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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* \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 <stdarg.h>
#include <string.h>
#include "skills.h"
#include "spells.h"
#include "sproto.h"
/**
* Draws an extended message on the client.
*
* @param ns The socket to send message to
*
* @param color Color informations (used mainly if client does not support message type)
*
* @param type The type of text message
*
* @param subtype The subtype of text message
*
* @param message The main message
*
* make this non-static, so other files can use this to send messages to client before
* player has been added.
*/
void print_ext_msg(socket_struct *ns, int color, uint8_t type, uint8_t subtype, const char *message) {
SockList sl;
SockList_Init(&sl);
SockList_AddPrintf(&sl, "drawextinfo %d %hhu %hhu %s", color, type, subtype, message);
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
/**
* Sends message to player(s).
*
* @param flags Various flags - mostly color, plus a few specials. If NDI_ALL
* or NDI_ALL_DMS is set, pl is ignored and the message is resent to all
* players or all DMs individually.
*
* @param pri Priority. 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.
*
* @param pl Who to send the message to. pl may be NULL, particularly if
* flags has NDI_ALL or NDI_DMS set since it is ignored in that case. If
* NDI_ALL and NDI_DMS are not set, when pl is NULL, nobody gets the message.
* This is sometimes useful when a function that can be invoked by a player
* is automatically called by some other mechanism. For example, if a player
* tries to put something in a container, they should get a message that tells
* them they cannot put it in an unsuitable container, but when auto-pickup is
* at work, all containers are tried, even unsuitable ones, and so messages
* should not be sent to the player.
*
* @param type The type MSG_TYPE for the type of message.
*
* @param subtype The subtype of the message.
*
* @param message The message to send.
*/
void draw_ext_info(
int flags, int pri, const object *pl, uint8_t type,
uint8_t subtype, const char *message) {
if ((flags&NDI_ALL) || (flags&NDI_ALL_DMS)) {
player *tmppl;
for (tmppl = first_player; tmppl != NULL; tmppl = tmppl->next) {
if ((flags&NDI_ALL_DMS) && !QUERY_FLAG(tmppl->ob, FLAG_WIZ))
continue;
draw_ext_info((flags&~NDI_ALL&~NDI_ALL_DMS), pri, tmppl->ob, type, subtype, message);
}
LOG(llevInfo, "-- %s\n", message);
return;
}
if (!pl || (pl->type == PLAYER && pl->contr == NULL))
return;
if (pl->type != PLAYER)
return;
if (pri >= pl->contr->listening)
return;
print_ext_msg(&pl->contr->socket, flags&NDI_COLOR_MASK, type, subtype, message);
}
/**
* Sends message to player(s).
*
* This function is the same as draw_ext_info, but takes varargs format.
* Otherwise, the meaning of all the fields is the same. This is perhaps not
* the most efficient as we do vsnprintf on both the old and newbuf, but it
* simplifies the code greatly since we can just call draw_ext_info.
*
* @param flags Various flags - mostly color, plus a few specials.
*
* @param pri 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.
*
* @param pl Can be passed as NULL - in fact, this will be done if NDI_ALL is
* set in the flags.
*
* @param type The type MSG_TYPE for the type of message.
*
* @param subtype The type MSG_TYPE for the subtype of message.
*
* @param format The message to send, with optional format specifiers.
*/
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format, ...) {
char buf[HUGE_BUF];
va_list ap;
va_start(ap, format);
vsnprintf(buf, HUGE_BUF, format, ap);
va_end(ap);
draw_ext_info(flags, pri, pl, type, subtype, buf);
}
/**
* Writes to everyone on the specified map
*
* @param color The color of the message
*
* @param map The map where the players receiving the message are located
*
* @param type The message type
*
* @param subtype The message subtype
*
* @param str1 The message to be sent
*/
void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype, const char *str1) {
player *pl;
for (pl = first_player; pl != NULL; pl = pl->next)
if (pl->ob != NULL && pl->ob->map == map) {
draw_ext_info(color, 0, pl->ob, type, subtype, str1);
}
}
/**
* Writes to everyone on the map except *op. This is useful for emotions.
