert( target_shipname );
1739 Assert( wing_team != target_team );
1741 ai_mode = AI_GOAL_DISABLE_SHIP;
1742 ai_submode = -SUBSYSTEM_ENGINE;
1743 message = MESSAGE_DISABLE_TARGET;
1746 case DISARM_TARGET_ITEM:
1747 Assert( target_shipname );
1748 Assert( wing_team != target_team );
1750 ai_mode = AI_GOAL_DISARM_SHIP;
1751 ai_submode = -SUBSYSTEM_TURRET;
1752 message = MESSAGE_DISARM_TARGET;
1755 case DISABLE_SUBSYSTEM_ITEM:
1756 Assert( target_shipname );
1757 Assert( wing_team != target_team );
1758 Assert( ainfo->targeted_subsys != NULL );
1759 Assert( ainfo->targeted_subsys->current_hits > 0.0f);
1761 ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1762 ai_submode = ship_get_subsys_index( &Ships[Objects[ainfo->target_objnum].instance], ainfo->targeted_subsys->system_info->subobj_name );
1763 message = MESSAGE_ATTACK_TARGET;
1767 case PROTECT_TARGET_ITEM:
1768 Assert( target_shipname );
1769 Assert( wing_team == target_team );
1771 ai_mode = AI_GOAL_GUARD;
1772 ai_submode = AIS_GUARD_PATROL;
1773 message = MESSAGE_YESSIR;
1776 case IGNORE_TARGET_ITEM:
1777 Assert( target_shipname );
1778 Assert( wing_team != target_team );
1780 ai_mode = AI_GOAL_IGNORE;
1781 ai_submode = 0; // actually, a don't care.
1782 message = MESSAGE_YESSIR;
1785 case FORMATION_ITEM:
1786 message = MESSAGE_YESSIR;
1787 target_shipname = ordering_shipp->ship_name;
1788 ai_mode = AI_GOAL_FORM_ON_WING;
1793 ai_mode = AI_GOAL_GUARD;
1794 ai_submode = AIS_GUARD_PATROL;
1795 target_shipname = ordering_shipp->ship_name;
1796 message = MESSAGE_YESSIR;
1799 case ENGAGE_ENEMY_ITEM:
1800 ai_mode = AI_GOAL_CHASE_ANY;
1801 ai_submode = SM_ATTACK;
1802 if ( hud_squadmsg_enemies_present() )
1803 message = MESSAGE_YESSIR;
1805 message = MESSAGE_ENGAGE;
1806 target_shipname = NULL;
1810 ai_mode = AI_GOAL_WARP;
1812 message = MESSAGE_WARP_OUT;
1813 Wings[wingnum].flags |= WF_DEPARTURE_ORDERED;
1816 case REARM_REPAIR_ME_ITEM:
1817 case ABORT_REARM_REPAIR_ITEM:
1818 case STAY_NEAR_ME_ITEM:
1819 case STAY_NEAR_TARGET_ITEM:
1820 case KEEP_SAFE_DIST_ITEM:
1824 Int3(); // get Allender -- illegal message
1829 if ( ai_mode != AI_GOAL_NONE ) {
1830 Assert(ai_submode != -1234567);
1831 ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, ai_mode, ai_submode, target_shipname, wingnum );
1835 // if we're in multiplayer mode, and we're the server, determine if this virtual squadmate order should be
1836 // sent to other players in the game as an actual "order"
1837 if((Game_mode & GM_MULTIPLAYER) && (message != MESSAGE_NOSIR)){
1838 // if there's at least one ai ship which got the command, let the response come through
1839 if(multi_msg_eval_wing_squadmsg(wingnum,command,ainfo,player_num)){
1844 // this is the _response_
1846 if ( send_message ) {
1849 // get a random ship in the wing to send the message to the player
1850 ship_num = ship_get_random_ship_in_wing( wingnum, SHIP_GET_NO_PLAYERS );
1852 // in multiplayer, its possible that all ships in a wing are players. so we'll just send from a random ship
1854 ship_num = ship_get_random_ship_in_wing(wingnum);
1857 // only send message if ship is found. There appear to be cases where all ships
1858 // in a wing die in the same frame causing the wing to appear valid in the message
1859 // menu, but the get_random_ship* functions won't return dying ships.
