File: request.c

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/*
 * static char *rcsid_init_c =
 *    "$Id: request.c 7568 2007-11-24 21:17:09Z akirschbaum $";
 */

/*
    CrossFire, A Multiplayer game for X-windows

    Copyright (C) 2001 Mark Wedel
    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 author can be reached via e-mail to crossfire-devel@real-time.com
*/

/**
 * \file
 * Client handling.
 *
 * \date 2003-12-02
 *
 * This file implements all of the goo on the server side for handling 
 * clients.  It's got a bunch of global variables for keeping track of 
 * each of the clients. 
 *
 * Note:  All functions that are used to process data from the client
 * have the prototype of (char *data, int datalen, int client_num).  This
 * way, we can use one dispatch table.
 *
 * esrv_map_new starts updating the map
 *
 * esrv_map_setbelow allows filling in all of the faces for the map.
 * if a face has not already been sent to the client, it is sent now.
 *
 * compactstack, perform the map compressing
 * operations
 *
 * esrv_map_scroll tells the client to scroll the map, and does similarily
 * for the locally cached copy.
 */

#include <global.h>
#include <sproto.h>

#include <newclient.h>
#include <newserver.h>
#include <living.h>
#include <commands.h>

/* This block is basically taken from socket.c - I assume if it works there,
 * it should work here.
 */
#ifndef WIN32 /* ---win32 exclude unix headers */
#include <sys/types.h>
#include <sys/time.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netinet/tcp.h>
#include <netdb.h>
#endif /* win32 */

#ifdef HAVE_UNISTD_H
#include <unistd.h>
#endif

#ifdef HAVE_SYS_TIME_H
#include <sys/time.h>
#endif

#include "sounds.h"

/**
 * This table translates the attack numbers as used within the
 * program to the value we use when sending STATS command to the
 * client.  If a value is -1, then we don't send that to the
 * client.
 */
short atnr_cs_stat[NROFATTACKS] = {CS_STAT_RES_PHYS,
    CS_STAT_RES_MAG,CS_STAT_RES_FIRE, CS_STAT_RES_ELEC,
    CS_STAT_RES_COLD, CS_STAT_RES_CONF, CS_STAT_RES_ACID,
    CS_STAT_RES_DRAIN, -1 /* weaponmagic */,
    CS_STAT_RES_GHOSTHIT, CS_STAT_RES_POISON, 
    CS_STAT_RES_SLOW, CS_STAT_RES_PARA, CS_STAT_TURN_UNDEAD,
    CS_STAT_RES_FEAR, -1 /* Cancellation */,
    CS_STAT_RES_DEPLETE, CS_STAT_RES_DEATH,
    -1 /* Chaos */, -1 /* Counterspell */,
    -1 /* Godpower */, CS_STAT_RES_HOLYWORD,
    CS_STAT_RES_BLIND, 
    -1, /* Internal */
    -1, /* life stealing */
    -1 /* Disease - not fully done yet */
};

/** This is the Setup cmd - easy first implementation */
void set_up_cmd(char *buf, int len, socket_struct *ns)
{
    int s, slen;
    char *cmd, *param, cmdback[HUGE_BUF];

    /* run through the cmds of setup
     * syntax is setup <cmdname1> <parameter> <cmdname2> <parameter> ...
     *
     * we send the status of the cmd back, or a FALSE is the cmd is the server unknown
     * The client then must sort this out
     */

    LOG(llevInfo,"Get SetupCmd:: %s\n", buf);
    strcpy(cmdback,"setup");
    for(s=0;s<len; ) {

	cmd = &buf[s];

	/* find the next space, and put a null there */
	for(;buf[s] && buf[s] != ' ';s++) ;
	buf[s++]=0;
	while (buf[s] == ' ') s++;

	if(s>=len)
	    break;

	param = &buf[s];

	for(;buf[s] && buf[s] != ' ';s++) ;
	buf[s++]=0;
	while (buf[s] == ' ') s++;
		
	slen = strlen(cmdback);
	safe_strcat(cmdback, " ", &slen, HUGE_BUF);
	safe_strcat(cmdback, cmd, &slen, HUGE_BUF);
	safe_strcat(cmdback, " ", &slen, HUGE_BUF);
	
	if (!strcmp(cmd,"sound")) {
	    ns->sound = atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	}
	else if (!strcmp(cmd,"exp64")) {
	    ns->exp64 = atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	} else if (!strcmp(cmd, "spellmon")) {
	    ns->monitor_spells = atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	}  else if (!strcmp(cmd,"darkness")) {
	    ns->darkness = atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"map1cmd")) {
	    if (atoi(param)) ns->mapmode = Map1Cmd;
	    /* if beyond this size, need to use map1cmd no matter what */
	    if (ns->mapx>11 || ns->mapy>11) ns->mapmode = Map1Cmd;
	    safe_strcat(cmdback, ns->mapmode == Map1Cmd?"1":"0", &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"map1acmd")) {
	    if (atoi(param)) ns->mapmode = Map1aCmd;
	    safe_strcat(cmdback, ns->mapmode == Map1aCmd?"1":"0", &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"map2cmd")) {
	    if (atoi(param)) ns->mapmode = Map2Cmd;
	    safe_strcat(cmdback, ns->mapmode == Map2Cmd?"1":"0", &slen, HUGE_BUF);
        } else if (!strcmp(cmd,"newmapcmd")) {
            ns->newmapcmd= atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"facecache")) {
	    ns->facecache = atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"faceset")) {
	    char tmpbuf[20];
	    int q = atoi(param);

	    if (is_valid_faceset(q))
		ns->faceset=q;
	    sprintf(tmpbuf,"%d", ns->faceset);
	    safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF);
	    /* if the client is using faceset, it knows about image2 command */
	    ns->image2=1;
	} else if (!strcmp(cmd,"itemcmd")) {
	    /* Version of the item protocol command to use.  Currently,
	     * only supported versions are 1 and 2.  Using a numeric
	     * value will make it very easy to extend this in the future.
	     */
	    char tmpbuf[20];
	    int q = atoi(param);
	    if (q<1 || q>2) {
		strcpy(tmpbuf,"FALSE");
	    } else  {
		ns->itemcmd = q;
		sprintf(tmpbuf,"%d", ns->itemcmd);
	    }
	    safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF);
        } else if (!strcmp(cmd,"mapsize")) {
	    int x, y=0;
	    char tmpbuf[MAX_BUF], *cp;

	    x = atoi(param);
	    for (cp = param; *cp!=0; cp++)
		if (*cp == 'x' || *cp == 'X') {
		    y = atoi(cp+1);
		    break;
		}
	    if (x < 9 || y < 9 || x>MAP_CLIENT_X || y > MAP_CLIENT_Y) {
		sprintf(tmpbuf," %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y);
		safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF);
	    } else {
		ns->mapx = x;
		ns->mapy = y;
		/* better to send back what we are really using and not the
		 * param as given to us in case it gets parsed differently.
		 */
		sprintf(tmpbuf,"%dx%d", x,y);
		safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF);
		/* If beyond this size and still using orig map command, need to
		 * go to map1cmd.
		 */
		if ((x>11 || y>11) && ns->mapmode == Map0Cmd) ns->mapmode = Map1Cmd;
	    }
	} else if (!strcmp(cmd,"extendedMapInfos")) {
	    /* Added by tchize
	     * prepare to use the mapextended command
	     */
	    char tmpbuf[20];
	    ns->ext_mapinfos = (atoi(param));
	    sprintf(tmpbuf,"%d", ns->ext_mapinfos);
	    safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"extendedTextInfos")) {
	    /* Added by tchize
	     * prepare to use the extended text commands
	     * Client toggle this to non zero to get exttext
	     */
	    char tmpbuf[20];

	    ns->has_readable_type = (atoi(param));
	    sprintf(tmpbuf,"%d", ns->has_readable_type);
	    safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"tick")) {
	    ns->tick = atoi(param);
	    safe_strcat(cmdback, param, &slen, HUGE_BUF);
	} else if (!strcmp(cmd,"bot")) {
		ns->is_bot = ( atoi(param) != 0 ? 1 : 0 );
		safe_strcat(cmdback, ns->is_bot ? "1" : "0", &slen, HUGE_BUF);
        } else if (!strcmp(cmd,"inscribe")) {
            safe_strcat(cmdback, atoi(param) != 0 ? "1" : "0", &slen, HUGE_BUF);
        } else {
                /* Didn't get a setup command we understood -
                 * report a failure to the client.
                 */
            safe_strcat(cmdback, "FALSE", &slen, HUGE_BUF);
        }
    } /* for processing all the setup commands */
    LOG(llevInfo,"SendBack SetupCmd:: %s\n", cmdback);
    Write_String_To_Socket(ns, cmdback, strlen(cmdback));
}

