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/MissionHotKey.cpp $
15 * C module for the Hotkey selection screen
18 * Revision 1.4 2002/06/09 04:41:22 relnev
19 * added copyright header
21 * Revision 1.3 2002/06/01 07:12:33 relnev
22 * a few NDEBUG updates.
24 * removed a few warnings.
26 * Revision 1.2 2002/05/07 03:16:46 theoddone33
27 * The Great Newline Fix
29 * Revision 1.1.1.1 2002/05/03 03:28:10 root
33 * 5 10/14/99 2:50p Jefff
36 * 4 8/17/99 3:00p Jefff
39 * 3 10/13/98 9:28a Dave
40 * Started neatening up freespace.h. Many variables renamed and
41 * reorganized. Added AlphaColors.[h,cpp]
43 * 2 10/07/98 10:53a Dave
46 * 1 10/07/98 10:49a Dave
48 * 54 6/09/98 5:15p Lawrance
49 * French/German localization
51 * 53 6/09/98 10:31a Hoffoss
52 * Created index numbers for all xstr() references. Any new xstr() stuff
53 * added from here on out should be added to the end if the list. The
54 * current list count can be found in FreeSpace.cpp (search for
57 * 52 5/26/98 11:10a Lawrance
58 * Fix bug where window controls get disabled when F1 pressed twice
60 * 51 5/06/98 10:47a Allender
61 * allow escape pods to be shown on hotkey screen
63 * 50 5/05/98 1:49a Lawrance
64 * Add in missing help overlays
66 * 49 4/25/98 7:40p Allender
67 * fixd some small hotkey stuff. Worked on turret orientation being
68 * correct for multiplayer. new sexpression called end-campaign will will
69 * end the main campaign
71 * 48 4/20/98 12:36a Mike
72 * Make team vs. team work when player is hostile. Several targeting
75 * 47 4/13/98 10:52a Jasen
76 * Updated coords for new Hotkey config screen.
78 * 46 3/11/98 10:33p Allender
79 * made a "hidden" hotkey which is the last hotkey in the set, which means
80 * to hide the ship/wing until the mission is entered.
82 * 45 3/11/98 11:20a Hoffoss
83 * Changed hotkey screen to only show friendly and hostile catagories
84 * (everything non-friendly is hostile).
86 * 44 3/10/98 9:51a Allender
87 * minor fixups to hotkey stuff.
89 * 43 3/07/98 8:09p Allender
90 * maybe restore hotkeys when setting defaults
92 * 42 2/27/98 4:31p Allender
93 * don't show ships on hotkey screen which are hidden to sensors
95 * 41 2/23/98 8:14a John
97 * 40 2/23/98 8:06a John
98 * Externalized some strings
100 * 39 2/22/98 12:19p John
101 * Externalized some strings
103 * 38 2/10/98 2:06p Hoffoss
104 * Eliminated cargo (and NavBouys) from hotkey list.
106 * 37 1/29/98 10:26a Hoffoss
107 * Made changes so arrow buttons repeat scrolling when held down.
109 * 36 1/28/98 6:22p Dave
110 * Made standalone use ~8 megs less memory. Fixed multiplayer submenu
113 * 35 1/26/98 4:42p Allender
114 * fixed restoration of hotkeys when replaying mission. Change the
115 * meaning of "departed wing" to mean anytime a wing "departs" (with any
116 * number of remaining wingmen).
118 * 34 1/19/98 9:37p Allender
119 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
120 * of places since I was unsure of what to do with code.
122 * 33 1/18/98 5:09p Lawrance
123 * Added support for TEAM_TRAITOR
125 * 32 1/14/98 5:22p Allender
126 * save/restore hotkey selections when replaying the same mission
128 * 31 12/15/97 12:13p Hoffoss
129 * Changed code to allow hotkey listing to repeat scroll when mouse held
132 * 30 12/10/97 2:30p Hoffoss
133 * Removed dead code that isn't being used anymore.
135 * 29 12/09/97 8:12a Allender
136 * changes to hotkey stuff. Don't allow mission defined hotkeys to
137 * override user defined ones once the mission starts
139 * 28 12/03/97 4:16p Hoffoss
140 * Changed sound stuff used in interface screens for interface purposes.
142 * 27 12/01/97 3:39p Hoffoss
143 * Changed naming of headings.
145 * 26 12/01/97 3:29p Jasen
146 * Fixed button coordinates.
148 * 25 12/01/97 2:50p Hoffoss
149 * Improved hotkey screen. F keys are in seperate columns now, and
150 * Shift-F key adds that to item.
