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/cvs/deliantra/server/socket/info.C
Revision: 1.6
Committed: Thu Sep 14 22:34:05 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.5: +1 -7 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /**
25 * \file
26 * Basic client output functions.
27 *
28 * \date 2003-12-02
29 *
30 * This file implements some of the simpler output functions to the
31 * client. Basically, things like sending text strings along
32 */
33
34 #include <global.h>
35 #include <sproto.h>
36 #include <stdarg.h>
37 #include <spells.h>
38 #include <skills.h>
39
40 /**
41 * Draws a normal message on the client. It is pretty
42 * much the same thing as the draw_info above, but takes a color
43 * parameter. the esrv_drawinfo functions should probably be
44 * replaced with this, just using black as the color.
45 */
46 static void
47 esrv_print_msg (NewSocket * ns, int color, const char *str)
48 {
49 char buf[HUGE_BUF];
50
51 if (ns->status == Ns_Old)
52 {
53 snprintf (buf, HUGE_BUF, "%s\n", str);
54 }
55 else
56 {
57 snprintf (buf, HUGE_BUF, "drawinfo %d %s", color, str);
58 }
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
74 esrv_print_ext_msg (NewSocket * ns, int color, uint8 type, uint8 subtype, const char *message)
75 {
76 char buf[HUGE_BUF];
77
78 snprintf (buf, HUGE_BUF, "drawextinfo %d %hhu %hhu %s", color, type, subtype, message);
79 Write_String_To_Socket (ns, buf, strlen (buf));
80
81 /* LOG(llevDebug,"sending %s to socket, len=%d", buf, strlen(buf));*/
82
83 }
84
85 /**
86 * Frontend for esrv_print_msg
87 * \param colr message color
88 * \param pl player to send to. Can be NULL
89 * \param tmp message to send. Can be NULL
90 *
91 * If pl is NULL or without contr set, writes message to log.
92 *
93 * Else sends message to player via esrv_print_msg
94 */
95
96 static void
97 print_message (int colr, const object *pl, const char *tmp)
98 {
99
100 if (tmp == (char *) NULL)
101 {
102 tmp = "[NULL]";
103 }
104
105 if (!pl || (pl->type == PLAYER && pl->contr == NULL))
106 return;
107
108 if (pl->type == PLAYER)
109 {
110 esrv_print_msg (&pl->contr->socket, colr, (char *) tmp);
111 return;
112 }
113 }
114
115
116 /**
117 * Prints out the contents of specified buffer structures,
118 * and clears the string.
119 */
120
121 void
122 flush_output_element (const object *pl, Output_Buf * outputs)
123 {
124 char tbuf[MAX_BUF];
125
126 if (outputs->buf == NULL)
127 return;
128 if (outputs->count > 1)
129 {
130 snprintf (tbuf, MAX_BUF, "%d times %s", outputs->count, &outputs->buf);
131 print_message (NDI_BLACK, pl, tbuf);
132 }
133 else
134 print_message (NDI_BLACK, pl, &outputs->buf);
135
136 outputs->buf = NULL;
137 outputs->first_update = 0; /* This way, it will be reused */
138 }
139
140 /**
141 * Sends message to player through output buffers.
142 * \param pl player to send message
143 * \param buf message to send
144 *
145 * If player's output_count is 1, sends message directly.
146 *
147 * Else checks output buffers for specified message.
148 *
149 * If found, checks if message should be sent now.
150 *
151 * If message not already in buffers, flushes olders buffer,
152 * and adds message to queue.
