Mercurial > ~darius > hgwebdir.cgi > paradise_client
diff playerlist.c @ 3:5a977ccbc7a9 default tip
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author | darius |
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date | Sat, 06 Dec 1997 05:41:29 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/playerlist.c Sat Dec 06 05:41:29 1997 +0000 @@ -0,0 +1,518 @@ +/* $Id: playerlist.c,v 1.1.1.1 1997/12/06 05:41:30 darius Exp $ */ + +/* + * playerlist.c + * modified to sort by teams by Bill Dyess on 9/23/93 + */ +#include "copyright.h" + +#include <stdio.h> +#include "Wlib.h" +#include "defs.h" +#include "struct.h" +#include "data.h" +#include "proto.h" +#include "gameconf.h" +#include "packets.h" + +/* Prototypes */ +static void dofulllist P((struct player * pptr, int vpos)); +/* static char *get_players_rank_name P((struct player *j));*/ +void getdesig P((struct player * j, char *desig)); + +struct teamstruct { + short teamnum; + short totalnum; + short outfitnum; + short row; + short outfitrow; +}; + +int lastsortPlayers, lasthnk, lastspl, lastshowDead; + +void +playerlist() +{ + int i; + char buf[100]; + + if (slot == NULL) { + if ((slot = (short *) malloc(sizeof(short) * 33)) == NULL) { + perror("out of memory?!?\n"); + exit(-1); + } + } + if (*playerList != 0 && *playerList != ',') { /* do the wide thing + [BDyess] */ + wideplayerlist(); + return; + } + for (i = 0; i < 33; i++) + slot[i] = -2; + lastsortPlayers = sortPlayers; + lasthnk = hideNoKills; + lastspl = showPreLogins; + lastshowDead = showDead; + + W_ClearWindow(playerw); + + (void) strcpy(buf, " Type Rank Name Kills Type Rank Name Kills"); + W_WriteText(playerw, 0, 1, textColor, buf, strlen(buf), W_RegularFont); + + if (!paradise) + (void) strcpy(buf, " Type Rank Name Kills Win Loss Ratio Offense Defense DI"); + else + (void) strcpy(buf, " Type Rank Name Kills Win Loss Ratio Battle Strategy DI"); + + W_WriteText(playerw, 0, 20, textColor, buf, strlen(buf), W_RegularFont); + + for (i = 0; i < nplayers; i++) + updatePlayer[i] |= ALL_UPDATE; + + playerlist2(); +} + + +void +playerlist2() +{ + register int i, k, z; + char buf[100]; + short extra = 0, outfitextra = 0; + struct teamstruct teams[4]; + struct teamstruct *quadrant[4], *tempquad; /* topleft, topright, + bottomleft, bottomright */ + register struct player *j; + static short sequentialSort = 0; + char *rname; + char desig[3]; + short currentSlot; + static int usingWide = 0; + + if (*playerList != 0 && *playerList != ',') { /* do the wide thing + [BDyess] */ + if (slot == NULL) { + playerlist(); + return; + } + wideplayerlist2(); + usingWide = 1; + return; + } + /* keeps the playerlist from being drawn when not allowed [BDyess] */ + if (!allowPlayerlist) + return; + + if (slot == NULL || lastsortPlayers != sortPlayers || + lasthnk != hideNoKills || + lastspl != showPreLogins || + lastshowDead != showDead || + usingWide) { + usingWide = 0; + if(resizePlayerList) + W_ResizeText(playerw,83,W_WindowHeight(playerw)); + playerlist(); + return; + } + if (!W_IsMapped(playerw)) + return; + if (updatePlayer[me->p_no] & LARGE_UPDATE) + dofulllist(me, 21); + if (blk_bozolist >= 0) + if (updatePlayer[blk_bozolist] & LARGE_UPDATE) + dofulllist(&players[blk_bozolist], 22); + /* + if sortPlayers is on: the players team goes in the top left (top right + if robSort: on), the next-largest team in the top right, the third + largest in the bottom left, and everything else in the bottom right + */ + if (sortPlayers) { + bzero(teams, sizeof(teams)); + for (i = 0; i < 4; i++) + teams[i].teamnum = i; + /* figure out how many players on each team */ + for (i = 0, j = &players[i]; i < nplayers; i++, j++) { + if (j->p_status != PFREE && !