Added various protocols.

This commit is contained in:
Fizban 2011-08-12 02:02:32 +00:00
parent 19766c1be6
commit 4b1ea25b58
7 changed files with 2636 additions and 6 deletions

View file

@ -2325,7 +2325,7 @@ void list_llog_entries(struct char_data *ch)
i = fread(&llast, sizeof(struct last_entry), 1, fp);
while(!feof(fp)) {
send_to_char(ch, "%10s\t%d\t%s\t%s", llast.username, llast.punique,
send_to_char(ch, "%10s %d %s %s", llast.username, llast.punique,
last_array[llast.close_type], ctime(&llast.time));
i = fread(&llast, sizeof(struct last_entry), 1, fp);
}

View file

@ -163,6 +163,7 @@ static sigfunc *my_signal(int signo, sigfunc *func);
static RETSIGTYPE websterlink(int sig);
static size_t proc_colors(char *txt, size_t maxlen, int parse);
static void handle_webster_file();
static void msdp_update(void);
/* externally defined functions, used locally */
#ifdef __CXREF__
@ -965,6 +966,9 @@ void heartbeat(int heart_pulse)
if (!(heart_pulse % PULSE_VIOLENCE))
perform_violence();
if (!(heart_pulse % PASSES_PER_SEC))
msdp_update();
if (!(heart_pulse % (SECS_PER_MUD_HOUR * PASSES_PER_SEC))) { /* Tick ! */
next_tick = SECS_PER_MUD_HOUR; /* Reset tick coundown */
weather_and_time(1);
@ -1334,6 +1338,12 @@ size_t vwrite_to_output(struct descriptor_data *t, const char *format, va_list a
return (0);
wantsize = size = vsnprintf(txt, sizeof(txt), format, args);
strcpy(txt, ProtocolOutput( t, txt, (int*)&wantsize ));
size = wantsize;
if ( t->pProtocol->WriteOOB > 0 )
--t->pProtocol->WriteOOB;
if (t->character)
wantsize = size = proc_colors(txt, sizeof(txt), COLOR_ON(t->character));
/* If exceeding the size of the buffer, truncate it for the overflow message */
@ -1498,6 +1508,7 @@ static void init_descriptor (struct descriptor_data *newd, int desc)
if (++last_desc == 1000)
last_desc = 1;
newd->desc_num = last_desc;
newd->pProtocol = ProtocolCreate();
}
static int new_descriptor(socket_t s)
@ -1569,6 +1580,8 @@ static int new_descriptor(socket_t s)
newd->next = descriptor_list;
descriptor_list = newd;
ProtocolNegotiate(newd); /* <--- Add this line */
/* This is where the greetings are actually sent to the new player */
/* Adjusted by Jamdog to show color codes on the greetings page */
*greet_copy = '\0';
@ -1602,14 +1615,16 @@ static int process_output(struct descriptor_data *t)
/* add the extra CRLF if the person isn't in compact mode */
if (STATE(t) == CON_PLAYING && t->character && !IS_NPC(t->character) && !PRF_FLAGGED(t->character, PRF_COMPACT))
if ( !t->pProtocol->WriteOOB )
strcat(osb, "\r\n"); /* strcpy: OK (osb:MAX_SOCK_BUF-2 reserves space) */
/* add a prompt */
if ( !t->pProtocol->WriteOOB )
strcat(i, make_prompt(t)); /* strcpy: OK (i:MAX_SOCK_BUF reserves space) */
/* now, send the output. If this is an 'interruption', use the prepended
* CRLF, otherwise send the straight output sans CRLF. */
if (t->has_prompt) {
if (t->has_prompt && !t->pProtocol->WriteOOB) {
t->has_prompt = FALSE;
result = write_to_descriptor(t->descriptor, i);
if (result >= 2)
@ -1860,6 +1875,9 @@ static int process_input(struct descriptor_data *t)
char *ptr, *read_point, *write_point, *nl_pos = NULL;
