### Draw inventory weight overlay in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Example implementation showing how to draw a colored weight indicator above the inventory panel. Uses dotx/doty to position the overlay and calculates weight based on character strength. ```c void amod_frame(void) { int inv_x = dotx(DOT_INV); int inv_y = doty(DOT_INV); if (inv_x > 0 && inv_y > 0) { // Draw weight indicator above inventory int current_weight = calculate_inventory_weight(); int max_weight = value[0][V_STR] * 100; unsigned short color; if (current_weight > max_weight * 0.9) { color = IRGB(31, 0, 0); // Red - overweight } else if (current_weight > max_weight * 0.7) { color = IRGB(31, 31, 0); // Yellow - heavy } else { color = IRGB(0, 31, 0); // Green - OK } dd_drawtext_fmt(inv_x, inv_y - 20, color, DD_LEFT | DD_SHADE, "Weight: %d/%d", current_weight, max_weight); } } int calculate_inventory_weight(void) { int total = 0; for (int i = 0; i < INVENTORYSIZE; i++) { if (item[i]) { // Request item info if needed, or use cached data total += 10; // Simplified weight } } return total; } ``` -------------------------------- ### Draw minimap markers in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Example showing how to draw dynamic markers on the game minimap. Calculates scaled positions from map coordinates and renders pulsing quest objective indicators. ```c void draw_minimap_overlay(void) { int map_tl_x = dotx(DOT_MTL); int map_tl_y = doty(DOT_MTL); int map_br_x = dotx(DOT_MBR); int map_br_y = doty(DOT_MBR); if (map_tl_x > 0 && map_br_x > 0) { int map_width = map_br_x - map_tl_x; int map_height = map_br_y - map_tl_y; // Draw quest objective marker int objective_x = 35; // Map coordinates int objective_y = 40; // Scale to minimap int marker_x = map_tl_x + (objective_x * map_width / MAPDX); int marker_y = map_tl_y + (objective_y * map_height / MAPDY); // Draw pulsing marker int pulse = (current_time / 100) % 20; unsigned short marker_color = IRGB(31, pulse, 0); dd_rect(marker_x - 2, marker_y - 2, marker_x + 2, marker_y + 2, marker_color); dd_drawtext(marker_x + 5, marker_y - 5, marker_color, DD_LEFT | DD_SMALL, "Quest"); } } ``` -------------------------------- ### Draw Sprites - Basic Parameters (C) Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Renders sprites to screen using basic parameters including screen coordinates, lighting level, and alignment mode. The function provides three alignment options (offset, center, normal) and 32 lighting levels from brightest to darkest. Dependencies include the game.h header and display driver functions. Example demonstrates drawing a player character with an equipped item and shadow effect. ```c // Draw sprite with simple parameters void dd_copysprite(int sprite, int scrx, int scry, int light, int align); // Alignment constants #define DD_OFFSET 0 // Draw from top-left #define DD_CENTER 1 // Draw centered #define DD_NORMAL 2 // Draw from sprite origin // Lighting constants #define DDFX_NLIGHT 15 // Normal lighting #define DDFX_BRIGHT 0 // Brightest #define DDFX_DARK 31 // Darkest // Example: Draw character sprite and item #include "game.h" void draw_player_and_item(void) { int player_sprite = 52000; // Player sprite ID int sword_sprite = 10450; // Sword item sprite int x = 400, y = 300; // Screen position // Draw centered player with normal lighting dd_copysprite(player_sprite, x, y, DDFX_NLIGHT, DD_CENTER); // Draw sword above player, slightly offset dd_copysprite(sword_sprite, x + 20, y - 40, DDFX_NLIGHT, DD_CENTER); // Draw shadow beneath (darker, offset sprite) dd_copysprite(player_sprite, x + 5, y + 5, 25, DD_CENTER); } ``` -------------------------------- ### Draw UI elements and shapes using primitive functions Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides C functions for drawing basic UI elements including filled and semi-transparent rectangles, lines, and pixels. Includes examples for rendering health/mana bars with gradient effects and text overlays, plus a minimap grid drawing function. Requires game.h header for text rendering functions. ```c // Draw filled rectangle void dd_rect(int sx, int sy, int ex, int ey, unsigned short color); // Draw semi-transparent rectangle void dd_shaded_rect(int sx, int sy, int ex, int ey, unsigned short color, unsigned short alpha); // Draw line void dd_line(int fx, int fy, int tx, int ty, unsigned short col); // Draw single pixel void dd_pixel(int x, int y, unsigned short