/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program 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 2 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, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ /** * \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 /** * 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 (NewSocket * ns, int color, const char *str) { char buf[HUGE_BUF]; if (ns->status == Ns_Old) { snprintf (buf, HUGE_BUF, "%s\n", str); } else { snprintf (buf, HUGE_BUF, "drawinfo %d %s", color, str); } /* LOG(llevDebug,"sending %s to socket, len=%d\n", buf, strlen(buf));*/ Write_String_To_Socket (ns, buf, strlen (buf)); } /** * 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 (NewSocket * ns, int color, uint8 type, uint8 subtype, const char *message) { char buf[HUGE_BUF]; snprintf (buf, HUGE_BUF, "drawextinfo %d %hhu %hhu %s", color, type, subtype, message); Write_String_To_Socket (ns, buf, strlen (buf)); /* LOG(llevDebug,"sending %s to socket, len=%d", buf, strlen(buf));*/ } /** * 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 == (char *) NULL) { tmp = "[NULL]"; } if (!pl || (pl->type == PLAYER && pl->contr == NULL)) return; if (pl->type == PLAYER) { esrv_print_msg (&pl->contr->socket, colr, (char *) tmp); return; } } /** * Prints out the contents of specified buffer structures, * and clears the string. */ void flush_output_element (const object *pl, Output_Buf * outputs) { char tbuf[MAX_BUF]; if (outputs->buf == NULL) return; if (outputs->count > 1) { snprintf (tbuf, MAX_BUF, "%d times %s", outputs->count, &outputs->buf); print_message (NDI_BLACK, pl, tbuf); } else print_message (NDI_BLACK, pl, &outputs->buf); outputs->buf = NULL; outputs->first_update = 0; /* This way, it will be reused */ } /** * Sends message to player through output buffers. * \param pl player to send message * \param buf message to send * * If player's output_count is 1, sends message directly. * * Else checks output buffers for specified message. * * If found, checks if message should be sent now. * * If message not already in buffers, flushes olders buffer, * and adds message to queue. */ static void check_output_buffers (const object *pl, const char *buf) { int i, oldest = 0; if (pl->contr->outputs_count < 2) { print_message (NDI_BLACK, pl, buf); return; } else { for (i = 0; i < NUM_OUTPUT_BUFS; i++) { if (pl->contr->outputs[i].buf && !strcmp (buf, pl->contr->outputs[i].buf)) break; else if (pl->contr->outputs[i].first_update < pl->contr->outputs[oldest].first_update) oldest = i; } /* We found a match */ if (i < NUM_OUTPUT_BUFS) { pl->contr->outputs[i].count++; if (pl->contr->outputs[i].count >= pl->contr->outputs_count) { flush_output_element (pl, &pl->contr->outputs[i]); } } /* No match - flush the oldest, and put the new one in */ else { flush_output_element (pl, &pl->contr->outputs[oldest]); pl->contr->outputs[oldest].first_update = pticks; pl->contr->outputs[oldest].count = 1; pl->contr->outputs[oldest].buf = buf; } } } /** * 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 *pl, const char *buf) { if (flags & NDI_ALL) { player *tmppl; int i; for (tmppl = first_player; tmppl != NULL; tmppl = tmppl->next) new_draw_info ((flags & ~NDI_ALL), pri, tmppl->ob, buf); for (i = 1; i < socket_info.allocated_sockets; i++) { if (init_sockets[i].status == Ns_Old && init_sockets[i].old_mode != Old_Listen && pri < 10) { cs_write_string (&init_sockets[i], buf, strlen (buf)); /* Most messages don't have a newline, so add one */ cs_write_string (&init_sockets[i], "\n", 1); } } return; } if (!pl || (pl->type == PLAYER && pl->contr == NULL)) { /* Write to the socket? */ print_message (0, NULL, buf); return; } if (pl->type != PLAYER) return; if (pri >= pl->contr->listening) return; if ((flags & NDI_COLOR_MASK) == NDI_BLACK && !