char tmp[MAX_INPUT_LENGTH];
static char read_buf[PROTOCOL_BUFFER];
read_buf[0] = '\0';
/* first, find the point where we left off reading data */
buf_length = strlen(t->inbuf);
read_point = t->inbuf + buf_length;
@ -1871,7 +1889,14 @@ static int process_input(struct descriptor_data *t)
return (-1);
}
bytes_read = perform_socket_read(t->descriptor, read_point, space_left);
bytes_read = perform_socket_read(t->descriptor, read_buf, 2048);
if ( bytes_read >= 0 )
{
read_buf[bytes_read] = '\0';
ProtocolInput( t, read_buf, bytes_read, t->inbuf );
bytes_read = strlen(t->inbuf);
}
if (bytes_read < 0) /* Error, disconnect them. */
return (-1);
@ -2122,6 +2147,8 @@ void close_socket(struct descriptor_data *d)
if (d->showstr_count)
free(d->showstr_vector);
ProtocolDestroy( d->pProtocol );
/*. Kill any OLC stuff .*/
switch (d->connected) {
case CON_OEDIT:
@ -2793,3 +2820,61 @@ static void handle_webster_file(void) {
send_to_char(ch, "You get this feedback from Merriam-Webster:\r\n");
page_string(ch->desc, retval, 1);
}
static void msdp_update( void )
{
struct descriptor_data *d;
int PlayerCount = 0;
for (d = descriptor_list; d; d = d->next)
{
struct char_data *ch = d->character;
if ( ch && !IS_NPC(ch) && d->connected == CON_PLAYING )
{
struct char_data *pOpponent = FIGHTING(ch);
++PlayerCount;
MSDPSetString( d, eMSDP_CHARACTER_NAME, GET_NAME(ch) );
MSDPSetNumber( d, eMSDP_ALIGNMENT, GET_ALIGNMENT(ch) );
MSDPSetNumber( d, eMSDP_EXPERIENCE, GET_EXP(ch) );
MSDPSetNumber( d, eMSDP_HEALTH, GET_HIT(ch) );
MSDPSetNumber( d, eMSDP_HEALTH_MAX, GET_MAX_HIT(ch) );
MSDPSetNumber( d, eMSDP_LEVEL, GET_LEVEL(ch) );
MSDPSetNumber( d, eMSDP_CLASS, GET_CLASS(ch) );
MSDPSetNumber( d, eMSDP_MANA, GET_MANA(ch) );
MSDPSetNumber( d, eMSDP_MANA_MAX, GET_MAX_MANA(ch) );
MSDPSetNumber( d, eMSDP_WIMPY, GET_WIMP_LEV(ch) );
MSDPSetNumber( d, eMSDP_MONEY, GET_GOLD(ch) );
MSDPSetNumber( d, eMSDP_MOVEMENT, GET_MOVE(ch) );
MSDPSetNumber( d, eMSDP_MOVEMENT_MAX, GET_MAX_MOVE(ch) );
MSDPSetNumber( d, eMSDP_AC, compute_armor_class(ch) );
/* This would be better moved elsewhere */
if ( pOpponent != NULL )
{
int hit_points = (GET_HIT(pOpponent) * 100) / GET_MAX_HIT(pOpponent);
MSDPSetNumber( d, eMSDP_OPPONENT_HEALTH, hit_points );
MSDPSetNumber( d, eMSDP_OPPONENT_HEALTH_MAX, 100 );
MSDPSetNumber( d, eMSDP_OPPONENT_LEVEL, GET_LEVEL(pOpponent) );
MSDPSetString( d, eMSDP_OPPONENT_NAME, PERS(pOpponent, ch) );
}
else /* Clear the values */
{
MSDPSetNumber( d, eMSDP_OPPONENT_HEALTH, 0 );
MSDPSetNumber( d, eMSDP_OPPONENT_LEVEL, 0 );
MSDPSetString( d, eMSDP_OPPONENT_NAME, "" );
}
MSDPUpdate( d );
}
/* Ideally this should be called once at startup, and again whenever
* someone leaves or joins the mud. But this works, and it keeps the
* snippet simple. Optimise as you see fit.
*/
MSSPSetPlayers( PlayerCount );
}
}

View file

@ -1315,6 +1315,8 @@ int enter_player_game (struct descriptor_data *d)
/* Check for a login trigger in the players' start room */
login_wtrigger(&world[IN_ROOM(d->character)], d->character);
MXPSendTag( d, "<VERSION>" ); /* <--- Add this line */
return load_result;
}

