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/*
* static char *rcsid_sock_info_c =
* "$Id: info.c 6916 2007-08-12 10:06:21Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
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 authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/**
* \file
* Basic client output functions.
*
* \date 2003-12-02
*
* This file implements some of the simpler output functions to the
* client. Basically, things like sending text strings along
*/
#include <global.h>
#include <sproto.h>
#include <stdarg.h>
#include <spells.h>
#include <skills.h>
/**
* Draws a normal message on the client. It is pretty
* much the same thing as the draw_info above, but takes a color
* parameter. the esrv_drawinfo functions should probably be
* replaced with this, just using black as the color.
*/
static void esrv_print_msg(socket_struct *ns,int color, const char *str)
{
char buf[HUGE_BUF];
if (ns->status == Ns_Old) {
snprintf(buf,HUGE_BUF,"%s\n", str);
} else {
snprintf(buf,HUGE_BUF, "drawinfo %d %s", color, str);
}
/* LOG(llevDebug,"sending %s to socket, len=%d\n", buf, strlen(buf));*/
Write_String_To_Socket(ns, buf, strlen(buf));
}
/**
* Draws an extended message on the client.
* ns the socket to send message to
* color color informations (used mainly if client does not support message type)
* type,
* subtype type and subtype of text message
* intro Intro message to send with main message if client does not support the message type
* message The main message
*/
static void esrv_print_ext_msg(socket_struct *ns,int color,uint8 type, uint8 subtype, const char *message)
{
char buf[HUGE_BUF];
snprintf(buf,HUGE_BUF, "drawextinfo %d %hhu %hhu %s", color, type, subtype, message);
Write_String_To_Socket(ns, buf, strlen(buf));
/* LOG(llevDebug,"sending %s to socket, len=%d\n", buf, strlen(buf));*/
}
/**
* Frontend for esrv_print_msg
* \param colr message color
* \param pl player to send to. Can be NULL
* \param tmp message to send. Can be NULL
*
* If pl is NULL or without contr set, writes message to log.
*
* Else sends message to player via esrv_print_msg
*/
static void print_message(int colr, const object *pl, const char *tmp) {
if(tmp == (char *) NULL) {
tmp="[NULL]";
}
if(!pl || (pl->type==PLAYER && pl->contr==NULL)) {
fprintf(logfile,"%s\n",tmp);
return;
}
if (pl->type == PLAYER) {
esrv_print_msg(&pl->contr->socket,colr,(char*) tmp);
return;
}
}
/**
* Prints out the contents of specified buffer structures,
* and clears the string.
*/
void flush_output_element(const object *pl, Output_Buf *outputs)
{
char tbuf[MAX_BUF];
if (outputs->buf==NULL) return;
snprintf(tbuf,MAX_BUF, "%d times %s", outputs->count, outputs->buf);
print_message(NDI_BLACK, pl, tbuf);
free_string(outputs->buf);
outputs->buf=NULL;
outputs->first_update=0; /* This way, it will be reused */
}
/**
* Sends message to player through output buffers.
* \param pl player to send message
* \param buf message to send
*
* If player's output_count is 1, sends message directly.
*
* Else checks output buffers for specified message.
*
* If found, checks if message should be sent now.
*
* If message not already in buffers, flushes olders buffer,
* and adds message to queue.
*/
static void check_output_buffers(const object *pl, const char *buf)
{
int i, oldest=0;
if (pl->contr->outputs_count<2) {
print_message(NDI_BLACK, pl, buf);
return;
}
else {
for (i=0; i<NUM_OUTPUT_BUFS; i++) {
if (pl->contr->outputs[i].buf &&
!strcmp(buf, pl->contr->outputs[i].buf)) break;
else if (pl->contr->outputs[i].first_update <
pl->contr->outputs[oldest].first_update)
oldest=i;
}
/* We found a match */
if (i<NUM_OUTPUT_BUFS) {
pl->contr->outputs[i].count++;
if (pl->contr->outputs[i].count>=pl->contr->outputs_count) {
flush_output_element(pl, &pl->contr->outputs[i]);
}
}
/* No match - flush the oldest, and put the new one in */
else {
flush_output_element(pl, &pl->contr->outputs[oldest]);
pl->contr->outputs[oldest].first_update = pticks;
pl->contr->outputs[oldest].count = 1;
if (pl->contr->outputs[oldest].buf!=NULL)
free_string(pl->contr->outputs[oldest].buf);
pl->contr->outputs[oldest].buf = add_string(buf);
}
}
}
/**
* Sends message to player(s).
*
* flags is various flags - mostly color, plus a few specials.