153 */
154
155 static void
156 check_output_buffers (const object *pl, const char *buf)
157 {
158 int i, oldest = 0;
159
160 if (pl->contr->outputs_count < 2)
161 {
162 print_message (NDI_BLACK, pl, buf);
163 return;
164 }
165 else
166 {
167 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
168 {
169 if (pl->contr->outputs[i].buf && !strcmp (buf, pl->contr->outputs[i].buf))
170 break;
171 else if (pl->contr->outputs[i].first_update < pl->contr->outputs[oldest].first_update)
172 oldest = i;
173 }
174 /* We found a match */
175 if (i < NUM_OUTPUT_BUFS)
176 {
177 pl->contr->outputs[i].count++;
178 if (pl->contr->outputs[i].count >= pl->contr->outputs_count)
179 {
180 flush_output_element (pl, &pl->contr->outputs[i]);
181 }
182 }
183 /* No match - flush the oldest, and put the new one in */
184 else
185 {
186 flush_output_element (pl, &pl->contr->outputs[oldest]);
187
188 pl->contr->outputs[oldest].first_update = pticks;
189 pl->contr->outputs[oldest].count = 1;
190 pl->contr->outputs[oldest].buf = buf;
191 }
192 }
193 }
194
195
196
197 /**
198 * Sends message to player(s).
199 *
200 * flags is various flags - mostly color, plus a few specials.
201 *
202 * pri is priority. It is a little odd - the lower the value, the more
203 * important it is. Thus, 0 gets sent no matter what. Otherwise, the
204 * value must be less than the listening level that the player has set.
205 * Unfortunately, there is no clear guideline on what each level does what.
206 *
207 * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
208 * in the flags.
209 *
210 * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
211 *
212 */
213
214 void
215 new_draw_info (int flags, int pri, const object *pl, const char *buf)
216 {
217
218 if (flags & NDI_ALL)
219 {
220 player *tmppl;
221 int i;
222
223 for (tmppl = first_player; tmppl != NULL; tmppl = tmppl->next)
224 new_draw_info ((flags & ~NDI_ALL), pri, tmppl->ob, buf);
225
226 for (i = 1; i < socket_info.allocated_sockets; i++)
227 {
228 if (init_sockets[i].status == Ns_Old && init_sockets[i].old_mode != Old_Listen && pri < 10)
229 {
230 cs_write_string (&init_sockets[i], buf, strlen (buf));
231 /* Most messages don't have a newline, so add one */
232 cs_write_string (&init_sockets[i], "\n", 1);
233 }
234 }
235
236 return;
237 }
238 if (!pl || (pl->type == PLAYER && pl->contr == NULL))
239 {
240 /* Write to the socket? */
241 print_message (0, NULL, buf);
242 return;
243 }
244 if (pl->type != PLAYER)
245 return;
246 if (pri >= pl->contr->listening)
247 return;
248
249 if ((flags & NDI_COLOR_MASK) == NDI_BLACK && !(flags & NDI_UNIQUE))
250 {
251 /* following prints stuff out, as appropriate */
252 check_output_buffers (pl, buf);
253 }
254 else
255 {
256 print_message (flags & NDI_COLOR_MASK, pl, buf);
257 }
258 }
259
260 /**
261 * Wrapper for new_draw_info printf-like.
262 *
263 * This is a pretty trivial function, but it allows us to use printf style
264 * formatting, so instead of the calling function having to do it, we do
265 * it here. It may also have advantages in the future for reduction of
266 * client/server bandwidth (client could keep track of various strings
267 */
268
269 void
270 new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
271 {
272 char buf[HUGE_BUF];
273
274 va_list ap;
275
276 va_start (ap, format);
277
278 vsnprintf (buf, HUGE_BUF, format, ap);
279
280 va_end (ap);
281
282 new_draw_info (flags, pri, pl, buf);
283 }
284
285
286 void
287 draw_ext_info (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *message, const char *oldmessage)
288 {
289
290 if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
291 return;
292
293 if (pri >= pl->contr->listening)
294 return;
295 if (!CLIENT_SUPPORT_READABLES (&pl->contr->socket, type))
296 {
297 char *buf = (char *) malloc (strlen (oldmessage == NULL ? message : oldmessage) + 1);
298
299 if (buf == NULL)
300 LOG (llevError, "info::draw_ext_info -> Out of memory!");
301 else
302 {
303 strcpy (buf, oldmessage == NULL ? message : oldmessage);
304 strip_media_tag (buf);
305 new_draw_info (flags, pri, pl, buf);
306 free (buf);
307 }
308 }
309 else
310 {
311 esrv_print_ext_msg (&pl->contr->socket, flags & NDI_COLOR_MASK, type, subtype, message);
312 }
313 }
314
315 void
316 draw_ext_info_format (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *old_format, char *new_format, ...)