2078
src/protocol.c Executable file

File diff suppressed because it is too large Load diff

453
src/protocol.h Executable file
View file

@ -0,0 +1,453 @@
/**************************************************************************
* File: protocol.h Part of tbaMUD *
* Usage: MXP, MSDP, ATCP, NAWS, TTYPE, CHARSET, 256-Colors *
* Author: KaVir *
* *
* All rights reserved. See license.doc for complete information. *
* *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
**************************************************************************/
#ifndef PROTOCOL_H
#define PROTOCOL_H
/******************************************************************************
Set your MUD_NAME, and change descriptor_t if necessary.
******************************************************************************/
#define MUD_NAME "Unknown MUD"
typedef struct descriptor_data descriptor_t;
/******************************************************************************
Symbolic constants.
******************************************************************************/
#define PROTOCOL_BUFFER 2048
#define MAX_OUTPUT_BUFFER 8192
#define TELOPT_SEND 1
#define TELOPT_ACCEPTED 2
#define TELOPT_REJECTED 3
#define TELOPT_TTYPE 24
#define TELOPT_NAWS 31
#define TELOPT_CHARSET 42
#define TELOPT_MSDP 69
#define TELOPT_MSSP 70
#define TELOPT_MCCP 86 /* This is MCCP version 2 */
#define TELOPT_MSP 90
#define TELOPT_MXP 91
#define TELOPT_ATCP 200
#define MSDP_VAR 1
#define MSDP_VAL 2
#define MAX_MSDP_SIZE 100
#define MSSP_VAR 1
#define MSSP_VAL 2
#define UNICODE_MALE 9794
#define UNICODE_FEMALE 9792
#define UNICODE_NEUTER 9791
/******************************************************************************
Types.
******************************************************************************/
typedef enum
{
false,
true
} bool_t;
typedef enum
{
eUNKNOWN,
eNO,
eSOMETIMES,
eYES
} support_t;
typedef enum
{
eMSDP_NONE = -1, /* This must always be first. */
/* General */
eMSDP_CHARACTER_NAME,
eMSDP_SERVER_ID,
eMSDP_SERVER_TIME,
/* Character */
eMSDP_AFFECTS,
eMSDP_ALIGNMENT,
eMSDP_EXPERIENCE,
eMSDP_EXPERIENCE_MAX,
eMSDP_EXPERIENCE_TNL,
eMSDP_HEALTH,
eMSDP_HEALTH_MAX,
eMSDP_LEVEL,
eMSDP_RACE,
eMSDP_CLASS,
eMSDP_MANA,
eMSDP_MANA_MAX,
eMSDP_WIMPY,
eMSDP_PRACTICE,
eMSDP_MONEY,
eMSDP_MOVEMENT,
eMSDP_MOVEMENT_MAX,
eMSDP_HITROLL,
eMSDP_DAMROLL,
eMSDP_AC,
eMSDP_STR,
eMSDP_INT,
eMSDP_WIS,
eMSDP_DEX,
eMSDP_CON,
eMSDP_STR_PERM,
eMSDP_INT_PERM,
eMSDP_WIS_PERM,
eMSDP_DEX_PERM,
eMSDP_CON_PERM,
/* Combat */
eMSDP_OPPONENT_HEALTH,
eMSDP_OPPONENT_HEALTH_MAX,
eMSDP_OPPONENT_LEVEL,
eMSDP_OPPONENT_NAME,
/* World */
eMSDP_AREA_NAME,
eMSDP_ROOM_EXITS,
eMSDP_ROOM_NAME,
eMSDP_ROOM_VNUM,
eMSDP_WORLD_TIME,
/* Configuration */
eMSDP_CLIENT_ID,
eMSDP_CLIENT_VERSION,
eMSDP_PLUGIN_ID,
eMSDP_ANSI_COLORS,
eMSDP_XTERM_256_COLORS,
eMSDP_UTF_8,
eMSDP_SOUND,
eMSDP_MXP,
/* GUI variables */
eMSDP_BUTTON_1,
eMSDP_BUTTON_2,
eMSDP_BUTTON_3,
eMSDP_BUTTON_4,
eMSDP_BUTTON_5,
eMSDP_GAUGE_1,
eMSDP_GAUGE_2,
eMSDP_GAUGE_3,
eMSDP_GAUGE_4,
eMSDP_GAUGE_5,
eMSDP_MAX /* This must always be last */
} variable_t;
typedef struct
{
variable_t Variable; /* The enum type of this variable */
char *pName; /* The string name of this variable */
bool_t bString; /* Is this variable a string or a number? */
bool_t bConfigurable; /* Can it be configured by the client? */
bool_t bWriteOnce; /* Can only set this variable once */
bool_t bGUI; /* It's a special GUI configuration variable */
int Min; /* The minimum valid value or string length */
int Max; /* The maximum valid value or string length */
int Default; /* The default value for a number */
const char *pDefault; /* The default value for a string */
} variable_name_t;
typedef struct
{
bool_t bReport; /* Is this variable being reported? */
bool_t bDirty; /* Does this variable need to be sent again? */
int ValueInt; /* The numeric value of the variable */
char *pValueString; /* The string value of the variable */
} MSDP_t;
typedef struct
{
const char *pName; /* The name of the MSSP variable */
const char *pValue; /* The value of the MSSP variable */
} MSSP_t;
typedef struct
{
int WriteOOB; /* Used internally to indicate OOB data */
bool_t bNegotiated; /* Indicates client successfully negotiated */
bool_t bBlockMXP; /* Used internally based on MXP version */
bool_t bTTYPE; /* The client supports TTYPE */
bool_t bNAWS; /* The client supports NAWS */
bool_t bCHARSET; /* The client supports CHARSET */
bool_t bMSDP; /* The client supports MSDP */
bool_t bATCP; /* The client supports ATCP */
bool_t bMSP; /* The client supports MSP */
bool_t bMXP; /* The client supports MXP */
support_t b256Support; /* The client supports XTerm 256 colors */
int ScreenWidth; /* The client's screen width */
int ScreenHeight; /* The client's screen height */
char *pMXPVersion; /* The version of MXP supported */
char *pLastTTYPE; /* Used for the cyclic TTYPE check */
MSDP_t **pVariables; /* The MSDP variables */
} protocol_t;
/******************************************************************************
Protocol functions.