/**
 * The client has requested to be added to the game.
 * This is what takes care of it.  We tell the client how things worked out.
 * I am not sure if this file is the best place for this function.  however,
 * it either has to be here or init_sockets needs to be exported.
 */
void add_me_cmd(char *buf, int len, socket_struct *ns)
{
    Settings oldsettings;
    oldsettings=settings;
    if (ns->status != Ns_Add || add_player(ns)) {
	Write_String_To_Socket(ns, "addme_failed",12);
    } else {
	/* Basically, the add_player copies the socket structure into
	 * the player structure, so this one (which is from init_sockets)
	 * is not needed anymore.  The write below should still work, as the
	 * stuff in ns is still relevant.
	 */
	Write_String_To_Socket(ns, "addme_success",13);
	if (ns->mapmode < Map1Cmd) {
	    /* The space in the link isn't correct, but in my quick test with client 1.1.0,
	     * it didn't print it out correctly when done as a single line.
	     */
	    char *buf= "drawinfo 3 Warning: Your client is too old to receive map data.  Please update to a new client at http://sourceforge.net/project/showfiles.php ?group_id=13833";
	    Write_String_To_Socket(ns, buf, strlen(buf));
	}

	socket_info.nconns--;
	ns->status = Ns_Avail;
    }
    settings=oldsettings;	
}

/** Reply to ExtendedInfos command */
void toggle_extended_infos_cmd(char *buf, int len, socket_struct *ns)
{
     char cmdback[MAX_BUF];
     char command[50];
     int info,nextinfo;
     cmdback[0]='\0';     
     nextinfo=0;
     while (1){
          /* 1. Extract an info*/
          info=nextinfo;
          while ( (info<len) && (buf[info]==' ') ) info++;
          if (info>=len)
               break;
          nextinfo=info+1;
          while ( (nextinfo<len) && (buf[nextinfo]!=' ') )
               nextinfo++;  
          if (nextinfo-info>=49) /*Erroneous info asked*/
               continue;
          strncpy (command,&(buf[info]),nextinfo-info);
          command[nextinfo-info]='\0';
          /* 2. Interpret info*/
          if (!strcmp("smooth",command)){
               /* Toggle smoothing*/
               ns->EMI_smooth=!ns->EMI_smooth;
          }else{
               /*bad value*/
          }
          /*3. Next info*/
     }
        strcpy (cmdback,"ExtendedInfoSet");
     if (ns->EMI_smooth){
          strcat (cmdback," ");
          strcat (cmdback,"smoothing");
     }
     Write_String_To_Socket(ns, cmdback,strlen(cmdback));
}

/** Reply to ExtendedInfos command */
void toggle_extended_text_cmd(char *buf, int len, socket_struct *ns)
{
     char cmdback[MAX_BUF];
     char temp[10];
     char command[50];
     int info,nextinfo,i,flag;
     cmdback[0]='\0';     
     nextinfo=0;
     while (1){
          /* 1. Extract an info*/
          info=nextinfo;
          while ( (info<len) && (buf[info]==' ') ) info++;
          if (info>=len)
               break;
          nextinfo=info+1;
          while ( (nextinfo<len) && (buf[nextinfo]!=' ') )
               nextinfo++;  
          if (nextinfo-info>=49) /*Erroneous info asked*/
               continue;
          strncpy (command,&(buf[info]),nextinfo-info);
          command[nextinfo-info]='\0';
          /* 2. Interpret info*/
          i = sscanf(command,"%d",&flag);
          if ( (i==1) && (flag>0) && (flag<=MSG_TYPE_LAST))
              ns->supported_readables|=(1<<flag);
          /*3. Next info*/
     }
     /* Send resulting state */
     strcpy (cmdback,"ExtendedTextSet");
     for (i=0;i<=MSG_TYPE_LAST;i++)
     	if (ns->supported_readables &(1<<i)){
          strcat (cmdback," ");
          snprintf(temp,sizeof(temp),"%d",i);
          strcat (cmdback,temp);
     	}
     Write_String_To_Socket(ns, cmdback,strlen(cmdback));
}

/**
 * A lot like the old AskSmooth (in fact, now called by AskSmooth).
 * Basically, it makes no sense to wait for the client to request a 
 * a piece of data from us that we know the client wants.  So
 * if we know the client wants it, might as well push it to the
 * client.
 */
static void send_smooth(socket_struct *ns, uint16 face) {
     uint16 smoothface;
     uint8 reply[MAX_BUF];
     SockList sl;

    /* If we can't find a face, return and set it so we won't try to send this
     * again.
     */
    if ((!find_smooth(face, &smoothface)) &&
         (!find_smooth( smooth_face->number, &smoothface))) {

        LOG(llevError,"could not findsmooth for %d. Neither default (%s)\n",face,smooth_face->name);
	ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
	return;
    }

    if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
	esrv_send_face(ns, smoothface, 0);

    ns->faces_sent[face] |= NS_FACESENT_SMOOTH;

    sl.buf=reply;
    strcpy((char*)sl.buf,"smooth ");
    sl.len=strlen((char*)sl.buf);
    SockList_AddShort(&sl, face);
    SockList_AddShort(&sl, smoothface);
    Send_With_Handling(ns, &sl);
}

 /**
  * Tells client the picture it has to use 
  * to smooth a picture number given as argument.
  */
void ask_smooth_cmd(char *buf, int len, socket_struct *ns){
    uint16 facenbr;

    facenbr=atoi (buf);
    send_smooth(ns, facenbr);
}





/**
 * This handles the general commands from the client (ie, north, fire, cast,
 * etc.)
 */
void player_cmd(char *buf, int len, player *pl)
{

    /* The following should never happen with a proper or honest client.
     * Therefore, the error message doesn't have to be too clear - if 
     * someone is playing with a hacked/non working client, this gives them
     * an idea of the problem, but they deserve what they get
     */
    if (pl->state!=ST_PLAYING) {
	new_draw_info_format(NDI_UNIQUE, 0,pl->ob,
	    "You can not issue commands - state is not ST_PLAYING (%s)", buf);
	return;
    }
    /* Check if there is a count.  In theory, a zero count could also be
     * sent, so check for that also.
     */
    if (atoi(buf) || buf[0]=='0') {
	pl->count=atoi((char*)buf);
	buf=strchr(buf,' ');	/* advance beyond the numbers */
	if (!buf) {
#ifdef ESRV_DEBUG
	    LOG(llevDebug,"player_cmd: Got count but no command.\n");
#endif
	    return;
	}
	buf++;
    }
    /* This should not happen anymore.    */
    if (pl->ob->speed_left<-1.0) {
	LOG(llevError,"Player has negative time - shouldn't do command.\n");
    }
    /* In c_new.c */
    execute_newserver_command(pl->ob, (char*)buf);
    /* Perhaps something better should be done with a left over count.
     * Cleaning up the input should probably be done first - all actions
     * for the command that issued the count should be done before any other
     * commands.
     */

    pl->count=0;

}


/**
 * This handles the general commands from the client (ie, north, fire, cast,
 * etc.).  It is a lot like player_cmd above, but is called with the
 * 'ncom' method which gives more information back to the client so it
 * can throttle.
 */
void new_player_cmd(uint8 *buf, int len, player *pl)
{
    int time,repeat;
    short packet;
    char    command[MAX_BUF];
    SockList sl;

    if (len < 7) {
	LOG(llevDebug,"Corrupt ncom command - not long enough - discarding\n");
	return;
    }

    packet = GetShort_String(buf);
    repeat = GetInt_String(buf+2);
    /* -1 is special - no repeat, but don't update */
    if (repeat!=-1) {
	pl->count=repeat;
    }
    if ((len-4) >= MAX_BUF) len=MAX_BUF-5;

    strncpy(command, (char*)buf+6, len-4);
    command[len-4]='\0';

    /* The following should never happen with a proper or honest client.
     * Therefore, the error message doesn't have to be too clear - if 
     * someone is playing with a hacked/non working client, this gives them
     * an idea of the problem, but they deserve what they get
     */
    if (pl->state!=ST_PLAYING) {
	new_draw_info_format(NDI_UNIQUE, 0,pl->ob,
	    "You can not issue commands - state is not ST_PLAYING (%s)", buf);
	return;
    }

    /* This should not happen anymore.    */
    if (pl->ob->speed_left<-1.0) {
	LOG(llevError,"Player has negative time - shouldn't do command.\n");
    }
    /* In c_new.c */
    execute_newserver_command(pl->ob, command);
    /* Perhaps something better should be done with a left over count.
     * Cleaning up the input should probably be done first - all actions
     * for the command that issued the count should be done before any other
     * commands.
     */
    pl->count=0;

    /* Send confirmation of command execution now */
    sl.buf = (uint8*)command;
    strcpy((char*)sl.buf,"comc ");
    sl.len=5;
    SockList_AddShort(&sl,packet);
    if (FABS(pl->ob->speed) < 0.001) time=MAX_TIME * 100;
    else
	time = ( int )( MAX_TIME/ FABS(pl->ob->speed) );
    SockList_AddInt(&sl,time);
    Send_With_Handling(&pl->socket, &sl);
}


/** This is a reply to a previous query. */
void reply_cmd(char *buf, int len, player *pl)
{
    /* This is to synthesize how the data would be stored if it
     * was normally entered.  A bit of a hack, and should be cleaned up
     * once all the X11 code is removed from the server.
     *
     * We pass 13 to many of the functions because this way they
     * think it was the carriage return that was entered, and the
     * function then does not try to do additional input.
     */
    snprintf(pl->write_buf, sizeof(pl->write_buf), ":%s", buf);

    /* this avoids any hacking here */
    
    switch (pl->state) {
	case ST_PLAYING:
	    LOG(llevError,"Got reply message with ST_PLAYING input state\n");
	    break;

	case ST_PLAY_AGAIN:
	    /* We can check this for return value (2==quit).  Maybe we
	     * should, and do something appropriate?
	     */
	    receive_play_again(pl->ob, buf[0]);
	    break;

	case ST_ROLL_STAT:
	    key_roll_stat(pl->ob,buf[0]);
	    break;

	case ST_CHANGE_CLASS:

        key_change_class(pl->ob, buf[0]);
        break;

	case ST_CONFIRM_QUIT:
	    key_confirm_quit(pl->ob, buf[0]);
	    break;

	case ST_CONFIGURE:
	    LOG(llevError,"In client input handling, but into configure state\n");
	    pl->state = ST_PLAYING;
	    break;

	case ST_GET_NAME:
	    receive_player_name(pl->ob,13);
	    break;

	case ST_GET_PASSWORD:
	case ST_CONFIRM_PASSWORD:
	case ST_CHANGE_PASSWORD_OLD:
	case ST_CHANGE_PASSWORD_NEW:
	case ST_CHANGE_PASSWORD_CONFIRM:
	    receive_player_password(pl->ob,13);
	    break;

	case ST_GET_PARTY_PASSWORD:        /* Get password for party */
	receive_party_password(pl->ob,13);
	    break;

	default:
	    LOG(llevError,"Unknown input state: %d\n", pl->state);
    }
}

/**
 * Client tells its version.  If there is a mismatch, we close the
 * socket.  In real life, all we should care about is the client having
 * something older than the server.  If we assume the client will be
 * backwards compatible, having it be a later version should not be a 
 * problem.
 */
void version_cmd(char *buf, int len,socket_struct *ns)
{
    char *cp;
    char version_warning[256];
		
    if (!buf) {
	LOG(llevError, "CS: received corrupted version command\n");
	return;
    }

    ns->cs_version = atoi(buf);
    ns->sc_version =  ns->cs_version;
    if (VERSION_CS !=  ns->cs_version) {
#ifdef ESRV_DEBUG
	LOG(llevDebug, "CS: csversion mismatch (%d,%d)\n", VERSION_CS,ns->cs_version);
#endif
    }
    cp = strchr(buf+1,' ');
    if (!cp) return;
    ns->sc_version = atoi(cp);
    if (VERSION_SC != ns->sc_version) {
#ifdef ESRV_DEBUG
	LOG(llevDebug, "CS: scversion mismatch (%d,%d)\n",VERSION_SC,ns->sc_version);
#endif
    }
    cp = strchr(cp+1, ' ');
    if (cp) {
	LOG(llevDebug,"CS: connection from client of type <%s>, ip %s\n", cp, ns->host);