317 {
318
319 char buf[HUGE_BUF];
320
321 if (!pl || (pl->type != PLAYER) || (pl->contr == NULL))
322 return;
323
324 if (pri >= pl->contr->listening)
325 return;
326 if (!CLIENT_SUPPORT_READABLES (&pl->contr->socket, type))
327 {
328 va_list ap;
329
330 LOG (llevDebug, "Non supported extension text type for client.\n");
331 va_start (ap, new_format);
332 vsnprintf (buf, HUGE_BUF, old_format, ap);
333 va_end (ap);
334 new_draw_info (flags, pri, pl, buf);
335 return;
336 }
337 else
338 {
339 va_list ap;
340
341 va_start (ap, new_format);
342 vsnprintf (buf, HUGE_BUF, new_format, ap);
343 va_end (ap);
344 strip_media_tag (buf);
345 esrv_print_ext_msg (&pl->contr->socket, flags & NDI_COLOR_MASK, type, subtype, buf);
346 }
347 }
348
349 /**
350 * Writes to everyone on the map *except* op. This is useful for emotions.
351 */
352
353 void
354 new_info_map_except (int color, mapstruct *map, object *op, const char *str)
355 {
356 player *pl;
357
358 for (pl = first_player; pl != NULL; pl = pl->next)
359 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op)
360 {
361 new_draw_info (color, 0, pl->ob, str);
362 }
363 }
364
365 /**
366 * Writes to everyone on the map except op1 and op2
367 */
368
369 void
370 new_info_map_except2 (int color, mapstruct *map, object *op1, object *op2, const char *str)
371 {
372 player *pl;
373
374 for (pl = first_player; pl != NULL; pl = pl->next)
375 if (pl->ob != NULL && pl->ob->map == map && pl->ob != op1 && pl->ob != op2)
376 {
377 new_draw_info (color, 0, pl->ob, str);
378 }
379 }
380
381 /**
382 * Writes to everyone on the specified map
383 */
384
385 void
386 new_info_map (int color, mapstruct *map, const char *str)
387 {
388 player *pl;
389
390 for (pl = first_player; pl != NULL; pl = pl->next)
391 if (pl->ob != NULL && pl->ob->map == map)
392 {
393 new_draw_info (color, 0, pl->ob, str);
394 }
395 }
396
397
398 /**
399 * This does nothing now. However, in theory, we should probably send
400 * something to the client and let the client figure out how it might want
401 * to handle this
402 */
403 void
404 clear_win_info (object *op)
405 {
406 }
407
408 /**
409 * Get player's current range attack in obuf.
410 */
411 void
412 rangetostring (object *pl, char *obuf)
413 {
414 switch (pl->contr->shoottype)
415 {
416 case range_none:
417 strcpy (obuf, "Range: nothing");
418 break;
419
420 case range_bow:
421 {
422 object *op;
423
424 for (op = pl->inv; op; op = op->below)
425 if (op->type == BOW && QUERY_FLAG (op, FLAG_APPLIED))
426 break;
427 if (op == NULL)
428 break;
429
430 sprintf (obuf, "Range: %s (%s)", query_base_name (op, 0), op->race ? (const char *) op->race : "nothing");
431 }
432 break;
433
434 case range_magic:
435 if (settings.casting_time == TRUE)
436 {
437 if (pl->casting_time > -1)
438 {
439 if (pl->casting_time == 0)
440 sprintf (obuf, "Range: Holding spell (%s)", (const char *) pl->spell->name);
441 else
442 sprintf (obuf, "Range: Casting spell (%s)", (const char *) pl->spell->name);
443 }
444 else
445 sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
446 }
447 else
448 sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
449 break;
450
451 case range_misc:
452 sprintf (obuf, "Range: %s", pl->contr->ranges[range_misc] ? query_base_name (pl->contr->ranges[range_misc], 0) : "none");
453 break;
454
455 /* range_scroll is only used for controlling golems. If the
456 * the player does not have a golem, reset some things.