******************************************************************************/
/* Function: ProtocolCreate
*
* Creates, initialises and returns a structure containing protocol data for a
* single user. This should be called when the descriptor is initialised.
*/
protocol_t *ProtocolCreate( void );
/* Function: ProtocolDestroy
*
* Frees the memory allocated by the specified structure. This should be
* called just before a descriptor is freed.
*/
void ProtocolDestroy( protocol_t *apProtocol );
/* Function: ProtocolNegotiate
*
* Negatiates with the client to see which protocols the user supports, and
* stores the results in the user's protocol structure. Call this when you
* wish to perform negotiation (but only call it once). It is usually called
* either immediately after the user has connected, or just after they have
* entered the game.
*/
void ProtocolNegotiate( descriptor_t *apDescriptor );
/* Function: ProtocolInput
*
* Extracts any negotiation sequences from the input buffer, and passes back
* whatever is left for the mud to parse normally. Call this after data has
* been read into the input buffer, before it is used for anything else.
*/
void ProtocolInput( descriptor_t *apDescriptor, char *apData, int aSize, char *apOut );
/* Function: ProtocolOutput
*
* This function takes a string, applies colour codes to it, and returns the
* result. It should be called just before writing to the output buffer.
*
* The special character used to indicate the start of a colour sequence is
* '\t' (i.e., a tab, or ASCII character 9). This makes it easy to include
* in help files (as you can literally press the tab key) as well as strings
* (where you can use \t instead). However players can't send tabs (on most
* muds at least), so this stops them from sending colour codes to each other.
*
* The predefined colours are:
*
* n: no colour (switches colour off)
* r: dark red R: bright red
* g: dark green G: bright green
* b: dark blue B: bright blue
* y: dark yellow Y: bright yellow
* m: dark magenta M: bright magenta
* c: dark cyan C: bright cyan
* w: dark white W: bright white
* o: dark orange O: bright orange
*
* So for example "This is \tOorange\tn." will colour the word "orange". You
* can add more colours yourself just by updating the switch statement.
*
* It's also possible to explicitly specify an RGB value, by including the four
* character colour sequence (as used by ColourRGB) within square brackets, eg:
*
* This is a \t[F010]very dark green foreground\tn.
*
* The square brackets can also be used to send unicode characters, like this:
*
* Boat: \t[U9973/B]
* Rook: \t[U9814/C]
*
* For example you might use 'B' to represent a boat on your ASCII map, or a 'C'
* to represent a castle - but players with UTF-8 support would actually see the
* appropriate unicode characters for a boat or a rook (the chess playing piece).
*
* The exact syntax is '\t' (tab), '[', 'U' (indicating unicode), then the decimal
* number of the unicode character (see http://www.unicode.org/charts), then '/'
* followed by the ASCII character/s that should be used if the client doesn't
* support UTF-8. The ASCII sequence can be up to 7 characters in length, but in
* most cases you'll only want it to be one or two characters (so that it has the
* same alignment as the unicode character).
*
* Finally, this function also allows you to embed MXP tags. The easiest and
* safest way to do this is via the ( and ) bracket options:
*
* From here, you can walk \t(north\t).
*
* However it's also possible to include more explicit MSP tags, like this:
*
* The baker offers to sell you a \t<send href="buy pie">pie\t</send>.
*
* Note that the MXP tags will automatically be removed if the user doesn't
* support MXP, but it's very important you remember to close the tags.
*/
const char *ProtocolOutput( descriptor_t *apDescriptor, const char *apData, int *apLength );
/******************************************************************************
Copyover save/load functions.
******************************************************************************/
/* Function: CopyoverGet
*
* Returns the protocol values stored as a short string. If your mud uses
* copyover, you should call this for each player and insert it after their
* name in the temporary text file.
*/
const char *CopyoverGet( descriptor_t *apDescriptor );
/* Function: CopyoverSet
*
* Call this function for each player after a copyover, passing in the string
* you added to the temporary text file. This will restore their protocol
* settings, and automatically renegotiate MSDP/ATCP.
*
* Note that the client doesn't recognise a copyover, and therefore refuses to
* renegotiate certain telnet options (to avoid loops), so they really need to
* be saved. However MSDP/ATCP is handled through scripts, and we don't want
* to have to save all of the REPORT variables, so it's easier to renegotiate.
*
* Client name and version are not saved. It is recommended you save these in
* the player file, as then you can grep to collect client usage stats.
*/
void CopyoverSet( descriptor_t *apDescriptor, const char *apData );
