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/cvs/deliantra/server/socket/info.C
Revision: 1.4
Committed: Sun Sep 3 00:18:43 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +9 -15 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_sock_info_c =
3 * "$Id: info.C,v 1.3 2006-08-31 17:54:15 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /**
30 * \file
31 * Basic client output functions.
32 *
33 * \date 2003-12-02
34 *
35 * This file implements some of the simpler output functions to the
36 * client. Basically, things like sending text strings along
37 */
38
39 #include <global.h>
40 #include <sproto.h>
41 #include <stdarg.h>
42 #include <spells.h>
43 #include <skills.h>
44
45 /**
46 * Draws a normal message on the client. It is pretty
47 * much the same thing as the draw_info above, but takes a color
48 * parameter. the esrv_drawinfo functions should probably be
49 * replaced with this, just using black as the color.
50 */
51 static void esrv_print_msg(NewSocket *ns,int color, const char *str)
52 {
53 char buf[HUGE_BUF];
54
55 if (ns->status == Ns_Old) {
56 snprintf(buf,HUGE_BUF,"%s\n", str);
57 } else {
58 snprintf(buf,HUGE_BUF, "drawinfo %d %s", color, str);
59 }
60 /* LOG(llevDebug,"sending %s to socket, len=%d\n", buf, strlen(buf));*/
61 Write_String_To_Socket(ns, buf, strlen(buf));
62 }
63
64 /**
65 * Draws an extended message on the client.
66 * ns the socket to send message to
67 * color color informations (used mainly if client does not support message type)
68 * type,
69 * subtype type and subtype of text message
70 * intro Intro message to send with main message if client does not support the message type
71 * message The main message
72 */
73 static void esrv_print_ext_msg(NewSocket *ns,int color,uint8 type, uint8 subtype, const char *message)
74 {
75 char buf[HUGE_BUF];
76 snprintf(buf,HUGE_BUF, "drawextinfo %d %hhu %hhu %s", color, type, subtype, message);
77 Write_String_To_Socket(ns, buf, strlen(buf));
78 /* LOG(llevDebug,"sending %s to socket, len=%d", buf, strlen(buf));*/
79
80 }
81
82 /**
83 * Frontend for esrv_print_msg
84 * \param colr message color
85 * \param pl player to send to. Can be NULL
86 * \param tmp message to send. Can be NULL
87 *
88 * If pl is NULL or without contr set, writes message to log.
89 *
90 * Else sends message to player via esrv_print_msg
91 */
92
93 static void print_message(int colr, const object *pl, const char *tmp) {
94
95 if(tmp == (char *) NULL) {
96 tmp="[NULL]";
97 }
98
99 if (!pl || (pl->type == PLAYER && pl->contr == NULL))
100 return;
101
102 if (pl->type == PLAYER) {
103 esrv_print_msg(&pl->contr->socket,colr,(char*) tmp);
104 return;
105 }
106 }
107
108
109 /**
110 * Prints out the contents of specified buffer structures,
111 * and clears the string.
112 */
113
114 void flush_output_element(const object *pl, Output_Buf *outputs)
115 {
116 char tbuf[MAX_BUF];
117
118 if (outputs->buf==NULL) return;
119 if (outputs->count > 1) {
120 snprintf(tbuf,MAX_BUF, "%d times %s", outputs->count, &outputs->buf);
121 print_message(NDI_BLACK, pl, tbuf);
122 } else
123 print_message(NDI_BLACK, pl, &outputs->buf);
124
125 outputs->buf=NULL;
126 outputs->first_update=0; /* This way, it will be reused */
127 }
128
129 /**
130 * Sends message to player through output buffers.
131 * \param pl player to send message
132 * \param buf message to send
133 *
134 * If player's output_count is 1, sends message directly.
135 *
136 * Else checks output buffers for specified message.
137 *
138 * If found, checks if message should be sent now.
139 *
140 * If message not already in buffers, flushes olders buffer,
141 * and adds message to queue.
