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Comparing deliantra/server/socket/info.C (file contents):
Revision 1.25 by root, Mon Dec 25 14:43:23 2006 UTC vs.
Revision 1.37 by root, Tue Apr 24 12:32:16 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/** 25/**
26 * \file 26 * \file
27 * Basic client output functions. 27 * Basic client output functions.
28 * 28 *
185void 185void
186new_draw_info (int flags, int pri, const object *pl, const char *buf) 186new_draw_info (int flags, int pri, const object *pl, const char *buf)
187{ 187{
188 if (flags & NDI_ALL) 188 if (flags & NDI_ALL)
189 { 189 {
190 player *tmppl;
191
192 for_all_players (pl) 190 for_all_players (pl)
193 new_draw_info ((flags & ~NDI_ALL), pri, tmppl->ob, buf); 191 new_draw_info (flags & ~NDI_ALL, pri, pl->ob, buf);
194 192
195 return; 193 return;
196 } 194 }
197 195
198 if (!pl || (pl->type == PLAYER && pl->contr == NULL)) 196 if (!pl || pl->type != PLAYER || !pl->contr || !pl->contr->ns)
199 {
200 /* Write to the socket? */
201 print_message (0, NULL, buf);
202 return;
203 }
204
205 if (pl->type != PLAYER)
206 return; 197 return;
207 198
208 if (pri >= pl->contr->listening) 199 if (pri >= pl->contr->listening)
209 return; 200 return;
210 201
211 if ((flags & NDI_COLOR_MASK) == NDI_BLACK && !(flags & NDI_UNIQUE)) 202 if ((flags & NDI_COLOR_MASK) == NDI_BLACK && !(flags & NDI_UNIQUE))
212 /* following prints stuff out, as appropriate */
213 check_output_buffers (pl, buf); 203 check_output_buffers (pl, buf);
214 else 204 else
215 print_message (flags & NDI_COLOR_MASK, pl, buf); 205 print_message (flags & NDI_COLOR_MASK, pl, buf);
216} 206}
217 207
227new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...) 217new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
228{ 218{
229 char buf[HUGE_BUF]; 219 char buf[HUGE_BUF];
230 220
231 va_list ap; 221 va_list ap;
232
233 va_start (ap, format); 222 va_start (ap, format);
234
235 vsnprintf (buf, HUGE_BUF, format, ap); 223 vsnprintf (buf, HUGE_BUF, format, ap);
236
237 va_end (ap); 224 va_end (ap);
238 225
239 new_draw_info (flags, pri, pl, buf); 226 new_draw_info (flags, pri, pl, buf);
240} 227}
241 228
268} 255}
269 256
270void 257void
271draw_ext_info_format (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *old_format, char *new_format, ...) 258draw_ext_info_format (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *old_format, char *new_format, ...)
272{ 259{
273
274 char buf[HUGE_BUF]; 260 char buf[HUGE_BUF];
275 261
276 if (!pl || (pl->type != PLAYER) || (pl->contr == NULL)) 262 if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
277 return; 263 return;
278 264
307 */ 293 */
308 294
309void 295void
310new_info_map_except (int color, maptile * map, object *op, const char *str) 296new_info_map_except (int color, maptile * map, object *op, const char *str)
311{ 297{
312 player *pl;
313
314 for_all_players (pl) 298 for_all_players (pl)
315 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op) 299 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op)
316 {
317 new_draw_info (color, 0, pl->ob, str); 300 new_draw_info (color, 0, pl->ob, str);
318 }
319} 301}
320 302
321/** 303/**
322 * Writes to everyone on the map except op1 and op2 304 * Writes to everyone on the map except op1 and op2
323 */ 305 */
324 306
325void 307void
326new_info_map_except2 (int color, maptile * map, object *op1, object *op2, const char *str) 308new_info_map_except2 (int color, maptile * map, object *op1, object *op2, const char *str)
327{ 309{
328 player *pl;
329
330 for_all_players (pl) 310 for_all_players (pl)
331 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op1 && pl->ob != op2) 311 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op1 && pl->ob != op2)
332 {
333 new_draw_info (color, 0, pl->ob, str); 312 new_draw_info (color, 0, pl->ob, str);
334 }
335} 313}
336 314
337/** 315/**
338 * Writes to everyone on the specified map 316 * Writes to everyone on the specified map
339 */ 317 */
340 318
341void 319void
342new_info_map (int color, maptile * map, const char *str) 320new_info_map (int color, maptile * map, const char *str)
343{ 321{
344 player *pl;
345
346 for_all_players (pl) 322 for_all_players (pl)
347 if (pl->ob != NULL && pl->ob->map == map) 323 if (pl->ob != NULL && pl->ob->map == map)
348 {
349 new_draw_info (color, 0, pl->ob, str); 324 new_draw_info (color, 0, pl->ob, str);
350 }
351} 325}
352
353 326
354/** 327/**
355 * This does nothing now. However, in theory, we should probably send 328 * This does nothing now. However, in theory, we should probably send
356 * something to the client and let the client figure out how it might want 329 * something to the client and let the client figure out how it might want
357 * to handle this 330 * to handle this
411 384
412 /* range_scroll is only used for controlling golems. If the 385 /* range_scroll is only used for controlling golems. If the
413 * the player does not have a golem, reset some things. 386 * the player does not have a golem, reset some things.