1860 if ( ship_num != -1 ) {
1861 message_send_builtin_to_player( message, &Ships[ship_num], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_ANYTIME, 0, 0, player_num, -1 );
1866 return message_sent;
1870 // return number of available reinforcements, 0 if none available
1871 int hud_squadmsg_reinforcements_available(int team)
1875 for (i = 0; i < Num_reinforcements; i++) {
1879 if ( Reinforcements[i].num_uses >= Reinforcements[i].uses ){
1884 if ( team != ship_get_reinforcement_team(i) ){
1888 // check the arrival cue sexpression of the ship/wing of this reinforcement. If known
1889 // false, it doesn't count either
1890 if ( (wingnum = wing_name_lookup(Reinforcements[i].name, 1)) != -1 ) {
1891 Assert ( Wings[wingnum].arrival_cue >= 0 );
1892 if ( Sexp_nodes[Wings[wingnum].arrival_cue].value == SEXP_KNOWN_FALSE ){
1898 p_objp = mission_parse_get_arrival_ship( Reinforcements[i].name );
1899 if ( p_objp != NULL ) {
1900 if ( Sexp_nodes[p_objp->arrival_cue].value == SEXP_KNOWN_FALSE ){
1904 Int3(); // allender says bogus! reinforcement should be here since it wasn't a wing!
1914 // function to put up window in upper right to allow for player to select the type
1915 // of entity to select for a message (i.e. a wing or a ship)
1916 void hud_squadmsg_type_select( )
1920 First_menu_item = 0;
1923 for (i=0; i<NUM_TYPE_SELECT; i++ ) {
1924 strcpy( MsgItems[i].text, type_select_str(i) );
1925 MsgItems[i].active = 1; // assume active
1927 Num_menu_items = NUM_TYPE_SELECT;
1930 // check to see if the players team is TEAM_TRAITOR. If so, then he is a "traitor", and will not
1931 // be able to do anything from this menu
1932 if ( Player_ship->team == TEAM_TRAITOR ) {
1933 for (i = 0; i < MAX_MENU_ITEMS; i++ )
1934 MsgItems[i].active = 0;
1938 // based on ship counts, wing counts, shortcut active, grey out possible menu choices
1939 if ( !hud_squadmsg_count_ships(0) )
1940 MsgItems[TYPE_SHIP_ITEM].active = 0;
1942 if ( !hud_squadmsg_count_wings(0) )
1943 MsgItems[TYPE_WING_ITEM].active = 0;
1945 // check to be sure that we have some fighters/bombers on the players team that we
1947 if ( !hud_squadmsg_count_fighters() ){
1948 MsgItems[TYPE_ALL_FIGHTERS_ITEM].active = 0;
1951 if ((Player_ship != NULL) && !hud_squadmsg_reinforcements_available(Player_ship->team)) {
1952 MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
1955 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1; // this item will always be available (I think)
1956 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
1959 // If the player ship communications are severely damaged, then the player
1960 // will only be able to call for repair/rearm ships
1962 // also, only allow support ship if this player is not allowed to messaage.
1963 if ( (hud_communications_state(Player_ship) != COMM_OK) || ((Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player)) ) {
1964 for ( i = 0; i < MAX_MENU_ITEMS; i++ ){
1965 MsgItems[i].active = 0;
1968 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 1;
1971 // check to see if the player is awaiting repair or being repaired. Active the abort and inactive the repair items
1972 // check to see if the player is scheduled to be repaired by incoming ship
1973 if ( Ai_info[Ships[Player_obj->instance].ai_index].ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
1974 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1975 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 1;
1976 } else if ( mission_is_repair_scheduled(Player_obj) ) {
1977 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1978 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 1;
1981 // if no support available, can't call one in
1982 if ( !is_support_allowed(Player_obj) ) {
1983 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1984 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
1987 // de-activate the rearm/repair item if the player has a full load of missiles and
1988 // all subsystems at full strength. We will only check if this item hasn't been marked
1989 // inactive because of some other reason
1990 if ( MsgItems[TYPE_REPAIR_REARM_ITEM].active ) {
