/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/**
* \file
* Basic client output functions.
*
* \date 2003-12-02
*
* This file implements some of the simpler output functions to the
* client. Basically, things like sending text strings along
*/
#include
#include
#include
#include
#include
#include
/**
* Draws a normal message on the client. It is pretty
* much the same thing as the draw_info above, but takes a color
* parameter. the esrv_drawinfo functions should probably be
* replaced with this, just using black as the color.
*/
static void
esrv_print_msg (client *ns, int color, const char *str)
{
ns->send_msg (color, "info", str);
}
/**
* Draws an extended message on the client.
* ns the socket to send message to
* color color informations (used mainly if client does not support message type)
* type,
* subtype type and subtype of text message
* intro Intro message to send with main message if client does not support the message type
* message The main message
*/
static void
esrv_print_ext_msg (client *ns, int color, uint8 type, uint8 subtype, const char *message)
{
ns->send_packet_printf ("drawextinfo %d %u %u %s", color, type, subtype, message);
}
/**
* Frontend for esrv_print_msg
* \param colr message color
* \param pl player to send to. Can be NULL
* \param tmp message to send. Can be NULL
*
* If pl is NULL or without contr set, writes message to log.
*
* Else sends message to player via esrv_print_msg
*/
static void
print_message (int colr, const object *pl, const char *tmp)
{
if (!tmp)
tmp = "[NULL]";
if (!pl || (pl->type == PLAYER && pl->contr == NULL))
return;
if (pl->type == PLAYER)
esrv_print_msg (pl->contr->ns, colr, (char *)tmp);
}
bool
client::msg_suppressed (const char *msg)
{
if (!pl)
return false;
if (pl->outputs_count <= 1 || !pl->outputs_sync)
return false;
int len = strlen (msg);
if (len > MSG_BUF_SIZE)
return false;
msg_buf *lru = msgbuf;
for (msg_buf *buf = msgbuf; buf < msgbuf + MSG_BUF_COUNT; ++buf)
{
if (len == buf->len && !memcmp (msg, buf->msg, len))
{
// found matching buf, see if expired
if (buf->expire <= pticks || !buf->count)
{
// yes, take over matching buffer, print
buf->expire = pticks + pl->outputs_sync;
buf->count = pl->outputs_count;
return false;
}
// no, suppress
--buf->count;
return true;
}
if (lru->expire > buf->expire)
lru = buf;
}
// new message, evoke oldest buffer
lru->expire = pticks + pl->outputs_sync;
lru->count = pl->outputs_count;
lru->len = len;
memcpy (lru->msg, msg, len);
return false;
}
/**
* Sends message to player(s).
*
* flags is various flags - mostly color, plus a few specials.
*
* pri is priority. It is a little odd - the lower the value, the more
* important it is. Thus, 0 gets sent no matter what. Otherwise, the
* value must be less than the listening level that the player has set.
* Unfortunately, there is no clear guideline on what each level does what.
*
* pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
* in the flags.
*
* If message is black, and not NDI_UNIQUE, gets sent through output buffers.
*
*/
void
new_draw_info (int flags, int pri, const object *op, const char *buf)
{
if (flags & NDI_ALL)
{
for_all_players (pl)
new_draw_info (flags & ~NDI_ALL, pri, pl->ob, buf);
}
else
{
if (!op || !op->contr || !op->contr->ns)
return;
if (pri >= op->contr->listening)
return;
if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK
|| !op->contr->ns->msg_suppressed (buf))
print_message (flags & NDI_COLOR_MASK, op, buf);
}
}
/**
* Wrapper for new_draw_info printf-like.
*
* This is a pretty trivial function, but it allows us to use printf style
* formatting, so instead of the calling function having to do it, we do
* it here. It may also have advantages in the future for reduction of
* client/server bandwidth (client could keep track of various strings
*/
void
new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
{
char buf[HUGE_BUF];
va_list ap;
va_start (ap, format);
vsnprintf (buf, HUGE_BUF, format, ap);
va_end (ap);
new_draw_info (flags, pri, pl, buf);
}
void
draw_ext_info (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *message, const char *oldmessage)
{
if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
return;
if (pri >= pl->contr->listening)
return;
if (!CLIENT_SUPPORT_READABLES (pl->contr->ns, type))
{
char *buf = (char *) malloc (strlen (oldmessage == NULL ? message : oldmessage) + 1);
if (buf == NULL)
LOG (llevError, "info::draw_ext_info -> Out of memory!");
else
{
strcpy (buf, oldmessage == NULL ? message : oldmessage);
strip_media_tag (buf);
new_draw_info (flags, pri, pl, buf);
free (buf);
}
}
else
esrv_print_ext_msg (pl->contr->ns, flags & NDI_COLOR_MASK, type, subtype, message);
}
void
draw_ext_info_format (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *old_format, char *new_format, ...)
{
char buf[HUGE_BUF];
if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
return;
if (pri >= pl->contr->listening)
return;
if (!CLIENT_SUPPORT_READABLES (pl->contr->ns, type))
{
va_list ap;
LOG (llevDebug, "Non supported extension text type for client.\n");
va_start (ap, new_format);
vsnprintf (buf, HUGE_BUF, old_format, ap);
va_end (ap);
new_draw_info (flags, pri, pl, buf);
return;
}
else
{
va_list ap;
va_start (ap, new_format);
vsnprintf (buf, HUGE_BUF, new_format, ap);
va_end (ap);
strip_media_tag (buf);
esrv_print_ext_msg (pl->contr->ns, flags & NDI_COLOR_MASK, type, subtype, buf);
}
}
/**
* Writes to everyone on the map *except* op. This is useful for emotions.