/******************************************************************************
MSDP functions.
******************************************************************************/
/* Function: MSDPUpdate
*
* Call this regularly (I'd suggest at least once per second) to flush every
* dirty MSDP variable that has been requested by the client via REPORT. This
* will automatically use ATCP instead if MSDP is not supported by the client.
*/
void MSDPUpdate( descriptor_t *apDescriptor );
/* Function: MSDPSend
*
* Send the specified MSDP variable to the player. You shouldn't ever really
* need to do this manually, except perhaps when debugging something. This
* will automatically use ATCP instead if MSDP is not supported by the client.
*/
void MSDPSend( descriptor_t *apDescriptor, variable_t aMSDP );
/* Function: MSDPSendPair
*
* Send the specified strings to the user as an MSDP variable/value pair. This
* will automatically use ATCP instead if MSDP is not supported by the client.
*/
void MSDPSendPair( descriptor_t *apDescriptor, const char *apVariable, const char *apValue );
/* Function: MSDPSetNumber
*
* Call this whenever an MSDP integer variable has changed. The easiest
* approach is to send every MSDP variable within an update function (and
* this is what the snippet does by default), but if the variable is only
* set in one place you can just move its MDSPSend() call to there.
*
* You can also this function for bools, chars, enums, short ints, etc.
*/
void MSDPSetNumber( descriptor_t *apDescriptor, variable_t aMSDP, int aValue );
/* Function: MSDPSetString
*
* Call this whenever an MSDP string variable has changed. The easiest
* approach is to send every MSDP variable within an update function (and
* this is what the snippet does by default), but if the variable is only
* set in one place you can just move its MDSPSend() call to there.
*/
void MSDPSetString( descriptor_t *apDescriptor, variable_t aMSDP, char *apValue );
/******************************************************************************
MSSP functions.
******************************************************************************/
/* Function: MSSPSetPlayers
*
* Stores the current number of players. The first time it's called, it also
* stores the uptime.
*/
void MSSPSetPlayers( int aPlayers );
/******************************************************************************
MXP functions.
******************************************************************************/
/* Function: MXPCreateTag
*
* Puts the specified tag into a secure line, if MXP is supported. If the user
* doesn't support MXP they will see the string unchanged, meaning they will
* see the <send> tags or whatever. You should therefore check for support and
* provide a different sequence for other users, or better yet just embed MXP
* tags for the ProtocolOutput() function.
*/
char *MXPCreateTag( descriptor_t *apDescriptor, char *apTag );
/* Function: MXPSendTag
*
* This works like MXPCreateTag, but instead of returning the string it sends
* it directly to the user. This is mainly useful for the <VERSION> tag.
*/
void MXPSendTag( descriptor_t *apDescriptor, char *apTag );
/******************************************************************************
Sound functions.
******************************************************************************/
/* Function: SoundSend
*
* Sends the specified sound trigger to the player, using MSDP or ATCP if
* supported, MSP if not. The trigger string itself is a relative path and
* filename, eg: SoundSend( pDesc, "monster/growl.wav" );
*/
void SoundSend( descriptor_t *apDescriptor, const char *apTrigger );
/******************************************************************************
Colour functions.
******************************************************************************/
/* Function: ColourRGB
*
* Returns a colour as an escape code, based on the RGB value provided. The
* string must be four characters, where the first is either 'f' for foreground
* or 'b' for background (case insensitive), and the other three characters are
* numeric digits in the range 0 to 5, representing red, green and blue.
*
* For example "F500" returns a red foreground, "B530" an orange background,
* and so on. An invalid colour will clear whatever you've set previously.
*
* If the user doesn't support XTerm 256 colours, this function will return the
* best-fit ANSI colour instead.
*
* If you wish to embed colours in strings, use ProtocolOutput().
*/
const char *ColourRGB( descriptor_t *apDescriptor, const char *apRGB );
/******************************************************************************
Unicode (UTF-8 conversion) functions.
******************************************************************************/
/* Function: UnicodeGet
*
* Returns the UTF-8 sequence for the specified unicode value.
*/
char *UnicodeGet( int aValue );
/* Function: UnicodeAdd
*
* Adds the UTF-8 sequence for the specified unicode value onto the end of the
* string, without adding a NUL character at the end.
*/
void UnicodeAdd( char **apString, int aValue );
#endif // PROTOCOL_H