col); // Example: Draw health/mana bars #include "game.h" void draw_stat_bars(int x, int y, int hp, int max_hp, int mana, int max_mana) { unsigned short red = IRGB(25, 0, 0); unsigned short bright_red = IRGB(31, 5, 5); unsigned short blue = IRGB(0, 0, 25); unsigned short bright_blue = IRGB(5, 5, 31); unsigned short gray = IRGB(10, 10, 10); int bar_width = 150; int bar_height = 12; // HP bar background dd_rect(x, y, x + bar_width, y + bar_height, gray); // HP bar fill int hp_width = (hp * bar_width) / max_hp; dd_rect(x, y, x + hp_width, y + bar_height, red); // HP bar highlight (top half) dd_rect(x, y, x + hp_width, y + bar_height/2, bright_red); // HP text dd_drawtext_fmt(x + bar_width/2, y + 2, IRGB(31,31,31), DD_CENTER | DD_SMALL, "%d/%d", hp, max_hp); // Mana bar (offset below HP) y += bar_height + 5; dd_rect(x, y, x + bar_width, y + bar_height, gray); int mana_width = (mana * bar_width) / max_mana; dd_rect(x, y, x + mana_width, y + bar_height, blue); dd_rect(x, y, x + mana_width, y + bar_height/2, bright_blue); dd_drawtext_fmt(x + bar_width/2, y + 2, IRGB(31,31,31), DD_CENTER | DD_SMALL, "%d/%d", mana, max_mana); } // Example: Draw minimap grid void draw_minimap_grid(int map_x, int map_y, int map_size) { unsigned short grid_color = IRGB(8, 8, 8); for (int i = 0; i <= map_size; i++) { int offset = i * 5; // Vertical lines dd_line(map_x + offset, map_y, map_x + offset, map_y + map_size * 5, grid_color); // Horizontal lines dd_line(map_x, map_y + offset, map_x + map_size * 5, map_y + offset, grid_color); } } ``` -------------------------------- ### Draw Text in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt This snippet demonstrates drawing text strings, formatted text, and word-wrapped text using the dd_drawtext, dd_drawtext_fmt, and dd_drawtext_break functions. The example includes color, shadows, alignment, and formatting options, with text length calculation. ```C // Draw text string int dd_drawtext(int sx, int sy, unsigned short color, int flags, const char *text); // Draw formatted text (printf-style) int dd_drawtext_fmt(int sx, int sy, unsigned short color, int flags, const char *format, ...); // Draw text with word wrapping int dd_drawtext_break(int x, int y, int breakx, unsigned short color, int flags, const char *ptr); // Get text width in pixels int dd_textlength(int flags, const char *text); // Text flags #define DD_LEFT 0 // Left-aligned #define DD_CENTER 1 // Centered #define DD_RIGHT 2 // Right-aligned #define DD_SHADE 4 // Drop shadow #define DD_SMALL 8 // Small font #define DD_FRAME 16 // Framed background #define DD_BIG 32 // Large font // Color macros (15-bit RGB, 5-5-5 format) #define IRGB(r,g,b) (((r)<<10)|((g)<<5)|((b)<<0)) #define IGET_R(c) ((((unsigned short)(c))>>10)&0x1F) #define IGET_G(c) ((((unsigned short)(c))>>5)&0x1F) #define IGET_B(c) ((((unsigned short)(c))>>0)&0x1F) // Example: Draw UI text with various styles #include "game.h" void draw_character_stats(int hp, int max_hp, int mana, int max_mana, int gold) { unsigned short white = IRGB(31, 31, 31); unsigned short red = IRGB(31, 0, 0); unsigned short blue = IRGB(0, 15, 31); unsigned short yellow = IRGB(31, 31, 0); int x = 50, y = 50; // Title with shadow dd_drawtext(x, y, white, DD_LEFT | DD_SHADE | DD_BIG, "Character Stats"); // HP bar with color based on health percentage int hp_percent = (hp * 100) / max_hp; unsigned short hp_color = (hp_percent > 50) ? white : red; dd_drawtext_fmt(x, y + 30, hp_color, DD_LEFT | DD_SHADE, "HP: %d/%d (%d%%)", hp, max_hp, hp_percent); // Mana in blue dd_drawtext_fmt(x, y + 50, blue, DD_LEFT | DD_SHADE, "Mana: %d/%d", mana, max_mana); // Gold in yellow dd_drawtext_fmt(x, y + 70, yellow, DD_LEFT | DD_SHADE, "Gold: %d", gold); // Small footer text dd_drawtext(x, y + 100, white, DD_LEFT | DD_SMALL, "Press TAB for inventory"); } // Example: Word-wrapped dialog box void draw_dialog(const char *message) { int box_x = 200, box_y = 400; int box_width = 400; unsigned short box_color = IRGB(8, 8, 12); unsigned short text_color = IRGB(28, 28, 28); // Draw semi-transparent background box dd_shaded_rect(box_x, box_y, box_x + box_width, box_y + 100, box_color, 200); // Draw text with word wrap at box boundary dd_drawtext_break(box_x + 10, box_y + 10, box_x + box_width - 10, text_color, DD_LEFT | DD_SHADE, message); } ``` -------------------------------- ### Create loadable mod hooks for game events in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt This snippet provides