	/* This is first implementation - i skip all beta DX clients with it 
	 * Add later stuff here for other clients 
	 */

	/* these are old dxclients */
	/* Version 1024 added support for singular + plural name values - 
	 * requiring this minimal value reduces complexity of that code, and it
	 * has been around for a long time.
	 */
	if(!strcmp(" CF DX CLIENT", cp) || ns->sc_version < 1024 )
	{
	    sprintf(version_warning,"drawinfo %d %s", NDI_RED, "**** VERSION WARNING ****\n**** CLIENT IS TOO OLD!! UPDATE THE CLIENT!! ****");
	    Write_String_To_Socket(ns, version_warning, strlen(version_warning));
	}

    }
}

/** sound related functions. */
 
void set_sound_cmd(char *buf, int len, socket_struct *ns)
{
    ns->sound = atoi(buf);
}

/** client wants the map resent */

void map_redraw_cmd(char *buf, int len, player *pl)
{
/* This function is currently disabled; just clearing the map state results in
 * display errors. It should clear the cache and send a newmap command.
 * Unfortunately this solution does not work because some client versions send
 * a mapredraw command after receiving a newmap command.
 */
#if 0
    /* Okay, this is MAJOR UGLY. but the only way I know how to
     * clear the "cache"
     */
    memset(&pl->socket.lastmap, 0, sizeof(struct Map));
    draw_client_map(pl->ob);
#endif
}

/** Newmap command */
void map_newmap_cmd( player *pl)
{
    /* If getting a newmap command, this scroll information
     * is no longer relevant.
     */
    if (pl->socket.mapmode == Map2Cmd) {
	pl->socket.map_scroll_x = 0;
	pl->socket.map_scroll_y = 0;
    }

    if( pl->socket.newmapcmd == 1) {
        memset(&pl->socket.lastmap, 0, sizeof(pl->socket.lastmap));
        Write_String_To_Socket( &pl->socket, "newmap", 6);
    }
}



/**
 * Moves an object (typically, container to inventory).
 * syntax is: move (to) (tag) (nrof)
 */
void move_cmd(char *buf, int len,player *pl)
{
    int vals[3], i;

    /* A little funky here.  We only cycle for 2 records, because
     * we obviously am not going to find a space after the third
     * record.  Perhaps we should just replace this with a
     * sscanf?
     */
    for (i=0; i<2; i++) {
	vals[i]=atoi(buf);
	if (!(buf = strchr(buf, ' '))) {
	    LOG(llevError,"Incomplete move command: %s\n", buf);
	    return;
	}
	buf++;
    }
    vals[2]=atoi(buf);

/*    LOG(llevDebug,"Move item %d (nrof=%d) to %d.\n", vals[1], vals[2], vals[0]);*/
    esrv_move_object(pl->ob,vals[0], vals[1], vals[2]);
}



/******************************************************************************
 *
 * Start of commands the server sends to the client.
 *
 ******************************************************************************/

/**
 * Asks the client to query the user.  This way, the client knows
 * it needs to send something back (vs just printing out a message)
 */
void send_query(socket_struct *ns, uint8 flags, const char *text)
{
    char buf[MAX_BUF];

    sprintf(buf,"query %d %s", flags, text?text:"");
    Write_String_To_Socket(ns, buf, strlen(buf));
}

#define AddIfInt64(Old,New,Type) if (Old != New) {\
			Old = New; \
			SockList_AddChar(&sl, Type); \
			SockList_AddInt64(&sl, New); \
		       }

#define AddIfInt(Old,New,Type) if (Old != New) {\
			Old = New; \
			SockList_AddChar(&sl, Type); \
			SockList_AddInt(&sl, New); \
		       }

#define AddIfShort(Old,New,Type) if (Old != New) {\
			Old = New; \
			SockList_AddChar(&sl, Type); \
			SockList_AddShort(&sl, New); \
		       }

#define AddIfFloat(Old,New,Type) if (Old != New) {\
			Old = New; \
			SockList_AddChar(&sl, Type); \
			SockList_AddInt(&sl,(long)(New*FLOAT_MULTI));\
			}

#define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
			if (Old) free(Old);\
	                Old = strdup_local(New);\
			SockList_AddChar(&sl, Type); \
			SockList_AddChar(&sl, ( char )strlen(New)); \
			strcpy((char*)sl.buf + sl.len, New); \
			sl.len += strlen(New); \
			}

/**
 * Sends a statistics update.  We look at the old values,
 * and only send what has changed.  Stat mapping values are in newclient.h
 * Since this gets sent a lot, this is actually one of the few binary
 * commands for now.
 */
void esrv_update_stats(player *pl)
{
    SockList sl;
    char buf[MAX_BUF];
    uint16 flags;

    sl.buf=malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"stats ");
    sl.len=strlen((char*)sl.buf);
    
    if(pl->ob != NULL)
    {
        AddIfShort(pl->last_stats.hp, pl->ob->stats.hp, CS_STAT_HP);
        AddIfShort(pl->last_stats.maxhp, pl->ob->stats.maxhp, CS_STAT_MAXHP);
        AddIfShort(pl->last_stats.sp, pl->ob->stats.sp, CS_STAT_SP);
        AddIfShort(pl->last_stats.maxsp, pl->ob->stats.maxsp, CS_STAT_MAXSP);
        AddIfShort(pl->last_stats.grace, pl->ob->stats.grace, CS_STAT_GRACE);
        AddIfShort(pl->last_stats.maxgrace, pl->ob->stats.maxgrace, CS_STAT_MAXGRACE);
        AddIfShort(pl->last_stats.Str, pl->ob->stats.Str, CS_STAT_STR);
        AddIfShort(pl->last_stats.Int, pl->ob->stats.Int, CS_STAT_INT);
        AddIfShort(pl->last_stats.Pow, pl->ob->stats.Pow, CS_STAT_POW);
        AddIfShort(pl->last_stats.Wis, pl->ob->stats.Wis, CS_STAT_WIS);
        AddIfShort(pl->last_stats.Dex, pl->ob->stats.Dex, CS_STAT_DEX);
        AddIfShort(pl->last_stats.Con, pl->ob->stats.Con, CS_STAT_CON);
        AddIfShort(pl->last_stats.Cha, pl->ob->stats.Cha, CS_STAT_CHA);
    }
    if(pl->socket.exp64) {
	uint8 s;
	for(s=0;s<NUM_SKILLS;s++) {
	    if (pl->last_skill_ob[s] && 
		pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp) {

		/* Always send along the level if exp changes.  This is only
		 * 1 extra byte, but keeps processing simpler.
		 */
		SockList_AddChar(&sl, ( char )( s + CS_STAT_SKILLINFO ));
		SockList_AddChar(&sl, ( char )pl->last_skill_ob[s]->level);
		SockList_AddInt64(&sl, pl->last_skill_ob[s]->stats.exp);
		pl->last_skill_exp[s] =  pl->last_skill_ob[s]->stats.exp;
	    }
	}
    }
    if (pl->socket.exp64) {
	AddIfInt64(pl->last_stats.exp, pl->ob->stats.exp, CS_STAT_EXP64);
    } else {
	AddIfInt(pl->last_stats.exp, ( int )pl->ob->stats.exp, CS_STAT_EXP);
    }
    AddIfShort(pl->last_level, ( char )pl->ob->level, CS_STAT_LEVEL);
    AddIfShort(pl->last_stats.wc, pl->ob->stats.wc, CS_STAT_WC);
    AddIfShort(pl->last_stats.ac, pl->ob->stats.ac, CS_STAT_AC);
    AddIfShort(pl->last_stats.dam, pl->ob->stats.dam, CS_STAT_DAM);
    AddIfFloat(pl->last_speed, pl->ob->speed, CS_STAT_SPEED);
    AddIfShort(pl->last_stats.food, pl->ob->stats.food, CS_STAT_FOOD);
    AddIfFloat(pl->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP);
    AddIfInt(pl->last_weight_limit, (sint32)weight_limit[pl->ob->stats.Str], CS_STAT_WEIGHT_LIM);
    flags=0;
    if (pl->fire_on) flags |=SF_FIREON;
    if (pl->run_on) flags |= SF_RUNON;

    AddIfShort(pl->last_flags, flags, CS_STAT_FLAGS);
    if (pl->socket.sc_version<1025) {
	AddIfShort(pl->last_resist[ATNR_PHYSICAL], pl->ob->resist[ATNR_PHYSICAL], CS_STAT_ARMOUR);
    } else {
	int i;

	for (i=0; i<NROFATTACKS; i++) {
	    /* Skip ones we won't send */
	    if (atnr_cs_stat[i]==-1) continue;
	    AddIfShort(pl->last_resist[i], pl->ob->resist[i], ( char )atnr_cs_stat[i]);
	}
    }
    if (pl->socket.monitor_spells) {
	AddIfInt(pl->last_path_attuned, pl->ob->path_attuned, CS_STAT_SPELL_ATTUNE);
	AddIfInt(pl->last_path_repelled, pl->ob->path_repelled, CS_STAT_SPELL_REPEL);
	AddIfInt(pl->last_path_denied, pl->ob->path_denied, CS_STAT_SPELL_DENY);
    }
    rangetostring(pl->ob, buf); /* we want use the new fire & run system in new client */
    AddIfString(pl->socket.stats.range, buf, CS_STAT_RANGE);
    set_title(pl->ob, buf);
    AddIfString(pl->socket.stats.title, buf, CS_STAT_TITLE);

