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/Network/multi_pmsg.cpp $
16 * Revision 1.4 2002/06/09 04:41:23 relnev
17 * added copyright header
19 * Revision 1.3 2002/05/26 20:22:48 theoddone33
20 * Most of network/ works
22 * Revision 1.2 2002/05/07 03:16:47 theoddone33
23 * The Great Newline Fix
25 * Revision 1.1.1.1 2002/05/03 03:28:10 root
29 * 7 3/10/99 6:50p Dave
30 * Changed the way we buffer packets for all clients. Optimized turret
31 * fired packets. Did some weapon firing optimizations.
33 * 6 3/09/99 6:24p Dave
34 * More work on object update revamping. Identified several sources of
35 * unnecessary bandwidth.
37 * 5 2/24/99 2:25p Dave
38 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
39 * bug for dogfight more.
41 * 4 11/19/98 8:03a Dave
42 * Full support for D3-style reliable sockets. Revamped packet lag/loss
43 * system, made it receiver side and at the lowest possible level.
45 * 3 11/17/98 11:12a Dave
46 * Removed player identification by address. Now assign explicit id #'s.
48 * 2 10/07/98 10:53a Dave
51 * 1 10/07/98 10:50a Dave
53 * 18 6/13/98 9:32p Mike
54 * Kill last character in file which caused "Find in Files" to report the
55 * file as "not a text file."
57 * 17 6/13/98 6:01p Hoffoss
58 * Externalized all new (or forgot to be added) strings to all the code.
60 * 16 6/13/98 3:19p Hoffoss
61 * NOX()ed out a bunch of strings that shouldn't be translated.
63 * 15 5/13/98 6:54p Dave
64 * More sophistication to PXO interface. Changed respawn checking so
65 * there's no window for desynchronization between the server and the
68 * 14 5/08/98 5:05p Dave
69 * Go to the join game screen when quitting multiplayer. Fixed mission
70 * text chat bugs. Put mission type symbols on the create game list.
71 * Started updating standalone gui controls.
73 * 13 5/02/98 5:38p Dave
74 * Put in new tracker API code. Put in ship information on mp team select
75 * screen. Make standalone server name permanent. Fixed standalone server
78 * 12 4/23/98 6:18p Dave
79 * Store ETS values between respawns. Put kick feature in the text
80 * messaging system. Fixed text messaging system so that it doesn't
81 * process or trigger ship controls. Other UI fixes.
83 * 11 4/22/98 4:59p Allender
84 * new multiplayer dead popup. big changes to the comm menu system for
85 * team vs. team. Start of debriefing stuff for team vs. team Make form
86 * on my wing work with individual ships who have high priority orders
88 * 10 4/16/98 6:35p Dave
89 * Display more informative prompt when typing in a text message.
91 * 9 4/06/98 10:24p Dave
92 * Fixed up Netgame.respawn for the standalone case.
94 * 8 4/05/98 3:30p Dave
95 * Print netplayer messages in brighter green on the hud, with
96 * accompanying sound. Echo netplayer messages on sending machine. Fixed
97 * standalone sequencing bug where host never get the "enter mission"
100 * 7 4/04/98 4:22p Dave
101 * First rev of UDP reliable sockets is done. Seems to work well if not
104 * 6 4/03/98 1:03a Dave
105 * First pass at unreliable guaranteed delivery packets.
107 * 5 4/02/98 5:50p Dave
108 * Put in support for standard comm messages to get sent to netplayers as
109 * well as ai ships. Make critical button presses not get evaluated on the
112 * 4 4/01/98 5:56p Dave
113 * Fixed a messaging bug which caused msg_all mode in multiplayer not to
114 * work. Compile out a host of multiplayer options not available in the
117 * 3 3/27/98 11:57a Dave
118 * Put in expression checking for text messages.
