ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/info.C
Revision: 1.36
Committed: Mon Mar 12 01:13:10 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +10 -0 lines
Log Message:
- remove faces form each mapspace, as they were stored and calculated
  *solely* for magicmap. sic.
- as update_ is a major bottleneck, this will certainly help load, too.
- semantics have changed: objects with blank faces are now transfered,
  but i assume this is rare (and might give a nice hint about invisible stuff :)

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * 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 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
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 /**
42 * Draws a normal message on the client. It is pretty
43 * much the same thing as the draw_info above, but takes a color
44 * parameter. the esrv_drawinfo functions should probably be
45 * replaced with this, just using black as the color.
46 */
47 static void
48 esrv_print_msg (client *ns, int color, const char *str)
49 {
50 ns->send_packet_printf ("drawinfo %d %s", color, str);
51 }
52
53 /**
54 * Draws an extended message on the client.
55 * ns the socket to send message to
56 * color color informations (used mainly if client does not support message type)
57 * type,
58 * subtype type and subtype of text message
59 * intro Intro message to send with main message if client does not support the message type
60 * message The main message
61 */
62 static void
63 esrv_print_ext_msg (client *ns, int color, uint8 type, uint8 subtype, const char *message)
64 {
65 ns->send_packet_printf ("drawextinfo %d %hhu %hhu %s", color, type, subtype, message);
66 }
67
68 /**
69 * Frontend for esrv_print_msg
70 * \param colr message color
71 * \param pl player to send to. Can be NULL
72 * \param tmp message to send. Can be NULL
73 *
74 * If pl is NULL or without contr set, writes message to log.
75 *
76 * Else sends message to player via esrv_print_msg
77 */
78 static void
79 print_message (int colr, const object *pl, const char *tmp)
80 {
81 if (!tmp)
82 tmp = "[NULL]";
83
84 if (!pl || (pl->type == PLAYER && pl->contr == NULL))
85 return;
86
87 if (pl->type == PLAYER)
88 esrv_print_msg (pl->contr->ns, colr, (char *) tmp);
89 }
90
91 /**
92 * Prints out the contents of specified buffer structures,
93 * and clears the string.
94 */
95 void
96 flush_output_element (const object *pl, Output_Buf * outputs)
97 {
98 char tbuf[MAX_BUF];
99
100 if (outputs->buf == NULL)
101 return;
102 if (outputs->count > 1)
103 {
104 snprintf (tbuf, MAX_BUF, "%d times %s", outputs->count, &outputs->buf);
105 print_message (NDI_BLACK, pl, tbuf);
106 }
107 else
108 print_message (NDI_BLACK, pl, &outputs->buf);
109
110 outputs->buf = NULL;
111 outputs->first_update = 0; /* This way, it will be reused */
112 }
113
114 /**
115 * Sends message to player through output buffers.
116 * \param pl player to send message
117 * \param buf message to send
118 *
119 * If player's output_count is 1, sends message directly.
120 *
121 * Else checks output buffers for specified message.
122 *
123 * If found, checks if message should be sent now.
124 *
125 * If message not already in buffers, flushes olders buffer,
126 * and adds message to queue.
127 */
128 static void
129 check_output_buffers (const object *pl, const char *buf)
130 {
131 int i, oldest = 0;
132
133 if (pl->contr->outputs_count < 2)
134 {
135 print_message (NDI_BLACK, pl, buf);
136 return;
137 }
138 else
139 {
140 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
141 {
142 if (pl->contr->outputs[i].buf && !strcmp (buf, pl->contr->outputs[i].buf))
143 break;
144 else if (pl->contr->outputs[i].first_update < pl->contr->outputs[oldest].first_update)
145 oldest = i;
146 }
147 /* We found a match */
148 if (i < NUM_OUTPUT_BUFS)
149 {
150 pl->contr->outputs[i].count++;
151 if (pl->contr->outputs[i].count >= pl->contr->outputs_count)
152 {
153 flush_output_element (pl, &pl->contr->outputs[i]);
154 }
155 }
156 /* No match - flush the oldest, and put the new one in */
157 else
158 {
159 flush_output_element (pl, &pl->contr->outputs[oldest]);
160
161 pl->contr->outputs[oldest].first_update = pticks;
162 pl->contr->outputs[oldest].count = 1;
163 pl->contr->outputs[oldest].buf = buf;
164 }
165 }
166 }
167
168 /**
169 * Sends message to player(s).
