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Revision: 1.69
Committed: Sat Nov 17 23:40:05 2018 UTC (5 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.68: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.47 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.66 *
4 root 1.69 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.68 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.59 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.66 *
9 root 1.52 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.66 *
14 root 1.46 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.66 *
19 root 1.52 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.66 *
23 root 1.47 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.33 */
25 elmex 1.1
26     /**
27     * \file
28     * Basic client output functions.
29     *
30     * \date 2003-12-02
31     *
32     * This file implements some of the simpler output functions to the
33     * client. Basically, things like sending text strings along
34     */
35    
36     #include <global.h>
37     #include <sproto.h>
38     #include <stdarg.h>
39     #include <spells.h>
40     #include <skills.h>
41    
42 root 1.45 #include <cstring>
43    
44 elmex 1.1 /**
45 root 1.67 * Draws a normal message on the client. It is pretty
46 elmex 1.1 * much the same thing as the draw_info above, but takes a color
47     * parameter. the esrv_drawinfo functions should probably be
48     * replaced with this, just using black as the color.
49     */
50 root 1.5 static void
51 root 1.22 esrv_print_msg (client *ns, int color, const char *str)
52 elmex 1.1 {
53 root 1.45 ns->send_msg (color, "info", str);
54 elmex 1.1 }
55    
56     /**
57     * Frontend for esrv_print_msg
58     * \param colr message color
59     * \param pl player to send to. Can be NULL
60     * \param tmp message to send. Can be NULL
61     *
62     * If pl is NULL or without contr set, writes message to log.
63     *
64     * Else sends message to player via esrv_print_msg
65     */
66 root 1.5 static void
67     print_message (int colr, const object *pl, const char *tmp)
68     {
69 root 1.11 if (!tmp)
70     tmp = "[NULL]";
71 elmex 1.1
72     if (!pl || (pl->type == PLAYER && pl->contr == NULL))
73     return;
74    
75 root 1.5 if (pl->type == PLAYER)
76 root 1.45 esrv_print_msg (pl->contr->ns, colr, (char *)tmp);
77 elmex 1.1 }
78    
79 root 1.38 bool
80     client::msg_suppressed (const char *msg)
81 elmex 1.1 {
82 root 1.38 if (!pl)
83     return false;
84 elmex 1.1
85 root 1.38 if (pl->outputs_count <= 1 || !pl->outputs_sync)
86     return false;
87 elmex 1.1
88 root 1.38 int len = strlen (msg);
89 elmex 1.1
90 root 1.38 if (len > MSG_BUF_SIZE)
91     return false;
92 elmex 1.1
93 root 1.38 msg_buf *lru = msgbuf;
94     for (msg_buf *buf = msgbuf; buf < msgbuf + MSG_BUF_COUNT; ++buf)
95 root 1.5 {
96 root 1.38 if (len == buf->len && !memcmp (msg, buf->msg, len))
97 root 1.5 {
98 root 1.38 // found matching buf, see if expired
99 root 1.62 if (buf->expire <= server_tick || !buf->count)
100 root 1.5 {
101 root 1.38 // yes, take over matching buffer, print
102 root 1.62 buf->expire = server_tick + pl->outputs_sync;
103 root 1.38 buf->count = pl->outputs_count;
104    
105     return false;
106 root 1.2 }
107 root 1.38
108     // no, suppress
109     --buf->count;
110     return true;
111 root 1.2 }
112 root 1.5
113 root 1.38 if (lru->expire > buf->expire)
114     lru = buf;
115 elmex 1.1 }
116 root 1.38
117     // new message, evoke oldest buffer
118 root 1.62 lru->expire = server_tick + pl->outputs_sync;
119 root 1.38 lru->count = pl->outputs_count;
120     lru->len = len;
121     memcpy (lru->msg, msg, len);
122    
123     return false;
124 elmex 1.1 }
125 root 1.5
126 elmex 1.1 /**
127     * Sends message to player(s).
128     *
129     * flags is various flags - mostly color, plus a few specials.
130     *
131 root 1.51 * pri is unused.
132 elmex 1.1 *
133     * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
134     * in the flags.
