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/cvs/deliantra/server/socket/info.C
Revision: 1.57
Committed: Fri Nov 6 13:11:28 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +0 -49 lines
Log Message:
make effectively static symbols actually static, part 5

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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 #include <cstring>
42
43 /**
44 * Draws a normal message on the client. It is pretty
45 * much the same thing as the draw_info above, but takes a color
46 * parameter. the esrv_drawinfo functions should probably be
47 * replaced with this, just using black as the color.
48 */
49 static void
50 esrv_print_msg (client *ns, int color, const char *str)
51 {
52 ns->send_msg (color, "info", str);
53 }
54
55 /**
56 * Draws an extended message on the client.
57 * ns the socket to send message to
58 * color color informations (used mainly if client does not support message type)
59 * type,
60 * subtype type and subtype of text message
61 * intro Intro message to send with main message if client does not support the message type
62 * message The main message
63 */
64 static void
65 esrv_print_ext_msg (client *ns, int color, uint8 type, uint8 subtype, const char *message)
66 {
67 ns->send_packet_printf ("drawextinfo %d %u %u %s", color, type, subtype, message);
68 }
69
70 /**
71 * Frontend for esrv_print_msg
72 * \param colr message color
73 * \param pl player to send to. Can be NULL
74 * \param tmp message to send. Can be NULL
75 *
76 * If pl is NULL or without contr set, writes message to log.
77 *
78 * Else sends message to player via esrv_print_msg
79 */
80 static void
81 print_message (int colr, const object *pl, const char *tmp)
82 {
83 if (!tmp)
84 tmp = "[NULL]";
85
86 if (!pl || (pl->type == PLAYER && pl->contr == NULL))
87 return;
88
89 if (pl->type == PLAYER)
90 esrv_print_msg (pl->contr->ns, colr, (char *)tmp);
91 }
92
93 bool
94 client::msg_suppressed (const char *msg)
95 {
96 if (!pl)
97 return false;
98
99 if (pl->outputs_count <= 1 || !pl->outputs_sync)
100 return false;
101
102 int len = strlen (msg);
103
104 if (len > MSG_BUF_SIZE)
105 return false;
106
107 msg_buf *lru = msgbuf;
108 for (msg_buf *buf = msgbuf; buf < msgbuf + MSG_BUF_COUNT; ++buf)
109 {
110 if (len == buf->len && !memcmp (msg, buf->msg, len))
111 {
112 // found matching buf, see if expired
113 if (buf->expire <= pticks || !buf->count)
114 {
115 // yes, take over matching buffer, print
116 buf->expire = pticks + pl->outputs_sync;
117 buf->count = pl->outputs_count;
118
119 return false;
120 }
121
122 // no, suppress
123 --buf->count;
124 return true;
125 }
126
127 if (lru->expire > buf->expire)
128 lru = buf;
129 }
130
131 // new message, evoke oldest buffer
132 lru->expire = pticks + pl->outputs_sync;
133 lru->count = pl->outputs_count;
134 lru->len = len;
135 memcpy (lru->msg, msg, len);
136
137 return false;
138 }
139
140 /**
141 * Sends message to player(s).
142 *
143 * flags is various flags - mostly color, plus a few specials.
144 *
145 * pri is unused.
146 *
147 * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
148 * in the flags.
149 *
150 * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
151 *
152 */
153 void
154 new_draw_info (int flags, int pri, const object *op, const char *buf)
155 {
156 if (flags & NDI_ALL)
157 {
158 for_all_players (pl)
159 new_draw_info (flags & ~NDI_ALL, 0, pl->ob, buf);
160 }
161 else
162 {
163 if (!op || !op->contr || !op->contr->ns)
164 return;
165
166 if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK
167 || !op->contr->ns->msg_suppressed (buf))
168 print_message (flags & NDI_COLOR_MASK, op, buf);
169 }
170 }
171
172 /**
173 * Wrapper for new_draw_info printf-like.
174 *
175 * This is a pretty trivial function, but it allows us to use printf style
176 * formatting, so instead of the calling function having to do it, we do
177 * it here. It may also have advantages in the future for reduction of
178 * client/server bandwidth (client could keep track of various strings
179 */
180 void
181 new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
182 {
183 va_list ap;
184 va_start (ap, format);
185 new_draw_info (flags, pri, pl, vformat (format, ap));
186 va_end (ap);
187 }
188
189 /**
190 * Writes to everyone on the map *except* op. This is useful for emotions.
191 */
192 void
193 new_info_map_except (int color, maptile * map, object *op, const char *str)
194 {
195 for_all_players (pl)
196 if (pl->ob->map == map && pl->ob != op)
197 new_draw_info (color, 0, pl->ob, str);
198 }
199
200 /**
201 * Writes to everyone on the map except op1 and op2
202 */
203 static void
204 new_info_map_except2 (int color, maptile * map, object *op1, object *op2, const char *str)
205 {
206 for_all_players (pl)
207 if (pl->ob->map == map && pl->ob != op1 && pl->ob != op2)
208 new_draw_info (color, 0, pl->ob, str);
209 }
210
211 /**
212 * Writes to everyone on the specified map
213 */
214 void
215 new_info_map (int color, maptile * map, const char *str)
216 {
217 for_all_players (pl)
218 if (pl->ob->map == map)
219 new_draw_info (color, 0, pl->ob, str);
220 }
221
222 /**
223 * Sets player title.