the basic hook functions required to create a loadable DLL mod for the ASTONIA client. It defines lifecycle callbacks, input event hooks, and example implementations such as an FPS counter overlay. The mod interacts with the engine via amod_* functions and uses utilities like dd_drawtext_fmt, requiring the amod.h header. ```C // Mod lifecycle functions void amod_init(void); // Called when mod loads void amod_exit(void); // Called when mod unloads void amod_gamestart(void); // Called when entering game void amod_frame(void); // Called each render frame void amod_tick(void); // Called each game tick (24/sec) // Input hooks (return 1 to consume event, 0 to pass through) int amod_mouse_click(int x, int y, int what); int amod_keydown(int key); int amod_keyup(int key); // Mouse event constants #define SDL_MOUM_LUP 1 // Left button up #define SDL_MOUM_LDOWN 2 // Left button down #define SDL_MOUM_RUP 3 // Right button up #define SDL_MOUM_RDOWN 4 // Right button down #define SDL_MOUM_WHEEL 7 // Mouse wheel // Example: Basic mod with FPS counter #include "amod.h" static int frame_count = 0; static int last_second = 0; static int fps = 0; void amod_init(void) { note("FPS Counter Mod v.0 loaded!"); } void amod_exit(void) { note("FPS Counter Mod unloaded."); } void amod_frame(void) { frame_count++; // Calculate FPS every second if (current_time > last_second + 1000) { fps = frame_count; frame_count = 0; last_second current_time; } // Draw FPS counter in top-right corner int x = XRES - 100; int y = 10; dd_drawtext_fmt(x, y, IRGB(31, 31, 0), DD_LEFT | DD_SHADE, "FPS: %d", fps); } int amod_mouse_click(int x, int y, int what) { if (what == SDL_MOUM_RDOWN) { // Log right-clicks addline("Right-clicked at (%d, %d)", x, y); } return 0; // Don't consume event } int amod_keydown(int) { if (key == 'F') { addline("Current FPS: %d", fps); return 1; // Consume 'F' key } return 0; } ``` -------------------------------- ### Get UI element positions in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Functions dotx() and doty() return screen coordinates for UI elements by index. Includes predefined indices for common panels like inventory, map, and chat. Used for aligning custom overlays with game UI. ```c // Get UI element position int dotx(int didx); // X coordinate int doty(int didx); // Y coordinate // Get button position int butx(int bidx); // X coordinate int buty(int bidx); // Y coordinate // UI element indices #define DOT_WEA 2 // Worn equipment panel #define DOT_INV 3 // Inventory panel #define DOT_CON 4 // Container panel #define DOT_TXT 9 // Chat/text window #define DOT_MTL 10 // Map top-left corner #define DOT_MBR 11 // Map bottom-right corner #define DOT_SKL 12 // Skill list panel ``` -------------------------------- ### C - Sprite Override Functions Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Defines functions for checking sprite properties (cut, door, movement) and manipulating character sprites. Includes examples of custom armor rendering, weapon rendering, and sprite height adjustments based on sprite ID. ```C // Check if sprite should be cut at ground level int is_cut_sprite(int sprite); // Check if sprite is a door int is_door_sprite(int sprite); // Check if sprite should move smoothly int is_mov_sprite(int sprite, int itemhint); // Get character sprite based on state int get_player_sprite(int nr, int zdir, int action, int step, int duration, int attick); // Transform character sprite properties void trans_csprite(int mn, struct map *cmap, int attick); // Get sprite height for rendering int get_chr_height(int csprite); // Example: Custom character appearance system #include "amod.h" #define CUSTOM_ARMOR_OFFSET 100000 #define CUSTOM_WEAPON_OFFSET 110000 // Override character sprite rendering void trans_csprite(int mn, struct map *cmap, int attick) { if (!cmap->cn) return; struct player *p = &player[cmap->cn]; // Check for custom armor equipped int chest_item = item[WEAR_BODY]; // Body armor slot if (chest_item > 0) { // Apply custom armor sprite int armor_sprite = CUSTOM_ARMOR_OFFSET + (chest_item % 1000); // Add armor layer to display list DL *dl = dl_next_set(GME_LAY, armor_sprite, cmap->x * 32, cmap->y * 32, cmap->light); dl->h = 60; // Render above character base // Match character animation state dl->ddfx.sprite += (attick % 8); // Animation frame } // Custom weapon rendering int weapon_item = item[WEAR_RHAND]; if (weapon_item > 0) { int weapon_sprite = CUSTOM_WEAPON_OFFSET + (weapon_item % 1000); DL *dl = dl_next_set(GME_LAY, weapon_sprite, cmap->x * 32 + 10, cmap->y * 32 - 20, cmap->light); dl->h = 65; // Render above armor // Rotate weapon based on character direction if (cmap->dir == DX_RIGHT) { dl->ddfx.scale = 100; } else if (cmap->dir == DX_LEFT) { dl->ddfx.scale = -100; // Flip horizontally } } } // Custom sprite height for collision detection int get_chr_height(int csprite) { // Custom tall sprites if (csprite >= 60000 && csprite < 61000) { return 80; // Giant creatures } // Custom small sprites if (csprite >= 61000 && csprite < 62000) { return 30; // Small creatures } // Default height return 60; } ``` -------------------------------- ### Manage rendering bounds with clipping regions Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides functions for controlling rendering bounds through clipping region management. Includes saving/restoring clip regions and narrowing clip areas. The scrollable list example demonstrates how to constrain text rendering within boundaries while allowing border elements to remain unclipped. Requires game.h header for text rendering functions. ```c // Save current clip region void dd_push_clip(void); // Restore saved clip region void dd_pop_clip(void); // Narrow clip region (intersection with current) void dd_more_clip(int sx, int sy, int ex, int ey); // Example: Draw text in bounded area without overflow #include "game.h" void draw_scrollable_list(char **items, int item_count, int scroll_offset) { int list_x = 100; int list_y = 200; int list_width = 300; int list_height = 400; int line_height = 20; // Draw list background dd_rect(list_x, list_y, list_x + list_width, list_y + list_height, IRGB(5, 5, 5); // Save current clip state dd_push_clip(); // Restrict rendering to list bounds dd_more_clip(list_x, list_y, list_x + list_width, list_y + list_height); // Draw items (clipped automatically) int y = list_y - (scroll_offset * line_height); for (int i = 0; i < item_count; i++) { dd_drawtext(list_x + 10, y, IRGB(28, 28, 28), DD_LEFT, items[i]); y += line_height; } // Restore previous clip region dd_pop_clip(); // Draw border (not clipped) unsigned short border = IRGB(15, 15, 15); dd_line(list_x, list_y, list_x + list_width, list_y, border); dd_line(list_x, list_y + list_height, list_x + list_width, list_y + list_height, border); dd_line(list_x, list_y, list_x, list_y + list_height, border); dd_line(list_x + list_width, list_y, list_x + list_width, list_y + list_height, border); } ``` -------------------------------- ### Render display list sprites with depth sorting in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt This snippet demonstrates how to build and populate a display list for deferred sprite rendering with automatic depth sorting and layering in ASTONIA client. It defines the DL structure, constants, and helper functions dl_next and dl_next_set, and shows example usage for adding ground tiles, characters, text, and UI elements. The code assumes the presence of the game.h header and DDFX sprite effect definitions. ```C // Get next display list entry DL* dl_next(void); // Get display list entry with initialization DL* dl_next_set(int layer, int sprite, int scrx, int scry, int light); // Display list structure struct dl { int layer; // Rendering layer (controls draw order) int x, y, h; // Position (scry = y - h for depth sort) DDFX ddfx; // Sprite effects char call; // Special rendering callback }; // Layer constants #define GND_LAY 100 // Ground layer #define GND2_LAY 101 // Ground layer 2 #define GME_LAY 110 // Game objects (items, characters) #define TOP_LAY 1000 // UI overlay layer // Example: Add sprites to display list #include "game.h" void render_scene(void) { // Add ground tile DL *dl = dl_next_set(GND_LAY, 5000, 400, 300, DDFX_NLIGHT); // Add character sprite with height for depth sorting dl = dl_next_set(GME_LAY, 52000, 400, 350, DDFX_NLIGHT); dl->h = 50; // Character is 50 pixels tall // Add floating name text above character dl = dl_next_set(GME_LAY, 0, 400, 320, DDFX_NLIGHT); dl->h = 80; // Sort above character dl->call = 1; // Custom text rendering callback // Add UI element on top layer dl = dl_next_set(TOP_LAY, 1000, 50, 50, DDFX_NLIGHT); } // Example: Advanced display list with effects void render_magical_projectile(int x, int y, int z, int frame) { DL *dl = dl_next(); dl->layer = GME_LAY; dl->x = x; dl->y = y; dl->h = z; // Height for depth sorting // Configure sprite effects