170 *
171 * flags is various flags - mostly color, plus a few specials.
172 *
173 * pri is priority. It is a little odd - the lower the value, the more
174 * important it is. Thus, 0 gets sent no matter what. Otherwise, the
175 * value must be less than the listening level that the player has set.
176 * Unfortunately, there is no clear guideline on what each level does what.
177 *
178 * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
179 * in the flags.
180 *
181 * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
182 *
183 */
184
185 void
186 new_draw_info (int flags, int pri, const object *pl, const char *buf)
187 {
188 if (flags & NDI_ALL)
189 {
190 for_all_players (pl)
191 new_draw_info (flags & ~NDI_ALL, pri, pl->ob, buf);
192
193 return;
194 }
195
196 if (!pl || pl->type != PLAYER || !pl->contr || !pl->contr->ns)
197 return;
198
199 if (pri >= pl->contr->listening)
200 return;
201
202 if ((flags & NDI_COLOR_MASK) == NDI_BLACK && !(flags & NDI_UNIQUE))
203 check_output_buffers (pl, buf);
204 else
205 print_message (flags & NDI_COLOR_MASK, pl, buf);
206 }
207
208 /**
209 * Wrapper for new_draw_info printf-like.
210 *
211 * This is a pretty trivial function, but it allows us to use printf style
212 * formatting, so instead of the calling function having to do it, we do
213 * it here. It may also have advantages in the future for reduction of
214 * client/server bandwidth (client could keep track of various strings
215 */
216 void
217 new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
218 {
219 char buf[HUGE_BUF];
220
221 va_list ap;
222 va_start (ap, format);
223 vsnprintf (buf, HUGE_BUF, format, ap);
224 va_end (ap);
225
226 new_draw_info (flags, pri, pl, buf);
227 }
228
229 void
230 draw_ext_info (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *message, const char *oldmessage)
231 {
232
233 if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
234 return;
235
236 if (pri >= pl->contr->listening)
237 return;
238
239 if (!CLIENT_SUPPORT_READABLES (pl->contr->ns, type))
240 {
241 char *buf = (char *) malloc (strlen (oldmessage == NULL ? message : oldmessage) + 1);
242
243 if (buf == NULL)
244 LOG (llevError, "info::draw_ext_info -> Out of memory!");
245 else
246 {
247 strcpy (buf, oldmessage == NULL ? message : oldmessage);
248 strip_media_tag (buf);
249 new_draw_info (flags, pri, pl, buf);
250 free (buf);
251 }
252 }
253 else
254 esrv_print_ext_msg (pl->contr->ns, flags & NDI_COLOR_MASK, type, subtype, message);
255 }
256
257 void
258 draw_ext_info_format (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *old_format, char *new_format, ...)
259 {
260 char buf[HUGE_BUF];
261
262 if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
263 return;
264
265 if (pri >= pl->contr->listening)
266 return;
267
268 if (!CLIENT_SUPPORT_READABLES (pl->contr->ns, type))
269 {
270 va_list ap;
271
272 LOG (llevDebug, "Non supported extension text type for client.\n");
273 va_start (ap, new_format);
274 vsnprintf (buf, HUGE_BUF, old_format, ap);
275 va_end (ap);
276 new_draw_info (flags, pri, pl, buf);
277 return;
278 }
279 else
280 {
281 va_list ap;
282
283 va_start (ap, new_format);
284 vsnprintf (buf, HUGE_BUF, new_format, ap);
285 va_end (ap);
286 strip_media_tag (buf);
287 esrv_print_ext_msg (pl->contr->ns, flags & NDI_COLOR_MASK, type, subtype, buf);
288 }
289 }
290
291 /**
292 * Writes to everyone on the map *except* op. This is useful for emotions.
293 */
294
295 void
296 new_info_map_except (int color, maptile * map, object *op, const char *str)
297 {
298 for_all_players (pl)
299 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op)
300 new_draw_info (color, 0, pl->ob, str);
301 }
302
303 /**
304 * Writes to everyone on the map except op1 and op2
305 */
306
307 void
308 new_info_map_except2 (int color, maptile * map, object *op1, object *op2, const char *str)
309 {
310 for_all_players (pl)
311 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op1 && pl->ob != op2)
312 new_draw_info (color, 0, pl->ob, str);
313 }
314
315 /**
316 * Writes to everyone on the specified map
317 */
318
319 void
320 new_info_map (int color, maptile * map, const char *str)
321 {
322 for_all_players (pl)
323 if (pl->ob != NULL && pl->ob->map == map)
324 new_draw_info (color, 0, pl->ob, str);
325 }
326
327 /**
328 * This does nothing now. However, in theory, we should probably send
329 * something to the client and let the client figure out how it might want
330 * to handle this
331 */
332 void
333 clear_win_info (object *op)
334 {
335 }
336
337 /**
338 * Get player's current range attack in obuf.