*
* pri is priority. It is a little odd - the lower the value, the more
* important it is. Thus, 0 gets sent no matter what. Otherwise, the
* value must be less than the listening level that the player has set.
* Unfortunately, there is no clear guideline on what each level does what.
*
* pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
* in the flags.
*
* If message is black, and not NDI_UNIQUE, gets sent through output buffers.
*
*/
void new_draw_info(int flags, int pri, const object *pl, const char *buf)
{
if ((flags & NDI_ALL) || (flags & NDI_ALL_DMS)) {
player *tmppl;
int i;
for (tmppl=first_player; tmppl!=NULL; tmppl=tmppl->next) {
if ((flags & NDI_ALL_DMS) && !QUERY_FLAG(tmppl->ob, FLAG_WIZ))
continue;
new_draw_info((flags & ~NDI_ALL & ~NDI_ALL_DMS), pri, tmppl->ob, buf);
}
if (!flags & NDI_ALL_DMS)
for (i=1; i<socket_info.allocated_sockets; i++) {
if (init_sockets[i].status == Ns_Old && init_sockets[i].old_mode != Old_Listen && pri< 10) {
cs_write_string(&init_sockets[i], buf, strlen(buf));
/* Most messages don't have a newline, so add one */
cs_write_string(&init_sockets[i], "\n", 1);
}
}
return;
}
if(!pl || (pl->type==PLAYER && pl->contr==NULL)) {
/* Write to the socket? */
print_message(0, NULL, buf);
return;
}
if (pl->type!=PLAYER) return;
if (pri>=pl->contr->listening) return;
if ((flags&NDI_COLOR_MASK)==NDI_BLACK && !(flags &NDI_UNIQUE)) {
/* following prints stuff out, as appropriate */
check_output_buffers(pl, buf);
}
else {
print_message(flags&NDI_COLOR_MASK, pl, buf);
}
}
/**
* Wrapper for new_draw_info printf-like.
*
* This is a pretty trivial function, but it allows us to use printf style
* formatting, so instead of the calling function having to do it, we do
* it here. It may also have advantages in the future for reduction of
* client/server bandwidth (client could keep track of various strings
*/
void new_draw_info_format(int flags, int pri, const object *pl, const char *format, ...)
{
char buf[HUGE_BUF];
va_list ap;
va_start(ap, format);
vsnprintf(buf, HUGE_BUF, format, ap);
va_end(ap);
new_draw_info(flags, pri, pl, buf);
}
void draw_ext_info(
int flags, int pri, const object *pl, uint8 type,
uint8 subtype, const char* message, const char* oldmessage){
if(!pl || (pl->type!=PLAYER) || (pl->contr==NULL))
return;
if (pri>=pl->contr->listening) return;
if (!CLIENT_SUPPORT_READABLES(&pl->contr->socket,type)){
char *buf = (char*)malloc(strlen(oldmessage==NULL?message:oldmessage)+1);
if (buf==NULL)
LOG(llevError,"info::draw_ext_info -> Out of memory!\n");
else{
strcpy(buf,oldmessage==NULL?message:oldmessage);
strip_media_tag(buf);
new_draw_info(flags, pri, pl, buf);
free(buf);
}
} else {
esrv_print_ext_msg(&pl->contr->socket,flags&NDI_COLOR_MASK,type,subtype,message);
}
}
void draw_ext_info_format(
int flags, int pri, const object *pl, uint8 type,
uint8 subtype,
const char* new_format,
const char* old_format,
...)
{
char buf[HUGE_BUF];
if(!pl || (pl->type!=PLAYER) || (pl->contr==NULL))
return;
if (pri>=pl->contr->listening) return;
if (!CLIENT_SUPPORT_READABLES(&pl->contr->socket,type)){
va_list ap;
LOG(llevDebug,"Non supported extension text type for client.\n");
va_start(ap, old_format);
vsnprintf(buf, HUGE_BUF, old_format, ap);
va_end(ap);
/* Should this be here? old_format must be set, so in theory, the caller
* should not put tags in it. But what about cases where it may be using
* data external to the call itself (eg, op->msg, where the message
* itself may contain tags?)
*/
strip_media_tag(buf);
new_draw_info(flags, pri, pl, buf);
return;
} else {
va_list ap;
va_start(ap, old_format);
vsnprintf(buf, HUGE_BUF, new_format, ap);
va_end(ap);
esrv_print_ext_msg(&pl->contr->socket,flags&NDI_COLOR_MASK,type,subtype,buf);
}
}
/**
* Writes to everyone on the map *except* op. This is useful for emotions.