142 */
143
144 static void check_output_buffers(const object *pl, const char *buf)
145 {
146 int i, oldest=0;
147
148 if (pl->contr->outputs_count<2) {
149 print_message(NDI_BLACK, pl, buf);
150 return;
151 }
152 else {
153 for (i=0; i<NUM_OUTPUT_BUFS; i++) {
154 if (pl->contr->outputs[i].buf &&
155 !strcmp(buf, pl->contr->outputs[i].buf)) break;
156 else if (pl->contr->outputs[i].first_update <
157 pl->contr->outputs[oldest].first_update)
158 oldest=i;
159 }
160 /* We found a match */
161 if (i<NUM_OUTPUT_BUFS) {
162 pl->contr->outputs[i].count++;
163 if (pl->contr->outputs[i].count>=pl->contr->outputs_count) {
164 flush_output_element(pl, &pl->contr->outputs[i]);
165 }
166 }
167 /* No match - flush the oldest, and put the new one in */
168 else {
169 flush_output_element(pl, &pl->contr->outputs[oldest]);
170
171 pl->contr->outputs[oldest].first_update = pticks;
172 pl->contr->outputs[oldest].count = 1;
173 pl->contr->outputs[oldest].buf = buf;
174 }
175 }
176 }
177
178
179
180 /**
181 * Sends message to player(s).
182 *
183 * flags is various flags - mostly color, plus a few specials.
184 *
185 * pri is priority. It is a little odd - the lower the value, the more
186 * important it is. Thus, 0 gets sent no matter what. Otherwise, the
187 * value must be less than the listening level that the player has set.
188 * Unfortunately, there is no clear guideline on what each level does what.
189 *
190 * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
191 * in the flags.
192 *
193 * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
194 *
195 */
196
197 void new_draw_info(int flags, int pri, const object *pl, const char *buf)
198 {
199
200 if (flags & NDI_ALL) {
201 player *tmppl;
202 int i;
203
204 for (tmppl=first_player; tmppl!=NULL; tmppl=tmppl->next)
205 new_draw_info((flags & ~NDI_ALL), pri, tmppl->ob, buf);
206
207 for (i=1; i<socket_info.allocated_sockets; i++) {
208 if (init_sockets[i].status == Ns_Old && init_sockets[i].old_mode != Old_Listen && pri< 10) {
209 cs_write_string(&init_sockets[i], buf, strlen(buf));
210 /* Most messages don't have a newline, so add one */
211 cs_write_string(&init_sockets[i], "\n", 1);
212 }
213 }
214
215 return;
216 }
217 if(!pl || (pl->type==PLAYER && pl->contr==NULL)) {
218 /* Write to the socket? */
219 print_message(0, NULL, buf);
220 return;
221 }
222 if (pl->type!=PLAYER) return;
223 if (pri>=pl->contr->listening) return;
224
225 if ((flags&NDI_COLOR_MASK)==NDI_BLACK && !(flags &NDI_UNIQUE)) {
226 /* following prints stuff out, as appropriate */
227 check_output_buffers(pl, buf);
228 }
229 else {
230 print_message(flags&NDI_COLOR_MASK, pl, buf);
231 }
232 }
233
234 /**
235 * Wrapper for new_draw_info printf-like.
236 *
237 * This is a pretty trivial function, but it allows us to use printf style
238 * formatting, so instead of the calling function having to do it, we do
239 * it here. It may also have advantages in the future for reduction of
240 * client/server bandwidth (client could keep track of various strings
241 */
242
243 void new_draw_info_format(int flags, int pri, const object *pl, const char *format, ...)