    /* Only send it away if we have some actual data */
    if (sl.len>6) {
#ifdef ESRV_DEBUG
	LOG(llevDebug,"Sending stats command, %d bytes long.\n", sl.len);
#endif
	Send_With_Handling(&pl->socket, &sl);
    }
    free(sl.buf);
}


/**
 * Tells the client that here is a player it should start using.
 */
void esrv_new_player(player *pl, uint32 weight)
{
    SockList	sl;

    pl->last_weight = weight;

    sl.buf=malloc(MAXSOCKSENDBUF);

    strcpy((char*)sl.buf,"player ");
    sl.len=strlen((char*)sl.buf);
    SockList_AddInt(&sl, pl->ob->count);
    SockList_AddInt(&sl, weight);
    SockList_AddInt(&sl, pl->ob->face->number);

    SockList_AddChar(&sl, ( char )strlen(pl->ob->name));
    strcpy((char*)sl.buf+sl.len, pl->ob->name);
    sl.len += strlen(pl->ob->name);
       
    Send_With_Handling(&pl->socket, &sl);
    free(sl.buf);
    SET_FLAG(pl->ob, FLAG_CLIENT_SENT);
}


/**
 * Need to send an animation sequence to the client.
 * We will send appropriate face commands to the client if we haven't
 * sent them the face yet (this can become quite costly in terms of
 * how much we are sending - on the other hand, this should only happen
 * when the player logs in and picks stuff up.
 */
void esrv_send_animation(socket_struct *ns, short anim_num)
{
    SockList sl;
    int i;

    /* Do some checking on the anim_num we got.  Note that the animations
     * are added in contigous order, so if the number is in the valid
     * range, it must be a valid animation.
     */
    if (anim_num < 0 || anim_num > num_animations) {
	LOG(llevError,"esrv_send_anim (%d) out of bounds??\n",anim_num);
	return;
    }

    sl.buf = malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf, "anim ");
    sl.len=5;
    SockList_AddShort(&sl, anim_num);
    SockList_AddShort(&sl, 0);  /* flags - not used right now */
    /* Build up the list of faces.  Also, send any information (ie, the
     * the face itself) down to the client.
     */
    for (i=0; i<animations[anim_num].num_animations; i++) {
	if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE))
	    esrv_send_face(ns,animations[anim_num].faces[i],0);
	SockList_AddShort(&sl, animations[anim_num].faces[i]);  /* flags - not used right now */
    }
    Send_With_Handling(ns, &sl);
    free(sl.buf);
    ns->anims_sent[anim_num] = 1;
}


/******************************************************************************
 *
 * Start of map related commands.
 *
 ******************************************************************************/


/** Clears a map cell */
static void map_clearcell(struct map_cell_struct *cell, int face, int count)
{
    cell->darkness=count;
    memset(cell->faces, face, sizeof(cell->faces));
}

#define MAX_HEAD_POS	MAX(MAX_CLIENT_X, MAX_CLIENT_Y)

/* Using a global really isn't a good approach, but saves the over head of
 * allocating and deallocating such a block of data each time run through,
 * and saves the space of allocating this in the socket object when we only
 * need it for this cycle.  If the serve is ever threaded, this needs to be
 * re-examined.
 */

static object  *heads[MAX_HEAD_POS * MAX_HEAD_POS * MAP_LAYERS];

/**
 * Returns true if any of the heads for this
 * space is set.  Returns false if all are blank - this is used
 * for empty space checking.
 */
static inline int have_head(int ax, int ay) {

    if (heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS] ||
	heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + 1] ||
	heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + 2]) return 1;
    return 0;
}

/**
 * check_head is a bit simplistic version of update_space below.
 * basically, it only checks the that the head on space ax,ay at layer
 * needs to get sent - if so, it adds the data, sending the head
 * if needed, and returning 1.  If this no data needs to get
 * sent, it returns zero.
 */
static inline int check_head(SockList *sl, socket_struct *ns, int ax, int ay, int layer)
{
    short face_num;

    if (heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer])
	face_num = heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer]->face->number;
    else
	face_num = 0;

    if (face_num != ns->lastmap.cells[ax][ay].faces[layer]) {
	SockList_AddShort(sl, face_num);
	if (face_num && !(ns->faces_sent[face_num] & NS_FACESENT_FACE))
	    esrv_send_face(ns, face_num, 0);
	heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer] = NULL;
	ns->lastmap.cells[ax][ay].faces[layer] = face_num;
	return 1;
    }

    return 0;   /* No change */
}


/* This adds an object to the heads array.
 * sx are the map coordinates relative to the client/
 * the newmap/heads array.  ob is the object encountered
 * on sx, sy.
 * returns the face number to draw, 0 if nothing to
 * draw for this space.
 */
static uint16 add_head(object *ob, int sx, int sy, int p_layer)
{
    object *head;
    int bx, by, i;
    uint16 face_num=0;

    if (ob->head) head = ob->head;
    else head = ob;

    /* Basically figure out where the offset is from where we are right
     * now.  the ob->arch->clone.{x,y} values hold the offset that this current
     * piece is from the head, and the tail is where the tail is from the
     * head.  Note that bx and by will equal sx and sy if we are already working
     * on the bottom right corner.  If ob is the head, the clone values
     * will be zero, so the right thing will still happen.
     */
    bx = sx + head->arch->tail_x - ob->arch->clone.x;
    by = sy + head->arch->tail_y - ob->arch->clone.y;

    /* I don't think this can ever happen, but better to check for it just
     * in case.
     */
    if (bx < sx || by < sy) {
	LOG(llevError,"add_head: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n",
	    bx, by, sx, sy);
	face_num = 0;
    }
    /* single part object, multipart object with non merged faces,
     * of multipart object already at lower right.
     */
    else if (bx == sx && by == sy) {
	face_num = ob->face->number;

	/* if this face matches one stored away, clear that one away.
	 * this code relies on the fact that the map1 commands
	 * goes from 2 down to 0.
	 */
	for (i=0; i<MAP_LAYERS; i++)
	    if (heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + i] &&
		heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + i]->face->number == face_num)
		heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + i] = NULL;
    }
    else {
	/* If this head is stored away, clear it - otherwise,
	 * there can be cases where a object is on multiple layers - 
	 * we only want to send it once.
	 */
	face_num = head->face->number;
	for (i=0; i<MAP_LAYERS; i++)
	    if (heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + i] &&
		heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + i]->face->number == face_num)
		heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + i] = NULL;

	/* First, try to put the new head on the same layer.  If that is used up,
	 * then find another layer.
	 */
	if (heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + p_layer] == NULL) {
		heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + p_layer] = head;
	} else for (i=0; i<MAP_LAYERS; i++) {
	    if (heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + i] == NULL ||
		heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + i] == head) {
		    heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + i] = head;
	    }
	}
	face_num = 0;	/* Don't send this object - we'll send the head later */
    }
    return face_num;
}

/**
 * Removes the need to replicate the same code for each layer.
 * this returns true if this space is now in fact different than
 * it was.
 * sl is the socklist this data is going into.
 * ns is the socket we are working on - all the info we care
 * about is in this socket structure, so now need not pass the
 * entire player object.
 * mx and my are map coordinate offsets for map mp
 * sx and sy are the offsets into the socket structure that
 * holds the old values.
 * m_layer/p_layer is the layer to update.
 * m_layer is the layer as stored in the map array, and is what is
 *  used by GET_MAP_FACE_OBJ.
    * p_layer is the protocol layer, 0 by highest, 2 being floor.
 * With the map redo and map2 command, we now have 8 layers, but
 * the map1 protocol only supports 3.  We want to try and send
 * the data if possible, but this difference necessitates this mapping.
 * The caller will figure out what layer to use.
 */

static inline int update_space(SockList *sl, socket_struct *ns, mapstruct  *mp, int mx, int my, 
			       int sx, int sy, int m_layer, int p_layer)
{
    object *ob, *head;
    uint16 face_num;
    int bx, i;

    /* If there is a multipart object stored away, treat that as more important.
     * If not, then do the normal processing.
     */

    head = heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer];

    /* Check to see if this head is part of the set of objects
     * we would normally send for this space.  If so, then
     * don't use the head value.  We need to do the check
     * here and not when setting up the heads[] value for two reasons -
     * 1) the heads[] values will get used even if the space is not visible.
     * 2) its possible the head is not on the same map as a part, and I'd
     *    rather not need to do the map translation overhead.
     * 3) We need to do some extra checking to make sure that we will
     * otherwise send the image as this layer, eg, either it matches
     * the head value, or is not multipart.
     */

    if (head && !head->more) {
	for (i=0; i<MAP_LAYERS; i++) {
	    ob = GET_MAP_FACE_OBJ(mp, mx, my, i);
	    if (!ob) continue;

	    if (ob->head) ob=ob->head;

	    if (ob == head) {
		heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer] = NULL;
		head = NULL;
	    }
	}
    }


    ob = head;
    if (!ob) ob = GET_MAP_FACE_OBJ(mp, mx, my, m_layer);

    /* If there is no object for this space, or if the face for the object
     * is the blank face, set the face number to zero.
     * else if we have the stored head object for this space, that takes
     * precedence over the other object for this space.
     * otherwise, we do special head processing
     */
    if (!ob || ob->face == blank_face) face_num=0;
    else if (head){
	/* if this is a head that had previously been stored */
	face_num = ob->face->number;
    } else {

