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/cvs/deliantra/server/socket/info.C
Revision: 1.69
Committed: Sat Nov 17 23:40:05 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.68: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /**
27 * \file
28 * Basic client output functions.
29 *
30 * \date 2003-12-02
31 *
32 * This file implements some of the simpler output functions to the
33 * client. Basically, things like sending text strings along
34 */
35
36 #include <global.h>
37 #include <sproto.h>
38 #include <stdarg.h>
39 #include <spells.h>
40 #include <skills.h>
41
42 #include <cstring>
43
44 /**
45 * Draws a normal message on the client. It is pretty
46 * much the same thing as the draw_info above, but takes a color
47 * parameter. the esrv_drawinfo functions should probably be
48 * replaced with this, just using black as the color.
49 */
50 static void
51 esrv_print_msg (client *ns, int color, const char *str)
52 {
53 ns->send_msg (color, "info", str);
54 }
55
56 /**
57 * Frontend for esrv_print_msg
58 * \param colr message color
59 * \param pl player to send to. Can be NULL
60 * \param tmp message to send. Can be NULL
61 *
62 * If pl is NULL or without contr set, writes message to log.
63 *
64 * Else sends message to player via esrv_print_msg
65 */
66 static void
67 print_message (int colr, const object *pl, const char *tmp)
68 {
69 if (!tmp)
70 tmp = "[NULL]";
71
72 if (!pl || (pl->type == PLAYER && pl->contr == NULL))
73 return;
74
75 if (pl->type == PLAYER)
76 esrv_print_msg (pl->contr->ns, colr, (char *)tmp);
77 }
78
79 bool
80 client::msg_suppressed (const char *msg)
81 {
82 if (!pl)
83 return false;
84
85 if (pl->outputs_count <= 1 || !pl->outputs_sync)
86 return false;
87
88 int len = strlen (msg);
89
90 if (len > MSG_BUF_SIZE)
91 return false;
92
93 msg_buf *lru = msgbuf;
94 for (msg_buf *buf = msgbuf; buf < msgbuf + MSG_BUF_COUNT; ++buf)
95 {
96 if (len == buf->len && !memcmp (msg, buf->msg, len))
97 {
98 // found matching buf, see if expired
99 if (buf->expire <= server_tick || !buf->count)
100 {
101 // yes, take over matching buffer, print
102 buf->expire = server_tick + pl->outputs_sync;
103 buf->count = pl->outputs_count;
104
105 return false;
106 }
107
108 // no, suppress
109 --buf->count;
110 return true;
111 }
112
113 if (lru->expire > buf->expire)
114 lru = buf;
115 }
116
117 // new message, evoke oldest buffer
118 lru->expire = server_tick + pl->outputs_sync;
119 lru->count = pl->outputs_count;
120 lru->len = len;
121 memcpy (lru->msg, msg, len);
122
123 return false;
124 }
125
126 /**
127 * Sends message to player(s).
128 *
129 * flags is various flags - mostly color, plus a few specials.
130 *
131 * pri is unused.
132 *
133 * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
134 * in the flags.
135 *
136 * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
137 *
138 */
139 void
140 new_draw_info (int flags, int pri, const object *op, const char *buf)
141 {
142 if (flags & NDI_ALL)
143 {
144 for_all_players (pl)
145 new_draw_info (flags & ~NDI_ALL, 0, pl->ob, buf);
146 }
147 else
148 {
149 if (!op || !op->contr || !op->contr->ns)
150 return;
151
152 if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK
153 || !op->contr->ns->msg_suppressed (buf))
154 print_message (flags & NDI_COLOR_MASK, op, buf);
155 }
156 }
157
158 /**
159 * Wrapper for new_draw_info printf-like.
160 *
161 * This is a pretty trivial function, but it allows us to use printf style
162 * formatting, so instead of the calling function having to do it, we do
163 * it here. It may also have advantages in the future for reduction of
164 * client/server bandwidth (client could keep track of various strings
165 */
166 void
167 new_draw_info_format (int flags, int pri, const object *pl, const char *format, ...)
168 {
169 va_list ap;
170 va_start (ap, format);
171 new_draw_info (flags, pri, pl, vformat (format, ap));
172 va_end (ap);
173 }
174
175 /**
176 * Writes to everyone on the map *except* op. This is useful for emotions.
177 */
178 void
179 new_info_map_except (int color, maptile * map, object *op, const char *str)
180 {
181 for_all_players (pl)
182 if (pl->ob->map == map && pl->ob != op)
183 new_draw_info (color, 0, pl->ob, str);
184 }
185
186 /**
187 * Writes to everyone on the specified map
188 */
189 void
190 new_info_map (int color, maptile * map, const char *str)
191 {
192 for_all_players (pl)
193 if (pl->ob->map == map)
194 new_draw_info (color, 0, pl->ob, str);
195 }
196
197 /**
198 * Sets player title.
199 */
200 void
201 set_title (object *pl, char *buf)
202 {
203 /* Eneq(@csd.uu.se): Let players define their own titles. */
204 if (pl->contr->own_title[0] == '\0')
205 sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title);
206 else
207 sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title);
208 }
209
210 // formerly a macro, used only by magic map, so optimised it out
211 static inline faceidx
212 GET_MAP_FACE (mapspace &ms, int layer)
213 {
214 if (object *op = ms.faces_obj [layer])
215 return op->face;
216 else
217 return 0;
218 }
219
220 /**
221 * Helper for magic map creation.