*/
void new_info_map_except(int color, const mapstruct *map, const object *op, const char *str) {
player *pl;
for(pl = first_player; pl != NULL; pl = pl->next)
if(pl->ob != NULL && pl->ob->map == map && pl->ob != op) {
new_draw_info(color, 0, pl->ob, str);
}
}
/**
* Writes to everyone on the map except op1 and op2
*/
void new_info_map_except2(int color, const mapstruct *map, const object *op1, const object *op2,
const char *str) {
player *pl;
for(pl = first_player; pl != NULL; pl = pl->next)
if(pl->ob != NULL && pl->ob->map == map
&& pl->ob != op1 && pl->ob != op2) {
new_draw_info(color, 0, pl->ob, str);
}
}
/**
* Writes to everyone on the specified map
*/
void new_info_map(int color, const mapstruct *map, const char *str) {
player *pl;
for(pl = first_player; pl != NULL; pl = pl->next)
if(pl->ob != NULL && pl->ob->map == map) {
new_draw_info(color, 0, pl->ob, str);
}
}
/**
* This does nothing now. However, in theory, we should probably send
* something to the client and let the client figure out how it might want
* to handle this
*/
void clear_win_info(object *op)
{
}
/**
* Get player's current range attack in obuf.
*/
void rangetostring(const object *pl,char *obuf)
{
switch(pl->contr->shoottype) {
case range_none:
strcpy(obuf,"Range: nothing");
break;
case range_bow:
{
object *op;
for (op = pl->inv; op; op=op->below)
if (op->type == BOW && QUERY_FLAG (op, FLAG_APPLIED))
break;
if(op==NULL) break;
sprintf (obuf, "Range: %s (%s)", query_base_name(op, 0),
op->race ? op->race : "nothing");
}
break;
case range_magic:
if (settings.casting_time == TRUE) {
if (pl->casting_time > -1) {
if (pl->casting_time == 0)
sprintf(obuf,"Range: Holding spell (%s)",
pl->spell->name);
else
sprintf(obuf,"Range: Casting spell (%s)",
pl->spell->name);
} else
sprintf(obuf,"Range: spell (%s)",
pl->contr->ranges[range_magic]->name);
} else
sprintf(obuf,"Range: spell (%s)",
pl->contr->ranges[range_magic]->name);
break;
case range_misc:
sprintf(obuf,"Range: %s",
pl->contr->ranges[range_misc]?
query_base_name(pl->contr->ranges[range_misc],0): "none");
break;
/* range_scroll is only used for controlling golems. If the
* the player does not have a golem, reset some things.
*/
case range_golem:
if (pl->contr->ranges[range_golem]!=NULL)
sprintf(obuf,"Range: golem (%s)",pl->contr->ranges[range_golem]->name);
else {
pl->contr->shoottype = range_none;
strcpy(obuf,"Range: nothing");
}
break;
case range_skill:
sprintf(obuf,"Skill: %s", pl->chosen_skill!=NULL ?
pl->chosen_skill->name : "none");
break;
case range_builder:
sprintf( obuf, "Builder: %s", query_base_name( pl->contr->ranges[ range_builder ], 0 ) );
break;
default:
strcpy(obuf,"Range: illegal");
}
}
/**
* Sets player title.
*/
void set_title(const object *pl, char *buf)
{
/* Eneq(@csd.uu.se): Let players define their own titles. */
if (pl->contr->own_title[0]=='\0')
sprintf(buf,"Player: %s the %s",pl->name,pl->contr->title);
else
sprintf(buf,"Player: %s %s",pl->name,pl->contr->own_title);
}
/**
* Helper for magic map creation.
*
* Takes a player, the map_mark array and an x and y starting position.
* pl is the player.
* px, py are offsets from the player.
*
* This function examines all the adjacant spaces next to px, py.
* It updates the map_mark arrow with the color and high bits set
* for various code values.
*/
static void magic_mapping_mark_recursive(object *pl, char *map_mark, int px, int py)
{
int x, y, dx, dy,mflags, l;
sint16 nx, ny;
mapstruct *mp;
New_Face *f;
object *ob;
for (dx = -1; dx <= 1; dx++) {
for (dy = -1; dy <= 1; dy++) {
x = px + dx;
y = py + dy;
if (FABS(x) >= MAGIC_MAP_HALF || FABS(y) >= MAGIC_MAP_HALF) continue;
mp = pl->map;
nx = pl->x + x;
ny = pl->y + y;
mflags = get_map_flags(pl->map, &mp, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP) continue;
if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] == 0) {
for (l=0; l < MAP_LAYERS; l++) {
ob = GET_MAP_FACE_OBJ(mp, nx, ny, l);
if (ob && !ob->invisible && ob->face != blank_face) break;
}
if (ob) f = ob->face;
else f = blank_face;
/* Should probably have P_NO_MAGIC here also, but then shops don't
* work.