152 * 24 11/24/97 10:14p Allender
153 * fixed a couple of problem with assignments in the hotkey screen. alpha
154 * wing problems, num_ships problems
156 * 23 11/19/97 3:40p Allender
157 * don't allow player to get assigned by himself to a hotkey. Don't allow
158 * navbuoys to be assigned either
160 * 22 11/10/97 5:36p Hoffoss
161 * Fixed bug in last fix. :)
166 #include "missionhotkey.h"
167 #include "gamesequence.h"
168 #include "freespace.h"
174 #include "audiostr.h"
177 #include "linklist.h"
178 #include "hudtarget.h"
182 #include "missionscreencommon.h"
185 #include "controlsconfig.h"
186 #include "contexthelp.h"
187 #include "alphacolors.h"
190 static int Key_sets[MAX_KEYED_TARGETS] = {
201 /////////////////////////////
203 static int Hotkey_bits[MAX_SHIPS]; // bitfield indicating which hotkeys are used by each ship
205 static int Hotkey_sets_saved; // have we saved the sets for this mission
207 static int Mission_hotkey_save_timestamp; // timestamp used to tell us when we can save
208 #define HOTKEY_SAVE_TIME 15000 // save sets this number of milliseconds into the mission
212 char name[NAME_LENGTH];
215 HK_save_info Hotkey_saved_info[MAX_HOTKEY_TARGET_ITEMS];
216 int Num_hotkeys_saved;
219 static char *Hotkey_background_fname[GR_NUM_RESOLUTIONS] = {
221 "2_Hotkeys" // GR_1024
224 static char *Hotkey_mask_fname[GR_NUM_RESOLUTIONS] = {
225 "Hotkeys-M", // GR_640
226 "2_Hotkeys-M" // GR_1024
229 //#define GROUP_LIST_X 40
230 //#define GROUP_LIST_W 160
232 // #define ICON_LIST_X 219
233 // #define ICON_LIST_W 8
235 // #define ICON_LIST_X 280
236 // #define ICON_LIST_W 8
238 //#define SHIP_LIST_X 242
239 //#define SHIP_LIST_X2 259
240 //#define SHIP_LIST_W 341
241 //#define SHIP_LIST_W2 324
243 // #define SHIP_LIST_X 302
244 // #define SHIP_LIST_X2 319
245 // #define SHIP_LIST_W 281
246 // #define SHIP_LIST_W2 264
249 // #define LIST_H 280
256 #define HOTKEY_LINE_HEADING 1
257 #define HOTKEY_LINE_WING 2
258 #define HOTKEY_LINE_SHIP 3
259 #define HOTKEY_LINE_SUBSHIP 4 // ship that is in a wing
261 #define WING_FLAG 0x80000
263 #define MAX_LINES 200
264 #define NUM_BUTTONS 10
265 #define LIST_BUTTONS_MAX 40
267 #define SCROLL_UP_BUTTON 0
268 #define SCROLL_DOWN_BUTTON 1
269 #define CANCEL_BUTTON 2
270 #define CLEAR_BUTTON 3
271 #define RESET_BUTTON 4
272 #define ADD_HOTKEY_BUTTON 5
273 #define REMOVE_HOTKEY_BUTTON 6
274 #define HELP_BUTTON 7
275 #define OPTIONS_BUTTON 8
276 #define ACCEPT_BUTTON 9
278 // coords for entire ship box
279 static int Hotkey_list_coords[GR_NUM_RESOLUTIONS][4] = {
296 // coords for big "F9" thing in the corner
297 static int Hotkey_function_name_coords[GR_NUM_RESOLUTIONS][4] = {
315 #define FIELD_LEFT_EDGE 0
325 #define FIELD_RIGHT_EDGE 10
326 // x coords of unseen field boundaries ( | field1 | field2 | ... | )
327 // entried will all be centered in fields except FIELD_SHIP which will be left justified
328 // an edge is named by the field on its left
329 static int Hotkey_field_edge[GR_NUM_RESOLUTIONS][11] = {
331 29, 56, 83, 110, 137, 164, 191, 218, 245, 280, 531
334 47, 91, 135, 179, 223, 267, 311, 355, 399, 448, 849
339 static int Hotkey_function_field_width[GR_NUM_RESOLUTIONS] = {
343 static int Hotkey_wing_icon_x[GR_NUM_RESOLUTIONS] = {
347 static int Hotkey_ship_x[GR_NUM_RESOLUTIONS] = {
353 // pragma pair put into place because of compiler warnings about being unable to inline
354 // the constructor function of the hotkey_buttons set.
