Files
Taylor Richards 9de4a49c42 stop non-printable keys adding text to multi msg buffer (#4433)
Arrow, function, Ctrl, Alt ... and any other non-ascii keys
would previously add a blank space to the multi msg buffer.
This prevents that from happening, making sure that it's an
ascii character before appending it to the buffer.

(Retail bug??)
2022-06-23 05:55:52 -04:00

759 lines
20 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <cctype>
#include "network/multi_pmsg.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_kick.h"
#include "gamesnd/gamesnd.h"
#include "hud/hudmessage.h"
#include "hud/hudsquadmsg.h"
#include "io/key.h"
#include "io/timer.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "sound/fsspeech.h"
// ----------------------------------------------------------------------------------
// MULTI MESSAGING DEFINES/VARS
//
// if a key is down less than this time, fire up the test messaging system, otherwise fire up the voice messaging system
#define MULTI_MSG_KEYDOWN_WAIT 325 // in ms
// sound to play before displaying incoming text messages in-mission
#define MULTI_MSG_TEXT_SOUND GameSounds::CUE_VOICE
// max length of a string we'll allow players to send
#define MULTI_MSG_MAX_LEN 75
// current message processing mode
int Multi_msg_mode = MULTI_MSG_NONE;
// timestamp for timing keydown
static UI_TIMESTAMP Multi_msg_stamp;
// flag indicating if there is _still_ a key down for the current message mode
int Multi_msg_repeat_flag = 0;
// timestamp set when we leave messaging mode, use to keep eating keys for a short period of time
static UI_TIMESTAMP Multi_msg_eat_stamp;
// text message input vars
int Multi_msg_text_enter = 0;
char Multi_msg_text[MULTI_MSG_MAX_TEXT_LEN+1];
// command defines - all these commands must be followed by a ":" so that we can easily tokenize and recognize
// it as a command instead of a word. they also must be immediately at the beginning of a text string
// SO : kick dave would not work
// kick: dave would work
// Finally, if no command is found but there is a ":", it uses the text before the : as an expression to
// lookup players to route the text to
#define MULTI_MSG_CMD_COUNT 1 // # of commands
#define MULTI_MSG_CMD_KICK 0 // kick command
//XSTR:OFF
const char *Multi_msg_commands[MULTI_MSG_CMD_COUNT] = { // commands themselves
"kick"
};
//XSTR:ON
// process an entered line of text and maybe perform a command on it (return 1 if an action was performed, 0 if not)
int multi_msg_check_command(char *str);
// perform the passed command (MULTI_MSG_CMD_* define) with the passed string argument
void multi_msg_perform_command(int command,char *param);
// ----------------------------------------------------------------------------------
// MULTI MESSAGING FUNCTIONS
//
// called when a messaging key has been detected as being pressed
void multi_msg_key_down(int mode)
{
// keep eating keys for a short period of time
if ( Multi_msg_eat_stamp.isValid() && !ui_timestamp_elapsed(Multi_msg_eat_stamp) ) {
return;
}
// if our player flags are marked as being in msg mode, don't do anything
if(Player->flags & PLAYER_FLAGS_MSG_MODE){
return;
}
// if there already is a keydown
if(Multi_msg_mode != MULTI_MSG_NONE){
// if it is the same as the current mode, set the "still down" flag
if((mode == Multi_msg_mode) && !Multi_msg_text_enter){
Multi_msg_repeat_flag = 1;
}
// return here
return;
}
// otherwise set the message mode and set the timestamp
Multi_msg_mode = mode;
Multi_msg_repeat_flag = 1;
Multi_msg_stamp = ui_timestamp(MULTI_MSG_KEYDOWN_WAIT);
}
// returns true when messaging system has determined that we should be messaging with voice
int multi_msg_voice_record()
{
return ((Multi_msg_mode != MULTI_MSG_NONE) && ui_timestamp_elapsed(Multi_msg_stamp) && Multi_msg_repeat_flag && !Multi_msg_text_enter) ? 1 : 0;
}