	/* if the faces for the different parts of a multipart object
	 * are the same, we only want to send the bottom right most
	 * portion of the object.  That info is in the tail_.. values
	 * of the head.  Note that for the head itself, ob->head will
	 * be null, so we only do this block if we are working on
	 * a tail piece.
	 */

	/* tail_x and tail_y will only be set in the head object.  If
	 * this is the head object and these are set, we proceed
	 * with logic to only send bottom right.  Similarly, if
	 * this is one of the more parts but the head has those values
	 * set, we want to do the processing.  There can be cases where
	 * the head is not visible but one of its parts is, so we just
	 * can always expect that ob->arch->tail_x will be true for all
	 * object we may want to display.
	 */
	if ((ob->arch->tail_x || ob->arch->tail_y) ||
	    (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y))) {

	    face_num=add_head(ob, sx, sy, p_layer);
	} else {
	    /* In this case, we are already at the lower right or single part object,
	     * so nothing special 
	     */
	    face_num = ob->face->number;

	    /* clear out any head entries that have the same face as this one */
	    for (bx=0; bx<p_layer; bx++)
		if (heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + bx] &&
		    heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + bx]->face->number == face_num)
			heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + bx] = NULL;
	}
    } /* else not already head object or blank face */

    /* This is a real hack.  Basically, if we have nothing to send for this layer,
     * but there is a head on the next layer, send that instead.
     * Without this, what happens is you can get the case where the player stands
     * on the same space as the head.  However, if you have overlapping big objects
     * of the same type, what happens then is it doesn't think it needs to send
     * This tends to make stacking also work/look better.
     */
    if (!face_num && p_layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer -1]) {
	face_num = heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer -1]->face->number;
	heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer -1] = NULL;
    }

    /* Another hack - because of heads and whatnot, this face may match one
     * we already sent for a lower layer.  In that case, don't send
     * this one.
     */
    if (face_num && p_layer+1<MAP_LAYERS && ns->lastmap.cells[sx][sy].faces[p_layer+1] == face_num) {
	face_num = 0;
    }

    /* We've gotten what face we want to use for the object.  Now see if
     * if it has changed since we last sent it to the client.
     */
    if (ns->lastmap.cells[sx][sy].faces[p_layer] != face_num)  {
	ns->lastmap.cells[sx][sy].faces[p_layer] = face_num;
	if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE))
	    esrv_send_face(ns, face_num, 0);
	SockList_AddShort(sl, face_num);
	return 1;
    }
    /* Nothing changed */
    return 0;
}

/**
 * This function is mainly a copy of update_space,
 * except it handles update of the smoothing updates,
 * not the face updates.
 * Removes the need to replicate the same code for each layer.
 * this returns true if this smooth is now in fact different
 * than it was.
 * sl is the socklist this data is going into.
 * ns is the socket we are working on - all the info we care
 * about is in this socket structure, so know need to pass the
 * entire player object.
 * mx and my are map coordinate offsets for map mp
 * sx and sy are the offsets into the socket structure that
 * holds the old values.
 * layer is the layer to update, with 2 being the floor and 0 the
 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ
 * take.  
 */

static inline int update_smooth(SockList *sl, socket_struct *ns, mapstruct  *mp, int mx, int my, 
				int sx, int sy, int m_layer, int p_layer)
{
    object *ob;
    int smoothlevel; /* old face_num;*/

    ob = GET_MAP_FACE_OBJ(mp, mx, my, m_layer);

    /* If there is no object for this space, or if the face for the object
     * is the blank face, set the smoothlevel to zero.
     */
    if (!ob || ob->face == blank_face || MAP_NOSMOOTH(mp)) smoothlevel=0;
    else {
	smoothlevel = ob->smoothlevel;
	if (smoothlevel && !(ns->faces_sent[ob->face->number] & NS_FACESENT_SMOOTH))
        send_smooth(ns, ob->face->number);
    } /* else not already head object or blank face */

    /* We've gotten what face we want to use for the object.  Now see if
     * if it has changed since we last sent it to the client.
     */
    if (smoothlevel>255)
         smoothlevel=255;
    else if (smoothlevel<0)
         smoothlevel=0;
    if (ns->lastmap.cells[sx][sy].smooth[p_layer] != smoothlevel)  {
	ns->lastmap.cells[sx][sy].smooth[p_layer] = smoothlevel;
	SockList_AddChar(sl, (uint8) (smoothlevel&0xFF));
	return 1;
    }
    /* Nothing changed */
    return 0;
}

/**
 * Returns the size of a data for a map square as returned by
 * mapextended. There are CLIENTMAPX*CLIENTMAPY*LAYERS entries
 * available.
 */
static int get_extended_mapinfo_size(socket_struct* ns){
    int result=0;
    if (ns->ext_mapinfos){
        if (ns->EMI_smooth)
            result+=1; /*One byte for smoothlevel*/
    }
    return result;
}

/**
 * This function uses the new map1 protocol command to send the map
 * to the client.  It is necessary because the old map command supports
 * a maximum map size of 15x15.
 * This function is much simpler than the old one.  This is because
 * the old function optimized to send as few face identifiers as possible,
 * at the expense of sending more coordinate location (coordinates were
 * only 1 byte, faces 2 bytes, so this was a worthwhile savings).  Since
 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
 * maps no sense.  Instead, we actually really only use 12 bits for coordinates,
 * and use the other 4 bits for other informatiion.   For full documentation
 * of what we send, see the doc/Protocol file.
 * I will describe internally what we do:
 * the socket->lastmap shows how the map last looked when sent to the client.
 * in the lastmap structure, there is a cells array, which is set to the
 * maximum viewable size (As set in config.h).
 * in the cells, there are faces and a count value.
 * we use the count value to hold the darkness value.  If -1, then this space
 *   is not viewable.
 * we use faces[0] faces[1] faces[2] to hold what the three layers
 * look like.
 */

void draw_client_map1(object *pl)
{
    int x,y,ax, ay, d, startlen, max_x, max_y, oldlen;
    sint16 nx, ny;
    int estartlen, eoldlen, b_layer, m_layer, t_layer, o_layer,n_layer, face;
    SockList sl, esl; /*For extended Map info*/
    uint16  mask,emask, ewhatstart,ewhatflag;
    uint8 eentrysize, extendedinfos;
    mapstruct *m;
    object *m_ob, *t_ob, *ob;

    sl.buf=malloc(MAXSOCKSENDBUF);
    if (pl->contr->socket.mapmode == Map1Cmd)
	strcpy((char*)sl.buf,"map1 ");
    else
	strcpy((char*)sl.buf,"map1a ");
    sl.len=strlen((char*)sl.buf);
    startlen = sl.len;
    /*Extendedmapinfo structure initialisation*/
    if (pl->contr->socket.ext_mapinfos){
        esl.buf=malloc(MAXSOCKSENDBUF);
        strcpy((char*)esl.buf,"mapextended ");
        esl.len=strlen((char*)esl.buf);
        extendedinfos=EMI_NOREDRAW;
        if (pl->contr->socket.EMI_smooth)
            extendedinfos|=EMI_SMOOTH;
        ewhatstart=esl.len;
        ewhatflag=extendedinfos; /*The EMI_NOREDRAW bit
                                   could need to be taken away*/
        SockList_AddChar(&esl, extendedinfos);
        eentrysize=get_extended_mapinfo_size(&(pl->contr->socket));
        SockList_AddChar(&esl, eentrysize);
        estartlen = esl.len;
    } else {
        /* suppress compiler warnings */
        ewhatstart = 0;
        ewhatflag = 0;
        estartlen = 0;
    }
    /* Init data to zero */
    memset(heads, 0, sizeof(object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAP_LAYERS);

    /* x,y are the real map locations.  ax, ay are viewport relative
     * locations.
     */
    ay=0;

    /* We could do this logic as conditionals in the if statement,
     * but that started to get a bit messy to look at.
     */
    max_x = pl->x+(pl->contr->socket.mapx+1)/2;
    max_y = pl->y+(pl->contr->socket.mapy+1)/2;
    if (pl->contr->socket.mapmode == Map1aCmd) {
	max_x += MAX_HEAD_OFFSET;
	max_y += MAX_HEAD_OFFSET;
    }

    for(y=pl->y-pl->contr->socket.mapy/2; y<max_y; y++,ay++) {
	ax=0;
	for(x=pl->x-pl->contr->socket.mapx/2;x<max_x;x++,ax++) {

	    mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
	    emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;

	    /* If this space is out of the normal viewable area, we only check
	     * the heads value  ax or ay will only be greater than what
	     * the client wants if using the map1a command - this is because
	     * if the map1a command is not used, max_x and max_y will be
	     * set to lower values.
	     */
	    if (ax >= pl->contr->socket.mapx || ay >= pl->contr->socket.mapy) {
		int i, got_one;

		oldlen = sl.len;


		SockList_AddShort(&sl, mask);

		if (check_head(&sl, &pl->contr->socket, ax, ay, 2))
		    mask |= 0x4;
		if (check_head(&sl, &pl->contr->socket, ax, ay, 1))
		    mask |= 0x2;
		if (check_head(&sl, &pl->contr->socket, ax, ay, 0))
		    mask |= 0x1;

		/* If all we are doing is sending 0 (blank) faces, we don't
		 * actually need to send that - just the coordinates
		 * with no faces tells the client to blank out the
		 * space.
		 */
		got_one=0;
		for (i=oldlen+2; i<sl.len; i++) {
		    if (sl.buf[i]) got_one=1;
		}
		if (got_one && (mask & 0xf)) {
		    sl.buf[oldlen+1] = mask & 0xff;
		} else { /*either all faces blank, either no face at all*/
		    if (mask & 0xf) /*at least 1 face, we know it's blank, only send coordinates*/
		        sl.len = oldlen + 2;
		    else
			sl.len = oldlen;
		}
		/* What concerns extendinfos, nothing to be done for now
		 * (perhaps effects layer later)
		 */
		continue;   /* don't do processing below */
	    }

	    d =  pl->contr->blocked_los[ax][ay];