457 */
458 case range_golem:
459 if (pl->contr->ranges[range_golem] != NULL)
460 sprintf (obuf, "Range: golem (%s)", &pl->contr->ranges[range_golem]->name);
461 else
462 {
463 pl->contr->shoottype = range_none;
464 strcpy (obuf, "Range: nothing");
465 }
466 break;
467
468 case range_skill:
469 sprintf (obuf, "Skill: %s", pl->chosen_skill != NULL ? (const char *) pl->chosen_skill->name : "none");
470 break;
471
472 case range_builder:
473 sprintf (obuf, "Builder: %s", query_base_name (pl->contr->ranges[range_builder], 0));
474 break;
475
476 default:
477 strcpy (obuf, "Range: illegal");
478 }
479 }
480
481 /**
482 * Sets player title.
483 */
484 void
485 set_title (object *pl, char *buf)
486 {
487 /* Eneq(@csd.uu.se): Let players define their own titles. */
488 if (pl->contr->own_title[0] == '\0')
489 sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
490 else
491 sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
492 }
493
494
495 /**
496 * Helper for magic map creation.
497 *
498 * Takes a player, the map_mark array and an x and y starting position.
499 * pl is the player.
500 * px, py are offsets from the player.
501 *
502 * This function examines all the adjacant spaces next to px, py.
503 * It updates the map_mark arrow with the color and high bits set
504 * for various code values.
505 */
506 static void
507 magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
508 {
509 int x, y, dx, dy, mflags;
510 sint16 nx, ny;
511 mapstruct *mp;
512 New_Face *f;
513
514 for (dx = -1; dx <= 1; dx++)
515 {
516 for (dy = -1; dy <= 1; dy++)
517 {
518 x = px + dx;
519 y = py + dy;
520
521 if (FABS (x) >= MAGIC_MAP_HALF || FABS (y) >= MAGIC_MAP_HALF)
522 continue;
523
524 mp = pl->map;
525 nx = pl->x + x;
526 ny = pl->y + y;
527
528 mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
529 if (mflags & P_OUT_OF_MAP)
530 continue;
531
532 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
533 {
534 f = GET_MAP_FACE (mp, nx, ny, 0);
535 if (f == blank_face)
536 f = GET_MAP_FACE (mp, nx, ny, 1);
537 if (f == blank_face)
538 f = GET_MAP_FACE (mp, nx, ny, 2);
539
540 /* Should probably have P_NO_MAGIC here also, but then shops don't
541 * work.
542 */
543 if (mflags & P_BLOCKSVIEW)
544 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | (f ? f->magicmap : 0);
545 else
546 {
547 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f ? f->magicmap : 0);
548 magic_mapping_mark_recursive (pl, map_mark, x, y);
549 }
550 }
551 }
552 }
553 }
554
555
556 /**
557 * Creates magic map for player.
558 *
559 * Note: For improved magic mapping display, the space that blocks
560 * the view is now marked with value 2. Any dependencies of map_mark
561 * being nonzero have been changed to check for 1. Also, since
562 * map_mark is a char value, putting 2 in should cause no problems.
563 *
564 * This function examines the map the player is on, and determines what
565 * is visible. 2 is set for walls or objects that blocks view. 1
566 * is for open spaces. map_mark should already have been initialized
567 * to zero before this is called.
568 * strength is an initial strength*2 rectangular area that we automatically
569 * see in/penetrate through.