355 #pragma warning(disable: 4710)
358 struct hotkey_buttons {
362 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
364 hotkey_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
367 // button definitions
368 static hotkey_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
372 hotkey_buttons("HKB_00", 1, 94, 0),
373 hotkey_buttons("HKB_01", 1, 133, 1),
374 hotkey_buttons("HKB_02", 15, 342, 2),
375 hotkey_buttons("HKB_03", 84, 342, 3),
376 hotkey_buttons("HKB_04", 161, 342, 4),
377 hotkey_buttons("HKB_05", 539, 5, 5),
378 hotkey_buttons("HKB_06", 539, 44, 6),
379 hotkey_buttons("HKB_07", 539, 431, 7),
380 hotkey_buttons("HKB_08", 539, 455, 8),
381 hotkey_buttons("HKB_09", 575, 432, 9)
385 hotkey_buttons("2_HKB_00", 2, 150, 0),
386 hotkey_buttons("2_HKB_01", 2, 213, 1),
387 hotkey_buttons("2_HKB_02", 24, 548, 2),
388 hotkey_buttons("2_HKB_03", 135, 548, 3),
389 hotkey_buttons("2_HKB_04", 258, 548, 4),
390 hotkey_buttons("2_HKB_05", 862, 8, 5),
391 hotkey_buttons("2_HKB_06", 862, 71, 6),
392 hotkey_buttons("2_HKB_07", 863, 690, 7),
393 hotkey_buttons("2_HKB_08", 862, 728, 8),
394 hotkey_buttons("2_HKB_09", 920, 692, 9)
400 #pragma warning(default: 4710)
403 #define HOTKEY_NUM_TEXT 6
404 static UI_XSTR Hotkey_text[GR_NUM_RESOLUTIONS][HOTKEY_NUM_TEXT] = {
407 { "Cancel", 1516, 7, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][CANCEL_BUTTON].button },
408 { "Clear", 1517, 85, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][CLEAR_BUTTON].button },
409 { "Reset", 1518, 159, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][RESET_BUTTON].button },
410 { "Help", 1519, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][HELP_BUTTON].button },
411 { "Options", 1520, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][OPTIONS_BUTTON].button },
412 { "Accept", 1521, 573, 413, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][ACCEPT_BUTTON].button }
416 { "Cancel", 1516, 30, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][CANCEL_BUTTON].button },
417 { "Clear", 1517, 151, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][CLEAR_BUTTON].button },
418 { "Reset", 1518, 269, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][RESET_BUTTON].button },
419 { "Help", 1519, 800, 704, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][HELP_BUTTON].button },
420 { "Options", 1520, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][OPTIONS_BUTTON].button },
421 { "Accept", 1521, 902, 661, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][ACCEPT_BUTTON].button }
431 int y; // Y coordinate of line
432 } Hotkey_lines[MAX_LINES];
434 static int Cur_hotkey = 0;
435 static int Scroll_offset;
436 static int Num_lines;
437 static int Selected_line;
438 static int Background_bitmap;
440 static UI_WINDOW Ui_window;
441 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
442 //static UI_BUTTON List_region;
444 //////////////////////
447 // function used in a couple of places to get the actual hotkey set number from a key value.
448 // not trivial since our current keysets (F5 - F12) do not have sequential keycodes
449 int mission_hotkey_get_set_num( int k )
453 for (i = 0; i < MAX_KEYED_TARGETS; i++ ) {
454 if ( Key_sets[i] == k ) {
459 Int3(); // get allender
463 // function to maybe restore some hotkeys during the first N seconds of the mission
464 void mission_hotkey_maybe_restore()
468 for ( i = 0; i < Num_hotkeys_saved; i++ ) {
469 // don't process something that has no set
470 if ( Hotkey_saved_info[i].setnum == -1 )
473 // the ship is present, add it to the given set.
474 index = ship_name_lookup(Hotkey_saved_info[i].name);
476 hud_target_hotkey_add_remove( Hotkey_saved_info[i].setnum, &Objects[Ships[index].objnum], HOTKEY_USER_ADDED );
477 Hotkey_saved_info[i].setnum = -1;
482 // ---------------------------------------------------------------------
483 // mission_hotkey_set_defaults()
485 // Set up the hotkey lists for the player based on the mission designer
488 void mission_hotkey_set_defaults()
495 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
496 hud_target_hotkey_clear(i);
499 // set the variable letting us know that we should save the hotkey sets
500 Hotkey_sets_saved = 0;
501 Mission_hotkey_save_timestamp = timestamp(HOTKEY_SAVE_TIME);
503 // if we have hotkeys saved from the previous run of this mission, then simply keep the cleared
504 // sets, and let the restore code take care of it! This works because this function is currently
505 // only called from one place -- after the mission loads.
506 if ( Num_hotkeys_saved > 0 ) {
507 mission_hotkey_maybe_restore();
511 // Check for ships with a hotkey assigned
512 obj_merge_created_list();
513 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
515 if ( (A == &obj_used_list) || (A->type != OBJ_SHIP) || ((Game_mode & GM_NORMAL) && (A == Player_obj)) ) {
519 Assert(A->instance >= 0 && A->instance < MAX_SHIPS);
520 sp = &Ships[A->instance];
522 if ( sp->hotkey == -1 )
525 // if the hotkey is the last hotkey in the list, then don't add it either since this hotkey is a special
526 // marker to indicate that this ship should remain invisible in the hotkey screen until after mission
528 if ( sp->hotkey == MAX_KEYED_TARGETS )
531 Assert(sp->objnum >= 0);
532 hud_target_hotkey_add_remove( sp->hotkey, &Objects[sp->objnum], HOTKEY_MISSION_FILE_ADDED );
535 // Check for wings with a hotkey assigned
536 for ( i = 0; i < num_wings; i++ ) {
539 if ( wp->hotkey == -1 )
542 // like ships, skip this wing if the hotkey is the last hotkey item
543 if ( wp->hotkey == MAX_KEYED_TARGETS )
546 for ( j = 0; j < wp->current_count; j++ ) {
547 if ( wp->ship_index[j] == -1 )
550 sp = &Ships[wp->ship_index[j]];
551 hud_target_hotkey_add_remove( wp->hotkey, &Objects[sp->objnum], HOTKEY_MISSION_FILE_ADDED );
556 // function to reset the saved hotkeys -- called when a new mission is loaded
557 void mission_hotkey_reset_saved()
559 Num_hotkeys_saved = 0;
562 // next function called when we might want to save the hotkey sets for the player. We will save the hotkey
563 // sets N seconds into the mission
564 void mission_hotkey_maybe_save_sets()
567 htarget_list *hitem, *plist;
570 if ( !timestamp_elapsed(Mission_hotkey_save_timestamp) ) {
571 mission_hotkey_maybe_restore();
575 // no processing if we have saved them.