1992 if ( !hud_squadmsg_can_rearm(Player_ship) ){
1993 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
1997 // if using keyboard shortcut, these items are always inactive
1998 if ( Msg_shortcut_command != -1 ) {
1999 MsgItems[TYPE_REPAIR_REARM_ITEM].active = 0;
2000 MsgItems[TYPE_REINFORCEMENT_ITEM].active = 0;
2001 MsgItems[TYPE_REPAIR_REARM_ABORT_ITEM].active = 0;
2005 hud_squadmsg_display_menu( XSTR( "Message What", 316) );
2006 k = hud_squadmsg_get_key();
2007 if ( k != -1 ) { // when k != -1, we have a key that associates with menu item
2008 Assert ( k < Num_menu_items );
2009 if ( k == TYPE_SHIP_ITEM ){
2010 hud_squadmsg_do_mode( SM_MODE_SHIP_SELECT );
2011 } else if ( k == TYPE_WING_ITEM ) {
2012 hud_squadmsg_do_mode( SM_MODE_WING_SELECT );
2013 } else if ( k == TYPE_ALL_FIGHTERS_ITEM ) {
2014 hud_squadmsg_do_mode( SM_MODE_ALL_FIGHTERS );
2017 if ( Msg_shortcut_command == -1 ) {
2018 if ( k == TYPE_REINFORCEMENT_ITEM ) {
2019 hud_squadmsg_do_mode( SM_MODE_REINFORCEMENTS );
2020 player_set_next_all_alone_msg_timestamp();
2021 } else if ( k == TYPE_REPAIR_REARM_ITEM ){
2022 hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
2023 } else if ( k == TYPE_REPAIR_REARM_ABORT_ITEM ) {
2024 hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
2030 // function to display a list of ships to send a command to
2031 void hud_squadmsg_ship_select()
2035 if ( Num_menu_items == -1 ) {
2037 hud_squadmsg_count_ships( 1 );
2040 hud_squadmsg_display_menu( XSTR( "Select Ship", 317) );
2041 k = hud_squadmsg_get_key();
2042 if ( k != -1 ) { // if true, we have selected a ship.
2043 if ( Msg_shortcut_command == -1 ) {
2044 Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
2045 hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND ); // and move to a new mode
2047 // we must convert the Msg_shortcut_command value to a value that the message
2048 // system normally uses to select a command. Since the menu
2049 Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
2050 hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1 );
2051 hud_squadmsg_toggle();
2057 // function to display a list of ships to send a command to
2058 void hud_squadmsg_wing_select()
2062 if ( Num_menu_items == -1 ) {
2064 hud_squadmsg_count_wings( 1 );
2067 hud_squadmsg_display_menu( XSTR( "Select Wing", 318) );
2068 k = hud_squadmsg_get_key();
2069 if ( k != -1 ) { // if true, we have selected a ship.
2070 if ( Msg_shortcut_command == -1 ) { // do normal menu stuff when no hoykey active
2071 Msg_instance = MsgItems[First_menu_item + k].instance; // store the instance id in a global
2072 hud_squadmsg_do_mode( SM_MODE_WING_COMMAND ); // and move to a new mode
2074 Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
2075 hud_squadmsg_send_wing_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1 );
2076 hud_squadmsg_toggle();
2082 // code which gives an order to all fighters/bombers. If there is a message shortcut active, then
2083 // make that order apply to all fighters/bombers. Otherwise, move to the ship_command menu
2084 void hud_squadmsg_msg_all_fighters()
2086 if ( Msg_shortcut_command == -1 ) {
2087 Msg_instance = MESSAGE_ALL_FIGHTERS;
2088 hud_squadmsg_do_mode( SM_MODE_SHIP_COMMAND );
2090 hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
2091 hud_squadmsg_toggle();
2095 // called to actually bring in a reinforcement. For single player games, always gets called.
2096 // for multiplayer games, always called on the server side. Clients should never get here
2097 void hud_squadmsg_call_reinforcement(int reinforcement_num, int player_num)
2103 rp = &Reinforcements[reinforcement_num];
2105 // safety net mainly for multiplayer servers in case some odd data desync occurs between
2106 // server and clients
2107 if ( MULTIPLAYER_MASTER && (rp->num_uses == rp->uses) ) {
2111 // check to see if the reinforcement called was a wing.
2112 for (i = 0; i < num_wings; i++ ) {
2113 if ( !stricmp(rp->name, Wings[i].name) ) {
2114 // found a wingname. Call the parse function to create all the ships in this wing
2115 // we must set the arrival cue of the wing to true, otherwise, this won't work!!