// general processing function to do things like timing keydown, etc. call from multi_do_frame()
void multi_msg_process()
{
// keep eating keys for a short period of time
if (ui_timestamp_elapsed(Multi_msg_eat_stamp)) {
Multi_msg_eat_stamp = UI_TIMESTAMP::invalid();
return;
}
// if we don't currently have a valid mode set, don't do anything
if(Multi_msg_mode == MULTI_MSG_NONE){
return;
}
// if the key has been released
if(!Multi_msg_repeat_flag && Multi_msg_stamp.isValid() && !Multi_msg_text_enter){
// if the timestamp had not yet elapsed, fire up the text messaging system
// this is the equivalent of a (TAP)
if(!ui_timestamp_elapsed(Multi_msg_stamp) && !Multi_msg_text_enter){
// fire up text messaging system here
Multi_msg_text_enter = 1;
memset(Multi_msg_text,0,MULTI_MSG_MAX_TEXT_LEN+1);
} else {
Multi_msg_mode = MULTI_MSG_NONE;
Multi_msg_stamp = UI_TIMESTAMP::invalid();
}
}
// unset the repeat flag every frame
Multi_msg_repeat_flag = 0;
}
// get the current messaging mode
int multi_msg_mode()
{
return Multi_msg_mode;
}
// return 0 or 1 if in text chat mode or not
int multi_msg_text_mode()
{
return Multi_msg_text_enter;
}
// process a text string entered by the local player
void multi_msg_eval_text_msg()
{
int player_index;
// if its a 0 length string, don't do anything
if(strlen(Multi_msg_text) <= 0){
return;
}
// evaluate any special commands here
if(multi_msg_check_command(Multi_msg_text)){
return;
}
// get the player if in MSG_TARGET mode
if(Multi_msg_mode == MULTI_MSG_TARGET){
if(Player_ai->target_objnum != -1){
player_index = multi_find_player_by_object(&Objects[Player_ai->target_objnum]);
if(player_index != -1){
// send the chat packet
send_game_chat_packet(Net_player, Multi_msg_text, Multi_msg_mode, &Net_players[player_index]);
// echo the message locally
multi_msg_display_mission_text(Multi_msg_text, MY_NET_PLAYER_NUM);
}
}
}
// all other modes
else {
// send the chat packet
send_game_chat_packet(Net_player, Multi_msg_text, Multi_msg_mode, NULL);
// echo the message locally
multi_msg_display_mission_text(Multi_msg_text, MY_NET_PLAYER_NUM);
}
}
// maybe process a keypress in text messaging mode, return true if the key was processed
int multi_msg_text_process(int k)
{
char str[2];
int ascii;
// keep eating keys for a short period of time
if ( Multi_msg_eat_stamp.isValid() && !ui_timestamp_elapsed(Multi_msg_eat_stamp) ) {
return 1;
}
// if we're not in text message mode, return 0
if(!Multi_msg_text_enter){
return 0;
}
switch(k){
// cancel the message
case KEY_ESC:
multi_msg_text_flush();
break;
// send the message
case KEY_ENTER:
multi_msg_eval_text_msg();
multi_msg_text_flush();
break;
// backspace
case KEY_BACKSP:
if(Multi_msg_text[0] != '\0'){
Multi_msg_text[strlen(Multi_msg_text)-1] = '\0';
}
break;
// ignore these individual keys
case KEY_LSHIFT + KEY_SHIFTED:
case KEY_RSHIFT + KEY_SHIFTED:
case KEY_LALT + KEY_SHIFTED:
case KEY_RALT + KEY_SHIFTED:
case KEY_LCTRL + KEY_SHIFTED:
case KEY_RCTRL + KEY_SHIFTED:
break;
// stick other printable characters onto the text
default :
ascii = key_to_ascii(k);
// make sure it's actually a printable character
if (ascii == 255) {
break;
}
// if we're not already at the maximum length
if(strlen(Multi_msg_text) < MULTI_MSG_MAX_LEN){
str[0] = static_cast<char>(ascii);
str[1] = '\0';
strcat_s(Multi_msg_text,str);
}
break;
}
return 1;
}
// return 0 or 1 if there is multi text to be rendered (filling in txt if necessary)
int multi_msg_message_text(char *txt)
{
// if we're not in text message mode, return 0
if(!Multi_msg_text_enter){
return 0;
}
// put the target of the message at the front of the string
switch(Multi_msg_mode){
// messaging all players
case MULTI_MSG_ALL:
strcpy(txt, XSTR("ALL : ",694));
break;
// messaging friendly players
case MULTI_MSG_FRIENDLY:
strcpy(txt,XSTR("FRIENDLY : ",695));