576 if ( Hotkey_sets_saved )
579 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
580 Hotkey_saved_info[i].setnum = -1;
582 Num_hotkeys_saved = 0;
583 hkp = &(Hotkey_saved_info[0]);
585 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
587 // get the list. do nothing if list is empty
588 plist = &(Player->keyed_targets[i]);
592 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
593 Assert( Num_hotkeys_saved < MAX_HOTKEY_TARGET_ITEMS );
595 strcpy( hkp->name, Ships[hitem->objp->instance].ship_name );
601 Hotkey_sets_saved = 1;
604 // function which gets called from MissionParse to maybe add a ship or wing to a hotkey set.
605 // this intermediate function is needed so that we don't blast over possibly saved hotkey sets
606 void mission_hotkey_mf_add( int set, int objnum, int how_to_add )
608 // if we are restoring hotkeys, and the timer hasn't elapsed, then return and let the
609 // hotkey restoration code deal with it
610 if ( Num_hotkeys_saved && !timestamp_elapsed(Mission_hotkey_save_timestamp) )
613 // we can add it to the set
614 hud_target_hotkey_add_remove( set, &Objects[objnum], how_to_add );
617 void mission_hotkey_validate()
619 htarget_list *hitem, *plist;
623 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
624 plist = &(Players[Player_num].keyed_targets[i]);
625 if ( EMPTY( plist ) ) // no items in list, then do nothing
628 hitem = GET_FIRST(plist);
629 while ( hitem != END_OF_LIST(plist) ) {
631 // ensure this object is still valid and in the obj_used_list
633 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
634 if ( A->signature == hitem->objp->signature ) {
639 if ( obj_valid == FALSE ) {
642 temp = GET_NEXT(hitem);
643 list_remove( plist, hitem );
644 list_append( &htarget_free_list, hitem );
649 hitem = GET_NEXT( hitem );
655 // get the Hotkey_bits of a whole wing (bits must be set in all ships of wing for a hotkey bit to be set)
656 int get_wing_hotkeys(int n)
658 int i, total = 0xffffffff;
660 Assert((n >= 0) && (n < num_wings));
661 for (i=0; i<Wings[n].current_count; i++) {
664 // don't count the player ship for the total -- you cannot assign the player since bad things
665 // can happen on the hud.
666 ship_index = Wings[n].ship_index[i];
667 if ( &Ships[ship_index] == Player_ship )
670 total &= Hotkey_bits[Wings[n].ship_index[i]];
676 // add a line of hotkey smuck to end of list
677 int hotkey_line_add(char *text, int type, int index, int y)
679 if (Num_lines >= MAX_LINES)
682 Hotkey_lines[Num_lines].label = text;
683 Hotkey_lines[Num_lines].type = type;
684 Hotkey_lines[Num_lines].index = index;
685 Hotkey_lines[Num_lines].y = y;
689 // insert a line of hotkey smuck before line 'n'.
690 int hotkey_line_insert(int n, char *text, int type, int index)
694 if (Num_lines >= MAX_LINES)
699 Hotkey_lines[z] = Hotkey_lines[z - 1];
703 Hotkey_lines[z].label = text;
704 Hotkey_lines[z].type = type;
705 Hotkey_lines[z].index = index;
709 // insert a line of hotkey smuck somewhere between 'start' and end of list such that it is
711 int hotkey_line_add_sorted(char *text, int type, int index, int start)
715 if (Num_lines >= MAX_LINES)
719 while ((z >= start) && ((Hotkey_lines[z].type == HOTKEY_LINE_SUBSHIP) || (stricmp(text, Hotkey_lines[z].label) < 0)))
723 while ((z < Num_lines) && (Hotkey_lines[z].type == HOTKEY_LINE_SUBSHIP))
726 return hotkey_line_insert(z, text, type, index);
729 int hotkey_get_team(int i)
731 if (Ships[i].team == Player_ship->team)
732 return TEAM_FRIENDLY;
737 int hotkey_build_team_listing(int team, int y)
741 int i, j, s, z, start;
742 int font_height = gr_get_font_height();
744 for (i=0; i<MAX_SHIPS; i++)
745 if (hotkey_get_team(i) == team)
751 if (team == Player_ship->team)
752 str = XSTR( "Friendly ships", 402);
754 str = XSTR( "Enemy ships", 403);
757 hotkey_line_add(str, HOTKEY_LINE_HEADING, 0, y);
762 // next loop used to loop through max ships, comparing team values. MWA changed this to iterate
763 // through object list. Seemed safer since it doesn't rely on the team value getting reset to
764 // a bogus value between missions
765 //for (i=0; i<MAX_SHIPS; i++) {
766 // if ((Ships[i].team == team) && (Ships[i].wingnum < 0)) {
767 // hotkey_line_add_sorted(Ships[i].ship_name, HOTKEY_LINE_SHIP, i, start);
770 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
773 // don't process non-ships, or the player ship
774 if ( (Game_mode & GM_NORMAL) && (so->objnum == OBJ_INDEX(Player_obj)) )
777 shipnum = Objects[so->objnum].instance;
779 // filter out cargo containers, navbouys, etc
780 if ( (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HARMLESS) && !(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_ESCAPEPOD) )
783 // don't process non-ships (dunno what that would be, though).