244 {
245 char buf[HUGE_BUF];
246
247 va_list ap;
248 va_start(ap, format);
249
250 vsnprintf(buf, HUGE_BUF, format, ap);
251
252 va_end(ap);
253
254 new_draw_info(flags, pri, pl, buf);
255 }
256
257
258 void draw_ext_info(
259 int flags, int pri, const object *pl, uint8 type,
260 uint8 subtype, const char* message, const char* oldmessage){
261
262 if(!pl || (pl->type!=PLAYER) || (pl->contr==NULL))
263 return;
264
265 if (pri>=pl->contr->listening) return;
266 if (!CLIENT_SUPPORT_READABLES(&pl->contr->socket,type)){
267 char *buf = (char*)malloc(strlen(oldmessage==NULL?message:oldmessage)+1);
268 if (buf==NULL)
269 LOG(llevError,"info::draw_ext_info -> Out of memory!");
270 else{
271 strcpy(buf,oldmessage==NULL?message:oldmessage);
272 strip_media_tag(buf);
273 new_draw_info(flags, pri, pl, buf);
274 free(buf);
275 }
276 }else{
277 esrv_print_ext_msg(&pl->contr->socket,flags&NDI_COLOR_MASK,type,subtype,message);
278 }
279 }
280
281 void draw_ext_info_format(
282 int flags, int pri, const object *pl, uint8 type,
283 uint8 subtype, const char* old_format,
284 char* new_format, ...){
285
286 char buf[HUGE_BUF];
287 if(!pl || (pl->type!=PLAYER) || (pl->contr==NULL))
288 return;
289
290 if (pri>=pl->contr->listening) return;
291 if (!CLIENT_SUPPORT_READABLES(&pl->contr->socket,type)){
292 va_list ap;
293 LOG(llevDebug,"Non supported extension text type for client.\n");
294 va_start(ap, new_format);
295 vsnprintf(buf, HUGE_BUF, old_format, ap);
296 va_end(ap);
297 new_draw_info(flags, pri, pl, buf);
298 return;
299 }else{
300 va_list ap;
301 va_start(ap, new_format);
302 vsnprintf(buf, HUGE_BUF, new_format, ap);
303 va_end(ap);
304 strip_media_tag(buf);
305 esrv_print_ext_msg(&pl->contr->socket,flags&NDI_COLOR_MASK,type,subtype,buf);
306 }
307 }
308 /**
309 * Writes to everyone on the map *except* op. This is useful for emotions.
310 */
311
312 void new_info_map_except(int color, mapstruct *map, object *op, const char *str) {
313 player *pl;
314
315 for(pl = first_player; pl != NULL; pl = pl->next)
316 if(pl->ob != NULL && pl->ob->map == map && pl->ob != op) {
317 new_draw_info(color, 0, pl->ob, str);
318 }
319 }
320
321 /**
322 * Writes to everyone on the map except op1 and op2
323 */
324
325 void new_info_map_except2(int color, mapstruct *map, object *op1, object *op2,
326 const char *str) {
327 player *pl;
328
329 for(pl = first_player; pl != NULL; pl = pl->next)
330 if(pl->ob != NULL && pl->ob->map == map
331 && pl->ob != op1 && pl->ob != op2) {
332 new_draw_info(color, 0, pl->ob, str);
333 }
334 }
335
336 /**
337 * Writes to everyone on the specified map
338 */
339
340 void new_info_map(int color, mapstruct *map, const char *str) {
341 player *pl;
342
343 for(pl = first_player; pl != NULL; pl = pl->next)
344 if(pl->ob != NULL && pl->ob->map == map) {
345 new_draw_info(color, 0, pl->ob, str);
346 }
347 }
348
349
350 /**
351 * This does nothing now. However, in theory, we should probably send
352 * something to the client and let the client figure out how it might want
353 * to handle this
354 */
355 void clear_win_info(object *op)
356 {
357 }
358
359 /**
360 * Get player's current range attack in obuf.
361 */
362 void rangetostring(object *pl,char *obuf)
363 {
364 switch(pl->contr->shoottype) {
365 case range_none:
366 strcpy(obuf,"Range: nothing");
367 break;
368
369 case range_bow:
370 {
371 object *op;
372
373 for (op = pl->inv; op; op=op->below)
374 if (op->type == BOW && QUERY_FLAG (op, FLAG_APPLIED))
375 break;
376 if(op==NULL) break;
377
378 sprintf (obuf, "Range: %s (%s)", query_base_name(op, 0),
379 op->race ? (const char *)op->race : "nothing");
380 }
381 break;
382
383 case range_magic:
384 if (settings.casting_time == TRUE) {
385 if (pl->casting_time > -1) {
386 if (pl->casting_time == 0)
387 sprintf(obuf,"Range: Holding spell (%s)",
388 (const char *)pl->spell->name);
389 else
390 sprintf(obuf,"Range: Casting spell (%s)",
391 (const char *)pl->spell->name);
392 } else
393 sprintf(obuf,"Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
394 } else
395 sprintf(obuf,"Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
396 break;
397
398 case range_misc:
399 sprintf(obuf,"Range: %s", pl->contr->ranges[range_misc] ?
