Files
fs2open.github.com/code/network/multi_pmsg.cpp
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols

Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name.  Rather than truncate the name every time it's displayed, truncate it once when it's parsed.  This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.

This also has the benefit of now allowing hash symbols within display names.  When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.

I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2020-08-21 00:15:38 -04:00

751 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
int Multi_msg_stamp = -1;
// 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
int Multi_msg_eat_stamp = -1;
// 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 != -1) && !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 = 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) && 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((Multi_msg_eat_stamp != -1) && timestamp_elapsed(Multi_msg_eat_stamp)){
Multi_msg_eat_stamp = -1;
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 != -1) && !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(!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 = -1;
}
}
// 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];
// keep eating keys for a short period of time
if((Multi_msg_eat_stamp != -1) && !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 :
// if we're not already at the maximum length
if(strlen(Multi_msg_text) < MULTI_MSG_MAX_LEN){
str[0] = (char)key_to_ascii(k);
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 = -1;
// keep eating keys for a short period of time and unset any used control bits
Multi_msg_eat_stamp = 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_id(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);
}