784 if (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_NO_SHIP_TYPE)
787 // don't process ships invisible to sensors, dying or departing
788 if ( Ships[shipnum].flags & (SF_HIDDEN_FROM_SENSORS|SF_DYING|SF_DEPARTING) )
791 // if a ship's hotkey is the last hotkey on the list, then maybe make the hotkey -1 if
792 // we are now in mission. Otherwise, skip this ship
793 if ( Ships[shipnum].hotkey == MAX_KEYED_TARGETS ) {
794 if ( !(Game_mode & GM_IN_MISSION) )
795 continue; // skip to next ship
796 Ships[shipnum].hotkey = -1;
799 // be sure this ship isn't in a wing, and that the teams match
800 if ( (hotkey_get_team(shipnum) == team) && (Ships[shipnum].wingnum < 0) ) {
801 hotkey_line_add_sorted(Ships[shipnum].ship_name, HOTKEY_LINE_SHIP, shipnum, start);
805 for (i=0; i<num_wings; i++) {
806 if (Wings[i].current_count && (hotkey_get_team( Wings[i].ship_index[Wings[i].special_ship] ) == team)) {
808 // special check for the player's wing. If he's in a wing, and the only guy left, don't
810 if ( (Player_ship->wingnum == i) && (Wings[i].current_count == 1) )
813 // if a ship's hotkey is the last hotkey on the list, then maybe make the hotkey -1 if
814 // we are now in mission. Otherwise, skip this ship
815 if ( Wings[i].hotkey == MAX_KEYED_TARGETS ) {
816 if ( !(Game_mode & GM_IN_MISSION) )
817 continue; // skip to next ship
818 Wings[i].hotkey = -1;
821 // don't add any wing data whose ships are hidden from sensors
822 for ( j = 0; j < Wings[i].current_count; j++ ) {
823 if ( Ships[Wings[i].ship_index[j]].flags & SF_HIDDEN_FROM_SENSORS )
826 // if we didn't reach the end of the list, don't display the wing
827 if ( j < Wings[i].current_count )
830 z = hotkey_line_add_sorted(Wings[i].name, HOTKEY_LINE_WING, i, start);
831 if (Wings[i].flags & WF_EXPANDED) {
832 for (j=0; j<Wings[i].current_count; j++) {
833 s = Wings[i].ship_index[j];
834 z = hotkey_line_insert(z + 1, Ships[s].ship_name, HOTKEY_LINE_SUBSHIP, s);
840 z = HOTKEY_LINE_HEADING;
841 for (i=start; i<Num_lines; i++) {
842 if (Hotkey_lines[i].type == HOTKEY_LINE_SUBSHIP)
845 y += font_height + 2;
847 Hotkey_lines[i].y = y;
850 y += font_height + 8;
854 void hotkey_build_listing()
860 y = hotkey_build_team_listing(TEAM_FRIENDLY, y);
861 y = hotkey_build_team_listing(TEAM_HOSTILE, y);
864 int hotkey_line_query_visible(int n)
868 if ((n < 0) || (n >= Num_lines))
871 y = Hotkey_lines[n].y - Hotkey_lines[Scroll_offset].y;
872 if ((y < 0) || (y + gr_get_font_height() > Hotkey_list_coords[gr_screen.res][3]))
878 void hotkey_scroll_screen_up()
882 Assert(Selected_line > Scroll_offset);
883 while (!hotkey_line_query_visible(Selected_line) || (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING))
886 gamesnd_play_iface(SND_SCROLL);
889 gamesnd_play_iface(SND_GENERAL_FAIL);
892 void hotkey_scroll_line_up()
894 if (Selected_line > 1) {
896 while (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)
899 if (Selected_line < Scroll_offset)
900 Scroll_offset = Selected_line;
902 gamesnd_play_iface(SND_SCROLL);
905 gamesnd_play_iface(SND_GENERAL_FAIL);
908 void hotkey_scroll_screen_down()
910 if (Hotkey_lines[Num_lines - 1].y + gr_get_font_height() > Hotkey_lines[Scroll_offset].y + Hotkey_list_coords[gr_screen.res][3]) {
912 while (!hotkey_line_query_visible(Selected_line) || (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)) {
914 Assert(Selected_line < Num_lines);
917 gamesnd_play_iface(SND_SCROLL);
920 gamesnd_play_iface(SND_GENERAL_FAIL);
923 void hotkey_scroll_line_down()
925 if (Selected_line < Num_lines - 1) {
927 while (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)
930 Assert(Selected_line > Scroll_offset);
931 while (!hotkey_line_query_visible(Selected_line))
934 gamesnd_play_iface(SND_SCROLL);
937 gamesnd_play_iface(SND_GENERAL_FAIL);
944 if (Hotkey_lines[Selected_line].type == HOTKEY_LINE_WING) {
945 i = Hotkey_lines[Selected_line].index;
946 Wings[i].flags ^= WF_EXPANDED;