(j->p_status == POUTFIT && j->p_teami < 0)) { + if (j->p_teami < 0 || j->p_teami == number_of_teams) { + if (!showDead) + continue; + extra++; + if (j->p_status == POUTFIT && sortOutfitting) + outfitextra++; + } else if (j->p_teami == number_of_teams) { + if (!showPreLogins) + continue; + extra++; + if (j->p_status == POUTFIT && sortOutfitting) + outfitextra++; + } else { + teams[j->p_teami].totalnum++; + if (j->p_status == POUTFIT && showDead && sortOutfitting) + teams[j->p_teami].outfitnum++; + } + } + /* + printf("player %d is on team %d with status %d\n", + i,j->p_teami,j->p_status); + */ + } + + for (i = 0; i < 4; i++) + quadrant[i] = &teams[i]; + if (me->p_teami >= 0 && me->p_teami < number_of_teams) + teams[me->p_teami].totalnum += 10000; + for (i = 3; i > 0; i--) { + for (k = 0; k < i; k++) { + if (quadrant[k]->totalnum < quadrant[k + 1]->totalnum) { + tempquad = quadrant[k]; + quadrant[k] = quadrant[k + 1]; + quadrant[k + 1] = tempquad; + } + } + } + if (me->p_teami >= 0 && me->p_teami < number_of_teams) { + teams[me->p_teami].totalnum -= 10000; + if (robsort) { + quadrant[0] = quadrant[1]; + quadrant[1] = &teams[me->p_teami]; + } + } + quadrant[3]->totalnum += extra; + quadrant[3]->outfitnum += outfitextra; + + if (quadrant[0]->totalnum > 16 || quadrant[1]->totalnum > 16) { + /* + if one team is so huge as to not fit on just one side, then + just list all the players sequentially, but still team sorted. + For now, set a flag and clear any freshly empty space. + */ + if (sequentialSort == 0) { + sequentialSort = 1; + playerlist(); + return; + } + quadrant[0]->row = 0; + quadrant[1]->row = quadrant[0]->totalnum; + quadrant[2]->row = quadrant[1]->row + quadrant[1]->totalnum; + quadrant[3]->row = quadrant[2]->row + quadrant[2]->totalnum; + /* wipe out the blank sections */ + for (i = quadrant[3]->row + quadrant[3]->totalnum; i < 32; i++) { + if (slot[i] != -1) { + /* + if we get here, it's not possible to have players + blank on the left side + */ + W_ClearArea(playerw, 44, i - 16 + 1, 41, 1); + slot[i] = -1; + } + } + } else { + if (sequentialSort == 1) { + sequentialSort = 0; + playerlist(); + return; + } + quadrant[0]->row = quadrant[1]->row = 2; + if (quadrant[0]->totalnum + quadrant[2]->totalnum <= 16) { + quadrant[2]->row = 18 - quadrant[2]->totalnum; + } else { + quadrant[2]->row = 2 + quadrant[0]->totalnum; + quadrant[3]->totalnum += quadrant[0]->totalnum + quadrant[2]->totalnum - 16; + } + if (quadrant[1]->totalnum + quadrant[3]->totalnum <= 16) { + quadrant[3]->row = 18 - quadrant[3]->totalnum; + } else { + quadrant[3]->row = 2 + quadrant[1]->totalnum; + quadrant[2]->row -= quadrant[1]->totalnum + quadrant[3]->totalnum - 16; + } + + for (i = 0; i < 4; i++) + quadrant[i]->outfitrow = quadrant[i]->row + quadrant[i]->totalnum - + quadrant[i]->outfitnum; + /* wipe out the blank sections */ + for (i = 2 + quadrant[0]->totalnum; i < quadrant[2]->row; i++) { + if (slot[i - 2] != -1 || players[slot[i - 2]].p_status != POUTFIT) { + W_ClearArea(playerw, 0, i, 41, 1); + slot[i - 2] = -1; + } + } + for (i = 2 + quadrant[1]->totalnum; i < quadrant[3]->row; i++) { + if (slot[16 + i - 2] != -1) { + W_ClearArea(playerw, 44, i, 41, 1); + slot[16 + i - 2] = -1; + } + } + } + } + /* update the display for each player */ + for (i = 0, j = &players[i]; i < nplayers; i++, j++) { + + if (!updatePlayer[i] && !sortPlayers && slot[i] == j->p_no) + continue; + + getdesig(j, desig); + if (!desig[0]) { + if (!sortPlayers) + W_ClearArea(playerw, (i > 15) ? 44 : 0, (i > 15) ? i - 16 + 2 : i + 2, 41, 1); + continue; /* don't display this guy, he's toast */ + } + rname = get_players_rank_name(j); + (void) sprintf(buf, "%c%c %2.2s %-9.9s %-15.15s", + teaminfo[j->p_teami].letter, + shipnos[j->p_no], + desig, + rname, + j->p_name); + /* + replace 0.00 kills with spaces if not alive and paradise or not + RSA + */ + /* this is optional with the hideNoKills option */ + if ((j->p_kills <= 0 && + (paradise || RSA_Client <= 0) && hideNoKills) + || (j->p_status & ~PALIVE)) + strcat(buf, " "); + else + sprintf(buf + strlen(buf), "%6.2f", j->p_kills); + if (!sortPlayers) { +#ifdef PLPROF + printf("Updating player %d\n", j->p_no); +#endif /* PLPROF */ + W_WriteText(playerw, (i > 15) ? 44 : 0, + (i > 15) ? i - 16 + 2 : i + 2, playerColor(j), buf, + strlen(buf), shipFont(j)); + slot[i] = j->p_no; + } else if (!sequentialSort) { + /* find out which quadrant he should be in */ + for (z = 0; j->p_teami != quadrant[z]->teamnum && z < 3; z++); + if (j->p_status == POUTFIT && sortOutfitting) + k = quadrant[z]->outfitrow++ - quadrant[z]->row; + else + k = 0; + if (quadrant[z]->row + k > 18) { + z += 1; + if (z > 3) + z -= 2; + } + currentSlot = (z % 2) * 16 + quadrant[z]->row - 2 + k; + if (slot[currentSlot] != j->p_no || updatePlayer[j->p_no] & SMALL_UPDATE) { + slot[currentSlot] = j->p_no; +#ifdef PLPROF + printf("Updating %d, currentslot = %d, updatePlayer = %d\n", + j->p_no, currentSlot, updatePlayer[j->p_no]); +#endif /* PLPROF */ + W_WriteText(playerw, 44 * (z % 2), k + quadrant[z]->row, + playerColor(j), buf, strlen(buf), shipFont(j)); + } + if (!k) + quadrant[z]->row++; + } else { /* do sequential sort placement */ + /* find out which quadrant he should be in */ + for (z = 0; j->p_teami != quadrant[z]->teamnum && z < 3; z++); + currentSlot = quadrant[z]->row++; + if (slot[currentSlot] != j->p_no || updatePlayer[j->p_no] & SMALL_UPDATE) { + if (currentSlot >= 16) { + W_WriteText(playerw, 44, currentSlot - 16 + 2, playerColor(j), + buf, strlen(buf), shipFont(j)); + } else { + W_WriteText(playerw, 0, currentSlot + 2, playerColor(j), buf, + strlen(buf), shipFont(j)); + } + } + } + +#if 0 + if (slot[currentSlot] != j->p_no || updatePlayer[j->p_no] & SMALL_UPDATE) { + slot[currentSlot] = j->p_no; +#ifdef PLPROF + printf("Updating %d\n", j->p_no); +#endif /* PLPROF */ + W_WriteText(playerw, currentSlot >= 16 ? 44 : 0, + currentSlot >= 16 ? currentSlot + 2 - 16 : currentSlot + 2, + playerColor(j), buf, strlen(buf), shipFont(j)); + } + } +#endif /* 0 */ + updatePlayer[j->p_no] = NO_UPDATE; +} +} + +void +getdesig(j, desig) + struct player *j; + char *desig; +{ + switch (j->p_status) { + case PALIVE: + strncpy(desig, j->p_ship->s_desig, 2); + j->p_ship->s_desig[2] = 0; + break; + case PTQUEUE: + strcpy(desig, "tq"); + break; + case POUTFIT: + if ((j->p_teami < 0) || !showDead) + desig[0] = 0; + else + strcpy(desig, "--"); + break; + case PEXPLODE: + case PDEAD: + if (showDead) + strcpy(desig, "**"); + else + desig[0] = 0; + break; + case POBSERVE: + strcpy(desig, "ob"); + break; + default: + desig[0] = 0; + break; + } + /* + if (!