400 query_base_name(pl->contr->ranges[range_misc],0) : "none");
401 break;
402
403 /* range_scroll is only used for controlling golems. If the
404 * the player does not have a golem, reset some things.
405 */
406 case range_golem:
407 if (pl->contr->ranges[range_golem]!=NULL)
408 sprintf(obuf,"Range: golem (%s)", &pl->contr->ranges[range_golem]->name);
409 else {
410 pl->contr->shoottype = range_none;
411 strcpy(obuf,"Range: nothing");
412 }
413 break;
414
415 case range_skill:
416 sprintf(obuf,"Skill: %s", pl->chosen_skill!=NULL ?
417 (const char *)pl->chosen_skill->name : "none");
418 break;
419
420 case range_builder:
421 sprintf( obuf, "Builder: %s", query_base_name( pl->contr->ranges[ range_builder ], 0 ) );
422 break;
423
424 default:
425 strcpy(obuf,"Range: illegal");
426 }
427 }
428
429 /**
430 * Sets player title.
431 */
432 void set_title(object *pl, char *buf)
433 {
434 /* Eneq(@csd.uu.se): Let players define their own titles. */
435 if (pl->contr->own_title[0]=='\0')
436 sprintf(buf,"Player: %s the %s",(const char *)pl->name,(const char *)pl->contr->title);
437 else
438 sprintf(buf,"Player: %s %s",(const char *)pl->name,(const char *)pl->contr->own_title);
439 }
440
441
442 /**
443 * Helper for magic map creation.
444 *
445 * Takes a player, the map_mark array and an x and y starting position.
446 * pl is the player.
447 * px, py are offsets from the player.
448 *
449 * This function examines all the adjacant spaces next to px, py.
450 * It updates the map_mark arrow with the color and high bits set
451 * for various code values.
452 */
453 static void magic_mapping_mark_recursive(object *pl, char *map_mark, int px, int py)
454 {
455 int x, y, dx, dy,mflags;
456 sint16 nx, ny;
457 mapstruct *mp;
458 New_Face *f;
459
460 for (dx = -1; dx <= 1; dx++) {
461 for (dy = -1; dy <= 1; dy++) {
462 x = px + dx;
463 y = py + dy;
464
465 if (FABS(x) >= MAGIC_MAP_HALF || FABS(y) >= MAGIC_MAP_HALF) continue;
466
467 mp = pl->map;
468 nx = pl->x + x;
469 ny = pl->y + y;
470
471 mflags = get_map_flags(pl->map, &mp, nx, ny, &nx, &ny);
472 if (mflags & P_OUT_OF_MAP) continue;
473
474 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] == 0) {
475 f= GET_MAP_FACE(mp, nx, ny, 0);
476 if (f == blank_face)
477 f= GET_MAP_FACE(mp, nx, ny, 1);
478 if (f == blank_face)
479 f= GET_MAP_FACE(mp, nx, ny, 2);
480
481 /* Should probably have P_NO_MAGIC here also, but then shops don't
482 * work.
483 */
484 if (mflags & P_BLOCKSVIEW)
485 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_WALL | (f?f->magicmap:0);
486 else {
487 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f?f->magicmap:0);
488 magic_mapping_mark_recursive(pl, map_mark, x, y);
489 }
490 }
491 }
492 }
493 }
494
495
496 /**
497 * Creates magic map for player.
498 *
499 * Note: For improved magic mapping display, the space that blocks
500 * the view is now marked with value 2. Any dependencies of map_mark
501 * being nonzero have been changed to check for 1. Also, since
502 * map_mark is a char value, putting 2 in should cause no problems.
503 *
504 * This function examines the map the player is on, and determines what
505 * is visible. 2 is set for walls or objects that blocks view. 1
506 * is for open spaces. map_mark should already have been initialized
507 * to zero before this is called.
508 * strength is an initial strength*2 rectangular area that we automatically
509 * see in/penetrate through.