dl->ddfx.sprite = 15500 + (frame % 8); // Animated sprite dl->ddfx.scale = 80 + (frame % 20); // Pulsing scale dl->ddfx.cr = 20; dl->ddfx.cg = 10; dl->ddfx.cb = 50; // Blue tint dl->ddfx.alpha = 220; // Semi-transparent dl->ddfx.light = 5; // Bright dl->ddfx.align = DD_CENTER; dl->ddfx.ml = dl->ddfx.ll = dl->ddfx.rl = dl->ddfx.ul = dl->ddfx.dl = 5; } ``` -------------------------------- ### Draw Sprites - Advanced Visual Effects (C) Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides comprehensive sprite rendering with full effect control including scaling, color tinting, transparency, and multi-directional lighting. The DDFX structure controls all visual aspects with RGB color balance, scale percentage, alpha transparency, and directional light sources. Requires memset for initialization and screen resolution constants (XRES/YRES). Example functions demonstrate creating magical glowing effects and pulsing damage indicators. ```c // Draw sprite with full effect control int dd_copysprite_fx(DDFX *ddfx, int scrx, int scry); // Effect structure struct ddfx { int sprite; // Sprite ID signed char sink; // Vertical offset unsigned char scale; // Scale (100 = normal, 50 = half, 200 = double) char cr, cg, cb; // Color balance RGB (-64 to +63) char clight, sat; // Lightness, saturation unsigned short c1, c2, c3; // Color replacement (0 = no replace) unsigned short shine; // Shine color char light; // Lighting (0 = bright, 15 = normal, 31 = dark) char freeze; // Animation freeze frame char ml, ll, rl, ul, dl; // Multi-light (middle, left, right, up, down) char align; // Alignment mode short clipsx, clipex; // Clip rectangle start/end X short clipsy, clipey; // Clip rectangle start/end Y unsigned char alpha; // Transparency (0 = invisible, 255 = opaque) }; // Example: Draw glowing, scaled, semi-transparent sprite #include "game.h" #include void draw_magical_effect(int x, int y) { DDFX ddfx; memset(&ddfx, 0, sizeof(DDFX)); // Magical orb sprite ddfx.sprite = 15000; ddfx.scale = 150; // 150% size ddfx.cr = 0; // Normal red ddfx.cg = 30; // Boost green ddfx.cb = 50; // Boost blue (cyan tint) ddfx.alpha = 180; // 70% opacity ddfx.light = 8; // Brighter than normal ddfx.align = DD_CENTER; ddfx.sink = 0; // Set multi-directional lighting (all bright) ddfx.ml = ddfx.ll = ddfx.rl = ddfx.ul = ddfx.dl = 8; // No clipping ddfx.clipsx = ddfx.clipsy = 0; ddfx.clipex = XRES; ddfx.clipey = YRES; dd_copysprite_fx(&ddfx, x, y); } // Example: Pulsing red damage effect void draw_damage_flash(int sprite_id, int x, int y, int frame) { DDFX ddfx; memset(&ddfx, 0, sizeof(DDFX)); ddfx.sprite = sprite_id; ddfx.cr = 63; // Maximum red tint ddfx.cg = ddfx.cb = -30; // Reduce green/blue ddfx.scale = 100 + (frame % 10); // Slight pulse ddfx.alpha = 255 - (frame * 10); // Fade out ddfx.light = DDFX_NLIGHT; ddfx.align = DD_CENTER; ddfx.ml = ddfx.ll = ddfx.rl = ddfx.ul = ddfx.dl = DDFX_NLIGHT; dd_copysprite_fx(&ddfx, x, y); } ``` -------------------------------- ### C Configuration File Loading with Logging Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Demonstrates loading a configuration file with robust error handling using logging functions. Includes error messages for file opening and invalid syntax, as well as informational messages for successful loading and options. ```c #include "astonia.h" #include int load_config_file(const char *path) { note("Loading configuration from %s", path); FILE *f = fopen(path, "r"); if (!f) { warn("Could not open config file %s: %s", path, strerror(errno)); return 0; } char line[256]; int line_num = 0; int options_loaded = 0; while (fgets(line, sizeof(line), f)) { line_num++; // Parse configuration line if (line[0] == '#' || line[0] == '\n') { continue; // Skip comments and empty lines } char key[64], value[64]; if (sscanf(line, "%63s = %63s", key, value) != 2) { warn("Invalid config syntax at line %d: %s", line_num, line); continue; } // Process option note("Config: %s = %s", key, value); options_loaded++; } fclose(f); if (options_loaded == 0) { fail("No valid options loaded from %s", path); return 0; } note("Successfully loaded %d configuration options", options_loaded); addline("Configuration loaded: %d options", options_loaded); return 1; } ``` -------------------------------- ### Module Initialization and Cleanup with Memory Tracking in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Demonstrates allocating and freeing an array of structures during module init