120 * 2 3/25/98 2:16p Dave
121 * Select random default image for newly created pilots. Fixed several
122 * multi-pause messaging bugs. Begin work on online help for multiplayer
125 * 1 3/19/98 5:04p Dave
133 #include "multimsgs.h"
134 #include "multiutil.h"
135 #include "multi_pmsg.h"
136 #include "multi_kick.h"
139 #include "hudmessage.h"
140 #include "hudsquadmsg.h"
145 // ----------------------------------------------------------------------------------
146 // MULTI MESSAGING DEFINES/VARS
149 // if a key is down less than this time, fire up the test messaging system, otherwise fire up the voice messaging system
150 #define MULTI_MSG_KEYDOWN_WAIT 325 // in ms
152 // sound to play before displaying incoming text messages in-mission
153 #define MULTI_MSG_TEXT_SOUND SND_CUE_VOICE
155 // max length of a string we'll allow players to send
156 #define MULTI_MSG_MAX_LEN 75
158 // current message processing mode
159 int Multi_msg_mode = MULTI_MSG_NONE;
161 // timestamp for timing keydown
162 int Multi_msg_stamp = -1;
164 // flag indicating if there is _still_ a key down for the current message mode
165 int Multi_msg_repeat_flag = 0;
167 // timestamp set when we leave messaging mode, use to keep eating keys for a short period of time
168 int Multi_msg_eat_stamp = -1;
170 // text message input vars
171 int Multi_msg_text_enter = 0;
172 char Multi_msg_text[MULTI_MSG_MAX_TEXT_LEN+1];
174 // command defines - all these commands must be followed by a ":" so that we can easily tokenize and recognize
175 // it as a command instead of a word. they also must be immediately at the beginning of a text string
176 // SO : kick dave would not work
177 // kick: dave would work
178 // Finally, if no command is found but there is a ":", it uses the text before the : as an expression to
179 // lookup players to route the text to
180 #define MULTI_MSG_CMD_COUNT 1 // # of commands
181 #define MULTI_MSG_CMD_KICK 0 // kick command
184 char *Multi_msg_commands[MULTI_MSG_CMD_COUNT] = { // commands themselves
189 // process an entered line of text and maybe perform a command on it (return 1 if an action was performed, 0 if not)
190 int multi_msg_check_command(char *str);
192 // perform the passed command (MULTI_MSG_CMD_* define) with the passed string argument
193 void multi_msg_perform_command(int command,char *param);
196 // ----------------------------------------------------------------------------------
197 // MULTI MESSAGING FUNCTIONS
200 // called when a messaging key has been detected as being pressed
201 void multi_msg_key_down(int mode)
203 // keep eating keys for a short period of time
204 if((Multi_msg_eat_stamp != -1) && !timestamp_elapsed(Multi_msg_eat_stamp)){
208 // if our player flags are marked as being in msg mode, don't do anything
209 if(Player->flags & PLAYER_FLAGS_MSG_MODE){
213 // if there already is a keydown
214 if(Multi_msg_mode != MULTI_MSG_NONE){
215 // if it is the same as the current mode, set the "still down" flag
216 if((mode == Multi_msg_mode) && !Multi_msg_text_enter){
217 Multi_msg_repeat_flag = 1;
224 // otherwise set the message mode and set the timestamp
225 Multi_msg_mode = mode;
226 Multi_msg_repeat_flag = 1;
227 Multi_msg_stamp = timestamp(MULTI_MSG_KEYDOWN_WAIT);
230 // returns true when messaging system has determined that we should be messaging with voice
231 int multi_msg_voice_record()
233 return ((Multi_msg_mode != MULTI_MSG_NONE) && timestamp_elapsed(Multi_msg_stamp) && Multi_msg_repeat_flag && !Multi_msg_text_enter) ? 1 : 0;