339 */
340 void
341 rangetostring (object *pl, char *obuf)
342 {
343 switch (pl->contr->shoottype)
344 {
345 case range_none:
346 strcpy (obuf, "Range: nothing");
347 break;
348
349 case range_bow:
350 {
351 object *op;
352
353 for (op = pl->inv; op; op = op->below)
354 if (op->type == BOW && QUERY_FLAG (op, FLAG_APPLIED))
355 break;
356
357 if (op == NULL)
358 break;
359
360 sprintf (obuf, "Range: %s (%s)", query_base_name (op, 0), op->race ? (const char *) op->race : "nothing");
361 }
362 break;
363
364 case range_magic:
365 if (settings.casting_time == TRUE)
366 {
367 if (pl->casting_time > -1)
368 {
369 if (pl->casting_time == 0)
370 sprintf (obuf, "Range: Holding spell (%s)", &pl->spell->name);
371 else
372 sprintf (obuf, "Range: Casting spell (%s)", &pl->spell->name);
373 }
374 else
375 sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
376 }
377 else
378 sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
379 break;
380
381 case range_misc:
382 sprintf (obuf, "Range: %s", pl->contr->ranges[range_misc] ? query_base_name (pl->contr->ranges[range_misc], 0) : "none");
383 break;
384
385 /* range_scroll is only used for controlling golems. If the
386 * the player does not have a golem, reset some things.
387 */
388 case range_golem:
389 if (pl->contr->ranges[range_golem] != NULL)
390 sprintf (obuf, "Range: golem (%s)", &pl->contr->ranges[range_golem]->name);
391 else
392 {
393 pl->contr->shoottype = range_none;
394 strcpy (obuf, "Range: nothing");
395 }
396 break;
397
398 case range_skill:
399 sprintf (obuf, "Skill: %s", pl->chosen_skill != NULL ? (const char *) pl->chosen_skill->name : "none");
400 break;
401
402 case range_builder:
403 sprintf (obuf, "Builder: %s", query_base_name (pl->contr->ranges[range_builder], 0));
404 break;
405
406 default:
407 strcpy (obuf, "Range: illegal");
408 }
409 }
410
411 /**
412 * Sets player title.
413 */
414 void
415 set_title (object *pl, char *buf)
416 {
417 /* Eneq(@csd.uu.se): Let players define their own titles. */
418 if (pl->contr->own_title[0] == '\0')
419 sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
420 else
421 sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
422 }
423
424 // formerly a macro, used only by magic map, so optimised it out
425 static inline faceidx
426 GET_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 }
433
434 /**
435 * Helper for magic map creation.
436 *
437 * Takes a player, the map_mark array and an x and y starting position.
438 * pl is the player.
439 * px, py are offsets from the player.
440 *
441 * This function examines all the adjacant spaces next to px, py.
442 * It updates the map_mark arrow with the color and high bits set
443 * for various code values.
444 */
445 static void
446 magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
447 {
448 int x, y, dx, dy, mflags;
449 sint16 nx, ny;
450 maptile *mp;
451
452 for (dx = -1; dx <= 1; dx++)
453 {
454 for (dy = -1; dy <= 1; dy++)
455 {
456 x = px + dx;
457 y = py + dy;
458
459 if (FABS (x) >= MAGIC_MAP_HALF || FABS (y) >= MAGIC_MAP_HALF)
460 continue;
461
462 mp = pl->map;
463 nx = pl->x + x;
464 ny = pl->y + y;
465
466 mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
467 if (mflags & P_OUT_OF_MAP)
468 continue;
469
470 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
471 {
472 int f = GET_MAP_FACE (mp, nx, ny, 0);
473 if (f == blank_face)
474 {
475 f = GET_MAP_FACE (mp, nx, ny, 1);
476 if (f == blank_face)
477 f = GET_MAP_FACE (mp, nx, ny, 2);
478 }
479
480 int magicmap = faces [f].magicmap;
481
482 /* Should probably have P_NO_MAGIC here also, but then shops don't
483 * work.
