Difference for socket/info.c from version 1.15 to 1.16


version 1.15 version 1.16
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 /*  /*
  * static char *rcsid_sock_info_c =   * static char *rcsid_sock_info_c =
  *   "$Id: info.c,v 1.15 2003/09/13 05:02:14 mwedel Exp $";   *   "$Id: info.c,v 1.16 2003/12/02 18:51:44 ryo_saeba Exp $";
  */   */
   
 /*  /*
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     The authors can be reached via e-mail at crossfire-devel@real-time.com      The authors can be reached via e-mail at crossfire-devel@real-time.com
 */  */
   
 /* This file implements some of the simpler output functions to the  /**
    * \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   * client.  Basically, things like sending text strings along
  */   */
   
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 #include <spells.h>  #include <spells.h>
 #include <skills.h>  #include <skills.h>
   
 /*  /**
  * esrv_print_msg draws a normal message on the client.  It is pretty    * Draws a normal message on the client.  It is pretty
  * much the same thing as the draw_info above, but takes a color   * much the same thing as the draw_info above, but takes a color
  * parameter.  the esrv_drawinfo functions should probably be   * parameter.  the esrv_drawinfo functions should probably be
  * replaced with this, just using black as the color.   * replaced with this, just using black as the color.
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     Write_String_To_Socket(ns, buf, strlen(buf));      Write_String_To_Socket(ns, buf, strlen(buf));
 }  }
   
 /****************************************************************************  
 print_message : This routine prints out the character string in tmp on the  /**
                 info window. If in color mode, then the text will show up in   * Frontend for esrv_print_msg
                 a color specified by the variable colr. If Black and white   * \param colr message color
                 mode, then it prints a line of "="s before and after the   * \param pl player to send to. Can be NULL
                 messsage.   * \param tmp message to send. Can be NULL
    *
  This has been changed around - this is now a front end to   * If pl is NULL or without contr set, writes message to log.
  draw_info.  draw_info should never be called directly, except   *
  by this functin.  Likewise, this function should only be   * Else sends message to player via esrv_print_msg
  called by a few functions above (new_draw_info,    */
  check_output_buffers)  
 ****************************************************************************/  
   
 static void print_message(int colr, object *pl,const char *tmp) {  static void print_message(int colr, object *pl,const char *tmp) {
   
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 }  }
   
   
 /* Following prints out the contents of one of the buffer structures,  /**
    * Prints out the contents of specified buffer structures,
  * and clears the string.   * and clears the string.
  */   */
   
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     outputs->first_update=0; /* This way, it will be reused */      outputs->first_update=0; /* This way, it will be reused */
 }  }
   
 /* Following checks the various buffers in the player structure and  /**
  * other things, and stores/prints/whatever's the data, as appropriate.   * 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, char *buf)  void check_output_buffers(object *pl, char *buf)
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 /*  /**
  * new_draw_info:   * Sends message to player(s).
  *   *
  * flags is various flags - mostly color, plus a few specials.   * flags is various flags - mostly color, plus a few specials.
  *   *
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  * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set   * pl can be passed as NULL - in fact, this will be done if NDI_ALL is set
  * in the flags.   * 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)  void new_draw_info(int flags,int pri, object *pl, const char *buf)
 {  {
   
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     }      }
 }  }
   
 /* This is a pretty trivial function, but it allows us to use printf style  /**
    * 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   * 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   * it here.  It may also have advantages in the future for reduction of
  * client/server bandwidth (client could keep track of various strings   * client/server bandwidth (client could keep track of various strings
  */   */
   
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     new_draw_info(flags, pri, pl, buf);      new_draw_info(flags, pri, pl, buf);
 }  }
   
 /*  /**
  * write to everyone on the map *except* op.  This is useful for emotions.   * Writes to everyone on the map *except* op.  This is useful for emotions.
  */   */
   
 void new_info_map_except(int color, mapstruct *map, object *op, char *str) {  void new_info_map_except(int color, mapstruct *map, object *op, char *str) {
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  }   }
 }  }
   
 /*  /**
  * write to everyone on the map except op1 and op2   * Writes to everyone on the map except op1 and op2
  */   */
   
 void new_info_map_except2(int color, mapstruct *map, object *op1, object *op2,  void new_info_map_except2(int color, mapstruct *map, object *op1, object *op2,
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  }   }
 }  }
   
 /*  /**
  * write to everyone on the current map   * Writes to everyone on the specified map
  */   */
   
 void new_info_map(int color, mapstruct *map, char *str) {  void new_info_map(int color, mapstruct *map, char *str) {
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 }  }
   
   
 /* This does nothing now.  However, in theory, we should probably send  /**
    * 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   * something to the client and let the client figure out how it might want
  * to handle this   * to handle this
  */   */
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 {  {
 }  }
   
   /**
    * Get player's current range attack in obuf.
    */
 void rangetostring(object *pl,char *obuf)  void rangetostring(object *pl,char *obuf)
 {  {
     switch(pl->contr->shoottype) {      switch(pl->contr->shoottype) {
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     }      }
 }  }
   
   /**
    * Sets player title.
    */
 void set_title(object *pl,char *buf)  void set_title(object *pl,char *buf)
 {  {
     /* Eneq(@csd.uu.se): Let players define their own titles. */      /* Eneq(@csd.uu.se): Let players define their own titles. */
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 }  }
   
   
 /* Takes a player, the map_mark array and an x and y starting position.  /**
    * Helper for magic map creation.
    *
    * Takes a player, the map_mark array and an x and y starting position.
  * pl is the player.   * pl is the player.
  * px, py are offsets from the player.   * px, py are offsets from the player.
  *   *
  * This function examines all the adjacant spaces next to px, py.   * This function examines all the adjacant spaces next to px, py.
  * It updates teh map_mark arrow with the color and high bits set   * It updates the map_mark arrow with the color and high bits set
  * for various code values.   * for various code values.
  */   */
 static void magic_mapping_mark_recursive(object *pl, char *map_mark, int px, int py)  static void magic_mapping_mark_recursive(object *pl, char *map_mark, int px, int py)
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 }  }
   
   
 /* Note:  For improved magic mapping display, the space that blocks  /**
    * 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   * the view is now marked with value 2.  Any dependencies of map_mark
  * being nonzero have been changed to check for 1.  Also, since   * being nonzero have been changed to check for 1.  Also, since
  * map_mark is a char value, putting 2 in should cause no problems.   * map_mark is a char value, putting 2 in should cause no problems.
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 }  }
   
   
 /* The following function is a lot messier than it really should be,  /**
    * 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.   * but there is no real easy solution.
  *   *
  * Mark Wedel   * Mark Wedel
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 }  }
   
   
 /*  /**
  * Send a kill log record to sockets   * Send a kill log record to sockets
  */   */
   


Legend:
line(s) removed in v.1.15 
line(s) changed
 line(s) added in v.1.16

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