236 // general processing function to do things like timing keydown, etc. call from multi_do_frame()
237 void multi_msg_process()
239 // keep eating keys for a short period of time
240 if((Multi_msg_eat_stamp != -1) && timestamp_elapsed(Multi_msg_eat_stamp)){
241 Multi_msg_eat_stamp = -1;
245 // if we don't currently have a valid mode set, don't do anything
246 if(Multi_msg_mode == MULTI_MSG_NONE){
250 // if the key has been released
251 if(!Multi_msg_repeat_flag && (Multi_msg_stamp != -1) && !Multi_msg_text_enter){
252 // if the timestamp had not yet elapsed, fire up the text messaging system
253 // this is the equivalent of a (TAP)
254 if(!timestamp_elapsed(Multi_msg_stamp) && !Multi_msg_text_enter){
255 // fire up text messaging system here
256 Multi_msg_text_enter = 1;
257 memset(Multi_msg_text,0,MULTI_MSG_MAX_TEXT_LEN+1);
259 Multi_msg_mode = MULTI_MSG_NONE;
260 Multi_msg_stamp = -1;
264 // unset the repeat flag every frame
265 Multi_msg_repeat_flag = 0;
268 // get the current messaging mode
271 return Multi_msg_mode;
274 // return 0 or 1 if in text chat mode or not
275 int multi_msg_text_mode()
277 return Multi_msg_text_enter;
280 // process a text string entered by the local player
281 void multi_msg_eval_text_msg()
285 // if its a 0 length string, don't do anything
286 if(strlen(Multi_msg_text) <= 0){
290 // evaluate any special commands here
291 if(multi_msg_check_command(Multi_msg_text)){
295 // get the player if in MSG_TARGET mode
296 if(Multi_msg_mode == MULTI_MSG_TARGET){
297 if(Player_ai->target_objnum != -1){
298 player_index = multi_find_player_by_object(&Objects[Player_ai->target_objnum]);
299 if(player_index != -1){
300 // send the chat packet
301 send_game_chat_packet(Net_player, Multi_msg_text, Multi_msg_mode, &Net_players[player_index]);
303 // echo the message locally
304 multi_msg_display_mission_text(Multi_msg_text, MY_NET_PLAYER_NUM);
310 // send the chat packet
311 send_game_chat_packet(Net_player, Multi_msg_text, Multi_msg_mode, NULL);
313 // echo the message locally
314 multi_msg_display_mission_text(Multi_msg_text, MY_NET_PLAYER_NUM);
318 // maybe process a keypress in text messaging mode, return true if the key was processed
319 int multi_msg_text_process(int k)
323 // keep eating keys for a short period of time
324 if((Multi_msg_eat_stamp != -1) && !timestamp_elapsed(Multi_msg_eat_stamp)){
328 // if we're not in text message mode, return 0
329 if(!Multi_msg_text_enter){
334 // cancel the message
336 multi_msg_text_flush();
341 multi_msg_eval_text_msg();
342 multi_msg_text_flush();
347 if(strlen(Multi_msg_text) > 0){
348 Multi_msg_text[strlen(Multi_msg_text)-1] = '\0';
352 // ignore these individual keys
353 case KEY_LSHIFT + KEY_SHIFTED:
354 case KEY_RSHIFT + KEY_SHIFTED:
355 case KEY_LALT + KEY_SHIFTED:
356 case KEY_RALT + KEY_SHIFTED:
357 case KEY_LCTRL + KEY_SHIFTED:
358 case KEY_RCTRL + KEY_SHIFTED:
361 // stick other printable characters onto the text
363 // if we're not already at the maximum length
364 if(strlen(Multi_msg_text) < MULTI_MSG_MAX_LEN){
365 str[0] = (char)key_to_ascii(k);
367 strcat(Multi_msg_text,str);
375 // return 0 or 1 if there is multi text to be rendered (filling in txt if necessary)
376 int multi_msg_message_text(char *txt)
378 // if we're not in text message mode, return 0
379 if(!Multi_msg_text_enter){
383 // put the target of the message at the front of the string
384 switch(Multi_msg_mode){
