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Revision: 1.62
Committed: Wed May 4 19:04:46 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +3 -3 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.47 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.33 *
4 root 1.61 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.59 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.33 *
8 root 1.52 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.33 *
13 root 1.46 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.33 *
18 root 1.52 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.43 *
22 root 1.47 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.33 */
24 elmex 1.1
25     /**
26     * \file
27     * Basic client output functions.
28     *
29     * \date 2003-12-02
30     *
31     * This file implements some of the simpler output functions to the
32     * client. Basically, things like sending text strings along
33     */
34    
35     #include <global.h>
36     #include <sproto.h>
37     #include <stdarg.h>
38     #include <spells.h>
39     #include <skills.h>
40    
41 root 1.45 #include <cstring>
42    
43 elmex 1.1 /**
44     * Draws a normal message on the client. It is pretty
45     * much the same thing as the draw_info above, but takes a color
46     * parameter. the esrv_drawinfo functions should probably be
47     * replaced with this, just using black as the color.
48     */
49 root 1.5 static void
50 root 1.22 esrv_print_msg (client *ns, int color, const char *str)
51 elmex 1.1 {
52 root 1.45 ns->send_msg (color, "info", str);
53 elmex 1.1 }
54    
55     /**
56     * Frontend for esrv_print_msg
57     * \param colr message color
58     * \param pl player to send to. Can be NULL
59     * \param tmp message to send. Can be NULL
60     *
61     * If pl is NULL or without contr set, writes message to log.
62     *
63     * Else sends message to player via esrv_print_msg
64     */
65 root 1.5 static void
66     print_message (int colr, const object *pl, const char *tmp)
67     {
68 root 1.11 if (!tmp)
69     tmp = "[NULL]";
70 elmex 1.1
71     if (!pl || (pl->type == PLAYER && pl->contr == NULL))
72     return;
73    
74 root 1.5 if (pl->type == PLAYER)
75 root 1.45 esrv_print_msg (pl->contr->ns, colr, (char *)tmp);
76 elmex 1.1 }
77    
78 root 1.38 bool
79     client::msg_suppressed (const char *msg)
80 elmex 1.1 {
81 root 1.38 if (!pl)
82     return false;
83 elmex 1.1
84 root 1.38 if (pl->outputs_count <= 1 || !pl->outputs_sync)
85     return false;
86 elmex 1.1
87 root 1.38 int len = strlen (msg);
88 elmex 1.1
89 root 1.38 if (len > MSG_BUF_SIZE)
90     return false;
91 elmex 1.1
92 root 1.38 msg_buf *lru = msgbuf;
93     for (msg_buf *buf = msgbuf; buf < msgbuf + MSG_BUF_COUNT; ++buf)
94 root 1.5 {
95 root 1.38 if (len == buf->len && !memcmp (msg, buf->msg, len))
96 root 1.5 {
97 root 1.38 // found matching buf, see if expired
98 root 1.62 if (buf->expire <= server_tick || !buf->count)
99 root 1.5 {
100 root 1.38 // yes, take over matching buffer, print
101 root 1.62 buf->expire = server_tick + pl->outputs_sync;
102 root 1.38 buf->count = pl->outputs_count;
103    
104     return false;
105 root 1.2 }
106 root 1.38
107     // no, suppress
108     --buf->count;
109     return true;
110 root 1.2 }
111 root 1.5
112 root 1.38 if (lru->expire > buf->expire)
113     lru = buf;
114 elmex 1.1 }
115 root 1.38
116     // new message, evoke oldest buffer
117 root 1.62 lru->expire = server_tick + pl->outputs_sync;
118 root 1.38 lru->count = pl->outputs_count;
119     lru->len = len;
120     memcpy (lru->msg, msg, len);
121    
122     return false;
123 elmex 1.1 }
124 root 1.5
125 elmex 1.1 /**
126     * Sends message to player(s).
127     *
128     * flags is various flags - mostly color, plus a few specials.
129     *
130 root 1.51 * pri is unused.
131 elmex 1.1 *
132     * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
133     * in the flags.