break;
// messaging hostile players
case MULTI_MSG_HOSTILE:
strcpy(txt,XSTR("HOSTILE : ",696));
break;
// messaging targeted ship
case MULTI_MSG_TARGET:
strcpy(txt,XSTR("TARGET : ",697));
break;
default :
Int3();
}
strcat(txt,Multi_msg_text);
strcat(txt,"_");
return 1;
}
// display ingame,inmission message text
void multi_msg_display_mission_text(const char *msg, int player_index)
{
// play a cue voice sound and text to speech if not from this player
if(Net_players[player_index].player_id != MY_NET_PLAYER_NUM) {
snd_play(gamesnd_get_game_sound(MULTI_MSG_TEXT_SOUND));
fsspeech_play(FSSPEECH_FROM_MULTI, msg);
}
if(MULTI_STANDALONE(Net_players[player_index])){
HUD_sourced_printf(HUD_SOURCE_NETPLAYER,"%s %s",XSTR("<SERVER>", 698), msg);
} else {
HUD_sourced_printf(HUD_SOURCE_NETPLAYER,"%s: %s", Net_players[player_index].m_player->callsign, msg);
}
}
// if the passed net_player's callsign matches the reg expression of the passed expr
int multi_msg_matches_expr(net_player *np, const char *expr)
{
// some error checking
if((np == NULL) || (expr == NULL) || (strlen(expr) <= 0)){
return 0;
}
return stricmp(expr, np->m_player->callsign) ? 0 : 1 ;
}
// if text input mode is active, clear it
void multi_msg_text_flush()
{
Multi_msg_text_enter = 0;
Multi_msg_mode = MULTI_MSG_NONE;
Multi_msg_stamp = UI_TIMESTAMP::invalid();
// keep eating keys for a short period of time and unset any used control bits
Multi_msg_eat_stamp = ui_timestamp(350);
control_config_clear_used_status();
key_flush();
}
// -----------------------------------------------------------------------------------
// MULTI MESSAGE COMMAND FUNCTIONS
//
// process an entered line of text and maybe perform a command on it (return 1 if an action was performed, 0 if not)
int multi_msg_check_command(char *str)
{
int idx;
char *prefix = NULL, *predicate = NULL, param[MULTI_MSG_MAX_TEXT_LEN+1];
char temp_str[MULTI_MSG_MAX_TEXT_LEN+1];
// look for a colon
if(strstr(str,":") == NULL){
return 0;
}
// we don't want to modify the original string, which strtok() does
strcpy_s(temp_str, str);
// try and find a command prefix
prefix = strtok(temp_str, ":");
if (prefix == NULL)
return 0;
// get all the text after the message
predicate = strtok(NULL, NOX("\n\0"));
if (predicate == NULL)
return 0;
// store the text as the actual parameter
strcpy_s(param, predicate);
drop_leading_white_space(param);
// go through all existing commands and see what we can do
for(idx=0;idx<MULTI_MSG_CMD_COUNT;idx++){
if(!stricmp(prefix,Multi_msg_commands[idx])){
// perform the command
multi_msg_perform_command(idx,param);
// return true
return 1;
}
}
// apply the results as a general expression, if we're in message all mode
if(Multi_msg_mode == MULTI_MSG_ALL){
strcpy_s(Multi_msg_text,param);
// send the chat packet
send_game_chat_packet(Net_player, Multi_msg_text, MULTI_MSG_EXPR,NULL, prefix);
// echo the message locally
multi_msg_display_mission_text(Multi_msg_text, MY_NET_PLAYER_NUM);
// return true
return 1;
}
// no commands performed
return 0;
}
// perform the passed command (MULTI_MSG_CMD_* define) with the passed string argument
void multi_msg_perform_command(int command,char *param)
{
// we may eventually want to split each of these cases into its own function to make things neater
switch(command){
// kick a player
case MULTI_MSG_CMD_KICK:
int np_index = multi_find_player_by_callsign(param);
if(np_index != -1){
multi_kick_player(np_index);
}
break;
}
}
// -----------------------------------------------------------------------------------
// MULTI SQUADMATE MESSAGING FUNCTIONS
//
//XSTR:OFF
const char *Multi_msg_subsys_name[SUBSYSTEM_MAX] = {
"None",
"Engine",
"Turret",
"Bridge",
"Radar",
"Navigation",
"Communication",
"Weapons",
"Sensors",
"Solar Array",
"Unknown"
};
//XSTR:ON
// display a squadmsg order directed towards _me_