385 // messaging all players
387 strcpy(txt,XSTR("ALL : ",694));
390 // messaging friendly players
391 case MULTI_MSG_FRIENDLY:
392 strcpy(txt,XSTR("FRIENDLY : ",695));
395 // messaging hostile players
396 case MULTI_MSG_HOSTILE:
397 strcpy(txt,XSTR("HOSTILE : ",696));
400 // messaging targeted ship
401 case MULTI_MSG_TARGET:
402 strcpy(txt,XSTR("TARGET : ",697));
408 strcat(txt,Multi_msg_text);
413 // display ingame,inmission message text
414 void multi_msg_display_mission_text(char *msg,int player_index)
416 // play a cue voice sound
417 snd_play(&Snds[MULTI_MSG_TEXT_SOUND]);
419 if(MULTI_STANDALONE(Net_players[player_index])){
420 HUD_sourced_printf(HUD_SOURCE_NETPLAYER,"%s %s",XSTR("<SERVER>",698),msg);
422 HUD_sourced_printf(HUD_SOURCE_NETPLAYER,"%s : %s",Net_players[player_index].player->callsign,msg);
426 // if the passed net_player's callsign matches the reg expression of the passed expr
427 int multi_msg_matches_expr(net_player *player,char *expr)
429 char callsign[CALLSIGN_LEN+1];
432 // some error checking
433 if((player == NULL) || (expr == NULL) || (strlen(expr) <= 0)){
437 // get the completely lowercase callsign
438 memset(callsign,0,CALLSIGN_LEN+1);
439 len = strlen(player->player->callsign);
440 for(idx=0;idx<len;idx++){
441 callsign[idx] = (char)tolower(player->player->callsign[idx]);
444 // see if this guy's callsign matches the expr
446 for(idx=0;idx<len;idx++){
447 // look for non-matching characters
448 if(callsign[idx] != expr[idx]){
457 // if text input mode is active, clear it
458 void multi_msg_text_flush()
460 Multi_msg_text_enter = 0;
461 Multi_msg_mode = MULTI_MSG_NONE;
462 Multi_msg_stamp = -1;
464 // keep eating keys for a short period of time and unset any used control bits
465 Multi_msg_eat_stamp = timestamp(350);
466 control_config_clear_used_status();
471 // -----------------------------------------------------------------------------------
472 // MULTI MESSAGE COMMAND FUNCTIONS
475 // process an entered line of text and maybe perform a command on it (return 1 if an action was performed, 0 if not)
476 int multi_msg_check_command(char *str)
479 char *prefix,*predicate,param[MULTI_MSG_MAX_TEXT_LEN+1];
482 if(strstr(str,":") == NULL){
486 // try and find a command prefix
488 prefix = strtok(str,":");
493 // get all the text after the message
495 predicate = strtok(NULL, NOX("\n\0"));
496 if(predicate == NULL){
500 // store the text as the actual parameter
501 strcpy(param,predicate);
502 drop_leading_white_space(param);
504 // go through all existing commands and see what we can do
505 for(idx=0;idx<MULTI_MSG_CMD_COUNT;idx++){
506 if(!stricmp(prefix,Multi_msg_commands[idx])){
507 // perform the command
508 multi_msg_perform_command(idx,param);
515 // apply the results as a general expression, if we're in message all mode
516 if(Multi_msg_mode == MULTI_MSG_ALL){
517 strcpy(Multi_msg_text,param);
519 // send the chat packet
520 send_game_chat_packet(Net_player, Multi_msg_text, MULTI_MSG_EXPR,NULL, prefix);
522 // echo the message locally
523 multi_msg_display_mission_text(Multi_msg_text, MY_NET_PLAYER_NUM);
529 // no commands performed
533 // perform the passed command (MULTI_MSG_CMD_* define) with the passed string argument
534 void multi_msg_perform_command(int command,char *param)
536 // we may eventually want to split each of these cases into its own function to make things neater
539 case MULTI_MSG_CMD_KICK:
540 int np_index = multi_find_player_by_callsign(param);