510 */
511
512 void magic_mapping_mark(object *pl, char *map_mark, int strength)
513 {
514 int x, y, mflags;
515 sint16 nx, ny;
516 mapstruct *mp;
517 New_Face *f;
518
519 for (x = -strength; x <strength; x++) {
520 for (y = -strength; y <strength; y++) {
521 mp = pl->map;
522 nx = pl->x + x;
523 ny = pl->y + y;
524 mflags = get_map_flags(pl->map, &mp, nx, ny, &nx, &ny);
525 if (mflags & P_OUT_OF_MAP)
526 continue;
527 else {
528 f= GET_MAP_FACE(mp, nx, ny, 0);
529 if (f == blank_face)
530 f= GET_MAP_FACE(mp, nx, ny, 1);
531 if (f == blank_face)
532 f= GET_MAP_FACE(mp, nx, ny, 2);
533 }
534
535 if (mflags & P_BLOCKSVIEW)
536 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_WALL | (f?f->magicmap:0);
537 else {
538 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE* (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f?f->magicmap:0);
539 magic_mapping_mark_recursive(pl, map_mark, x, y);
540 }
541 }
542 }
543 }
544
545
546 /**
547 * Creates and sends magic map to player.
548 *
549 * The following function is a lot messier than it really should be,
550 * but there is no real easy solution.
551 *
552 * Mark Wedel
553 */
554
555 void draw_magic_map(object *pl)
556 {
557 int x,y;
558 char *map_mark = (char *) calloc(MAGIC_MAP_SIZE*MAGIC_MAP_SIZE, 1);
559 int xmin, xmax, ymin, ymax;
560 SockList sl;
561
562 if (pl->type!=PLAYER) {
563 LOG(llevError,"Non player object called draw_map.\n");
564 return;
565 }
566
567 /* First, we figure out what spaces are 'reachable' by the player */
568 magic_mapping_mark(pl, map_mark, 3);
569
570 /* We now go through and figure out what spaces have been
571 * marked, and thus figure out rectangular region we send
572 * to the client (eg, if only a 10x10 area is visible, we only
573 * want to send those 100 spaces.)
574 */
575 xmin = MAGIC_MAP_SIZE;
576 ymin = MAGIC_MAP_SIZE;
577 xmax = 0;
578 ymax = 0;
579 for(x = 0; x < MAGIC_MAP_SIZE ; x++) {
580 for(y = 0; y < MAGIC_MAP_SIZE; y++) {
581 if (map_mark[x + MAP_WIDTH(pl->map) * y] | FACE_FLOOR) {
582 xmin = x < xmin ? x : xmin;
583 xmax = x > xmax ? x : xmax;
584 ymin = y < ymin ? y : ymin;
585 ymax = y > ymax ? y : ymax;
586 }
587 }
588 }
589
590 sl.buf= (unsigned char*) malloc(MAXSOCKBUF);
591 snprintf((char*)sl.buf, MAXSOCKBUF, "magicmap %d %d %d %d ", (xmax-xmin+1), (ymax-ymin+1),
592 MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
593 sl.len=strlen((char*)sl.buf);
594
595 for (y = ymin; y <= ymax; y++) {
596 for (x = xmin; x <= xmax; x++) {
597 sl.buf[sl.len++]= map_mark[x+MAGIC_MAP_SIZE*y] & ~FACE_FLOOR;
598 } /* x loop */
599 } /* y loop */
600
601 Send_With_Handling(&pl->contr->socket, &sl);
602 free(sl.buf);
603 free(map_mark);
604 }
605
606
607 /**
608 * Send a kill log record to sockets
609 */
610
611 void Log_Kill(const char *Who,
612 const char *What, int WhatType,
613 const char *With, int WithType)
614 {
615 int i;
616 size_t len;
617 char buf[MAX_BUF];
618
619 if (With!=NULL) {
620 snprintf(buf, MAX_BUF, "%s\t%s\t%d\t%s\t%d\n",Who,What,WhatType,With,WithType);
621 }
622 else {
623 snprintf(buf,MAX_BUF, "%s\t%s\t%d\n",Who,What,WhatType);
624 }
625 len=strlen(buf);
626 for(i=1; i<socket_info.allocated_sockets; i++) {
627 if (init_sockets[i].old_mode == Old_Listen) {
628 cs_write_string(&init_sockets[i], buf, len);
629 }
630 }
631 }