*desig) j->p_teami = -1; + */ + if (j->p_teami == number_of_teams && !showPreLogins) + desig[0] = 0; +} + +static void +dofulllist(pptr, vpos) + struct player *pptr; + int vpos; +{ + char buf[100]; + char *rname; + char desig[3]; + struct ratings r; + + if (!W_IsMapped(playerw)) + return; + + getdesig(pptr, desig); + if (!desig[0]) { + if (pptr->p_no == blk_bozolist) + blk_bozolist = -1; + W_ClearArea(playerw, 0, vpos, 83, 1); + return; + } + get_ratings(pptr, &r); + + rname = get_players_rank_name(pptr); + if (!paradise) + sprintf(buf, "%c%c %2.2s %-9.9s %-16.16s%5.2f %5d %5d %6.2f %5.2f %5.2f %8.2f ", + teaminfo[pptr->p_teami].letter, + shipnos[pptr->p_no], + desig /* pptr->p_ship->s_desig */ , + rname, + pptr->p_name, + pptr->p_kills, + r.r_kills, + r.r_losses, + r.r_ratio, + r.r_offrat, + r.r_defrat, + r.r_di); + else + sprintf(buf, "%c%c %2.2s %-9.9s %-16.16s%5.2f %5d %5d %6.2f %5.2f %5.2f %8.2f ", + teaminfo[pptr->p_teami].letter, + shipnos[pptr->p_no], + desig /* pptr->p_ship->s_desig */ , + rname, + pptr->p_name, + pptr->p_kills, + r.r_kills, + r.r_losses, + r.r_ratio, + r.r_batrat, + r.r_stratrat, + r.r_di); + +#ifdef PLPROF + printf("Updating %d\n", pptr->p_no); +#endif /* PLPROF */ + W_WriteText(playerw, 0, vpos, playerColor(pptr), buf, strlen(buf), + shipFont(pptr)); +} + +char * +get_players_rank_name(j) + struct player *j; +{ + char *r; + if (j->p_stats.st_rank < 0) + j->p_stats.st_rank = 0; + if (!paradise) { + r = ranks[j->p_stats.st_rank].name; + } else { + if (j->p_stats2.st_royal == 0) + r = ranks2[j->p_stats2.st_rank].name; + else + r = royal[j->p_stats2.st_royal].name; + } + return (r); +} + +void +playerwEvent(data) + W_Event *data; +{ + int key; + struct obtype *target; + + key = doKeymap(data); + if (key == -1) + return; + switch (key) { + case 'l': /* lock on [BDyess] */ + target = gettarget(data->Window, data->x, data->y, TARG_PLAYER); + sendPlaylockReq(target->o_num); + me->p_playerl = target->o_num; + break; + case 'i': + case 'I': + if (!infomapped) + inform(data->Window, data->x, data->y, key); + else + destroyInfo(); + break; + case 'X': + macroState = 1; + warning("Macro mode"); + break; + default: + warning("Invalid key"); + } +} + +void +selectblkbozo(data) + W_Event *data; +{ + int width, slotnum; + + if (*playerList + && *playerList != ',') + return; + width = W_WindowWidth(data->Window); + if (data->key == W_RBUTTON || data->key == W_LBUTTON || data->key == W_MBUTTON) + if (data->y > W_Textheight * 2 + 1 && data->y < W_Textheight * 19) { + W_TranslatePoints(data->Window, &data->x, &data->y); + slotnum = 0; + if (data->x > width / 2) + slotnum += 16; + /* only look for players in the slotspace */ + if (data->y <= (16 + 1)) { + slotnum += data->y - 2; + if (slot[slotnum] != me->p_no) + blk_bozolist = slot[slotnum]; + if (blk_bozolist >= 0) { + updatePlayer[blk_bozolist] |= LARGE_UPDATE; + } else { + blk_bozolist = -1; + W_ClearArea(playerw, 0, 22, 83, 1); + } + } + } +}