2116 Wings[i].flags &= ~WF_REINFORCEMENT;
2117 Wings[i].flags |= WF_RESET_REINFORCEMENT;
2119 // set up the arrival delay. If it is 0, then make is some random number of seconds
2120 delay = rp->arrival_delay;
2122 delay = (int)(frand() * 3.0) + 3;
2123 Wings[i].arrival_delay = timestamp(delay * 1000);
2128 // if we found no wing name that matched the reinforcement name, then look for a ship
2130 if ( i == num_wings ) {
2131 p_objp = mission_parse_get_arrival_ship( rp->name );
2133 // by resetting the reinforcement flag, we will allow code which normally handles arrivals
2134 // to make this reinforcement arrive. Doing so keeps the data structures clean.
2135 p_objp->flags &= ~P_SF_REINFORCEMENT;
2137 // set up the arrival delay
2138 delay = rp->arrival_delay;
2140 delay = (int)(frand() * 3.0) + 3; // between 3 and 6 seconds to arrive
2141 p_objp->arrival_delay = timestamp(delay * 1000);
2143 Int3(); // get allender -- I don't think that this can happen!!!!
2148 // increment the number of times this is used. Incremented here on single player and multiplayer
2149 // server side only. Clients keep track of own count when they actually call something in.
2152 // commented out on 9/9/98 because these messages simply are not used
2154 // now play a message (if there is one to play) for this reinforcement arrival. The first for loop
2155 // determine how many messages there are to play, since the array is packet. Then, if >= 1 message
2156 // to play, play one
2157 for (i = 0; i < MAX_REINFORCEMENT_MESSAGES; i++ )
2158 if ( !strlen(rp->yes_messages[i]) )
2162 // message_send_to_player( rp->yes_messages[myrand() % i], rp->name, MESSAGE_PRIORITY_NORMAL, HUD_SOURCE_FRIENDLY );
2165 mission_log_add_entry(LOG_PLAYER_REINFORCEMENT, rp->name, NULL);
2168 // function to display a list of reinforcements available to the player
2169 void hud_squadmsg_reinforcement_select()
2174 if ( Num_menu_items == -1 ) {
2176 for (i = 0; i < Num_reinforcements; i++) {
2177 rp = &Reinforcements[i];
2179 // don't put reinforcements onto the list that have already been used up.
2180 if ( (rp->num_uses == rp->uses) ){
2184 // don't put items which are not on my team
2185 if((Player_ship != NULL) && (ship_get_reinforcement_team(i) != Player_ship->team)){
2189 Assert ( Num_menu_items < MAX_MENU_ITEMS );
2190 strcpy( MsgItems[Num_menu_items].text, rp->name );
2191 MsgItems[Num_menu_items].instance = i;
2192 MsgItems[Num_menu_items].active = 0;
2194 if ( rp->flags & RF_IS_AVAILABLE ) {
2195 MsgItems[Num_menu_items].active = 1;
2202 // hud_squadmsg_display_menu( "Select Reinforcement" );
2203 hud_squadmsg_display_menu( XSTR( "Select Ship/Wing", 319) ); // AL 11-14-97: Reinforcement didn't fit, so using this for now
2204 k = hud_squadmsg_get_key();
2208 hud_squadmsg_toggle(); // take us out of message mode
2210 rnum = MsgItems[First_menu_item + k].instance;
2212 // check to see if trying to call a reinforcement not yet available. If so, maybe play message, but
2214 if ( MsgItems[First_menu_item + k].active == 0 ) {
2218 // in single player, or a multiplayer master, call in the reinforcement. Clients send a packet to the
2220 if ( MULTIPLAYER_CLIENT ) {
2221 Reinforcements[rnum].num_uses++; // increment this variable here since clients need to maintain a valid count
2222 send_player_order_packet(SQUAD_MSG_REINFORCEMENT, rnum, 0);
2224 hud_squadmsg_call_reinforcement(rnum);
2229 // function to display list of commands for a ship
2230 void hud_squadmsg_ship_command()
2233 int i, orders, default_orders;
2235 // when adding ship commands, we must look at the type of ship, and what messages that
2236 // ship allows. First, place all messages that are possible onto the menu, then
2238 // see if messaging all ships or just one. Messaging all ships will mean all default orders
2239 // show on comm menu.
2240 if ( Msg_instance != MESSAGE_ALL_FIGHTERS ) {
2241 orders = Ships[Msg_instance].orders_accepted;
2242 default_orders = ship_get_default_orders_accepted( &Ship_info[Ships[Msg_instance].ship_info_index] );
2245 default_orders = FIGHTER_MESSAGES;
2246 orders = default_orders;
2249 First_menu_item = 0;
2251 for ( i = 0; i < MAX_SHIP_ORDERS; i++ ) {
2252 // check to see if the comm order should even be added to the menu -- if so, then add it
2253 // the order will be activated if the bit is set for the ship.