and exit phases. Depends on amod.h and xcalloc/xfree; assumes MAXCHARS is defined. Inputs: Loop over MAXCHARS; outputs: Populated player_data array. Limitations: Manual null checks required; fails module init on allocation error. ```c // Example: Proper memory management in mod #include "amod.h" #include struct custom_data { char name[64]; int value; float coords[3]; }; static struct custom_data *player_data[MAXCHARS]; void amod_init(void) { // Allocate player data array for (int i = 0; i < MAXCHARS; i++) { player_data[i] = xcalloc(sizeof(struct custom_data), MEM_GAME); if (!player_data[i]) { fail("Failed to allocate player data"); return; } } note("Allocated %d player data structures", MAXCHARS); } void amod_exit(void) { // Clean up all allocations for (int i = 0; i < MAXCHARS; i++) { if (player_data[i]) { xfree(player_data[i]); player_data[i] = NULL; } } note("Freed all player data"); } ``` -------------------------------- ### Accessing Game State Variables and Map Scanning in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides global variables for game state like map, stats, inventory, and resources, along with a map structure for tile data. Includes functions to display character info and scan nearby items/characters. Depends on client.h for addline and other utilities; inputs are coordinates or indices, outputs via addline prints. Limitations: Assumes 51x51 visible map and fixed inventory size of 110 slots. ```c // Global game state variables extern struct map map[MAPDX*MAPDY]; // 51x51 visible map extern int value[2][V_MAX]; // [0]=current, [1]=base stats extern int item[INVENTORYSIZE]; // 110 inventory slots extern int hp, mana, rage, endurance; // Current resource values extern int gold, experience; // Currency and XP extern struct player player[MAXCHARS]; // Visible characters // Map structure (simplified) struct map { unsigned short gsprite, gsprite2; // Ground sprites unsigned short fsprite, fsprite2; // Foreground sprites unsigned int isprite; // Item sprite unsigned int csprite; // Character sprite unsigned int cn; // Character number unsigned char action, dir; // Character state unsigned char health, mana; // Resource bars (0-16) unsigned int flags; // Tile flags }; // Stat indices #define V_HP 0 // Hit points #define V_MANA 2 // Mana points #define V_WIS 3 // Wisdom #define V_INT 4 // Intelligence #define V_AGI 5 // Agility #define V_STR 6 // Strength #define V_ARMOR 18 // Armor value #define V_WEAPON 19 // Weapon skill // Map coordinate conversion int mapmn(int x, int y); // Convert (x,y) to array index // Example: Display character statistics #include "client.h" void show_character_info(void) { // Current vs base stats int cur_str = value[0][V_STR]; int base_str = value[1][V_STR]; int cur_hp = value[0][V_HP]; // Display stats addline("Strength: %d (base: %d)", cur_str, base_str); addline("Max HP: %d, Current HP: %d", cur_hp, hp); addline("Gold: %d, Experience: %d", gold, experience); // Check for buffs/debuffs if (cur_str > base_str) { addline("You are buffed! (+%d STR)", cur_str - base_str); } } // Example: Scan nearby map tiles void scan_nearby_items(int player_x, int player_y) { int found_items = 0; for (int dy = -5; dy <= 5; dy++) { for (int dx = -5; dx <= 5; dx++) { int check_x = player_x + dx; int check_y = player_y + dy; // Bounds check if (check_x < 0 || check_x >= MAPDX || check_y < 0 || check_y >= MAPDY) { continue; } int mn = mapmn(check_x, check_y); // Check for items on ground if (map[mn].isprite) { addline("Item at (%d, %d)", check_x, check_y); found_items++; } // Check for characters if (map[mn].cn) { struct player *p = &player[map[mn].cn]; addline("Character '%s' at (%d, %d)", p->name, check_x, check_y); } } } if (found_items == 0) { addline("No items nearby"); } } ``` -------------------------------- ### Dynamic String Creation and Management in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Creates formatted strings using snprintf and tracked duplication for temporary use. Depends on stdio.h for snprintf and xstrdup/xfree. Inputs: Player name and score; outputs: Allocated string pointer. Limitations: Fixed buffer size risks truncation; manual free required to avoid leaks. ```c // Example: Dynamic string management char* create_formatted_message(const char *player_name, int score) { char buffer[256]; snprintf(buffer, sizeof(buffer), "Player %s scored %d points!", player_name, score); // Allocate and return duplicated string return