	    /* If the coordinates are not valid, or it is too dark to see,
	     * we tell the client as such
	     */
	    nx=x;
	    ny=y;
	    m = get_map_from_coord(pl->map, &nx, &ny);
	    if (!m) {
		/* space is out of map.  Update space and clear values
		 * if this hasn't already been done.  If the space is out
		 * of the map, it shouldn't have a head
		 */
		if (pl->contr->socket.lastmap.cells[ax][ay].darkness != -1) {
		    SockList_AddShort(&sl, mask);
		    map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],0,-1);
		}
	    } else if (d>3) {
		int need_send=0, count;
		/* This block deals with spaces that are not visible for whatever
		 * reason.  Still may need to send the head for this space.
		 */

		oldlen = sl.len;
#if 0
		/* First thing we do is blank out this space (clear it)
		 * if not already done.  If the client is using darkness, and
		 * this space is at the edge, we also include the darkness.
		 */
		if (d==4) {
		    if (pl->contr->socket.darkness && pl->contr->socket.lastmap.cells[ax][ay].darkness != d) {
			mask |= 8;
			SockList_AddShort(&sl, mask);
			SockList_AddChar(&sl, 0);
		    }
		    count = d;
		} else
#endif
		{
		    SockList_AddShort(&sl, mask);
		    if (pl->contr->socket.lastmap.cells[ax][ay].darkness != -1) need_send=1;
		    count = -1;
		}

		if (pl->contr->socket.mapmode == Map1aCmd && have_head(ax, ay)) {
		    /* Now check to see if any heads need to be sent */

		    if (check_head(&sl, &pl->contr->socket, ax, ay, 2))
			mask |= 0x4;
		    if (check_head(&sl, &pl->contr->socket, ax, ay, 1))
			mask |= 0x2;
		    if (check_head(&sl, &pl->contr->socket, ax, ay, 0))
			mask |= 0x1;
		    pl->contr->socket.lastmap.cells[ax][ay].darkness = count;

		} else {
		    struct map_cell_struct *cell = &pl->contr->socket.lastmap.cells[ax][ay];
		    /* properly clear a previously sent big face */
		    if(cell->faces[0] != 0
		    || cell->faces[1] != 0
		    || cell->faces[2] != 0)
			need_send = 1;
		    map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay], 0, count);
		}

		if ((mask & 0xf) || need_send) {
		    sl.buf[oldlen+1] = mask & 0xff;
		} else {
		    sl.len = oldlen;
		}
	    } else {
		/* In this block, the space is visible or there are head objects
		 * we need to send.
		 */

		 /* Rather than try to figure out what everything that we might
		 * need to send is, then form the packet after that,
		 * we presume that we will in fact form a packet, and update
		 * the bits by what we do actually send.  If we send nothing,
		 * we just back out sl.len to the old value, and no harm
		 * is done.
		 * I think this is simpler than doing a bunch of checks to see
		 * what if anything we need to send, setting the bits, then
		 * doing those checks again to add the real data.
		 */
		oldlen = sl.len;
		mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
		eoldlen = esl.len;
		emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
		SockList_AddShort(&sl, mask);

		if (pl->contr->socket.ext_mapinfos)
		    SockList_AddShort(&esl, emask);

		/* Darkness changed */
		if (pl->contr->socket.lastmap.cells[ax][ay].darkness != d && pl->contr->socket.darkness) {
		    pl->contr->socket.lastmap.cells[ax][ay].darkness = d;
		    mask |= 0x8;    /* darkness bit */

		    /* Protocol defines 255 full bright, 0 full dark.
		     * We currently don't have that many darkness ranges,
		     * so we current what limited values we do have.
		     */
		    if (d==0) SockList_AddChar(&sl, 255);
		    else if (d==1) SockList_AddChar(&sl, 191);
		    else if (d==2) SockList_AddChar(&sl, 127);
		    else if (d==3) SockList_AddChar(&sl, 63);
		}
		else {
		    /* need to reset from -1 so that if it does become blocked again,
		     * the code that deals with that can detect that it needs to tell
		     * the client that this space is now blocked.
		     */
		    pl->contr->socket.lastmap.cells[ax][ay].darkness = d;
		}
		b_layer = 0;
		for (o_layer=0; o_layer < MAP_LAYERS; o_layer++) {
		    if (GET_MAP_FACE_OBJ(m, nx, ny, o_layer)) {
			b_layer = o_layer;
			break;
		    }
		}
		/* Floor face */
		if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, b_layer, 2))
		    mask |= 0x4;

		if (pl->contr->socket.EMI_smooth)
		    if (update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, b_layer, 2)){
			emask |= 0x4;
		    }

		m_layer=0;
		t_layer=0;
		n_layer=0;
		/* o_layer is set above */
		for (; o_layer < MAP_LAYERS; o_layer++) {
		    if ((ob=GET_MAP_FACE_OBJ(m, nx, ny, o_layer))!=NULL) {
			if (((ob->arch->tail_x || ob->arch->tail_y) ||
			    (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y))) &&
			     ob->more) {

			    face = add_head(ob, ax, ay, 1);
			    if (!face) continue;
			} else if (!m_layer) {
			    m_layer = o_layer;
			    m_ob = ob;
			} else if (!t_layer) {
			    t_layer = o_layer;
			    t_ob = ob;
			} else {    /* Both layers are full */
			    /* We want to take this object if it has a higher
			     * visibility.  But we also want to keep the stacking
			     * the same.  We replace the object with the lower
			     * visibility.  If replace what is currently
			     * the middle object, we push the top object
			     * to the middle, and new object becomes the
			     * top.
			     */
			    if (m_ob->face->visibility >= t_ob->face->visibility) {
				if (ob->face->visibility >= t_ob->face->visibility) {
				    if (t_ob->type == PLAYER) {
					m_ob = t_ob;
					m_layer = t_layer;  
				    }
				    t_ob = ob;
				    t_layer = o_layer;
				}
			    } else if (ob->face->visibility >= m_ob->face->visibility) {
				if (m_ob->type != PLAYER) {
				    m_ob = t_ob;
				    m_layer = t_layer;
				}
				t_ob = ob;
				t_layer = o_layer;
			    }
			}
		    } else {
			/* this is a layer that doesn't have any face - 
			 * with the new stacking code, we can't ever be sure
			 * what layer doesn't have a face, yet we need to pass
			 * this in to update_space to it clears out old entries.
			 */
			n_layer = o_layer;
		    }
		}
		/* If the top layer isn't set it, set it to the middle
		 * layer, and clear the middle layer.  This makes drawing
		 * work better relating to stacking of big images and
		 * players & monsters.
		 */
		if (!t_layer) {
		    if (m_layer) {
			t_layer = m_layer;
			m_layer = n_layer;
		    } else
			t_layer = n_layer;
		}
		if (!m_layer) m_layer = n_layer;


		/* Middle face */
		if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, m_layer, 1))
		    mask |= 0x2;

		if (pl->contr->socket.EMI_smooth && 
		    update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, m_layer, 1))
			emask |= 0x2;
		


		/* Special logic to always send player */
		if(nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1)) {
		    if (pl->contr->socket.lastmap.cells[ax][ay].faces[0] != pl->face->number) {
			pl->contr->socket.lastmap.cells[ax][ay].faces[0] = pl->face->number;
			mask |= 0x1;
			if (!(pl->contr->socket.faces_sent[pl->face->number] &NS_FACESENT_FACE))
			    esrv_send_face(&pl->contr->socket, pl->face->number, 0);
			SockList_AddShort(&sl, pl->face->number);
		    }
		}
		/* Top face */
		else {
		    if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, t_layer, 0))
			mask |= 0x1;
		    if (pl->contr->socket.EMI_smooth && 
			update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, t_layer, 0)){
			    emask |= 0x1;
			}
		}

		/* Check to see if we are in fact sending anything for this
		 * space by checking the mask.  If so, update the mask.
		 * if not, reset the len to that from before adding the mask
		 * value, so we don't send those bits.
		 */
		if (mask & 0xf) {
		    sl.buf[oldlen+1] = mask & 0xff;
		} else {
		    sl.len = oldlen;
		}
		if (emask & 0xf) {
		    esl.buf[eoldlen+1] = emask & 0xff;
		} else {
		    esl.len = eoldlen;
		}
	    } /* else this is a viewable space */
	} /* for x loop */
    } /* for y loop */

    /* Verify that we in fact do need to send this */
    if (pl->contr->socket.ext_mapinfos){
        if (!(sl.len>startlen || pl->contr->socket.sent_scroll)){
            /* No map data will follow, so don't say the client
             * it doesn't need draw!
             */
            ewhatflag&=(~EMI_NOREDRAW);
            esl.buf[ewhatstart+1] = ewhatflag & 0xff;
        }
        if (esl.len>estartlen) {
            Send_With_Handling(&pl->contr->socket, &esl);
        }
    }
    if (sl.len>startlen || pl->contr->socket.sent_scroll) {
	Send_With_Handling(&pl->contr->socket, &sl);
	pl->contr->socket.sent_scroll = 0;
    }
    if (pl->contr->socket.ext_mapinfos){
	free(esl.buf);
    }
    free(sl.buf);
}

/****************************************************************************
 * This block is for map2 drawing related commands.
 * Note that the map2 still uses other functions.
 *
 ***************************************************************************/