2254 if ( default_orders & Comm_orders[i].value ) {
2255 Assert ( Num_menu_items < MAX_MENU_ITEMS );
2256 strcpy( MsgItems[Num_menu_items].text, comm_order_menu_text(i) );
2257 MsgItems[Num_menu_items].instance = Comm_orders[i].value;
2258 MsgItems[Num_menu_items].active = 0;
2259 // check the bit to see if the command is active
2260 if ( orders & Comm_orders[i].value )
2261 MsgItems[Num_menu_items].active = 1;
2263 // if the order cannot be carried out by the ship, then item should be inactive
2264 if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && !hud_squadmsg_ship_order_valid( Msg_instance, Comm_orders[i].value ) )
2265 MsgItems[Num_menu_items].active = 0;
2267 // do some other checks to possibly gray out other items.
2268 // if no target, remove any items which are associated with the players target
2269 if ( !hud_squadmsg_is_target_order_valid(i, 0) )
2270 MsgItems[Num_menu_items].active = 0;
2272 // if messaging all fighters, see if we should gray out the order if no one will accept it,
2273 // or modify the text if only some of the ships will accept it
2274 if ( Msg_instance == MESSAGE_ALL_FIGHTERS ) {
2277 int partial_accept, all_accept; // value which tells us what to do with menu item
2279 all_accept = Comm_orders[i].value;
2281 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2283 // don't send messge to ships not on player's team, or that are in a wing.
2284 shipp = &Ships[Objects[so->objnum].instance];
2285 if ( shipp->team != Player_ship->team )
2288 // don't send message to non fighter wings
2289 if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) )
2292 all_accept &= shipp->orders_accepted; // 'and'ing will either keep this bit set or zero it properly
2293 partial_accept |= (shipp->orders_accepted & Comm_orders[i].value); // 'or'ing will tell us if at least one accepts
2296 if ( !all_accept ) {
2297 // either modify the text if a partial accept, or grey it out if no one accepts
2298 if ( partial_accept ) {
2299 strcat( MsgItems[Num_menu_items].text, XSTR( "(*)", 320) );
2301 MsgItems[Num_menu_items].active = 0;
2310 hud_squadmsg_display_menu( XSTR( "What Command", 321) );
2311 k = hud_squadmsg_get_key();
2313 // when we get a valid goal, we must add the goal to the ai ship's goal list
2316 Assert ( k < Num_menu_items );
2317 // when messaging all fighters or ignoring target, call the send_to_all_fighters routine
2318 if ( (Msg_instance != MESSAGE_ALL_FIGHTERS) && (MsgItems[k].instance != IGNORE_TARGET_ITEM) )
2319 hud_squadmsg_send_ship_command( Msg_instance, MsgItems[k].instance, 1 );
2321 hud_squadmsg_send_to_all_fighters( MsgItems[k].instance );
2322 hud_squadmsg_toggle();
2326 // function to display list of command for a wing
2327 void hud_squadmsg_wing_command()
2331 int default_orders, i, orders;
2333 // when adding commands for wings, we will look at all of the ships in the wing, and create
2334 // the order list from that set of ships. In the future, we may want to do something else....
2336 wingp = &Wings[Msg_instance];
2338 // or together all of the orders for all the ships in the wing
2340 for ( i = 0; i < wingp->current_count; i++ ) {
2341 orders = ship_get_default_orders_accepted( &Ship_info[Ships[wingp->ship_index[i]].ship_info_index] );
2342 default_orders |= orders;
2344 default_orders &= ~CAPTURE_TARGET_ITEM; // we cannot capture any target with a wing.
2347 orders = Ships[wingp->ship_index[0]].orders_accepted; // get the orders that the first ship in the wing will accept
2348 for ( i = 0; i < MAX_SHIP_ORDERS; i++ ) {
2349 // add the set of default orders to the comm menu. We will currently allow all messages
2350 // to be available in the wing.