xstrdup(buffer, MEM_TEMP); } void process_message(void) { char *msg = create_formatted_message("Hero", 1000); // Use message addline("%s", msg); // Free when done xfree(msg); } ``` -------------------------------- ### Send Client Commands to Server Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Functions to send player actions and requests to the game server using the client command API. Commands are transmitted as binary packets over TCP sockets. Includes movement, combat, spell casting and chat functionality. ```c // Move player to map coordinates void cmd_move(int x, int y); // Attack character by character number void cmd_kill(int cn); // Use object at map location void cmd_use(int x, int y); // Send chat message void cmd_text(char *text); // Cast spell at location or character void cmd_some_spell(int spell, int x, int y, int chr); // Example: Walk to location, attack, and cast fireball #include "client.h" void combat_sequence(void) { // Move to position (25, 30) cmd_move(25, 30); // Attack character 5 cmd_kill(5); // Cast fireball at map position (28, 32) cmd_some_spell(CL_FIREBALL, 28, 32, 0); // Send chat message cmd_text("Victory!"); // Request look at map tile cmd_look_map(28, 32); } // Spell command constants #define CL_BLESS 10 // Cast bless buff #define CL_FIREBALL 11 // Cast fireball attack #define CL_HEAL 12 // Cast heal spell #define CL_MAGICSHIELD 13 // Cast magic shield #define CL_FREEZE 14 // Cast freeze #define CL_FLASH 17 // Cast flash #define CL_BALL 18 // Cast lightning ball #define CL_WARCRY 19 // Cast warcry #define CL_PULSE 38 // Cast pulse ``` -------------------------------- ### C Performance Profiling - Rendering Frame Times Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides a function to profile rendering performance by tracking frame times. It calculates and displays the average frame time and frames per second (FPS) every 60 frames. ```c void profile_rendering(void) { static int frame_times[60]; static int frame_index = 0; static unsigned long last_time = 0; unsigned long current = get_current_time_ms(); int frame_time = (int)(current - last_time); last_time = current; frame_times[frame_index] = frame_time; frame_index = (frame_index + 1) % 60; // Calculate average every 60 frames if (frame_index == 0) { int total = 0; int min = 999999, max = 0; for (int i = 0; i < 60; i++) { total += frame_times[i]; if (frame_times[i] < min) min = frame_times[i]; if (frame_times[i] > max) max = frame_times[i]; } float avg = total / 60.0f; float fps = 1000.0f / avg; note("Frame stats: avg=%.2fms (%.1f fps), min=%dms, max=%dms", avg, fps, min, max); } } ``` -------------------------------- ### Memory Usage Debugging in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Calls list_mem to print a breakdown of memory usage by category for leak detection. No dependencies beyond list_mem declaration. Inputs: None; outputs: Console printout of category stats. Limitations: Debug-only; does not free memory or provide interactive tools. ```c // Example: Check memory usage void debug_memory_usage(void) { list_mem(); // Prints breakdown by category } ``` -------------------------------- ### Convert screen to map coordinates in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Converts screen coordinates to map coordinates using the stom function. Returns non-zero if the conversion is valid. Requires screen x/y coordinates and output pointers for map x/y coordinates. ```c // Convert screen to map coordinates int stom(int scrx, int scry, int *mapx, int *mapy); ``` -------------------------------- ### Find nearest enemy with pathfinding in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Finds the nearest enemy character by calculating squared distances to all characters on the map. Uses a helper function to compute squared distances for efficiency. ```c int get_distance(int x1, int y1, int x2, int y2) { int dx = x2 - x1; int dy = y2 - y1; return (dx * dx + dy * dy); // Squared distance (faster) } void find_nearest_enemy(int player_x, int player_y) { int nearest_cn = 0; int nearest_dist = 999999; for (int y = 0; y < MAPDY; y++) { for (int x = 0; x < MAPDX; x++) { int mn = mapmn(x, y); if (map[mn].cn) { int dist = get_distance(player_x, player_y, x, y); if (dist < nearest_dist) { nearest_dist = dist; nearest_cn = map[mn].cn; } } } } if (nearest_cn > 0) { addline("Nearest enemy: %s (distance: %d)", player[nearest_cn].name, nearest_dist); } } ``` -------------------------------- ### Convert