484 */
485 if (mflags & P_BLOCKSVIEW)
486 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
487 else
488 {
489 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
490 magic_mapping_mark_recursive (pl, map_mark, x, y);
491 }
492 }
493 }
494 }
495 }
496
497 /**
498 * Creates magic map for player.
499 *
500 * Note: For improved magic mapping display, the space that blocks
501 * the view is now marked with value 2. Any dependencies of map_mark
502 * being nonzero have been changed to check for 1. Also, since
503 * map_mark is a char value, putting 2 in should cause no problems.
504 *
505 * This function examines the map the player is on, and determines what
506 * is visible. 2 is set for walls or objects that blocks view. 1
507 * is for open spaces. map_mark should already have been initialised
508 * to zero before this is called.
509 * strength is an initial strength*2 rectangular area that we automatically
510 * see in/penetrate through.
511 */
512 void
513 magic_mapping_mark (object *pl, char *map_mark, int strength)
514 {
515 int x, y, mflags;
516 sint16 nx, ny;
517 maptile *mp;
518
519 for (x = -strength; x < strength; x++)
520 {
521 for (y = -strength; y < strength; y++)
522 {
523 mp = pl->map;
524 nx = pl->x + x;
525 ny = pl->y + y;
526
527 mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
528 if (mflags & P_OUT_OF_MAP)
529 continue;
530
531 int f = GET_MAP_FACE (mp, nx, ny, 0);
532 if (f == blank_face)
533 {
534 f = GET_MAP_FACE (mp, nx, ny, 1);
535 if (f == blank_face)
536 f = GET_MAP_FACE (mp, nx, ny, 2);
537 }
538
539 int magicmap = faces [f].magicmap;
540
541 if (mflags & P_BLOCKSVIEW)
542 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
543 else
544 {
545 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
546 magic_mapping_mark_recursive (pl, map_mark, x, y);
547 }
548 }
549 }
550 }
551
552 /**
553 * Creates and sends magic map to player.
554 *
555 * The following function is a lot messier than it really should be,
556 * but there is no real easy solution.
557 *
558 * Mark Wedel
559 */
560 void
561 draw_magic_map (object *pl)
562 {
563 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
564 int xmin, xmax, ymin, ymax;
565
566 if (pl->type != PLAYER)
567 {
568 LOG (llevError, "Non player object called draw_map.\n");
569 return;
570 }
571
572 /* First, we figure out what spaces are 'reachable' by the player */
573 magic_mapping_mark (pl, map_mark, 3);
574
575 /* We now go through and figure out what spaces have been
576 * marked, and thus figure out rectangular region we send
577 * to the client (eg, if only a 10x10 area is visible, we only
578 * want to send those 100 spaces.)
579 */
580 xmin = MAGIC_MAP_SIZE;
581 ymin = MAGIC_MAP_SIZE;
582 xmax = 0;
583 ymax = 0;
584
585 for (int x = 0; x < MAGIC_MAP_SIZE; x++)
586 for (int y = 0; y < MAGIC_MAP_SIZE; y++)
587 if (map_mark[x + pl->map->width * y] | FACE_FLOOR)
588 {
589 xmin = x < xmin ? x : xmin;
590 xmax = x > xmax ? x : xmax;
591 ymin = y < ymin ? y : ymin;
592 ymax = y > ymax ? y : ymax;
593 }
594
595 packet sl;
596 sl.printf ("magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
597 MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
598
599 for (int y = ymin; y <= ymax; y++)
600 for (int x = xmin; x <= xmax; x++)
601 sl << uint8 (map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR);
602
603 pl->contr->ns->send_packet (sl);
604
605 free (map_mark);
606 }
607
608 /**
609 * Send a kill log record to sockets
610 */
611 void
612 Log_Kill (const char *Who, const char *What, int WhatType, const char *With, int WithType)
613 {
614 size_t len;
615 char buf[MAX_BUF];
616
617 if (With != NULL)
618 snprintf (buf, MAX_BUF, "%s\t%s\t%d\t%s\t%d\n", Who, What, WhatType, With, WithType);
619 else
620 snprintf (buf, MAX_BUF, "%s\t%s\t%d\n", Who, What, WhatType);
621
622 len = strlen (buf);
623 }
624