2351 if ( default_orders & Comm_orders[i].value ) {
2352 Assert ( Num_menu_items < MAX_MENU_ITEMS );
2353 strcpy( MsgItems[Num_menu_items].text, comm_order_menu_text(i) );
2354 MsgItems[Num_menu_items].instance = Comm_orders[i].value;
2355 MsgItems[Num_menu_items].active = 0;
2357 // possibly grey out the menu item depending on whether or not the "wing" will accept this order
2358 // the "wing" won't accept the order if the first ship in the wing doesn't accept it.
2359 if ( orders & Comm_orders[i].value )
2360 MsgItems[Num_menu_items].active = 1;
2362 // do some other checks to possibly gray out other items.
2363 // if no target, remove any items which are associated with the players target
2364 if ( !hud_squadmsg_is_target_order_valid(i, 0) )
2365 MsgItems[Num_menu_items].active = 0;
2371 hud_squadmsg_display_menu( XSTR( "What Command", 321) );
2372 k = hud_squadmsg_get_key();
2375 // ignore target gets sent to everyone.
2376 if ( MsgItems[k].instance != IGNORE_TARGET_ITEM )
2377 hud_squadmsg_send_wing_command( Msg_instance, MsgItems[k].instance, 1 );
2379 hud_squadmsg_send_to_all_fighters( MsgItems[k].instance );
2380 hud_squadmsg_toggle();
2386 //----------------------------------------------------------
2387 // external entry points below!!!!
2389 // when starting messaging mode, we must remove old bindings from the
2390 // keys that are used for messaging mode (which will get restored when
2391 // messaging mode is done).
2393 // this code below will get called only the key config changes (from ControlsConfig.cpp)
2394 // or if the bindings haven't been saved yet. This code doesn't remove the bindings
2395 // but just sets up the array so that the bindings can be removed when messaging
2398 // do_scroll indicates whether we should save the page up and page down keys
2399 void hud_squadmsg_save_keys( int do_scroll )
2406 for ( j=0; j<MAX_KEYS_USED; j++ ) {
2407 for ( i=0; Control_config[i].text[0]; i++ ) { // the text field in this structure is empty at the end of the config list
2408 if ( Control_config[i].key_id == keys_used[j] ) { // this is true if we have a match
2410 // if we are not saving scrolling keys and we are trying to match page up and page down
2412 if ( !do_scroll && ((keys_used[j] == KEY_PAGEDOWN) || (keys_used[j] == KEY_PAGEUP)) )
2415 Assert( num_keys_saved < MAX_KEYS_USED );
2416 key_save[num_keys_saved].option_num = i;
2417 key_save[num_keys_saved].key_value = keys_used[j];
2419 break; // done with this key -- move to next.
2426 // function is called once per mission start. Initializes those values
2427 // which only need to be inited once per mission.
2428 void hud_init_squadmsg( void )
2432 if ( !Mbox_frames_loaded ) {
2433 for ( i = 0; i < NUM_MBOX_FRAMES; i++ ) {
2434 Mbox_gauge[i].first_frame = bm_load_animation(Mbox_fnames[gr_screen.res][i], &Mbox_gauge[i].num_frames);
2435 if ( Mbox_gauge[i].first_frame == -1 ) {
2436 Warning(LOCATION, "Could not load in ani: %s\n", Mbox_fnames[gr_screen.res][i]);
2440 Mbox_frames_loaded = 1;
2443 Msg_eat_key_timestamp = timestamp(0);
2446 // external entry point into code which changes the messaging mode based on the
2447 // previous player flag value. I thought it better to isolate all system changes
2449 void hud_squadmsg_toggle()
2451 // if the emp effect is active, always ignore this
2452 if(emp_active_local()){
2456 // if entering this mode, must setup messaging system. Don't start squadmessging if
2457 // the player is dead.