View file

@ -12,6 +12,8 @@
#ifndef _STRUCTS_H_
#define _STRUCTS_H_
#include "protocol.h"
/** Intended use of this macro is to allow external packages to work with a
* variety of versions without modifications. For instance, an IS_CORPSE()
* macro was introduced in pl13. Any future code add-ons could take into
@ -1129,6 +1131,7 @@ struct descriptor_data
struct descriptor_data *snoop_by; /**< And who is snooping this char */
struct descriptor_data *next; /**< link to next descriptor */
struct oasis_olc_data *olc; /**< OLC info */
protocol_t *pProtocol;
};
/* other miscellaneous structures */

View file

@ -1299,6 +1299,7 @@ IDXTYPE atoidx( const char *str_to_conv )
next line will start with the same color.
Ends every line with @n to prevent color bleeds.
*/
#define isspace_ignoretabs(c) ((c)!='\t' && isspace(c))
char *strfrmt(char *str, int w, int h, int justify, int hpad, int vpad)
{
static char ret[MAX_STRING_LENGTH];
@ -1316,17 +1317,17 @@ char *strfrmt(char *str, int w, int h, int justify, int hpad, int vpad)
/* Split into lines, including convert \\ into \r\n */
while(*sp) {
/* eat leading space */
while(*sp && isspace(*sp)) sp++;
while(*sp && isspace_ignoretabs(*sp)) sp++;
/* word begins */
wp = sp;
wlen = 0;
while(*sp) { /* Find the end of the word */
if(isspace(*sp)) break;
if(isspace_ignoretabs(*sp)) break;
if(*sp=='\\' && sp[1] && sp[1]=='\\') {
if(sp!=wp)
break; /* Finish dealing with the current word */
sp += 2; /* Eat the marker and any trailing space */
while(*sp && isspace(*sp)) sp++;
while(*sp && isspace_ignoretabs(*sp)) sp++;
wp = sp;
/* Start a new line */
if(hpad)
@ -1345,6 +1346,14 @@ char *strfrmt(char *str, int w, int h, int justify, int hpad, int vpad)
if (*sp=='@' && (sp[1]!=*sp)) /* Color code, not @@ */
last_color = sp[1];
sp += 2; /* Eat the whole code regardless */
} else if (*sp=='\t'&&sp[1]) {
char MXPcode = sp[1]=='[' ? ']' : sp[1]=='<' ? '>' : '\0';
sp += 2; /* Eat the code */
if (MXPcode)
{
while (*sp!='\0'&&*sp!=MXPcode)
++sp; /* Eat the rest of the code */
}
} else {
wlen++;
sp++;