/* * static char *rcsid_sock_info_c = * "$Id: info.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002,2006 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(socket_struct *ns, int color, const char *str) { SockList sl; SockList_Init(&sl); SockList_AddPrintf(&sl, "drawinfo %d %s", color, str); Send_With_Handling(ns, &sl); SockList_Term(&sl); } /** * 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(socket_struct *ns, int color, uint8 type, uint8 subtype, const char *message) { SockList sl; SockList_Init(&sl); SockList_AddPrintf(&sl, "drawextinfo %d %hhu %hhu %s", color, type, subtype, message); Send_With_Handling(ns, &sl); SockList_Term(&sl); } /** * 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 == 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, 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); } 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. */ 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; 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). * * @param flags Various flags - mostly color, plus a few specials. * * @param pri 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. * * @param 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. * If the client supports the new readables, this is sent to the client without * processing in the output buffers. * * @param type The type MSG_TYPE for the type of message. * * @param subtype The type MSG_TYPE for the type of message. * * @param message The message to send for clients that support draw_ext_info. * * @param oldmessage is for clients that do not support it. oldmessage can be * NULL, in which case this function will strip out the tags of message. */ void draw_ext_info( int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *message, const char *oldmessage) { if ((flags&NDI_ALL) || (flags&NDI_ALL_DMS)) { player *tmppl; for (tmppl = first_player; tmppl != NULL; tmppl = tmppl->next) { if ((flags&NDI_ALL_DMS) && !QUERY_FLAG(tmppl->ob, FLAG_WIZ)) continue; draw_ext_info((flags&~NDI_ALL&~NDI_ALL_DMS), pri, tmppl->ob, type, subtype, message, oldmessage); } return; } if (!pl || (pl->type == PLAYER && pl->contr == NULL)) { /* Write to the socket? */ print_message(0, NULL, oldmessage); return; } if (pl->type != PLAYER) return; if (pri >= pl->contr->listening) return; /* If the client doesn't support the readables, need to convert * it to old format. If oldmessage is specified, it is presumed * that no conversion is needed (if the caller isn't sure, it * should pass NULL for oldmessage). */ if (!CLIENT_SUPPORT_READABLES(&pl->contr->socket, type)) { char *buf; if (oldmessage) { buf = (char *)oldmessage; } else { buf = strdup_local(message); if (buf == NULL) { LOG(llevError, "info::draw_ext_info -> Out of memory!\n"); return; } strip_media_tag(buf); } 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); } if (!oldmessage) free(buf); } else { esrv_print_ext_msg(&pl->contr->socket, flags&NDI_COLOR_MASK, type, subtype, message); } } /** * Sends message to player(s). * * This function is the same as draw_ext_info, but takes varargs format. * Otherwise, the meaning of all the fields is the same. This is perhaps not * the most efficient as we do vsnprintf on both the old and newbuf, but it * simplifies the code greatly since we can just call draw_ext_info. Also, * hopefully at some point, need for old_format will go away. * * @param flags Various flags - mostly color, plus a few specials. * * @param pri 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. * * @param 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. * If the client supports the new readables, this is sent to the client without * processing in the output buffers. * * @param type The type MSG_TYPE for the type of message. * * @param subtype The type MSG_TYPE for the type of message. * * @param new_format * * @param old_format */ void draw_ext_info_format(int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *new_format, const char *old_format, ...) { char newbuf[HUGE_BUF], oldbuf[HUGE_BUF]; va_list ap; if (!old_format) old_format = new_format; va_start(ap, old_format); vsnprintf(oldbuf, HUGE_BUF, old_format, ap); va_end(ap); va_start(ap, old_format); vsnprintf(newbuf, HUGE_BUF, new_format, ap); va_end(ap); draw_ext_info(flags, pri, pl, type, subtype, newbuf, oldbuf); } /** * Writes to everyone on the specified map */ void ext_info_map(int color, const mapstruct *map, uint8 type, uint8 subtype, const char *str1, const char *str2) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) if (pl->ob != NULL && pl->ob->map == map) { draw_ext_info(color, 0, pl->ob, type, subtype, str1, str2); } } /** * Writes to everyone on the map *except *op. This is useful for emotions. */ void ext_info_map_except(int color, const mapstruct *map, const object *op, uint8 type, uint8 subtype, const char *str1, const char *str2) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) if (pl->ob != NULL && pl->ob->map == map && pl->ob != op) { draw_ext_info(color, 0, pl->ob, type, subtype, str1, str2); } } /** * Writes to everyone on the map except op1 and op2 */ void ext_info_map_except2(int color, const mapstruct *map, const object *op1, const object *op2, int type, int subtype, const char *str1, const char *str2) { 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) { draw_ext_info(color, 0, pl->ob, type, subtype, str1, str2); } } /** * Get player's current range attack in obuf. */ void rangetostring(const object *pl, char *obuf, size_t len) { char name[MAX_BUF]; switch (pl->contr->shoottype) { case range_none: strncpy(obuf, "Range: nothing", len); 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; query_base_name(op, 0, name, MAX_BUF); snprintf(obuf, len, "Range: %s (%s)", name, op->race ? op->race : "nothing"); } break; case range_magic: if (settings.casting_time == TRUE) { if (pl->casting_time > -1) { if (pl->casting_time == 0) snprintf(obuf, len, "Range: Holding spell (%s)", pl->spell->name); else snprintf(obuf, len, "Range: Casting spell (%s)", pl->spell->name); } else snprintf(obuf, len, "Range: spell (%s)", pl->contr->ranges[range_magic]->name); } else snprintf(obuf, len, "Range: spell (%s)", pl->contr->ranges[range_magic]->name); break; case range_misc: if (pl->contr->ranges[range_misc]) query_base_name(pl->contr->ranges[range_misc], 0, name, MAX_BUF); else strncpy(name, "none", MAX_BUF); snprintf(obuf, len, "Range: %s", name); 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) snprintf(obuf, len, "Range: golem (%s)", pl->contr->ranges[range_golem]->name); else { pl->contr->shoottype = range_none; strncpy(obuf, "Range: nothing", len); } break; case range_skill: snprintf(obuf, len, "Skill: %s", pl->chosen_skill != NULL ? pl->chosen_skill->name : "none"); break; case range_builder: query_base_name(pl->contr->ranges[range_builder], 0, name, MAX_BUF); snprintf(obuf, len, "Builder: %s", name); break; default: strncpy(obuf, "Range: illegal", len); } } /** * Sets player title. */ void set_title(const object *pl, char *buf, size_t len) { /* Eneq(@csd.uu.se): Let players define their own titles. */ if (pl->contr->own_title[0] == '\0') snprintf(buf, len, "Player: %s the %s", pl->name, pl->contr->title); else snprintf(buf, len, "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, l; sint16 nx, ny; mapstruct *mp; New_Face *f; object *ob; 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) { for (l = 0; l < MAP_LAYERS; l++) { ob = GET_MAP_FACE_OBJ(mp, nx, ny, l); if (ob && !ob->invisible && ob->face != blank_face) break; } if (ob) f = ob->face; else f = blank_face; /* 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, l; sint16 nx, ny; mapstruct *mp; New_Face *f; object *ob; 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 { for (l = 0; l < MAP_LAYERS; l++) { ob = GET_MAP_FACE_OBJ(mp, nx, ny, l); if (ob && !ob->invisible && ob->face != blank_face) break; } if (ob) f = ob->face; else f = blank_face; } 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[MAGIC_MAP_SIZE*MAGIC_MAP_SIZE]; int xmin, xmax, ymin, ymax; /* This is to prevent stack smashing below. */ int max_width; 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 */ memset(map_mark, 0, MAGIC_MAP_SIZE*MAGIC_MAP_SIZE); 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; max_width = (MAP_WIDTH(pl->map) > MAGIC_MAP_SIZE) ? MAGIC_MAP_SIZE : MAP_WIDTH(pl->map); for (x = 0; x < MAGIC_MAP_SIZE; x++) { for (y = 0; y < MAGIC_MAP_SIZE; y++) { if (map_mark[x+max_width*y]&~FACE_FLOOR) { xmin = MIN(x, xmin); xmax = MAX(x, xmax); ymin = MIN(y, ymin); ymax = MAX(y, ymax); } } } SockList_Init(&sl); SockList_AddPrintf(&sl, "magicmap %d %d %d %d ", (xmax-xmin+1), (ymax-ymin+1), MAGIC_MAP_HALF-xmin, MAGIC_MAP_HALF-ymin); for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { SockList_AddChar(&sl, map_mark[x+MAGIC_MAP_SIZE*y]&~FACE_FLOOR); } /* x loop */ } /* y loop */ Send_With_Handling(&pl->contr->socket, &sl); SockList_Term(&sl); }