(flags & NDI_UNIQUE)) { /* following prints stuff out, as appropriate */ check_output_buffers (pl, buf); } else { print_message (flags & NDI_COLOR_MASK, pl, 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->socket, 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->socket, 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->socket, 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->socket, 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) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) if (pl->ob != NULL && 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) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) if (pl->ob != NULL && 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) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) if (pl->ob != NULL && pl->ob->map == map) { new_draw_info (color, 0, pl->ob, str); } } /** * This does nothing now. However, in theory, we should probably send * something to the client and let the client figure out how it might want * to handle this */ void clear_win_info (object *op) { } /** * Get player's current range attack in obuf. */ void rangetostring (object *pl, char *obuf) { switch (pl->contr->shoottype) { case range_none: strcpy (obuf, "Range: nothing"); break; case range_bow: { object *op; for (op = pl->inv; op; op = op->below) if (op->type == BOW && QUERY_FLAG (op, FLAG_APPLIED)) break; if (op == NULL) break; sprintf (obuf, "Range: %s (%s)", query_base_name (op, 0), op->race ? (const char *) op->race : "nothing"); } break; case range_magic: if (settings.casting_time == TRUE) { if (pl->casting_time > -1) { if (pl->casting_time == 0) sprintf (obuf, "Range: Holding spell (%s)", (const char *) pl->spell->name); else sprintf (obuf, "Range: Casting spell (%s)", (const char *) pl->spell->name); } else sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name); } else sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name); break; case range_misc: sprintf (obuf, "Range: %s", pl->contr->ranges[range_misc] ? query_base_name (pl->contr->ranges[range_misc], 0) : "none"); break; /* range_scroll is only used for controlling golems. If the * the player does not have a golem, reset some things. */ case range_golem: if (pl->contr->ranges[range_golem] != NULL) sprintf (obuf, "Range: golem (%s)", &pl->contr->ranges[range_golem]->name); else { pl->contr->shoottype = range_none; strcpy (obuf, "Range: nothing"); } break; case range_skill: sprintf (obuf, "Skill: %s", pl->chosen_skill != NULL ? (const char *) pl->chosen_skill->name : "none"); break; case range_builder: sprintf (obuf, "Builder: %s", query_base_name (pl->contr->ranges[range_builder], 0)); break; default: strcpy (obuf, "Range: illegal"); } } /** * 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); } /** * 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; New_Face *f; 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) { 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); /* 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 | (f ? f->magicmap : 0); else { map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f ? f->magicmap : 0); 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 initialized * 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; New_Face *f; 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; else { 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); } if (mflags & P_BLOCKSVIEW) map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_WALL | (f ? f->magicmap : 0); else { map_mark[MAGIC_MAP_HALF + x + MAGIC_MAP_SIZE * (MAGIC_MAP_HALF + y)] = FACE_FLOOR | (f ? f->magicmap : 0); 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) { int x, y; char *map_mark = (char *) calloc (MAGIC_MAP_SIZE * MAGIC_MAP_SIZE, 1); int xmin, xmax, ymin, ymax; SockList sl; 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 (x = 0; x < MAGIC_MAP_SIZE; x++) { for (y = 0; y < MAGIC_MAP_SIZE; y++) { if (map_mark[x + MAP_WIDTH (pl->map) * y] | FACE_FLOOR) { xmin = x < xmin ? x : xmin; xmax = x > xmax ? x : xmax; ymin = y < ymin ? y : ymin; ymax = y > ymax ? y : ymax; } } } sl.buf = (unsigned char *) malloc (MAXSOCKBUF); snprintf ((char *) sl.buf, MAXSOCKBUF, "magicmap %d %d %d %d ", (xmax - xmin + 1), (ymax - ymin + 1), MAGIC_MAP_HALF - xmin, MAGIC_MAP_HALF - ymin); sl.len = strlen ((char *) sl.buf); for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { sl.buf[sl.len++] = map_mark[x + MAGIC_MAP_SIZE * y] & ~FACE_FLOOR; } /* x loop */ } /* y loop */ Send_With_Handling (&pl->contr->socket, &sl); free (sl.buf); free (map_mark); } /** * Send a kill log record to sockets */ void Log_Kill (const char *Who, const char *What, int WhatType, const char *With, int WithType) { int i; size_t len; char buf[MAX_BUF]; if (With != NULL) { snprintf (buf, MAX_BUF, "%s\t%s\t%d\t%s\t%d\n", Who, What, WhatType, With, WithType); } else { snprintf (buf, MAX_BUF, "%s\t%s\t%d\n", Who, What, WhatType); } len = strlen (buf); for (i = 1; i < socket_info.allocated_sockets; i++) { if (init_sockets[i].old_mode == Old_Listen) { cs_write_string (&init_sockets[i], buf, len); } } }