/* object 'ob' at 'ax,ay' on 'layer' is visible to the client.
 * This function does the following things:
 * If is_head head is set, this means this is from the heads[] array,
 * so don't try to store it away again - just send it and update
 * our look faces.
 *
 * 1) If a multipart object and we are not at the lower right corner,
 *    store this info away for later use.
 * 2) Check to see if this face has been sent to the client.  If not,
 *    we add data to the socklist, update the last map, and send any
 *    other data the client will need (smoothing table, image data, etc)
 * 3) Return 1 if function increased socket.
 * 4) has_obj is increased by one if there are visible objects on this
 *    this space, whether or not we sent them.  Basically, if has_obj
 *    is 0, we can clear info about this space.  It could be set to 1
 *    with the function returning zero - this means there are objects
 *    on the space we have already sent to the client.
 */
static int map2_add_ob(int ax, int ay, int layer, object *ob, SockList *sl, 
		       socket_struct *ns, int *has_obj, int is_head)
{
    uint16  face_num;
    uint8   nlayer, smoothlevel=0;
    object  *head;

    head = ob->head;
    if (!head) head = ob;
    face_num = ob->face->number;

    /* This is a multipart object, and we are not at the lower right corner.
     * So we need to store away the lower right corner.
     */
    if (!is_head && head && (head->arch->tail_x || head->arch->tail_y) &&
	(head->arch->tail_x != ob->arch->clone.x || (head->arch->tail_y  != ob->arch->clone.y))) {
	int bx, by, l;


	/* Basically figure out where the offset is from where we are right
	 * now.  the ob->arch->clone.{x,y} values hold the offset that this current
	 * piece is from the head, and the tail is where the tail is from the
	 * head.  Note that bx and by will equal sx and sy if we are already working
	 * on the bottom right corner.  If ob is the head, the clone values
	 * will be zero, so the right thing will still happen.
	 */
	bx = ax + head->arch->tail_x - ob->arch->clone.x;
	by = ay + head->arch->tail_y - ob->arch->clone.y;

	/* I don't think this can ever happen, but better to check for it just
	 * in case.
	 */
	if (bx < ax || by < ay) {
	    LOG(llevError,"map2_add_ob: bx (%d) or by (%d) is less than ax (%d) or ay (%d)\n",
		    bx, by, ax, ay);
	    face_num = 0;
	}
	/* the target position must be within +/-1 of our current
	 * layer as the layers are defined.  We are basically checking
	 * to see if we have already stored this object away.
	 */
	for (l = layer-1; l<=layer+1; l++) {
	    if (l<0 || l>= MAP_LAYERS) continue;
	    if (heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + l] == head) break;
	}
	/* Didn't find it.  So we need to store it away.  Try to store it
	 * on our original layer, and then move up a layer.
	 */
	if (l == (layer+2)) {
	    if (!heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + layer])
		heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + layer] = head;
	    else if ((layer + 1) <MAP_LAYERS && !heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + layer+1])
		heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + layer + 1] = head;
	}
	return 0;
	/* Ok - All done storing away the head for future use */

    } else {
	(*has_obj)++;
	if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_SYNC) || QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM)) {
	    face_num = ob->animation_id | (1 << 15);
	    if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_SYNC))
		face_num |=  ANIM_SYNC;
	    else if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM))
		face_num |= ANIM_RANDOM;
	}
	/* Since face_num includes the bits for the animation tag,
	 * and we will store that away in the faces[] array, below
	 * check works fine _except_ for the case where animation
	 * speed chances.
	 */
	if (ns->lastmap.cells[ax][ay].faces[layer] != face_num)  {
	    uint8   len, anim_speed=0, i;
	

	    /* This block takes care of sending the actual face to the client. */
	    ns->lastmap.cells[ax][ay].faces[layer] = face_num;

	    /* Now form the data packet */
	    nlayer = 0x10 + layer;

	    len = 2;

	    if (!MAP_NOSMOOTH(ob->map)) {
		smoothlevel = ob->smoothlevel;
		if (smoothlevel) len++;
	    }

	    if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_SYNC) || QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM)) {
		len++;
		/* 1/0.004 == 250, so this is a good cap for an upper limit */
		if (FABS(ob->speed)<0.004) anim_speed=255;
		else if (FABS(ob->speed)>=1.0) anim_speed=1;
		else anim_speed = (int) (1.0/FABS(ob->speed));
		if (!ns->anims_sent[ob->animation_id])
		    esrv_send_animation(ns, ob->animation_id);

		/* If smoothing, need to send smoothing information for all faces in the
		 * the animation sequence. Since smoothlevel is an object attribute,
		 * it applies to all faces.
		 */
		if (smoothlevel) {
		    for (i=0; i < NUM_ANIMATIONS(ob); i++) {
			if  (!(ns->faces_sent[animations[ob->animation_id].faces[i]] & NS_FACESENT_SMOOTH))
			    send_smooth(ns, animations[ob->animation_id].faces[i]);
		    }
		}
	    } else if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE)) {
		esrv_send_face(ns, face_num, 0);
	    }

	    if (smoothlevel && !(ns->faces_sent[ob->face->number] & NS_FACESENT_SMOOTH))
		send_smooth(ns, ob->face->number);

	    /* Length of packet */
	    nlayer |=  len << 5;

	    SockList_AddChar(sl, nlayer);
	    SockList_AddShort(sl, face_num);
	    if (anim_speed) SockList_AddChar(sl, anim_speed);
	    if (smoothlevel) SockList_AddChar(sl, smoothlevel);
	    return 1;
	} /* Face is different */
    }
    return 0;
}

/* This function is used see if a layer needs to be cleared.
 * It updates the socklist, and returns 1 if the update is
 * needed, 0 otherwise.
 */
static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns)
{
    int nlayer;

    if (ns->lastmap.cells[ax][ay].faces[layer] != 0)  {
	/* Now form the data packet */
	nlayer = 0x10 + layer + (2 << 5);
	SockList_AddChar(sl, nlayer);
	SockList_AddShort(sl, 0);
	ns->lastmap.cells[ax][ay].faces[layer] = 0;
	return 1;
    }
    return 0;
}

/*
 * This function is used to check a space (ax, ay) whose only
 * data we may care about are any heads.  Basically, this
 * space is out of direct view.  This is only used with the
 * Map2 protocol
  */
static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns)
{
    int layer, got_one=0, del_one=0, oldlen, has_obj=0;
    uint16 coord;

    coord = ((ax + MAP2_COORD_OFFSET) & 0x3f) << 10 | ((ay + MAP2_COORD_OFFSET)& 0x3f) << 4;
    oldlen = sl->len;
    SockList_AddShort(sl, coord);

    for (layer=0; layer < MAP_LAYERS; layer++) {
	if (heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer]) {
	    /* in this context, got_one should always increase
	     * because heads should always point to data to really send.
	     */
	    got_one += map2_add_ob(ax, ay, layer, 
		       heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer],
		       sl, ns, &has_obj, 1);
	} else {
	    del_one += map2_delete_layer(ax, ay, layer, sl, ns);
	}
    }
    /* Note - if/when lighting information is added, some code is
     * needed here - lighting sources that are out of sight may still
     * extend into the viewable area.
     */

    /* If nothing to do for this space, we 
     * can erase the coordinate bytes
     */
    if (!del_one && !got_one) {
	sl->len = oldlen;
    }
    else if (del_one && !has_obj) {
	/* If we're only deleting faces and not adding, and there
	 * are not any faces on the space we care about,
	 * more efficient
	 * to send 0 as the type/len field.
	 */
	sl->len = oldlen +2;		/* 2 bytes for coordinate */
	SockList_AddChar(sl, 0);	/* Clear byte */
	SockList_AddChar(sl, 255);	/* Termination byte */
	map_clearcell(&ns->lastmap.cells[ax][ay],0,0);
    } else {
	SockList_AddChar(sl, 255);	/* Termination byte */
    }
}

void draw_client_map2(object *pl)
{
    int x,y,ax, ay, d, startlen, max_x, max_y, oldlen, layer;
    sint16 nx, ny;
    SockList sl;
    uint16  coord;
    mapstruct *m;
    object *ob;

    sl.buf=malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"map2 ");
    sl.len=strlen((char*)sl.buf);
    startlen = sl.len;

    /* Init data to zero */
    memset(heads, 0, sizeof(object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAP_LAYERS);

    /* x,y are the real map locations.  ax, ay are viewport relative
     * locations.
     */
    ay=0;

    /* We could do this logic as conditionals in the if statement,
     * but that started to get a bit messy to look at.
     */
    max_x = pl->x+(pl->contr->socket.mapx+1)/2 + MAX_HEAD_OFFSET;
    max_y = pl->y+(pl->contr->socket.mapy+1)/2 + MAX_HEAD_OFFSET;


    /* Handle map scroll */
    if (pl->contr->socket.map_scroll_x || pl->contr->socket.map_scroll_y) {
	coord = ((pl->contr->socket.map_scroll_x + MAP2_COORD_OFFSET) & 0x3f) << 10 | 
		((pl->contr->socket.map_scroll_y + MAP2_COORD_OFFSET) & 0x3f) << 4 | 1;
	pl->contr->socket.map_scroll_x=0;
	pl->contr->socket.map_scroll_y=0;
	SockList_AddShort(&sl, coord);
    }

    for(y=(pl->y - pl->contr->socket.mapy / 2); y< max_y; y++, ay++) {
	ax=0;
	for(x=(pl->x - pl->contr->socket.mapx / 2); x< max_x ; x++,ax++) {

	    /* If this space is out of the normal viewable area, we only check
	     * the heads value.  This is used to handle big images - if they
	     * extend to a viewable portion, we need to send just the
	     * lower right corner.
	     */
	    if (ax >= pl->contr->socket.mapx || ay >= pl->contr->socket.mapy) {
		check_space_for_heads(ax, ay, &sl, &pl->contr->socket);

	    } else {
		/* This space is within the viewport of the client.  Due to
		 * walls or darkness, it may still not be visible.
		 */

		/* Meaning of d:
		 * 0 - object is in plain sight, full brightness.
		 * 1 - MAX_DARKNESS - how dark the space is - higher
		 * value is darker space.  If level is at max darkness,
		 * you can't see the space (too dark)
		 * 100 - space is blocked from sight.
		 */
		d =  pl->contr->blocked_los[ax][ay];