134     *
135     * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
136     *
137     */
138 root 1.5 void
139 root 1.41 new_draw_info (int flags, int pri, const object *op, const char *buf)
140 elmex 1.1 {
141 root 1.5 if (flags & NDI_ALL)
142 root 1.42 {
143     for_all_players (pl)
144 root 1.51 new_draw_info (flags & ~NDI_ALL, 0, pl->ob, buf);
145 root 1.42 }
146 root 1.41 else
147 root 1.5 {
148 root 1.41 if (!op || !op->contr || !op->contr->ns)
149     return;
150    
151     if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK
152     || !op->contr->ns->msg_suppressed (buf))
153     print_message (flags & NDI_COLOR_MASK, op, buf);
154 elmex 1.1 }
155     }
156    
157     /**
158     * Wrapper for new_draw_info printf-like.
159     *
160     * This is a pretty trivial function, but it allows us to use printf style
161     * formatting, so instead of the calling function having to do it, we do
162     * it here. It may also have advantages in the future for reduction of
163     * client/server bandwidth (client could keep track of various strings
164     */
165 root 1.5 void
166     new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
167 elmex 1.1 {
168 root 1.5 va_list ap;
169     va_start (ap, format);
170 root 1.53 new_draw_info (flags, pri, pl, vformat (format, ap));
171 root 1.5 va_end (ap);
172 elmex 1.1 }
173    
174     /**
175     * Writes to everyone on the map *except* op. This is useful for emotions.
176     */
177 root 1.5 void
178 root 1.8 new_info_map_except (int color, maptile * map, object *op, const char *str)
179 root 1.5 {
180 root 1.24 for_all_players (pl)
181 root 1.49 if (pl->ob->map == map && pl->ob != op)
182 root 1.31 new_draw_info (color, 0, pl->ob, str);
183 elmex 1.1 }
184    
185     /**
186     * Writes to everyone on the specified map
187     */
188 root 1.5 void
189 root 1.8 new_info_map (int color, maptile * map, const char *str)
190 root 1.5 {
191 root 1.24 for_all_players (pl)
192 root 1.49 if (pl->ob->map == map)
193 root 1.31 new_draw_info (color, 0, pl->ob, str);
194 elmex 1.1 }
195    
196     /**
197     * Sets player title.
198     */
199 root 1.5 void
200     set_title (object *pl, char *buf)
201 elmex 1.1 {
202 root 1.5 /* Eneq(@csd.uu.se): Let players define their own titles. */
203     if (pl->contr->own_title[0] == '\0')
204     sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
205     else
206     sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
207 elmex 1.1 }
208    
209 root 1.36 // formerly a macro, used only by magic map, so optimised it out
210     static inline faceidx
211 root 1.54 GET_MAP_FACE (mapspace &ms, int layer)
212 root 1.36 {
213 root 1.54 if (object *op = ms.faces_obj [layer])
214 root 1.36 return op->face;
215     else
216     return 0;
217     }
218    
219 elmex 1.1 /**
220     * Helper for magic map creation.
221     *
222     * Takes a player, the map_mark array and an x and y starting position.
223     * pl is the player.
224     * px, py are offsets from the player.
225     *
226     * This function examines all the adjacant spaces next to px, py.
227     * It updates the map_mark arrow with the color and high bits set
228     * for various code values.
229     */
230 root 1.5 static void
231     magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
232 elmex 1.1 {
233 root 1.54 for (int dx = -1; dx <= 1; dx++)
234 root 1.5 {
235 root 1.54 for (int dy = -1; dy <= 1; dy++)
236 root 1.5 {
237 root 1.54 int x = px + dx;
238     int y = py + dy;
239 root 1.5
240 root 1.54 if (abs (x) >= MAGIC_MAP_HALF || abs (y) >= MAGIC_MAP_HALF)
241 root 1.5 continue;
242    
243 root 1.54 mapxy pos (pl);
244     pos.move (x, y);
245 root 1.5
246 root 1.54 if (!pos.normalise ())
247 root 1.5 continue;
248    
249 root 1.54 mapspace &ms = pos.ms ();
250    
251 root 1.5 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
252     {
253 root 1.54 int mflags = ms.flags ();
254    
255     int f = GET_MAP_FACE (ms, 0);
256 root 1.5 if (f == blank_face)
257 root 1.35 {
258 root 1.54 f = GET_MAP_FACE (ms, 1);
259 root 1.35 if (f == blank_face)
260 root 1.54 f = GET_MAP_FACE (ms, 2);
261 root 1.35 }
262    
263     int magicmap = faces [f].magicmap;
264 root 1.5
265     /* Should probably have P_NO_MAGIC here also, but then shops don't
266     * work.