135     *
136     * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
137     *
138     */
139 root 1.5 void
140 root 1.41 new_draw_info (int flags, int pri, const object *op, const char *buf)
141 elmex 1.1 {
142 root 1.5 if (flags & NDI_ALL)
143 root 1.42 {
144     for_all_players (pl)
145 root 1.51 new_draw_info (flags & ~NDI_ALL, 0, pl->ob, buf);
146 root 1.42 }
147 root 1.41 else
148 root 1.5 {
149 root 1.41 if (!op || !op->contr || !op->contr->ns)
150     return;
151    
152     if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK
153     || !op->contr->ns->msg_suppressed (buf))
154     print_message (flags & NDI_COLOR_MASK, op, buf);
155 elmex 1.1 }
156     }
157    
158     /**
159     * Wrapper for new_draw_info printf-like.
160     *
161     * This is a pretty trivial function, but it allows us to use printf style
162     * formatting, so instead of the calling function having to do it, we do
163     * it here. It may also have advantages in the future for reduction of
164     * client/server bandwidth (client could keep track of various strings
165     */
166 root 1.5 void
167     new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
168 elmex 1.1 {
169 root 1.5 va_list ap;
170     va_start (ap, format);
171 root 1.53 new_draw_info (flags, pri, pl, vformat (format, ap));
172 root 1.5 va_end (ap);
173 elmex 1.1 }
174    
175     /**
176     * Writes to everyone on the map *except* op. This is useful for emotions.
177     */
178 root 1.5 void
179 root 1.8 new_info_map_except (int color, maptile * map, object *op, const char *str)
180 root 1.5 {
181 root 1.24 for_all_players (pl)
182 root 1.49 if (pl->ob->map == map && pl->ob != op)
183 root 1.31 new_draw_info (color, 0, pl->ob, str);
184 elmex 1.1 }
185    
186     /**
187     * Writes to everyone on the specified map
188     */
189 root 1.5 void
190 root 1.8 new_info_map (int color, maptile * map, const char *str)
191 root 1.5 {
192 root 1.24 for_all_players (pl)
193 root 1.49 if (pl->ob->map == map)
194 root 1.31 new_draw_info (color, 0, pl->ob, str);
195 elmex 1.1 }
196    
197     /**
198     * Sets player title.
199     */
200 root 1.5 void
201     set_title (object *pl, char *buf)
202 elmex 1.1 {
203 root 1.5 /* Eneq(@csd.uu.se): Let players define their own titles. */
204     if (pl->contr->own_title[0] == '\0')
205     sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
206     else
207     sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
208 elmex 1.1 }
209    
210 root 1.36 // formerly a macro, used only by magic map, so optimised it out
211     static inline faceidx
212 root 1.54 GET_MAP_FACE (mapspace &ms, int layer)
213 root 1.36 {
214 root 1.54 if (object *op = ms.faces_obj [layer])
215 root 1.36 return op->face;
216     else
217     return 0;
218     }
219    
220 elmex 1.1 /**
221     * Helper for magic map creation.
222     *
223     * Takes a player, the map_mark array and an x and y starting position.
224     * pl is the player.
225     * px, py are offsets from the player.
226     *
227     * This function examines all the adjacant spaces next to px, py.
228     * It updates the map_mark arrow with the color and high bits set
229     * for various code values.
230     */
231 root 1.5 static void
232     magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
233 elmex 1.1 {
234 root 1.54 for (int dx = -1; dx <= 1; dx++)
235 root 1.5 {
236 root 1.54 for (int dy = -1; dy <= 1; dy++)
237 root 1.5 {
238 root 1.54 int x = px + dx;
239     int y = py + dy;
240 root 1.5
241 root 1.54 if (abs (x) >= MAGIC_MAP_HALF || abs (y) >= MAGIC_MAP_HALF)
242 root 1.5 continue;
243    
244 root 1.54 mapxy pos (pl);
245     pos.move (x, y);
246 root 1.5
247 root 1.54 if (!pos.normalise ())
248 root 1.5 continue;
249    
250 root 1.54 mapspace &ms = pos.ms ();
251    
252 root 1.5 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
253     {
254 root 1.54 int mflags = ms.flags ();
255    
256     int f = GET_MAP_FACE (ms, 0);
257 root 1.5 if (f == blank_face)
258 root 1.35 {
259 root 1.54 f = GET_MAP_FACE (ms, 1);
260 root 1.35 if (f == blank_face)
261 root 1.54 f = GET_MAP_FACE (ms, 2);
262 root 1.35 }
263    
264     int magicmap = faces [f].magicmap;
265 root 1.5
266     /* Should probably have P_NO_MAGIC here also, but then shops don't
267     * work.