414 */ 387 */
415 case range_golem: 388 case range_golem:
416 if (pl->contr->ranges[range_golem] != NULL) 389 if (object *golem = pl->contr->ranges[range_golem])
417 sprintf (obuf, "Range: golem (%s)", &pl->contr->ranges[range_golem]->name); 390 sprintf (obuf, "Range: golem (%s)", &golem->name);
418 else 391 else
419 { 392 {
420 pl->contr->shoottype = range_none; 393 pl->contr->shoottype = range_none;
421 strcpy (obuf, "Range: nothing"); 394 strcpy (obuf, "Range: nothing");
422 } 395 }
446 sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title); 419 sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
447 else 420 else
448 sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title); 421 sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
449} 422}
450 423
424// formerly a macro, used only by magic map, so optimised it out
425static inline faceidx
426GET_MAP_FACE (maptile *m, int x, int y, int layer)
427{
428 if (object *op = GET_MAP_FACE_OBJ (m, x, y, layer))
429 return op->face;
430 else
431 return 0;
432}
451 433
452/** 434/**
453 * Helper for magic map creation. 435 * Helper for magic map creation.
454 * 436 *
455 * Takes a player, the map_mark array and an x and y starting position. 437 * Takes a player, the map_mark array and an x and y starting position.
464magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py) 446magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
465{ 447{
466 int x, y, dx, dy, mflags; 448 int x, y, dx, dy, mflags;
467 sint16 nx, ny; 449 sint16 nx, ny;
468 maptile *mp; 450 maptile *mp;
469 New_Face *f;
470 451
471 for (dx = -1; dx <= 1; dx++) 452 for (dx = -1; dx <= 1; dx++)
472 { 453 {
473 for (dy = -1; dy <= 1; dy++) 454 for (dy = -1; dy <= 1; dy++)
474 { 455 {
486 if (mflags & P_OUT_OF_MAP) 467 if (mflags & P_OUT_OF_MAP)
487 continue; 468 continue;
488 469
489 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0) 470 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
490 { 471 {
491 f = GET_MAP_FACE (mp, nx, ny, 0); 472 int f = GET_MAP_FACE (mp, nx, ny, 0);
492 if (f == blank_face) 473 if (f == blank_face)
474 {
493 f = GET_MAP_FACE (mp, nx, ny, 1); 475 f = GET_MAP_FACE (mp, nx, ny, 1);
494 if (f == blank_face) 476 if (f == blank_face)
495 f = GET_MAP_FACE (mp, nx, ny, 2); 477 f = GET_MAP_FACE (mp, nx, ny, 2);
478 }
479
480 int magicmap = faces [f].magicmap;
496 481
497 /* Should probably have P_NO_MAGIC here also, but then shops don't 482 /* Should probably have P_NO_MAGIC here also, but then shops don't
498 * work. 483 * work.