947 hotkey_build_listing();
948 for (z=0; z<Num_lines; z++)
949 if ((Hotkey_lines[z].type == HOTKEY_LINE_WING) && (Hotkey_lines[z].index == i)) {
959 htarget_list *hitem, *plist;
961 for (i=0; i<MAX_SHIPS; i++)
964 for ( i=0; i<MAX_KEYED_TARGETS; i++ ) {
965 plist = &(Players[Player_num].keyed_targets[i]);
966 if ( EMPTY(plist) ) // no items in list, then do nothing
969 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
970 Assert(hitem->objp->type == OBJ_SHIP);
971 Hotkey_bits[hitem->objp->instance] |= (1 << i);
980 z = Hotkey_lines[Selected_line].type;
981 if (z == HOTKEY_LINE_WING) {
982 z = Hotkey_lines[Selected_line].index;
983 b = ~get_wing_hotkeys(z);
984 for (i=0; i<Wings[z].current_count; i++)
985 Hotkey_bits[Wings[z].ship_index[i]] &= b;
987 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
988 Hotkey_bits[Hotkey_lines[Selected_line].index] = 0;
997 for (i=0; i<MAX_KEYED_TARGETS; i++) {
998 hud_target_hotkey_clear(i);
999 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1000 if ( Hotkey_bits[Objects[so->objnum].instance] & (1 << i) ) {
1001 hud_target_hotkey_add_remove(i, &Objects[so->objnum], HOTKEY_USER_ADDED );
1007 void add_hotkey(int hotkey)
1011 z = Hotkey_lines[Selected_line].type;
1012 if (z == HOTKEY_LINE_WING) {
1013 z = Hotkey_lines[Selected_line].index;
1014 for (i=0; i<Wings[z].current_count; i++)
1015 Hotkey_bits[Wings[z].ship_index[i]] |= (1 << hotkey);
1017 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
1018 Hotkey_bits[Hotkey_lines[Selected_line].index] |= (1 << hotkey);
1022 void remove_hotkey()
1026 z = Hotkey_lines[Selected_line].type;
1027 if (z == HOTKEY_LINE_WING) {
1028 z = Hotkey_lines[Selected_line].index;
1029 for (i=0; i<Wings[z].current_count; i++)
1030 Hotkey_bits[Wings[z].ship_index[i]] &= ~(1 << Cur_hotkey);
1032 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
1033 Hotkey_bits[Hotkey_lines[Selected_line].index] &= ~(1 << Cur_hotkey);
1037 void hotkey_button_pressed(int n)
1040 case SCROLL_UP_BUTTON:
1041 hotkey_scroll_screen_up();
1044 case SCROLL_DOWN_BUTTON:
1045 hotkey_scroll_screen_down();
1048 case ADD_HOTKEY_BUTTON:
1049 add_hotkey(Cur_hotkey);
1050 gamesnd_play_iface(SND_USER_SELECT);
1053 case REMOVE_HOTKEY_BUTTON:
1055 gamesnd_play_iface(SND_USER_SELECT);
1060 // fall through to CANCEL_BUTTON
1063 mission_hotkey_exit();
1064 gamesnd_play_iface(SND_USER_SELECT);
1068 launch_context_help();
1069 gamesnd_play_iface(SND_HELP_PRESSED);
1072 case OPTIONS_BUTTON:
1073 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1074 gamesnd_play_iface(SND_USER_SELECT);
1079 gamesnd_play_iface(SND_USER_SELECT);
1084 gamesnd_play_iface(SND_USER_SELECT);
1089 // ---------------------------------------------------------------------
1090 // mission_hotkey_init()
1092 // Initialize the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
1095 void mission_hotkey_init()
1100 // pause all beam weapon sounds
1101 beam_pause_sounds();
1103 // pause all game music
1104 audiostream_pause_all();
1107 common_set_interface_palette(); // set the interface palette
1108 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1109 Ui_window.set_mask_bmap(Hotkey_mask_fname[gr_screen.res]);
1111 for (i=0; i<NUM_BUTTONS; i++) {
1112 b = &Buttons[gr_screen.res][i];
1114 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, i < 2 ? 1 : 0, 1);
1115 // set up callback for when a mouse first goes over a button
1116 b->button.set_highlight_action(common_play_highlight_sound);
1117 b->button.set_bmaps(b->filename);
1118 b->button.link_hotspot(b->hotspot);
1121 // add all xstr text
1122 for(i=0; i<HOTKEY_NUM_TEXT; i++) {
1123 Ui_window.add_XSTR(&Hotkey_text[gr_screen.res][i]);
1126 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1127 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, (i < 2), 1);
1128 List_buttons[i].hide();
1129 List_buttons[i].disable();
1132 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