542 multi_kick_player(np_index);
549 // -----------------------------------------------------------------------------------
550 // MULTI SQUADMATE MESSAGING FUNCTIONS
555 char *Multi_msg_subsys_name[SUBSYSTEM_MAX] = {
571 // display a squadmsg order directed towards _me_
572 void multi_msg_show_squadmsg(net_player *source,int command,ushort target_sig,int subsys_type)
574 char hud_string[255];
575 char temp_string[100];
580 memset(hud_string,0,255);
581 memset(temp_string,0,100);
583 // add the message header
584 sprintf(hud_string,XSTR("ORDER FROM <%s> : ",699),source->player->callsign);
586 // get the target obj if possible
588 target_obj = multi_get_network_object(target_sig);
592 // add the command specific text
595 case ATTACK_TARGET_ITEM :
596 if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
597 sprintf(temp_string,XSTR("Attack %s",700),Ships[target_obj->instance].ship_name);
598 strcat(hud_string,temp_string);
605 case DISABLE_TARGET_ITEM:
606 if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
607 sprintf(temp_string,XSTR("Disable %s",701),Ships[target_obj->instance].ship_name);
608 strcat(hud_string,temp_string);
615 case PROTECT_TARGET_ITEM:
616 if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
617 sprintf(temp_string,XSTR("Protect %s",702),Ships[target_obj->instance].ship_name);
618 strcat(hud_string,temp_string);
625 case IGNORE_TARGET_ITEM:
626 if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
627 sprintf(temp_string,XSTR("Ignore %s",703),Ships[target_obj->instance].ship_name);
628 strcat(hud_string,temp_string);
635 case DISARM_TARGET_ITEM:
636 if((target_obj != NULL) && (target_obj->type == OBJ_SHIP)){
637 sprintf(temp_string,XSTR("Disarm %s",704),Ships[target_obj->instance].ship_name);
638 strcat(hud_string,temp_string);
644 // disable subsystem on my target
645 case DISABLE_SUBSYSTEM_ITEM:
646 if((target_obj != NULL) && (target_obj->type == OBJ_SHIP) && (subsys_type != -1) && (subsys_type != 0)){
647 sprintf(temp_string,XSTR("Disable subsystem %s on %s",705),Multi_msg_subsys_name[subsys_type],Ships[target_obj->instance].ship_name);
648 strcat(hud_string,temp_string);
656 strcat(hud_string,XSTR("Form on my wing",706));
661 strcat(hud_string,XSTR("Cover me",707));
665 case ENGAGE_ENEMY_ITEM:
666 strcat(hud_string,XSTR("Engage enemy!",708));
676 HUD_printf(hud_string);
680 // evaluate if the given netplayer exists in the passed wingnum
681 int multi_msg_player_in_wing(int wingnum,net_player *pl)
685 // if this guy doesn't have a valid ship, bail
686 if((pl->player->objnum == -1) || (Objects[pl->player->objnum].type != OBJ_SHIP)){
690 // look through all ships in the wing
691 for(idx=0;idx<Wings[wingnum].current_count;idx++){
692 // if we found a match
693 if(Wings[wingnum].ship_index[idx] == Objects[pl->player->objnum].instance){
701 // evaluate if the given netplayer is flying the passed shipnum
702 int multi_msg_player_in_ship(int shipnum,net_player *pl)
704 // if we found a matching ship
705 if((pl->player->objnum != -1) && (Objects[pl->player->objnum].type == OBJ_SHIP) && (shipnum == Objects[pl->player->objnum].instance)){
709 // not a matching ship
713 // send a squadmsg packet to a player
714 void multi_msg_send_squadmsg_packet(net_player *target,net_player *source,int command,ushort net_sig,int subsys_type)
720 Assert(source != NULL);
721 Assert(target != NULL);
722 if((source == NULL) || (target == NULL)){
727 BUILD_HEADER(SQUADMSG_PLAYER);
