/* * static char *rcsid_sock_info_c = * "$Id: info.c,v 1.1.1.1 2006/02/03 07:14:43 root Exp $"; */ /* 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 crossfire-devel@real-time.com */ /** * \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, object *pl,const char *tmp) { if(tmp == (char *) NULL) { tmp="[NULL]"; } if(!pl || (pl->type==PLAYER && pl->contr==NULL)) { fprintf(logfile,"%s\n",tmp); 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(object *pl, Output_Buf *outputs) { char tbuf[MAX_BUF]; if (outputs->buf==NULL) return; snprintf(tbuf,MAX_BUF, "%d times %s", outputs->count, outputs->buf); print_message(NDI_BLACK, pl, tbuf); free_string(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. */ void check_output_buffers(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; icontr->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 (icontr->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; if (pl->contr->outputs[oldest].buf!=NULL) free_string(pl->contr->outputs[oldest].buf); pl->contr->outputs[oldest].buf = add_string(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, 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; itype==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,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, 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, 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, mapstruct *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, mapstruct *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, mapstruct *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 ? 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)", pl->spell->name); else sprintf(obuf,"Range: Casting spell (%s)", 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 ? 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",pl->name,pl->contr->title); else sprintf(buf,"Player: %s %s",pl->name,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; mapstruct *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; mapstruct *mp; New_Face *f; for (x = -strength; x 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=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