1133 Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
1134 Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
1136 // ensure help overlay is off
1137 help_overlay_set_state(HOTKEY_OVERLAY,0);
1139 // load in relevant bitmaps
1140 Background_bitmap = bm_load(Hotkey_background_fname[gr_screen.res]);
1141 if (Background_bitmap < 0) {
1142 // bitmap didnt load -- this is bad
1145 Wing_bmp = bm_load("WingDesignator");
1147 // bitmap didnt load -- this is bad
1153 hotkey_build_listing();
1156 // ---------------------------------------------------------------------
1157 // mission_hotkey_close()
1159 // Cleanup the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
1162 void mission_hotkey_close()
1164 if (Background_bitmap)
1165 bm_unload(Background_bitmap);
1167 bm_unload(Wing_bmp);
1169 // unload the overlay bitmap
1170 // help_overlay_unload(HOTKEY_OVERLAY);
1172 // unpause all beam weapon sounds
1173 beam_unpause_sounds();
1175 // unpause all game music
1176 audiostream_unpause_all();
1178 Ui_window.destroy();
1179 common_free_interface_palette(); // restore game palette
1183 // ---------------------------------------------------------------------
1184 // mission_hotkey_do_frame()
1186 // Called once per frame to process user input for the Hotkey Assignment Screen
1188 void mission_hotkey_do_frame(float frametime)
1191 int i, k, w, h, y, z, line, hotkeys;
1192 int font_height = gr_get_font_height();
1193 int select_tease_line = -1; // line mouse is down on, but won't be selected until button released
1196 if ( help_overlay_active(HOTKEY_OVERLAY) ) {
1197 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1198 Ui_window.set_ignore_gadgets(1);
1201 k = Ui_window.process() & ~KEY_DEBUGGED;
1203 if ( (k > 0) || B1_JUST_RELEASED ) {
1204 if ( help_overlay_active(HOTKEY_OVERLAY) ) {
1205 help_overlay_set_state(HOTKEY_OVERLAY, 0);
1206 Ui_window.set_ignore_gadgets(0);
1211 if ( !help_overlay_active(HOTKEY_OVERLAY) ) {
1212 Ui_window.set_ignore_gadgets(0);
1216 case KEY_DOWN: // scroll list down
1217 hotkey_scroll_line_down();
1220 case KEY_UP: // scroll list up
1221 hotkey_scroll_line_up();
1224 case KEY_PAGEDOWN: // scroll list down
1225 hotkey_scroll_screen_down();
1228 case KEY_PAGEUP: // scroll list up
1229 hotkey_scroll_screen_up();
1232 case KEY_CTRLED | KEY_ENTER:
1234 // fall through to next state -- allender changed this behavior since ESC should always cancel, no?
1237 mission_hotkey_exit();
1248 add_hotkey(Cur_hotkey);
1257 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1260 case KEY_CTRLED | KEY_R:
1264 case KEY_CTRLED | KEY_C:
1270 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1271 if (k == Key_sets[i])
1274 if (k == (Key_sets[i] | KEY_SHIFTED))
1278 // handle pressed buttons
1279 for (i=0; i<NUM_BUTTONS; i++) {
1280 if (Buttons[gr_screen.res][i].button.pressed()) {
1281 hotkey_button_pressed(i);
1282 break; // only need to handle 1 button @ a time
1286 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1287 // check for tease line
1288 if (List_buttons[i].button_down()) {
1289 select_tease_line = i + Scroll_offset;
1292 // check for selected list item
1293 if (List_buttons[i].pressed()) {
1294 Selected_line = i + Scroll_offset;
1295 List_buttons[i].get_mouse_pos(&z, NULL);
1296 z += Hotkey_list_coords[gr_screen.res][0]; // adjust to full screen space
1297 if ((z >= Hotkey_wing_icon_x[gr_screen.res]) && (z < (Hotkey_wing_icon_x[gr_screen.res]) + Hotkey_function_field_width[gr_screen.res])) {
1302 if (List_buttons[i].double_clicked()) {
1303 Selected_line = i + Scroll_offset;
1305 switch (Hotkey_lines[Selected_line].type) {
1306 case HOTKEY_LINE_WING:
1307 hotkeys = get_wing_hotkeys(Hotkey_lines[Selected_line].index);
1310 case HOTKEY_LINE_SHIP:
1311 case HOTKEY_LINE_SUBSHIP:
1312 hotkeys = Hotkey_bits[Hotkey_lines[Selected_line].index];
1316 if (hotkeys != -1) {
1317 if (hotkeys & (1 << Cur_hotkey))
1320 add_hotkey(Cur_hotkey);