map to screen coordinates in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Converts map coordinates to screen coordinates using the mtos function. Takes map x/y coordinates and outputs screen x/y coordinates through pointers. ```c // Convert map to screen coordinates void mtos(int mapx, int mapy, int *scrx, int *scry); ``` -------------------------------- ### Custom Memory Allocation Functions in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Implements tracked allocation, deallocation, and duplication with category IDs for debugging leaks. Depends on internal implementation; uses standard C types like void*. Inputs: allocation size and category ID; outputs: pointers to allocated memory. Limitations: Non-standard API, requires matching xfree for cleanup; no automatic error handling beyond null checks. ```c // Allocate memory with category tracking void* xmalloc(int size, int ID); void* xcalloc(int size, int ID); // Zero-initialized void* xrealloc(void *ptr, int size, int ID); void xfree(void *ptr); char* xstrdup(const char *src, int ID); // Memory category IDs #define MEM_GLOB 1 // Global data #define MEM_TEMP 2 // Temporary allocations #define MEM_DL 4 // Display lists #define MEM_GUI 9 // GUI data #define MEM_GAME 10 // Game state #define MEM_SDL_BASE 15 // SDL structures #define MEM_SDL_PIXEL 16 // SDL pixel buffers #define MEM_SDL_PNG 17 // PNG image data // Debug function void list_mem(void); // Print memory usage by category ``` -------------------------------- ### C Logging Functions Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides C functions for logging messages with different severity levels. These functions output messages to the console, chat window, and log files. Severity levels include info, warning, error, and chat message. ```c int note(const char *format, ...); // Info message (console only) int warn(const char *format, ...); // Warning (console + log) int fail(const char *format, ...); // Error (console + log) void addline(const char *format, ...); // Chat window message ``` -------------------------------- ### Handle map clicks with coordinate conversion in C Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Processes mouse clicks on the map by converting screen coordinates to map coordinates. Detects characters, items, or empty tiles at the clicked location and performs appropriate actions. ```c void handle_map_click(int screen_x, int screen_y) { int map_x, map_y; // Convert screen click to map coordinates if (stom(screen_x, screen_y, &map_x, &map_y)) { // Click was on valid map tile int mn = mapmn(map_x, map_y); // Check what's at this location if (map[mn].cn) { // Character present addline("Character at tile (%d, %d)", map_x, map_y); cmd_look_map(map_x, map_y); } else if (map[mn].isprite) { // Item on ground addline("Item at tile (%d, %d)", map_x, map_y); cmd_take(map_x, map_y); } else { // Empty tile - move there cmd_move(map_x, map_y); } } } ``` -------------------------------- ### Send Achievement Request (C) Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt This function sends a request to the server to retrieve a list of achievements. It constructs a packet with a custom client command and sends it using the client_send function. It demonstrates how to initiate communication with the server for specific mod-related information. ```C void request_achievement_list(void) { unsigned char packet[2]; packet[0] = CL_USER; // Custom client command packet[1] = 1; // Request achievement list client_send(packet, 2); } ``` -------------------------------- ### C Debug Visualization - Collision Boxes Source: https://context7.com/danielbrockhaus/astonia_client/llms.txt Provides a function to draw collision boxes for map tiles. It iterates over the map and draws magenta outlines for tiles marked as blocked, converting map coordinates to screen coordinates. ```c void debug_draw_collision_boxes(void) { unsigned short debug_color = IRGB(31, 0, 31); // Magenta for (int y = 0; y < MAPDY; y++) { for (int x = 0; x < MAPDX; x++) { int mn = mapmn(x, y); // Check if tile is blocked if (map[mn].flags & 1) { int scr_x, scr_y; mtos(x, y, &scr_x, &scr_y); // Draw collision box outline dd_line(scr_x, scr_y, scr_x + 32, scr_y, debug_color); dd_line(scr_x + 32, scr_y, scr_x + 32, scr_y + 32, debug_color); dd_line(scr_x + 32, scr_y + 32, scr_x, scr_y + 32, debug_color); dd_line(scr_x, scr_y + 32, scr_x, scr_y, debug_color); } } } } ```