1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279
|
const char *rcsid_common_player_c =
"$Id: player.c,v 1.19 2006/02/23 20:18:28 akirschbaum Exp $";
/*
Crossfire client, a client program for the crossfire program.
Copyright (C) 2001 Mark Wedel & Crossfire Development Team
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The author can be reached via e-mail to crossfire-devel@real-time.com
*/
#include <client.h>
#include <external.h>
#include <script.h>
/* This file handles various player related functions. This includes
* both things that operate on the player item, cpl structure, or
* various commands that the player issues.
*
* This file does most of the handling of commands from the client to
* server (see commands.c for server->client)
*
* does most of the work for sending messages to the server
* Again, most of these appear self explanatory. Most send a bunch of
* commands like apply, examine, fire, run, etc. This looks like it
* was done by Mark to remove the old keypress stupidity I used.
*/
/* This translates the numeric direction id's into the actual direction
* commands. This lets us send the actual command (ie, 'north'), which
* makes handling on the server side easier.
*/
const char *const directions[9] = {"stay", "north", "northeast", "east", "southeast",
"south","southwest", "west", "northwest"};
/*
* Initialiazes player item, information is received from server
*/
void new_player (long tag, char *name, long weight, long face)
{
Spell *spell, *spnext;
cpl.ob->tag = tag;
cpl.ob->nrof = 1;
copy_name (cpl.ob->d_name, name);
cpl.ob->weight = (float) weight / 1000;
cpl.ob->face = face;
if (cpl.spelldata) {
for (spell = cpl.spelldata; spell; spell = spnext) {
spnext = spell->next;
free(spell);
}
cpl.spelldata = NULL;
}
}
void look_at(int x, int y)
{
cs_print_string(csocket.fd, "lookat %d %d", x, y);
}
void client_send_apply (int tag)
{
cs_print_string(csocket.fd, "apply %d", tag);
}
void client_send_examine (int tag)
{
cs_print_string(csocket.fd, "examine %d", tag);
}
/* Requests nrof objects of tag get moved to loc. */
void client_send_move (int loc, int tag, int nrof)
{
cs_print_string(csocket.fd, "move %d %d %d", loc, tag, nrof);
}
void move_player(int dir) {
/* Should we perhaps use the real repeat count here? */
send_command(directions[dir], -1, SC_NORMAL);
}
/* Fire & Run code. The server handles repeating of these actions, so
* we only need to send a run or fire command for a particular direction
* once - we use the drun and dfire to keep track if we need to send
* the full command.
*/
static int drun=-1, dfire=-1;
/* Fires in a specified direction. Note that direction 0 is a valid
* case - the fire is centered on the player.
*/
void stop_fire()
{
if (cpl.input_state != Playing) return;
dfire |= 0x100;
}
void clear_fire_run()
{
if ((dfire!=-1) && (dfire & 0x100)) {
send_command("fire_stop", -1, SC_FIRERUN);
dfire=-1;
}
if ((drun!=-1) && (drun & 0x100)) {
send_command("run_stop", -1, SC_FIRERUN);
drun=-1;
}
}
void clear_fire()
{
if (dfire!=-1) {
send_command("fire_stop", -1, SC_FIRERUN);
dfire=-1;
}
}
void clear_run()
{
if (drun!=-1) {
send_command("run_stop", -1, SC_FIRERUN);
drun=-1;
}
}
void fire_dir(int dir) {
char buf[MAX_BUF];
if (cpl.input_state != Playing) return;
if (dir!= dfire) {
sprintf(buf,"fire %d", dir);
if (send_command(buf, cpl.count, SC_NORMAL)) {
dfire=dir;
cpl.count=0;
}
} else {
dfire &= 0xff; /* Mark it so that we need a stop_fire */
}
}
void stop_run()
{
send_command("run_stop", -1, SC_FIRERUN);
drun |= 0x100;
}
void run_dir(int dir) {
char buf[MAX_BUF];
if (dir!=drun) {
sprintf(buf,"run %d", dir);
if (send_command(buf, -1, SC_NORMAL))
drun=dir;
} else {
drun &= 0xff;
}
}
/* This should be used for all 'command' processing. Other functions should
* call this so that proper windowing will be done.
* command is the text command, repeat is a count value, or -1 if none
* is desired and we don't want to reset the current count.
* must_send means we must send this command no matter what (ie, it is
* an administrative type of command like fire_stop, and failure to send
* it will cause definate problems
* return 1 if command was sent, 0 if not sent.
*/
int send_command(const char *command, int repeat, int must_send) {
static char last_command[MAX_BUF]="";
script_monitor(command,repeat,must_send);
if (cpl.input_state==Reply_One) {
LOG(LOG_ERROR,"common::send_command","Wont send command '%s' - since in reply mode!",
command);
cpl.count=0;
return 0;
}
/* Does the server understand 'ncom'? If so, special code */
if (csocket.cs_version >= 1021) {
int commdiff=csocket.command_sent - csocket.command_received;
if (commdiff<0) commdiff +=256;
/* if too many unanswered commands, not a must send, and command is
* the same, drop it
*/
if (commdiff>use_config[CONFIG_CWINDOW] && !must_send && !strcmp(command, last_command)) {
if (repeat!=-1) cpl.count=0;
return 0;
#if 0 /* Obnoxious warning message we don't need */
fprintf(stderr,"Wont send command %s - window oversized %d %d\n",
command, csocket.command_sent, csocket.command_received);
#endif
}
else {
SockList sl;
char buf[MAX_BUF];
/* Don't want to copy in administrative commands */
if (!must_send) strcpy(last_command, command);
csocket.command_sent++;
csocket.command_sent &= 0xff; /* max out at 255 */
SockList_Init(&sl, buf);
SockList_AddString(&sl, "ncom ");
SockList_AddShort(&sl, csocket.command_sent);
SockList_AddInt(&sl, repeat);
SockList_AddString(&sl, command);
SockList_Send(&sl, csocket.fd);
}
} else {
cs_print_string(csocket.fd, "command %d %s", repeat,command);
}
if (repeat!=-1) cpl.count=0;
return 1;
}
void CompleteCmd(unsigned char *data, int len)
{
if (len !=6) {
LOG(LOG_ERROR,"common::CompleteCmd","Invalid length %d - ignoring", len);
return;
}
csocket.command_received = GetShort_String(data);
csocket.command_time = GetInt_String(data+2);
script_sync(csocket.command_sent - csocket.command_received);
}
/* This does special processing on the 'take' command. If the
* player has a container open, we want to specifiy what object
* to move from that since we've sorted it. command is
* the command as tped, cpnext is any optional params.
*/
void command_take (const char *command, const char *cpnext)
{
/* If the player has specified optional data, or the player
* does not have a container open, just issue the command
* as normal
*/
if (cpnext || cpl.container == NULL)
send_command(command, cpl.count, 0);
else {
if (cpl.container->inv == NULL)
draw_info("There is nothing in the container to move", NDI_BLACK);
else
cs_print_string(csocket.fd,"move %d %d %d", cpl.ob->tag,
cpl.container->inv->tag, cpl.count);
}
}
|