1325 if (Background_bitmap >= 0) {
1326 gr_set_bitmap(Background_bitmap);
1333 gr_init_color(&circle_color, 160, 160, 0);
1335 // draw the big "F10" in the little box
1337 gr_set_color_fast(&Color_text_normal);
1338 strcpy(buf, Scan_code_text[Key_sets[Cur_hotkey]]);
1339 gr_get_string_size(&w, &h, buf);
1340 gr_printf(Hotkey_function_name_coords[gr_screen.res][0] + (Hotkey_function_name_coords[gr_screen.res][2] - w) / 2, Hotkey_function_name_coords[gr_screen.res][1], buf);
1343 line = Scroll_offset;
1344 while (hotkey_line_query_visible(line)) {
1345 z = Hotkey_lines[line].index;
1346 y = Hotkey_list_coords[gr_screen.res][1] + Hotkey_lines[line].y - Hotkey_lines[Scroll_offset].y;
1348 switch (Hotkey_lines[line].type) {
1349 case HOTKEY_LINE_HEADING:
1350 gr_set_color_fast(&Color_text_heading);
1352 gr_get_string_size(&w, &h, Hotkey_lines[line].label);
1354 gr_line(Hotkey_list_coords[gr_screen.res][0], i, Hotkey_ship_x[gr_screen.res] - 2, i);
1355 gr_line(Hotkey_ship_x[gr_screen.res] + w + 1, i, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2], i);
1358 case HOTKEY_LINE_WING:
1359 gr_set_bitmap(Wing_bmp);
1360 bm_get_info(Wing_bmp, NULL, &h, NULL);
1361 i = y + font_height / 2 - h / 2 - 1;
1362 gr_bitmap(Hotkey_wing_icon_x[gr_screen.res], i);
1364 // i = y + font_height / 2 - 1;
1365 // gr_set_color_fast(&circle_color);
1366 // gr_circle(ICON_LIST_X + 4, i, 5);
1368 // gr_set_color_fast(&Color_bright);
1369 // gr_line(ICON_LIST_X, i, ICON_LIST_X + 2, i);
1370 // gr_line(ICON_LIST_X + 4, i - 4, ICON_LIST_X + 4, i - 2);
1371 // gr_line(ICON_LIST_X + 6, i, ICON_LIST_X + 8, i);
1372 // gr_line(ICON_LIST_X + 4, i + 2, ICON_LIST_X + 4, i + 4);
1374 hotkeys = get_wing_hotkeys(Hotkey_lines[line].index);
1377 case HOTKEY_LINE_SHIP:
1378 case HOTKEY_LINE_SUBSHIP:
1379 hotkeys = Hotkey_bits[Hotkey_lines[line].index];
1386 if (Hotkey_lines[line].type != HOTKEY_LINE_HEADING) {
1387 List_buttons[line - Scroll_offset].update_dimensions(Hotkey_list_coords[gr_screen.res][0], y, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2] - Hotkey_list_coords[gr_screen.res][0], font_height);
1388 List_buttons[line - Scroll_offset].enable();
1389 if (hotkeys & (1 << Cur_hotkey)) {
1390 if (line == Selected_line)
1391 gr_set_color_fast(&Color_text_active_hi);
1393 gr_set_color_fast(&Color_text_active);
1396 if (line == Selected_line)
1397 gr_set_color_fast(&Color_text_selected);
1398 else if (line == select_tease_line)
1399 gr_set_color_fast(&Color_text_subselected);
1401 gr_set_color_fast(&Color_text_normal);
1405 List_buttons[line - Scroll_offset].disable();
1408 // print active hotkeys associated for this line
1410 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1411 if (hotkeys & (1 << i)) {
1412 gr_printf(Hotkey_list_coords[gr_screen.res][0] + Hotkey_function_field_width[gr_screen.res]*i, y, Scan_code_text[Key_sets[i]]);
1417 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1418 if (hotkeys & (1 << i)) {
1419 strcat(buf, Scan_code_text[Key_sets[i]]);
1424 Assert(strlen(buf) > 1);
1425 buf[strlen(buf) - 2] = 0; // lose the ", " on the end
1427 gr_force_fit_string(buf, 255, GROUP_LIST_W);
1428 gr_printf(GROUP_LIST_X, y, buf);*/
1431 // draw ship/wing name
1432 strcpy(buf, Hotkey_lines[line].label);
1433 if (Hotkey_lines[line].type == HOTKEY_LINE_SUBSHIP) {
1435 gr_force_fit_string(buf, 255, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2] - (Hotkey_ship_x[gr_screen.res]+20));
1436 gr_printf(Hotkey_ship_x[gr_screen.res]+20, y, buf);
1438 gr_force_fit_string(buf, 255, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2] - Hotkey_ship_x[gr_screen.res]);
1439 gr_printf(Hotkey_ship_x[gr_screen.res], y, buf);
1445 i = line - Scroll_offset;
1446 while (i < LIST_BUTTONS_MAX)
1447 List_buttons[i++].disable();
1449 // blit help overlay if active
1450 help_overlay_maybe_blit(HOTKEY_OVERLAY);
1455 void mission_hotkey_exit()
1457 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);