void multi_msg_show_squadmsg(net_player *source,int command,ushort target_sig,int subsys_type)
{
char hud_string[255];
char temp_string[100];
int should_display;
object *target_obj;
// clear the strings
memset(hud_string,0,255);
memset(temp_string,0,100);
// add the message header
sprintf(hud_string,XSTR("ORDER FROM <%s> : ",699),source->m_player->callsign);
// get the target obj if possible
target_obj = NULL;
target_obj = multi_get_network_object(target_sig);
should_display = 1;
// add the command specific text
switch(command){
// attack my target
case ATTACK_TARGET_ITEM :
if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
sprintf(temp_string,XSTR("Attack %s",700),Ships[target_obj->instance].get_display_name());
strcat_s(hud_string,temp_string);
} else {
should_display = 0;
}
break;
// disable my target
case DISABLE_TARGET_ITEM:
if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
sprintf(temp_string,XSTR("Disable %s",701),Ships[target_obj->instance].get_display_name());
strcat_s(hud_string,temp_string);
} else {
should_display = 0;
}
break;
// protect my target
case PROTECT_TARGET_ITEM:
if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
sprintf(temp_string,XSTR("Protect %s",702),Ships[target_obj->instance].get_display_name());
strcat_s(hud_string,temp_string);
} else {
should_display = 0;
}
break;
// ignore my target
case IGNORE_TARGET_ITEM:
if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
sprintf(temp_string,XSTR("Ignore %s",703),Ships[target_obj->instance].get_display_name());
strcat_s(hud_string,temp_string);
} else {
should_display = 0;
}
break;
// disarm my target
case DISARM_TARGET_ITEM:
if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
sprintf(temp_string,XSTR("Disarm %s",704),Ships[target_obj->instance].get_display_name());
strcat_s(hud_string,temp_string);
} else {
should_display = 0;
}
break;
// disable subsystem on my target
case DISABLE_SUBSYSTEM_ITEM:
if((target_obj != NULL) && (target_obj->type == OBJ_SHIP) && (subsys_type != -1) && (subsys_type != 0)){
sprintf(temp_string,XSTR("Disable subsystem %s on %s",705),Multi_msg_subsys_name[subsys_type],Ships[target_obj->instance].get_display_name());
strcat_s(hud_string,temp_string);
} else {
should_display = 0;
}
break;
// form on my wing
case FORMATION_ITEM:
strcat_s(hud_string,XSTR("Form on my wing",706));
break;
// cover me
case COVER_ME_ITEM:
strcat_s(hud_string,XSTR("Cover me",707));
break;
// engage enemy
case ENGAGE_ENEMY_ITEM:
strcat_s(hud_string,XSTR("Engage enemy!",708));
break;
default :
should_display =0;
break;
}
// print it out
if(should_display){
HUD_printf("%s", hud_string);
}
}
// evaluate if the given netplayer exists in the passed wingnum
int multi_msg_player_in_wing(int wingnum,net_player *pl)
{
int idx;
// if this guy doesn't have a valid ship, bail
if((pl->m_player->objnum == -1) || (Objects[pl->m_player->objnum].type != OBJ_SHIP)){
return 0;
}
// look through all ships in the wing
for(idx=0;idx<Wings[wingnum].current_count;idx++){
// if we found a match
if(Wings[wingnum].ship_index[idx] == Objects[pl->m_player->objnum].instance){
return 1;
}
}
return 0;
}
// evaluate if the given netplayer is flying the passed shipnum
int multi_msg_player_in_ship(int shipnum,net_player *pl)
{
// if we found a matching ship
if((pl->m_player->objnum != -1) && (Objects[pl->m_player->objnum].type == OBJ_SHIP) && (shipnum == Objects[pl->m_player->objnum].instance)){
return 1;
}
// not a matching ship
return 0;
}
// send a squadmsg packet to a player
void multi_msg_send_squadmsg_packet(net_player *target,net_player *source,int command,ushort net_sig,int subsys_type)
{
ubyte data[100];
char s_val;
int packet_size;
Assert(source != NULL);
Assert(target != NULL);
if((source == NULL) || (target == NULL)){
return;
}
// build the header
BUILD_HEADER(SQUADMSG_PLAYER);