570 */
571
572 void
573 magic_mapping_mark (object *pl, char *map_mark, int strength)
574 {
575 int x, y, mflags;
576 sint16 nx, ny;
577 mapstruct *mp;
578 New_Face *f;
579
580 for (x = -strength; x < strength; x++)
581 {
582 for (y = -strength; y < strength; y++)
583 {
584 mp = pl->map;
585 nx = pl->x + x;
586 ny = pl->y + y;
587 mflags = get_map_flags (pl->map, &mp, nx, ny, &nx, &ny);
588 if (mflags & P_OUT_OF_MAP)
589 continue;
590 else
591 {
592 f = GET_MAP_FACE (mp, nx, ny, 0);
593 if (f == blank_face)
594 f = GET_MAP_FACE (mp, nx, ny, 1);
595 if (f == blank_face)
596 f = GET_MAP_FACE (mp, nx, ny, 2);
597 }
598
599 if (mflags & P_BLOCKSVIEW)
600 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | (f ? f->magicmap : 0);
601 else
602 {
603 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f ? f->magicmap : 0);
604 magic_mapping_mark_recursive (pl, map_mark, x, y);
605 }
606 }
607 }
608 }
609
610
611 /**
612 * Creates and sends magic map to player.
613 *
614 * The following function is a lot messier than it really should be,
615 * but there is no real easy solution.
616 *
617 * Mark Wedel
618 */
619
620 void
621 draw_magic_map (object *pl)
622 {
623 int x, y;
624 char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
625 int xmin, xmax, ymin, ymax;
626 SockList sl;
627
628 if (pl->type != PLAYER)
629 {
630 LOG (llevError, "Non player object called draw_map.\n");
631 return;
632 }
633
634 /* First, we figure out what spaces are 'reachable' by the player */
635 magic_mapping_mark (pl, map_mark, 3);
636
637 /* We now go through and figure out what spaces have been
638 * marked, and thus figure out rectangular region we send
639 * to the client (eg, if only a 10x10 area is visible, we only
640 * want to send those 100 spaces.)
641 */
642 xmin = MAGIC_MAP_SIZE;
643 ymin = MAGIC_MAP_SIZE;
644 xmax = 0;
645 ymax = 0;
646 for (x = 0; x < MAGIC_MAP_SIZE; x++)
647 {
648 for (y = 0; y < MAGIC_MAP_SIZE; y++)
649 {
650 if (map_mark[x + MAP_WIDTH (pl->map) * y] | FACE_FLOOR)
651 {
652 xmin = x < xmin ? x : xmin;
653 xmax = x > xmax ? x : xmax;
654 ymin = y < ymin ? y : ymin;
655 ymax = y > ymax ? y : ymax;
656 }
657 }
658 }
659
660 sl.buf = (unsigned char *) malloc (MAXSOCKBUF);
661 snprintf ((char *) sl.buf, MAXSOCKBUF, "magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
662 MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
663 sl.len = strlen ((char *) sl.buf);
664
665 for (y = ymin; y <= ymax; y++)
666 {
667 for (x = xmin; x <= xmax; x++)
668 {
669 sl.buf[sl.len++] = map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR;
670 } /* x loop */
671 } /* y loop */
672
673 Send_With_Handling (&pl->contr->socket, &sl);
674 free (sl.buf);
675 free (map_mark);
676 }
677
678
679 /**
680 * Send a kill log record to sockets
681 */
682
683 void
684 Log_Kill (const char *Who, const char *What, int WhatType, const char *With, int WithType)
685 {
686 int i;
687 size_t len;
688 char buf[MAX_BUF];
689
690 if (With != NULL)
691 {
692 snprintf (buf, MAX_BUF, "%s\t%s\t%d\t%s\t%d\n", Who, What, WhatType, With, WithType);
693 }
694 else
695 {
696 snprintf (buf, MAX_BUF, "%s\t%s\t%d\n", Who, What, WhatType);
697 }
698 len = strlen (buf);
699 for (i = 1; i < socket_info.allocated_sockets; i++)
700 {
701 if (init_sockets[i].old_mode == Old_Listen)
702 {
703 cs_write_string (&init_sockets[i], buf, len);
704 }
705 }
706 }