729 // add the command and targeting data
732 // add the id of the guy sending the order
733 ADD_DATA(source->player_id);
738 // targeted subsytem (or -1 if none)
739 s_val = (char)subsys_type;
742 // send to the player
743 multi_io_send_reliable(target, data, packet_size);
746 // evaluate if a wing SQUADMATE MESSAGE command should be sent to a player
747 // return 0 if at least one ai ship got the order, 1 if only players
748 int multi_msg_eval_wing_squadmsg(int wingnum,int command,ai_info *aif, int player_num)
755 // get the index of the sender
757 player_num = MY_NET_PLAYER_NUM;
759 // get the target information
760 if(aif->target_objnum == -1){
763 net_sig = Objects[aif->target_objnum].net_signature;
766 if((aif->targeted_subsys == NULL) || (aif->targeted_subsys->system_info == NULL)){
769 subsys_type = aif->targeted_subsys->system_info->type;
772 // go through all netplayers and find all matched
773 sent_count = Wings[wingnum].current_count;
774 for(idx=0;idx<MAX_PLAYERS;idx++){
775 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
776 // if he is in the wing, send him the message
777 if(multi_msg_player_in_wing(wingnum,&Net_players[idx])){
778 // if this was the sender himself, just decrement the count
779 if(idx == player_num){
784 // if its me, just display locally
785 if(&Net_players[idx] == Net_player){
786 multi_msg_show_squadmsg(&Net_players[player_num],command,net_sig,subsys_type);
789 // otherwise send it to who is supposed to get it
791 multi_msg_send_squadmsg_packet(&Net_players[idx],&Net_players[player_num],command,net_sig,subsys_type);
798 // if all the ships which got the message were players, return 1
802 // evaluate if a ship SQUADMATE MESSAGE command should be sent to a player
803 // return 0 if not sent to a netplayer, 1 if it was
804 int multi_msg_eval_ship_squadmsg(int shipnum,int command,ai_info *aif, int player_num)
810 // get the index of the sender
811 if ( player_num == -1 )
812 player_num = MY_NET_PLAYER_NUM;
814 // get the target information
815 if(aif->target_objnum == -1){
818 net_sig = Objects[aif->target_objnum].net_signature;
821 if((aif->targeted_subsys == NULL) || (aif->targeted_subsys->system_info == NULL)){
824 subsys_type = aif->targeted_subsys->system_info->type;
827 // go through all netplayers and find all matched
828 for(idx=0;idx<MAX_PLAYERS;idx++){
829 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (idx != player_num)){
830 // if he is in the ship, send him the message
831 if(multi_msg_player_in_ship(shipnum,&Net_players[idx])){
832 // if its me, just display locall
833 if(&Net_players[idx] == Net_player){
834 multi_msg_show_squadmsg(&Net_players[player_num],command,net_sig,subsys_type);
838 // otherwise send it to who is supposed to get it
840 multi_msg_send_squadmsg_packet(&Net_players[idx],&Net_players[player_num],command,net_sig,subsys_type);
847 // this will let the messaging system show a response to the sender of the packet
851 // process incoming squadmate messaging info
852 void multi_msg_process_squadmsg_packet(unsigned char *data, header *hinfo)
859 int offset = HEADER_LENGTH;
861 // get all packet data
868 // determine who the order is from
869 source_index = find_player_id(source_id);
870 if(source_index == -1){
871 nprintf(("Network","Received squadmsg order packet from unknown player!!\n"));
875 // display the squadmessage somehow
876 multi_msg_show_squadmsg(&Net_players[source_index],command,net_sig,(int)s_val);