*/
if (mflags & P_BLOCKSVIEW)
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] =
FACE_WALL | (f?f->magicmap:0);
else {
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f?f->magicmap:0);
magic_mapping_mark_recursive(pl, map_mark, x, y);
}
}
}
}
}
/**
* Creates magic map for player.
*
* Note: For improved magic mapping display, the space that blocks
* the view is now marked with value 2. Any dependencies of map_mark
* being nonzero have been changed to check for 1. Also, since
* map_mark is a char value, putting 2 in should cause no problems.
*
* This function examines the map the player is on, and determines what
* is visible. 2 is set for walls or objects that blocks view. 1
* is for open spaces. map_mark should already have been initialized
* to zero before this is called.
* strength is an initial strength*2 rectangular area that we automatically
* see in/penetrate through.
*/
void magic_mapping_mark(object *pl, char *map_mark, int strength)
{
int x, y, mflags, l;
sint16 nx, ny;
mapstruct *mp;
New_Face *f;
object *ob;
for (x = -strength; x <strength; x++) {
for (y = -strength; y <strength; y++) {
mp = pl->map;
nx = pl->x + x;
ny = pl->y + y;
mflags = get_map_flags(pl->map, &mp, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP)
continue;
else {
for (l=0; l < MAP_LAYERS; l++) {
ob = GET_MAP_FACE_OBJ(mp, nx, ny, l);
if (ob && !ob->invisible && ob->face != blank_face) break;
}
if (ob) f = ob->face;
else f = blank_face;
}
if (mflags & P_BLOCKSVIEW)
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_WALL | (f?f->magicmap:0);
else {
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f?f->magicmap:0);
magic_mapping_mark_recursive(pl, map_mark, x, y);
}
}
}
}
/**
* Creates and sends magic map to player.
*
* The following function is a lot messier than it really should be,
* but there is no real easy solution.
*
* Mark Wedel
*/
void draw_magic_map(object *pl)
{
int x,y;
char *map_mark = (char *) calloc(MAGIC_MAP_SIZE*MAGIC_MAP_SIZE, 1);
int xmin, xmax, ymin, ymax;
SockList sl;
if (pl->type!=PLAYER) {
LOG(llevError,"Non player object called draw_map.\n");
return;
}
/* First, we figure out what spaces are 'reachable' by the player */
magic_mapping_mark(pl, map_mark, 3);
/* We now go through and figure out what spaces have been
* marked, and thus figure out rectangular region we send
* to the client (eg, if only a 10x10 area is visible, we only
* want to send those 100 spaces.)
*/
xmin = MAGIC_MAP_SIZE;
ymin = MAGIC_MAP_SIZE;
xmax = 0;
ymax = 0;
for(x = 0; x < MAGIC_MAP_SIZE ; x++) {
for(y = 0; y < MAGIC_MAP_SIZE; y++) {
if (map_mark[x + MAP_WIDTH(pl->map) * y] | FACE_FLOOR) {
xmin = x < xmin ? x : xmin;
xmax = x > xmax ? x : xmax;
ymin = y < ymin ? y : ymin;
ymax = y > ymax ? y : ymax;
}
}
}
sl.buf=malloc(MAXSOCKSENDBUF);
snprintf((char*)sl.buf, MAXSOCKSENDBUF, "magicmap %d %d %d %d ", (xmax-xmin+1), (ymax-ymin+1),
MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
sl.len=strlen((char*)sl.buf);
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
sl.buf[sl.len++]= map_mark[x+MAGIC_MAP_SIZE*y] & ~FACE_FLOOR;
} /* x loop */
} /* y loop */
Send_With_Handling(&pl->contr->socket, &sl);
free(sl.buf);
free(map_mark);
}
/**
* Send a kill log record to sockets
*/
void log_kill(const char *Who,
const char *What, int WhatType,
const char *With, int WithType)
{
int i;
size_t len;
char buf[MAX_BUF];
if (With!=NULL) {
snprintf(buf, MAX_BUF, "%s\t%s\t%d\t%s\t%d\n",Who,What,WhatType,With,WithType);
}
else {
snprintf(buf,MAX_BUF, "%s\t%s\t%d\n",Who,What,WhatType);
}
len=strlen(buf);
for(i=1; i<socket_info.allocated_sockets; i++) {
if (init_sockets[i].old_mode == Old_Listen) {
cs_write_string(&init_sockets[i], buf, len);
}
}
}
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