224 */
225 void
226 set_title (object *pl, char *buf)
227 {
228 /* Eneq(@csd.uu.se): Let players define their own titles. */
229 if (pl->contr->own_title[0] == '\0')
230 sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
231 else
232 sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
233 }
234
235 // formerly a macro, used only by magic map, so optimised it out
236 static inline faceidx
237 GET_MAP_FACE (mapspace &ms, int layer)
238 {
239 if (object *op = ms.faces_obj [layer])
240 return op->face;
241 else
242 return 0;
243 }
244
245 /**
246 * Helper for magic map creation.
247 *
248 * Takes a player, the map_mark array and an x and y starting position.
249 * pl is the player.
250 * px, py are offsets from the player.
251 *
252 * This function examines all the adjacant spaces next to px, py.
253 * It updates the map_mark arrow with the color and high bits set
254 * for various code values.
255 */
256 static void
257 magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
258 {
259 for (int dx = -1; dx <= 1; dx++)
260 {
261 for (int dy = -1; dy <= 1; dy++)
262 {
263 int x = px + dx;
264 int y = py + dy;
265
266 if (abs (x) >= MAGIC_MAP_HALF || abs (y) >= MAGIC_MAP_HALF)
267 continue;
268
269 mapxy pos (pl);
270 pos.move (x, y);
271
272 if (!pos.normalise ())
273 continue;
274
275 mapspace &ms = pos.ms ();
276
277 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
278 {
279 int mflags = ms.flags ();
280
281 int f = GET_MAP_FACE (ms, 0);
282 if (f == blank_face)
283 {
284 f = GET_MAP_FACE (ms, 1);
285 if (f == blank_face)
286 f = GET_MAP_FACE (ms, 2);
287 }
288
289 int magicmap = faces [f].magicmap;
290
291 /* Should probably have P_NO_MAGIC here also, but then shops don't
292 * work.
293 */
294 if (mflags & P_BLOCKSVIEW)
295 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
296 else
297 {
298 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
299 magic_mapping_mark_recursive (pl, map_mark, x, y);
300 }
301 }
302 }
303 }
304 }
305
306 /**
307 * Creates magic map for player.
308 *
309 * Note: For improved magic mapping display, the space that blocks
310 * the view is now marked with value 2. Any dependencies of map_mark
311 * being nonzero have been changed to check for 1. Also, since
312 * map_mark is a char value, putting 2 in should cause no problems.
313 *
314 * This function examines the map the player is on, and determines what
315 * is visible. 2 is set for walls or objects that blocks view. 1
316 * is for open spaces. map_mark should already have been initialised
317 * to zero before this is called.
318 * strength is an initial strength*2 rectangular area that we automatically
319 * see in/penetrate through.
320 */
321 static void
322 magic_mapping_mark (object *pl, char *map_mark, int strength)
323 {
324 for (int x = -strength; x < strength; x++)
325 {
326 for (int y = -strength; y < strength; y++)
327 {
328 mapxy pos (pl);
329 pos.move (x, y);
330
331 if (!pos.normalise ())
332 continue;
333
334 mapspace &ms = pos.ms ();
335
336 int mflags = ms.flags ();
337
338 int f = GET_MAP_FACE (ms, 0);
339 if (f == blank_face)
340 {
341 f = GET_MAP_FACE (ms, 1);
342 if (f == blank_face)
343 f = GET_MAP_FACE (ms, 2);
344 }
345
346 int magicmap = faces [f].magicmap;
347
348 if (mflags & P_BLOCKSVIEW)
349 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
350 else
351 {
352 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
353 magic_mapping_mark_recursive (pl, map_mark, x, y);
354 }
355 }
356 }
357 }
358
359 /**
360 * Creates and sends magic map to player.
361 *
362 * The following function is a lot messier than it really should be,
363 * but there is no real easy solution.
364 *
365 * Mark Wedel
366 */
367 void
368 draw_magic_map (object *pl)
369 {
370 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
371 int xmin, xmax, ymin, ymax;
372
373 if (pl->type != PLAYER)
374 {
375 LOG (llevError, "Non player object called draw_map.\n");
376 return;
377 }
378
379 /* First, we figure out what spaces are 'reachable' by the player */
380 magic_mapping_mark (pl, map_mark, 3);
381
382 /* We now go through and figure out what spaces have been
383 * marked, and thus figure out rectangular region we send
384 * to the client (eg, if only a 10x10 area is visible, we only
385 * want to send those 100 spaces.)
386 */
387 xmin = MAGIC_MAP_SIZE;
388 ymin = MAGIC_MAP_SIZE;
389 xmax = 0;
390 ymax = 0;
391
392 for (int x = 0; x < MAGIC_MAP_SIZE; x++)
393 for (int y = 0; y < MAGIC_MAP_SIZE; y++)
394 if (map_mark[x + pl->map->width * y] | FACE_FLOOR)
395 {
396 xmin = x < xmin ? x : xmin;
397 xmax = x > xmax ? x : xmax;
398 ymin = y < ymin ? y : ymin;
399 ymax = y > ymax ? y : ymax;
400 }
401
402 packet sl;
403 sl.printf ("magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
404 MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
405
406 for (int y = ymin; y <= ymax; y++)
407 for (int x = xmin; x <= xmax; x++)
408 sl << uint8 (map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR);
409
410 pl->contr->ns->send_packet (sl);
411
412 free (map_mark);
413 }
414