2458 if ( !(Player->flags & PLAYER_FLAGS_MSG_MODE) ) {
2459 if ( Game_mode & GM_DEAD ){
2462 if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) ){
2465 hud_squadmsg_start();
2470 Player->flags ^= PLAYER_FLAGS_MSG_MODE;
2474 // extern entry point to allow messaging of enemies
2475 void hud_enemymsg_toggle()
2477 hud_squadmsg_toggle();
2478 // if we just entered message mode, turn on var that says to message enemies
2479 if ( Player->flags & PLAYER_FLAGS_MSG_MODE )
2484 // external entry point into code when a keyboard shortcut is used for a command
2485 // we are passed in an ID for the command to set internal variables. This command
2486 // will be used in place of the last menu in the messaging code
2487 void hud_squadmsg_shortcut( int command )
2489 // check if the communications system is capable of sending a message
2490 if ( (hud_communications_state(Player_ship, 1) != COMM_OK) && (command != REARM_REPAIR_ME_ITEM) ) {
2494 // observers in multiplayer games cannot have this active either
2495 if ( (Game_mode & GM_MULTIPLAYER) && NETPLAYER_IS_OBSERVER(Net_player) )
2498 // in multiplayer and I cannot message, don't allow anything except calling in for rearm
2499 if ( (Game_mode & GM_MULTIPLAYER) && !multi_can_message(Net_player) && (command != REARM_REPAIR_ME_ITEM) )
2500 gamesnd_play_error_beep();
2502 // player ships which turns traitor cannot rearm
2503 if ( Player_ship->team == TEAM_TRAITOR )
2506 if ( Player->flags & PLAYER_FLAGS_MSG_MODE ) // we are already in messaging mode -- maybe do sometime more interesting?
2508 hud_squadmsg_toggle();
2509 Msg_shortcut_command = command; // save the command for later use
2510 if ( Msg_shortcut_command == CAPTURE_TARGET_ITEM ) // some commands only apply to wings or ships
2511 Squad_msg_mode = SM_MODE_SHIP_SELECT; // -- don't offer choice
2512 else if ( Msg_shortcut_command == IGNORE_TARGET_ITEM ) { // ignoring target applied to all ships
2513 hud_squadmsg_toggle(); // turns off mode which was turned on above
2514 hud_squadmsg_send_to_all_fighters( Msg_shortcut_command );
2518 // external entry point which is called when the player hits a selection key (1-0) while in messaging
2519 // mode. If we are in messaging mode, send the shortcut command to the ships that are part of the
2520 // passed in selection set. If there is no shortcut command, do nothing. Returns 1 if the key
2521 // was used, else 0. This return value is used to tell the key control system that it should
2522 // call the normal targeting selection stuff.
2523 int hud_squadmsg_hotkey_select( int k )
2525 htarget_list *hitem, *plist;
2529 Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE );
2531 if ( Msg_shortcut_command == -1 )
2534 Assert ( (k >= 0) && (k < MAX_KEYED_TARGETS) );
2535 plist = &(Player->keyed_targets[k]);
2537 if ( EMPTY(plist) ) // be sure that we have at least one ship in the list
2541 // for each ship in the selection set list, send the shortcut command that the player
2542 // previously entered. Be sure to check that we are not trying to send a command to
2544 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
2546 Assert ( objp->type == OBJ_SHIP );
2547 if ( Ships[objp->instance].team != TEAM_FRIENDLY )
2550 // be sure that this ship can accept this command
2551 if ( !(Msg_shortcut_command, Ships[objp->instance].orders_accepted) )
2554 hud_squadmsg_send_ship_command( objp->instance, Msg_shortcut_command, send_message );
2558 hud_squadmsg_toggle(); // turn off messaging mode
2563 // the next function is called once a frame when the player is messaging someone
2564 // in his squad. After a period of 5 seconds of inactivity (i.e. no keypress to
2565 // select something in the menu), the menu will disappear. This function will only
2566 // get called if the player flag PLAYER_FLAG_MSG_MODE is set. Parameter is the key
2567 // that was hit this frame
2569 int hud_squadmsg_do_frame( )
2573 Assert ( Player->flags & PLAYER_FLAGS_MSG_MODE ); // be sure that messaging mode is set!!!
2575 // if the player is now dead, or the timestamp elapsed, then get out of messaging mode.