268     */
269     if (mflags & P_BLOCKSVIEW)
270 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
271 root 1.5 else
272     {
273 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
274 root 1.5 magic_mapping_mark_recursive (pl, map_mark, x, y);
275 root 1.2 }
276     }
277     }
278 elmex 1.1 }
279     }
280    
281     /**
282     * Creates magic map for player.
283     *
284 root 1.54 * Note: For improved magic mapping display, the space that blocks
285     * the view is now marked with value 2. Any dependencies of map_mark
286     * being nonzero have been changed to check for 1. Also, since
287 elmex 1.1 * map_mark is a char value, putting 2 in should cause no problems.
288     *
289     * This function examines the map the player is on, and determines what
290 root 1.54 * is visible. 2 is set for walls or objects that blocks view. 1
291     * is for open spaces. map_mark should already have been initialised
292 elmex 1.1 * to zero before this is called.
293     * strength is an initial strength*2 rectangular area that we automatically
294     * see in/penetrate through.
295     */
296 root 1.56 static void
297 root 1.5 magic_mapping_mark (object *pl, char *map_mark, int strength)
298 elmex 1.1 {
299 root 1.54 for (int x = -strength; x < strength; x++)
300 root 1.5 {
301 root 1.54 for (int y = -strength; y < strength; y++)
302 root 1.5 {
303 root 1.54 mapxy pos (pl);
304     pos.move (x, y);
305 root 1.35
306 root 1.54 if (!pos.normalise ())
307 root 1.5 continue;
308 root 1.35
309 root 1.54 mapspace &ms = pos.ms ();
310    
311     int mflags = ms.flags ();
312    
313     int f = GET_MAP_FACE (ms, 0);
314 root 1.35 if (f == blank_face)
315 root 1.5 {
316 root 1.54 f = GET_MAP_FACE (ms, 1);
317 root 1.5 if (f == blank_face)
318 root 1.54 f = GET_MAP_FACE (ms, 2);
319 root 1.2 }
320    
321 root 1.35 int magicmap = faces [f].magicmap;
322    
323 root 1.5 if (mflags & P_BLOCKSVIEW)
324 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
325 root 1.5 else
326     {
327 root 1.35 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
328 root 1.5 magic_mapping_mark_recursive (pl, map_mark, x, y);
329 root 1.2 }
330     }
331 elmex 1.1 }
332     }
333    
334     /**
335     * Creates and sends magic map to player.
336     *
337     * The following function is a lot messier than it really should be,
338     * but there is no real easy solution.
339     *
340     * Mark Wedel
341     */
342 root 1.5 void
343     draw_magic_map (object *pl)
344 elmex 1.1 {
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 root 1.65 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
354 root 1.64 assert(("Out of memory!", map_mark != NULL));
355    
356 root 1.5 /* First, we figure out what spaces are 'reachable' by the player */
357     magic_mapping_mark (pl, map_mark, 3);
358    
359     /* We now go through and figure out what spaces have been
360     * marked, and thus figure out rectangular region we send
361     * to the client (eg, if only a 10x10 area is visible, we only
362     * want to send those 100 spaces.)
363     */
364     xmin = MAGIC_MAP_SIZE;
365     ymin = MAGIC_MAP_SIZE;
366     xmax = 0;
367     ymax = 0;
368 root 1.13
369     for (int x = 0; x < MAGIC_MAP_SIZE; x++)
370     for (int y = 0; y < MAGIC_MAP_SIZE; y++)
371 root 1.25 if (map_mark[x + pl->map->width * y] | FACE_FLOOR)
372 root 1.5 {
373 root 1.13 xmin = x < xmin ? x : xmin;
374     xmax = x > xmax ? x : xmax;
375     ymin = y < ymin ? y : ymin;
376     ymax = y > ymax ? y : ymax;
377 root 1.2 }
378 elmex 1.1
379 root 1.15 packet sl;
380 root 1.13 sl.printf ("magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
381     MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
382    
383     for (int y = ymin; y <= ymax; y++)
384     for (int x = xmin; x <= xmax; x++)
385     sl << uint8 (map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR);
386    
387 root 1.23 pl->contr->ns->send_packet (sl);
388 root 1.5
389     free (map_mark);
390 elmex 1.1 }
391