*
* @param color The color of the message
*
* @param map The map where the players receiving the message are located
*
* @param op The player object to skip sending the message to on the map
*
* @param type The message type
*
* @param subtype The message subtype
*
* @param str1 The message to be sent
*/
void ext_info_map_except(int color, const mapstruct *map, const object *op, uint8_t type, uint8_t subtype, const char *str1) {
player *pl;
for (pl = first_player; pl != NULL; pl = pl->next)
if (pl->ob != NULL && pl->ob->map == map && pl->ob != op) {
draw_ext_info(color, 0, pl->ob, type, subtype, str1);
}
}
/**
* Writes to everyone on the map except op1 and op2
*
* @param color The message color
*
* @param map The map where the players receiving the message are located
*
* @param op1 The first player object to skip sending the message to
*
* @param op2 The second player object to skip sending the message to
*
* @param type The message type
*
* @param subtype The message subtype
*
* @param str1 The message to be sent
*/
void ext_info_map_except2(int color, const mapstruct *map, const object *op1, const object *op2, int type, int subtype, const char *str1) {
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) {
draw_ext_info(color, 0, pl->ob, type, subtype, str1);
}
}
/**
* Get player's current range attack in obuf.
*
* @param pl The player who is being evaluated
*
* @param obuf The buffer for the range attack string
*
* @param len The length of the buffer
*/
void rangetostring(const object *pl, char *obuf, size_t len) {
char name[MAX_BUF];
switch (pl->contr->shoottype) {
case range_none:
strncpy(obuf, "Range: nothing", len);
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;
query_base_name(op, 0, name, MAX_BUF);
snprintf(obuf, len, "Range: %s (%s)", name, op->race ? op->race : "nothing");
}
break;
case range_magic:
if (settings.casting_time == TRUE && pl->casting_time > -1) {
if (pl->casting_time == 0)
snprintf(obuf, len, "Range: Holding spell (%s)", pl->spell->name);
else
snprintf(obuf, len, "Range: Casting spell (%s)", pl->spell->name);
}
else
snprintf(obuf, len, "Range: spell (%s)", pl->contr->ranges[range_magic]->name);
break;
case range_misc:
if (pl->contr->ranges[range_misc])
query_base_name(pl->contr->ranges[range_misc], 0, name, MAX_BUF);
else
strncpy(name, "none", MAX_BUF);
snprintf(obuf, len, "Range: %s", name);
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)
snprintf(obuf, len, "Range: golem (%s)", pl->contr->ranges[range_golem]->name);
else {
pl->contr->shoottype = range_none;
strncpy(obuf, "Range: nothing", len);
}
break;
case range_skill:
snprintf(obuf, len, "Skill: %s", pl->chosen_skill != NULL ? pl->chosen_skill->name : "none");
break;
case range_builder:
query_base_name(pl->contr->ranges[range_builder], 0, name, MAX_BUF);
snprintf(obuf, len, "Builder: %s", name);
break;
default:
strncpy(obuf, "Range: illegal", len);
}
}
/**
* Sets player title.
*/
void set_title(const object *pl, char *buf, size_t len) {
char *p;
snprintf(buf, len, "Player: %s ", pl->name);
p = strchr(buf, '\0');
player_get_title(pl->contr, p, (buf+len)-p);
}
/**
* Helper for magic map creation.
*
* Takes a player, the map_mark array and an x and y starting position.
*
* @param pl The player creating the magic map.
*
* @param map_mark Holds flags for each tile analyzed
*
* @param px The x offset from the player to start calculations
*
* @param py The y offset from the player to start calculations
*
* 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;
int16_t nx, ny;
mapstruct *mp;
const 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.
*
* @param pl The player making the magic map
*
* @param map_mark Holds flags for each tile analyzed. Should have been
* initialized to zero before this function is called.
*
* @param strength An initial strength*2 rectangular area that we
* automatically see in/penetrate through.
*
* 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.
*/
void magic_mapping_mark(object *pl, char *map_mark, int strength) {
int x, y, mflags, l;
int16_t nx, ny;
mapstruct *mp;
const 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.
*
* @ param pl The player to send the magic map to
*
* 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[MAGIC_MAP_SIZE*MAGIC_MAP_SIZE];
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 */
memset(map_mark, 0, MAGIC_MAP_SIZE*MAGIC_MAP_SIZE);
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+MAGIC_MAP_SIZE*y]&~FACE_FLOOR) {
xmin = MIN(x, xmin);
xmax = MAX(x, xmax);
ymin = MIN(y, ymin);
ymax = MAX(y, ymax);
}
}
}
SockList_Init(&sl);
SockList_AddPrintf(&sl, "magicmap %d %d %d %d ", xmin <= xmax ? xmax-xmin+1 : 0, ymin <= ymax ? ymax-ymin+1 : 0, MAGIC_MAP_HALF-xmin, MAGIC_MAP_HALF-ymin);
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
SockList_AddChar(&sl, map_mark[x+MAGIC_MAP_SIZE*y]&~FACE_FLOOR);
} /* x loop */
} /* y loop */
Send_With_Handling(&pl->contr->socket, &sl);
SockList_Term(&sl);
}
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