2576 if ( (Game_mode & GM_DEAD) || timestamp_elapsed(Msg_mode_timestamp) ) {
2577 hud_squadmsg_toggle();
2583 // check the player's current target. Change in target resets the timer
2585 if ( Msg_target_objnum != Player_ai->target_objnum ) {
2586 Msg_target_objnum = Player_ai->target_objnum;
2590 if ( Msg_targeted_subsys != Player_ai->targeted_subsys ) {
2591 Msg_targeted_subsys = Player_ai->targeted_subsys;
2595 // setup color/font info
2596 // hud_set_default_color();
2597 hud_set_gauge_color(HUD_MESSAGE_BOX);
2599 // check for multiplayer mode - this is really a special case checker for support ship requesting and aborting
2600 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Squad_msg_mode == SM_MODE_REPAIR_REARM || Squad_msg_mode == SM_MODE_REPAIR_REARM_ABORT)){
2605 // who_to_sig = Objects[Ships[shipnum].objnum].net_signature;
2606 if(Player_ai->target_objnum != -1)
2607 net_sig = Objects[Player_ai->target_objnum].net_signature;
2611 if ((Player_ai->targeted_subsys != NULL) && (Player_ai->targeted_subsys->current_hits > 0.0f))
2612 subsys_name = Player_ai->targeted_subsys->system_info->subobj_name;
2616 // send the correct packet
2617 if(Squad_msg_mode == SM_MODE_REPAIR_REARM)
2618 send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM);
2620 send_player_order_packet(SQUAD_MSG_SHIP, 0, ABORT_REARM_REPAIR_ITEM);
2622 // make sure to toggle the mode off
2623 hud_squadmsg_toggle();
2628 // draw top of frame
2629 if ( Mbox_gauge[0].first_frame >= 0 ) {
2630 GR_AABITMAP(Mbox_gauge[0].first_frame, Mbox_top_coords[gr_screen.res][0], Mbox_top_coords[gr_screen.res][1]);
2633 switch( Squad_msg_mode ) {
2635 case SM_MODE_TYPE_SELECT:
2636 hud_squadmsg_type_select();
2639 case SM_MODE_SHIP_SELECT:
2640 hud_squadmsg_ship_select();
2643 case SM_MODE_WING_SELECT:
2644 hud_squadmsg_wing_select();
2647 case SM_MODE_SHIP_COMMAND:
2648 hud_squadmsg_ship_command();
2651 case SM_MODE_WING_COMMAND:
2652 hud_squadmsg_wing_command();
2655 case SM_MODE_REINFORCEMENTS:
2656 hud_squadmsg_reinforcement_select();
2659 case SM_MODE_REPAIR_REARM:
2660 //if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (addr != NULL)){
2661 // hud_squadmsg_repair_rearm(1,&Objects[Net_players[player_num].player->objnum]);
2663 hud_squadmsg_repair_rearm(1); // note we return right away. repair/rearm code handles messaging, etc
2667 case SM_MODE_REPAIR_REARM_ABORT:
2668 //if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (addr != NULL)){
2669 // hud_squadmsg_repair_rearm_abort(1,&Objects[Net_players[player_num].player->objnum]);
2671 hud_squadmsg_repair_rearm_abort(1); // note we return right away. repair/rearm code handles messaging, etc
2675 case SM_MODE_ALL_FIGHTERS:
2676 hud_squadmsg_msg_all_fighters();
2680 Int3(); // get allender -- invalid mode in messaging system
2685 // be sure to reset the clip region
2686 HUD_reset_clip(); // JAS: Is this needed?
2688 if ( Msg_key_used || target_changed ) {
2689 Msg_mode_timestamp = timestamp(DEFAULT_MSG_TIMEOUT);
2695 void hud_add_issued_order(char *name, int order, char *target)
2697 Squadmsg_history[squadmsg_history_index].ship = get_parse_name_index(name);
2698 Squadmsg_history[squadmsg_history_index].order = order;
2700 Squadmsg_history[squadmsg_history_index].target = get_parse_name_index(target);
2702 Squadmsg_history[squadmsg_history_index].target = -1;
2704 squadmsg_history_index++;
2705 if (squadmsg_history_index >= SQUADMSG_HISTORY_MAX)
2706 squadmsg_history_index = 0;
2709 int hud_query_order_issued(char *name, char *order, char *target)
2711 int i, o=-1, ship, t;
2713 ship = get_parse_name_index(name);
2716 t = get_parse_name_index(target);
2718 for (i=0; i<MAX_SHIP_ORDERS; i++)
2719 if (!stricmp(order, comm_order_menu_text(i)) )
2720 o = Comm_orders[i].value;
2722 Assert(i < MAX_SHIP_ORDERS);
2723 for (i=0; i<SQUADMSG_HISTORY_MAX; i++)
2724 if (Squadmsg_history[i].order == o)
2725 if (ship == Squadmsg_history[i].ship)
2726 if (Squadmsg_history[i].target == t)
2733 void hudsquadmsg_page_in()
2737 for ( i = 0; i < NUM_MBOX_FRAMES; i++ ) {
2738 bm_page_in_aabitmap( Mbox_gauge[i].first_frame, Mbox_gauge[i].num_frames );