*/
void
new_info_map_except (int color, maptile * map, object *op, const char *str)
{
for_all_players (pl)
if (pl->ob->map == map && pl->ob != op)
new_draw_info (color, 0, pl->ob, str);
}
/**
* Writes to everyone on the map except op1 and op2
*/
void
new_info_map_except2 (int color, maptile * map, object *op1, object *op2, const char *str)
{
for_all_players (pl)
if (pl->ob->map == map && pl->ob != op1 && pl->ob != op2)
new_draw_info (color, 0, pl->ob, str);
}
/**
* Writes to everyone on the specified map
*/
void
new_info_map (int color, maptile * map, const char *str)
{
for_all_players (pl)
if (pl->ob->map == map)
new_draw_info (color, 0, pl->ob, str);
}
/**
* Sets player title.
*/
void
set_title (object *pl, char *buf)
{
/* Eneq(@csd.uu.se): Let players define their own titles. */
if (pl->contr->own_title[0] == '\0')
sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
else
sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
}
// formerly a macro, used only by magic map, so optimised it out
static inline faceidx
GET_MAP_FACE (maptile *m, int x, int y, int layer)
{
if (object *op = GET_MAP_FACE_OBJ (m, x, y, layer))
return op->face;
else
return 0;
}
/**
* Helper for magic map creation.
*
* Takes a player, the map_mark array and an x and y starting position.
* pl is the player.
* px, py are offsets from the player.
*
* This function examines all the adjacant spaces next to px, py.
* It updates the map_mark arrow with the color and high bits set
* for various code values.
*/
static void
magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
{
int x, y, dx, dy, mflags;
sint16 nx, ny;
maptile *mp;
for (dx = -1; dx <= 1; dx++)
{
for (dy = -1; dy <= 1; dy++)
{
x = px + dx;
y = py + dy;
if (FABS (x) >= MAGIC_MAP_HALF || FABS (y) >= MAGIC_MAP_HALF)
continue;
mp = pl->map;
nx = pl->x + x;
ny = pl->y + y;
mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP)
continue;
if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
{
int f = GET_MAP_FACE (mp, nx, ny, 0);
if (f == blank_face)
{
f = GET_MAP_FACE (mp, nx, ny, 1);
if (f == blank_face)
f = GET_MAP_FACE (mp, nx, ny, 2);
}
int magicmap = faces [f].magicmap;
/* Should probably have P_NO_MAGIC here also, but then shops don't
* work.
*/
if (mflags & P_BLOCKSVIEW)
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
else
{
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
magic_mapping_mark_recursive (pl, map_mark, x, y);
}
}
}
}
}
/**
* Creates magic map for player.
*
* Note: For improved magic mapping display, the space that blocks
* the view is now marked with value 2. Any dependencies of map_mark
* being nonzero have been changed to check for 1. Also, since
* map_mark is a char value, putting 2 in should cause no problems.
*
* This function examines the map the player is on, and determines what
* is visible. 2 is set for walls or objects that blocks view. 1
* is for open spaces. map_mark should already have been initialised
* to zero before this is called.
* strength is an initial strength*2 rectangular area that we automatically
* see in/penetrate through.
*/
void
magic_mapping_mark (object *pl, char *map_mark, int strength)
{
int x, y, mflags;
sint16 nx, ny;
maptile *mp;
for (x = -strength; x < strength; x++)
{
for (y = -strength; y < strength; y++)
{
mp = pl->map;
nx = pl->x + x;
ny = pl->y + y;
mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP)
continue;
int f = GET_MAP_FACE (mp, nx, ny, 0);
if (f == blank_face)
{
f = GET_MAP_FACE (mp, nx, ny, 1);
if (f == blank_face)
f = GET_MAP_FACE (mp, nx, ny, 2);
}
int magicmap = faces [f].magicmap;
if (mflags & P_BLOCKSVIEW)
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
else
{
map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
magic_mapping_mark_recursive (pl, map_mark, x, y);
}
}
}
}
/**
* Creates and sends magic map to player.
*
* The following function is a lot messier than it really should be,
* but there is no real easy solution.
*
* Mark Wedel
*/
void
draw_magic_map (object *pl)
{
char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
int xmin, xmax, ymin, ymax;
if (pl->type != PLAYER)
{
LOG (llevError, "Non player object called draw_map.\n");
return;
}
/* First, we figure out what spaces are 'reachable' by the player */
magic_mapping_mark (pl, map_mark, 3);
/* We now go through and figure out what spaces have been
* marked, and thus figure out rectangular region we send
* to the client (eg, if only a 10x10 area is visible, we only
* want to send those 100 spaces.)
*/
xmin = MAGIC_MAP_SIZE;
ymin = MAGIC_MAP_SIZE;
xmax = 0;
ymax = 0;
for (int x = 0; x < MAGIC_MAP_SIZE; x++)
for (int y = 0; y < MAGIC_MAP_SIZE; y++)
if (map_mark[x + pl->map->width * y] | FACE_FLOOR)
{
xmin = x < xmin ? x : xmin;
xmax = x > xmax ? x : xmax;
ymin = y < ymin ? y : ymin;
ymax = y > ymax ? y : ymax;
}
packet sl;
sl.printf ("magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
for (int y = ymin; y <= ymax; y++)
for (int x = xmin; x <= xmax; x++)
sl << uint8 (map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR);
pl->contr->ns->send_packet (sl);
free (map_mark);
}