267     */
268     if (mflags & P_BLOCKSVIEW)
269 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
270 root 1.5 else
271     {
272 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
273 root 1.5 magic_mapping_mark_recursive (pl, map_mark, x, y);
274 root 1.2 }
275     }
276     }
277 elmex 1.1 }
278     }
279    
280     /**
281     * Creates magic map for player.
282     *
283 root 1.54 * Note: For improved magic mapping display, the space that blocks
284     * the view is now marked with value 2. Any dependencies of map_mark
285     * being nonzero have been changed to check for 1. Also, since
286 elmex 1.1 * map_mark is a char value, putting 2 in should cause no problems.
287     *
288     * This function examines the map the player is on, and determines what
289 root 1.54 * is visible. 2 is set for walls or objects that blocks view. 1
290     * is for open spaces. map_mark should already have been initialised
291 elmex 1.1 * to zero before this is called.
292     * strength is an initial strength*2 rectangular area that we automatically
293     * see in/penetrate through.
294     */
295 root 1.56 static void
296 root 1.5 magic_mapping_mark (object *pl, char *map_mark, int strength)
297 elmex 1.1 {
298 root 1.54 for (int x = -strength; x < strength; x++)
299 root 1.5 {
300 root 1.54 for (int y = -strength; y < strength; y++)
301 root 1.5 {
302 root 1.54 mapxy pos (pl);
303     pos.move (x, y);
304 root 1.35
305 root 1.54 if (!pos.normalise ())
306 root 1.5 continue;
307 root 1.35
308 root 1.54 mapspace &ms = pos.ms ();
309    
310     int mflags = ms.flags ();
311    
312     int f = GET_MAP_FACE (ms, 0);
313 root 1.35 if (f == blank_face)
314 root 1.5 {
315 root 1.54 f = GET_MAP_FACE (ms, 1);
316 root 1.5 if (f == blank_face)
317 root 1.54 f = GET_MAP_FACE (ms, 2);
318 root 1.2 }
319    
320 root 1.35 int magicmap = faces [f].magicmap;
321    
322 root 1.5 if (mflags & P_BLOCKSVIEW)
323 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
324 root 1.5 else
325     {
326 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
327 root 1.5 magic_mapping_mark_recursive (pl, map_mark, x, y);
328 root 1.2 }
329     }
330 elmex 1.1 }
331     }
332    
333     /**
334     * Creates and sends magic map to player.
335     *
336     * The following function is a lot messier than it really should be,
337     * but there is no real easy solution.
338     *
339     * Mark Wedel
340     */
341 root 1.5 void
342     draw_magic_map (object *pl)
343 elmex 1.1 {
344 root 1.13 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
345 root 1.5 int xmin, xmax, ymin, ymax;
346    
347     if (pl->type != PLAYER)
348     {
349     LOG (llevError, "Non player object called draw_map.\n");
350     return;
351     }
352    
353     /* First, we figure out what spaces are 'reachable' by the player */
354     magic_mapping_mark (pl, map_mark, 3);
355    
356     /* We now go through and figure out what spaces have been
357     * marked, and thus figure out rectangular region we send
358     * to the client (eg, if only a 10x10 area is visible, we only
359     * want to send those 100 spaces.)
360     */
361     xmin = MAGIC_MAP_SIZE;
362     ymin = MAGIC_MAP_SIZE;
363     xmax = 0;
364     ymax = 0;
365 root 1.13
366     for (int x = 0; x < MAGIC_MAP_SIZE; x++)
367     for (int y = 0; y < MAGIC_MAP_SIZE; y++)
368 root 1.25 if (map_mark[x + pl->map->width * y] | FACE_FLOOR)
369 root 1.5 {
370 root 1.13 xmin = x < xmin ? x : xmin;
371     xmax = x > xmax ? x : xmax;
372     ymin = y < ymin ? y : ymin;
373     ymax = y > ymax ? y : ymax;
374 root 1.2 }
375 elmex 1.1
376 root 1.15 packet sl;
377 root 1.13 sl.printf ("magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
378     MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
379    
380     for (int y = ymin; y <= ymax; y++)
381     for (int x = xmin; x <= xmax; x++)
382     sl << uint8 (map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR);
383    
384 root 1.23 pl->contr->ns->send_packet (sl);
385 root 1.5
386     free (map_mark);
387 elmex 1.1 }
388