222 *
223 * Takes a player, the map_mark array and an x and y starting position.
224 * pl is the player.
225 * px, py are offsets from the player.
226 *
227 * This function examines all the adjacant spaces next to px, py.
228 * It updates the map_mark arrow with the color and high bits set
229 * for various code values.
230 */
231 static void
232 magic_mapping_mark_recursive (object *pl, char *map_mark, int px, int py)
233 {
234 for (int dx = -1; dx <= 1; dx++)
235 {
236 for (int dy = -1; dy <= 1; dy++)
237 {
238 int x = px + dx;
239 int y = py + dy;
240
241 if (abs (x) >= MAGIC_MAP_HALF || abs (y) >= MAGIC_MAP_HALF)
242 continue;
243
244 mapxy pos (pl);
245 pos.move (x, y);
246
247 if (!pos.normalise ())
248 continue;
249
250 mapspace &ms = pos.ms ();
251
252 if (map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] == 0)
253 {
254 int mflags = ms.flags ();
255
256 int f = GET_MAP_FACE (ms, 0);
257 if (f == blank_face)
258 {
259 f = GET_MAP_FACE (ms, 1);
260 if (f == blank_face)
261 f = GET_MAP_FACE (ms, 2);
262 }
263
264 int magicmap = faces [f].magicmap;
265
266 /* Should probably have P_NO_MAGIC here also, but then shops don't
267 * work.
268 */
269 if (mflags & P_BLOCKSVIEW)
270 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
271 else
272 {
273 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
274 magic_mapping_mark_recursive (pl, map_mark, x, y);
275 }
276 }
277 }
278 }
279 }
280
281 /**
282 * Creates magic map for player.
283 *
284 * Note: For improved magic mapping display, the space that blocks
285 * the view is now marked with value 2. Any dependencies of map_mark
286 * being nonzero have been changed to check for 1. Also, since
287 * map_mark is a char value, putting 2 in should cause no problems.
288 *
289 * This function examines the map the player is on, and determines what
290 * is visible. 2 is set for walls or objects that blocks view. 1
291 * is for open spaces. map_mark should already have been initialised
292 * to zero before this is called.
293 * strength is an initial strength*2 rectangular area that we automatically
294 * see in/penetrate through.
295 */
296 static void
297 magic_mapping_mark (object *pl, char *map_mark, int strength)
298 {
299 for (int x = -strength; x < strength; x++)
300 {
301 for (int y = -strength; y < strength; y++)
302 {
303 mapxy pos (pl);
304 pos.move (x, y);
305
306 if (!pos.normalise ())
307 continue;
308
309 mapspace &ms = pos.ms ();
310
311 int mflags = ms.flags ();
312
313 int f = GET_MAP_FACE (ms, 0);
314 if (f == blank_face)
315 {
316 f = GET_MAP_FACE (ms, 1);
317 if (f == blank_face)
318 f = GET_MAP_FACE (ms, 2);
319 }
320
321 int magicmap = faces [f].magicmap;
322
323 if (mflags & P_BLOCKSVIEW)
324 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | magicmap;
325 else
326 {
327 map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | magicmap;
328 magic_mapping_mark_recursive (pl, map_mark, x, y);
329 }
330 }
331 }
332 }
333
334 /**
335 * Creates and sends magic map to player.
336 *
337 * The following function is a lot messier than it really should be,
338 * but there is no real easy solution.
339 *
340 * Mark Wedel
341 */
342 void
343 draw_magic_map (object *pl)
344 {
345 int xmin, xmax, ymin, ymax;
346
347 if (pl->type != PLAYER)
348 {
349 LOG (llevError, "Non player object called draw_map.\n");
350 return;
351 }
352
353 char *map_mark = (char *)calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1);
354 assert(("Out of memory!", map_mark != NULL));
355
356 /* First, we figure out what spaces are 'reachable' by the player */
357 magic_mapping_mark (pl, map_mark, 3);
358
359 /* We now go through and figure out what spaces have been
360 * marked, and thus figure out rectangular region we send
361 * to the client (eg, if only a 10x10 area is visible, we only
362 * want to send those 100 spaces.)
363 */
364 xmin = MAGIC_MAP_SIZE;
365 ymin = MAGIC_MAP_SIZE;
366 xmax = 0;
367 ymax = 0;
368
369 for (int x = 0; x < MAGIC_MAP_SIZE; x++)
370 for (int y = 0; y < MAGIC_MAP_SIZE; y++)
371 if (map_mark[x + pl->map->width * y] | FACE_FLOOR)
372 {
373 xmin = x < xmin ? x : xmin;
374 xmax = x > xmax ? x : xmax;
375 ymin = y < ymin ? y : ymin;
376 ymax = y > ymax ? y : ymax;
377 }
378
379 packet sl;
380 sl.printf ("magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1),
381 MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin);
382
383 for (int y = ymin; y <= ymax; y++)
384 for (int x = xmin; x <= xmax; x++)
385 sl << uint8 (map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR);
386
387 pl->contr->ns->send_packet (sl);
388
389 free (map_mark);
390 }
391