499 */ 484 */
500 if (mflags & P_BLOCKSVIEW) 485 if (mflags & P_BLOCKSVIEW)
501 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | (f ? f->magicmap : 0); 486 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
502 else 487 else
503 { 488 {
504 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f ? f->magicmap : 0); 489 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
505 magic_mapping_mark_recursive (pl, map_mark, x, y); 490 magic_mapping_mark_recursive (pl, map_mark, x, y);
506 } 491 }
507 } 492 }
508 } 493 }
509 } 494 }
510} 495}
511
512 496
513/** 497/**
514 * Creates magic map for player. 498 * Creates magic map for player.
515 * 499 *
516 * Note: For improved magic mapping display, the space that blocks 500 * Note: For improved magic mapping display, the space that blocks
518 * being nonzero have been changed to check for 1. Also, since 502 * being nonzero have been changed to check for 1. Also, since
519 * map_mark is a char value, putting 2 in should cause no problems. 503 * map_mark is a char value, putting 2 in should cause no problems.
520 * 504 *
521 * This function examines the map the player is on, and determines what 505 * This function examines the map the player is on, and determines what
522 * is visible. 2 is set for walls or objects that blocks view. 1 506 * is visible. 2 is set for walls or objects that blocks view. 1
523 * is for open spaces. map_mark should already have been initialized 507 * is for open spaces. map_mark should already have been initialised
524 * to zero before this is called. 508 * to zero before this is called.
525 * strength is an initial strength*2 rectangular area that we automatically 509 * strength is an initial strength*2 rectangular area that we automatically
526 * see in/penetrate through. 510 * see in/penetrate through.
527 */ 511 */
528
529void 512void
530magic_mapping_mark (object *pl, char *map_mark, int strength) 513magic_mapping_mark (object *pl, char *map_mark, int strength)
531{ 514{
532 int x, y, mflags; 515 int x, y, mflags;
533 sint16 nx, ny; 516 sint16 nx, ny;
534 maptile *mp; 517 maptile *mp;
535 New_Face *f;
536 518
537 for (x = -strength; x < strength; x++) 519 for (x = -strength; x < strength; x++)
538 { 520 {
539 for (y = -strength; y < strength; y++) 521 for (y = -strength; y < strength; y++)
540 { 522 {
541 mp = pl->map; 523 mp = pl->map;
542 nx = pl->x + x; 524 nx = pl->x + x;
543 ny = pl->y + y; 525 ny = pl->y + y;
526
544 mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny); 527 mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
545 if (mflags & P_OUT_OF_MAP) 528 if (mflags & P_OUT_OF_MAP)
546 continue; 529 continue;
547 else 530
531 int f = GET_MAP_FACE (mp, nx, ny, 0);
532 if (f == blank_face)
548 { 533 {
549 f = GET_MAP_FACE (mp, nx, ny, 0);
550 if (f == blank_face)
551 f = GET_MAP_FACE (mp, nx, ny, 1); 534 f = GET_MAP_FACE (mp, nx, ny, 1);
552 if (f == blank_face) 535 if (f == blank_face)
553 f = GET_MAP_FACE (mp, nx, ny, 2); 536 f = GET_MAP_FACE (mp, nx, ny, 2);
554 } 537 }
555 538
539 int magicmap = faces [f].magicmap;
540
556 if (mflags & P_BLOCKSVIEW) 541 if (mflags & P_BLOCKSVIEW)
557 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | (f ? f->magicmap : 0); 542 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
558 else 543 else
559 { 544 {
560 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f ? f->magicmap : 0); 545 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
561 magic_mapping_mark_recursive (pl, map_mark, x, y); 546 magic_mapping_mark_recursive (pl, map_mark, x, y);
562 } 547 }
563 } 548 }
564 } 549 }
565} 550}
570 * The following function is a lot messier than it really should be, 555 * The following function is a lot messier than it really should be,
571 * but there is no real easy solution. 556 * but there is no real easy solution.
572 * 557 *
573 * Mark Wedel 558 * Mark Wedel
574 */ 559 */
575
576void 560void
577draw_magic_map (object *pl) 561draw_magic_map (object *pl)
578{ 562{
579 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); 563 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
580 int xmin, xmax, ymin, ymax; 564 int xmin, xmax, ymin, ymax;

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