// add the command and targeting data
ADD_INT(command);
// add the id of the guy sending the order
ADD_SHORT(source->player_id);
// net signature
ADD_USHORT(net_sig);
// targeted subsytem (or -1 if none)
s_val = (char)subsys_type;
ADD_DATA(s_val);
// send to the player
multi_io_send_reliable(target, data, packet_size);
}
// evaluate if a wing SQUADMATE MESSAGE command should be sent to a player
// return 0 if at least one ai ship got the order, 1 if only players
int multi_msg_eval_wing_squadmsg(int wingnum,int command,ai_info *aif, int player_num)
{
int idx;
ushort net_sig;
int subsys_type;
int sent_count;
// get the index of the sender
if(player_num == -1)
player_num = MY_NET_PLAYER_NUM;
// get the target information
if(aif->target_objnum == -1){
net_sig = 0;
} else {
net_sig = Objects[aif->target_objnum].net_signature;
}
subsys_type = -1;
if((aif->targeted_subsys == NULL) || (aif->targeted_subsys->system_info == NULL)){
subsys_type = -1;
} else {
subsys_type = aif->targeted_subsys->system_info->type;
}
// go through all netplayers and find all matched
sent_count = Wings[wingnum].current_count;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
// if he is in the wing, send him the message
if(multi_msg_player_in_wing(wingnum,&Net_players[idx])){
// if this was the sender himself, just decrement the count
if(idx == player_num){
sent_count--;
continue;
}
// if its me, just display locally
if(&Net_players[idx] == Net_player){
multi_msg_show_squadmsg(&Net_players[player_num],command,net_sig,subsys_type);
sent_count--;
}
// otherwise send it to who is supposed to get it
else {
multi_msg_send_squadmsg_packet(&Net_players[idx],&Net_players[player_num],command,net_sig,subsys_type);
sent_count--;
}
}
}
}
// if all the ships which got the message were players, return 1
return !sent_count;
}
// evaluate if a ship SQUADMATE MESSAGE command should be sent to a player
// return 0 if not sent to a netplayer, 1 if it was
int multi_msg_eval_ship_squadmsg(int shipnum,int command,ai_info *aif, int player_num)
{
int idx;
ushort net_sig;
int subsys_type;
// get the index of the sender
if ( player_num == -1 )
player_num = MY_NET_PLAYER_NUM;
// get the target information
if(aif->target_objnum == -1){
net_sig = 0;
} else {
net_sig = Objects[aif->target_objnum].net_signature;
}
subsys_type = -1;
if((aif->targeted_subsys == NULL) || (aif->targeted_subsys->system_info == NULL)){
subsys_type = -1;
} else {
subsys_type = aif->targeted_subsys->system_info->type;
}
// go through all netplayers and find all matched
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (idx != player_num)){
// if he is in the ship, send him the message
if(multi_msg_player_in_ship(shipnum,&Net_players[idx])){
// if its me, just display locall
if(&Net_players[idx] == Net_player){
multi_msg_show_squadmsg(&Net_players[player_num],command,net_sig,subsys_type);
return 1;
}
// otherwise send it to who is supposed to get it
else {
multi_msg_send_squadmsg_packet(&Net_players[idx],&Net_players[player_num],command,net_sig,subsys_type);
return 1;
}
}
}
}
// this will let the messaging system show a response to the sender of the packet
return 0;
}
// process incoming squadmate messaging info
void multi_msg_process_squadmsg_packet(unsigned char *data, header *hinfo)
{
int command;
ushort net_sig;
short source_id;
int source_index;
char s_val;
int offset = HEADER_LENGTH;
// get all packet data
GET_INT(command);
GET_SHORT(source_id);
GET_USHORT(net_sig);
GET_DATA(s_val);
PACKET_SET_SIZE();
// determine who the order is from
source_index = find_player_index(source_id);
if(source_index == -1){
nprintf(("Network","Received squadmsg order packet from unknown player!!\n"));
return;
}
// display the squadmessage somehow
multi_msg_show_squadmsg(&Net_players[source_index],command,net_sig,(int)s_val);
}