		/* If the coordinates are not valid, or it is too dark to see,
		 * we tell the client as such
		 */
		nx=x;
		ny=y;
		m = get_map_from_coord(pl->map, &nx, &ny);
		coord = ((ax + MAP2_COORD_OFFSET) & 0x3f) << 10 | 
			((ay + MAP2_COORD_OFFSET) & 0x3f) << 4;

		if (!m) {
		    /* space is out of map.  Update space and clear values
		     * if this hasn't already been done.  If the space is out
		     * of the map, it shouldn't have a head
		     */
		    if (pl->contr->socket.lastmap.cells[ax][ay].darkness != 0) {
			SockList_AddShort(&sl, coord);
			SockList_AddChar(&sl, 0);
			SockList_AddChar(&sl, 255);	/* Termination byte */
			map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],0,0);
		    }
		} else if (d>=MAX_LIGHT_RADII) {
		    /* This block deals with spaces that are not visible due to
		     * darkness or walls.  Still need to send the heads for this space
		     */
		    check_space_for_heads(ax, ay, &sl, &pl->contr->socket);
		} else {
		    int have_darkness=0, has_obj=0, got_one=0, del_one=0, g1;

		    /* In this block, the space is visible. */

		    /* Rather than try to figure out what everything that we might
		     * need to send is, then form the packet after that,
		     * we presume that we will in fact form a packet, and update
		     * the bits by what we do actually send.  If we send nothing,
		     * we just back out sl.len to the old value, and no harm
		     * is done.
		     * I think this is simpler than doing a bunch of checks to see
		     * what if anything we need to send, setting the bits, then
		     * doing those checks again to add the real data.
		     */

		    oldlen = sl.len;
		    SockList_AddShort(&sl, coord);

		    /* Darkness changed */
		    if (pl->contr->socket.lastmap.cells[ax][ay].darkness != d && pl->contr->socket.darkness) {
			pl->contr->socket.lastmap.cells[ax][ay].darkness = d;
			SockList_AddChar(&sl, 0x1 | 1 << 5);	/* Darkness tag & length*/
			SockList_AddChar(&sl, 255 - d * (256 / MAX_LIGHT_RADII));
			have_darkness = 1;
		    }

		    for (layer=0; layer < MAP_LAYERS; layer++) {
			ob = GET_MAP_FACE_OBJ(m, nx, ny, layer);
            
            /* Special case: send player itself if invisible */
            if ( !ob && x == pl->x && y == pl->y &&
                  ( pl->invisible & (pl->invisible < 50 ? 4 : 1) ) &&
                  ( layer == MAP_LAYER_LIVING1 || layer == MAP_LAYER_LIVING2 ) )
                ob = pl;

			if (ob)  {
			    g1 = has_obj;
			    got_one += map2_add_ob(ax, ay, layer, ob, &sl, &pl->contr->socket, &has_obj, 0);
			    /* If we are just storing away the head for future use, then
			     * effectively this space/layer is blank, and we should clear
			     * it if needed.
			     */
			    if (g1 == has_obj)
				del_one += map2_delete_layer(ax, ay, layer, &sl, &pl->contr->socket);
			} else {
			    del_one += map2_delete_layer(ax, ay, layer, &sl, &pl->contr->socket);
			}
		    }
		    /* If nothing to do for this space, we 
		     * can erase the coordinate bytes
		     */
		    if (!del_one && !got_one && !have_darkness) {
			sl.len = oldlen;
		    }
		    else if (del_one && !has_obj) {
			/* If we're only deleting faces and don't have any objs we care
			 * about, just clear space.  Note it is possible we may
			 * have darkness, but if there is nothing on the space, darkness
			 * isn't all that interesting - we can send it when an object
			 * shows up.
			 */
			sl.len = oldlen +2;		/* 2 bytes for coordinate */
			SockList_AddChar(&sl, 0);	/* Clear byte */
			SockList_AddChar(&sl, 255);	/* Termination byte */
			map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],0,0);
		    } else {
			SockList_AddChar(&sl, 255);	/* Termination byte */
		    }
		}
	    } /* else this is a viewable space */
	} /* for x loop */
    } /* for y loop */

    /* Only send this if there are in fact some differences. */
    if (sl.len > startlen) {
	Send_With_Handling(&pl->contr->socket, &sl);
	pl->contr->socket.sent_scroll = 0;
    }
    free(sl.buf);
}



/**
 * Draws client map.
 */
void draw_client_map(object *pl)
{
    int i,j; 
    sint16  ax, ay;
    int mflags;
    mapstruct	*m, *pm;

    if (pl->type != PLAYER) {
	LOG(llevError,"draw_client_map called with non player/non eric-server\n");
	return;
    }

    if (pl->contr->transport) {
	pm = pl->contr->transport->map;
    }
    else
	pm = pl->map;

    /* If player is just joining the game, he isn't here yet, so the map
     * can get swapped out.  If so, don't try to send them a map.  All will
     * be OK once they really log in.
     */
    if (pm==NULL || pm->in_memory!=MAP_IN_MEMORY) return;


    /*
     * This block just makes sure all the spaces are properly
     * updated in terms of what they look like.
     */
    for(j = (pl->y - pl->contr->socket.mapy/2) ; j < (pl->y + (pl->contr->socket.mapy+1)/2); j++) {
        for(i = (pl->x - pl->contr->socket.mapx/2) ; i < (pl->x + (pl->contr->socket.mapx+1)/2); i++) {
	    ax=i;
	    ay=j;
	    m = pm;
	    mflags = get_map_flags(m, &m, ax, ay, &ax, &ay);
	    if (mflags & P_OUT_OF_MAP)
		continue;
	    if (mflags & P_NEED_UPDATE)
		update_position(m, ax, ay);
	    /* If a map is visible to the player, we don't want to swap it out
	     * just to reload it.  This should really call something like
             * swap_map, but this is much more efficient and 'good enough'
	     */
	    if (mflags & P_NEW_MAP) 
		m->timeout = 50;
	}
    }

    /* do LOS after calls to update_position */
    if(pl->contr->do_los) {
        update_los(pl);
        pl->contr->do_los = 0;
    }

    /* Big maps need a different drawing mechanism to work */
    if (pl->contr->socket.mapmode == Map2Cmd)  {
        draw_client_map2(pl);
        return;
    } else if (pl->contr->socket.mapmode == Map1Cmd || pl->contr->socket.mapmode == Map1aCmd) {
        draw_client_map1(pl);
    }
    /* Original map draw code used to be here */
}


void esrv_map_scroll(socket_struct *ns,int dx,int dy)
{
    struct Map newmap;
    int x,y, mx, my;
    char buf[MAXSOCKSENDBUF];

    if (ns->mapmode == Map2Cmd) {
	ns->map_scroll_x += dx;
	ns->map_scroll_y += dy;
    } else {
	sprintf(buf,"map_scroll %d %d", dx, dy);
	Write_String_To_Socket(ns, buf, strlen(buf));
    }

    /* If we are using the Map1aCmd, we may in fact send
     * head information that is outside the viewable map.
     * So set the mx,my to the max value we want to
     * look for.  Removed code to do so - it caused extra
     * complexities for the client, and probably doesn't make
     * that much difference in bandwidth.
     */
    mx = ns->mapx;
    my = ns->mapy;

    if (ns->mapmode >= Map1aCmd) {
	mx += MAX_HEAD_OFFSET;
	my += MAX_HEAD_OFFSET;
    }

    /* the x and y here are coordinates for the new map, i.e. if we moved
     * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy].  For this reason,
     * if the destination x or y coordinate is outside the viewable
     * area, we clear the values - otherwise, the old values
     * are preserved, and the check_head thinks it needs to clear them.
     */
    for(x=0; x<mx; x++) {
	for(y=0; y<my; y++) {
	    if(x >= ns->mapx || y >= ns->mapy) {
		/* clear cells outside the viewable area */
		memset(&newmap.cells[x][y], 0, sizeof(struct map_cell_struct));
	    }
	    else if ((x+dx) < 0 || (x+dx) >= ns->mapx || (y+dy) < 0 || (y + dy) >= ns->mapy) {
		/* clear newly visible tiles within the viewable area */
		memset(&(newmap.cells[x][y]), 0, sizeof(struct map_cell_struct));
	    }
	    else {
		memcpy(&(newmap.cells[x][y]),
           &(ns->lastmap.cells[x+dx][y+dy]),sizeof(struct map_cell_struct));
	    }
	}
    }

    memcpy(&(ns->lastmap), &newmap,sizeof(struct Map));

    /* Make sure that the next "map1" command will be sent (even if it is
     * empty).
     */
    ns->sent_scroll = 1;
}

/**
 * GROS: The following one is used to allow a plugin to send a generic cmd to
 * a player. Of course, the client need to know the command to be able to
 * manage it !
 */
void send_plugin_custom_message(object *pl, char *buf)
{
    cs_write_string(&pl->contr->socket,buf,strlen(buf));
}

/**
 * This sends the experience table the sever is using
 */
void send_exp_table(socket_struct *ns, char *params)
{
    SockList sl;
    int i;
    extern sint64 *levels;

    sl.buf = malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"replyinfo exp_table\n");
    sl.len = strlen((char*)sl.buf);
    SockList_AddShort(&sl, settings.max_level+1);
    for (i=1; i<= settings.max_level; i++) {
	if (sl.len+8 > MAXSOCKSENDBUF) {
	    LOG(llevError, "Buffer overflow in send_exp_table, not sending all information\n");
	    break;
	}
	SockList_AddInt64(&sl, levels[i]);
    }
    Send_With_Handling(ns, &sl);
    free(sl.buf);
}

/**
 * This sends the skill number to name mapping.  We ignore
 * the params - we always send the same info no matter what.
 */
void send_skill_info(socket_struct *ns, char *params)
{
    SockList sl;
    int i;

    sl.buf = malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"replyinfo skill_info\n");
    sl.len = strlen((char*)sl.buf);
    for (i=1; i< NUM_SKILLS; i++) {
	int len;

	len = 16+strlen(skill_names[i]); /* upper bound for length */
	if (sl.len+len > MAXSOCKSENDBUF) {
	    LOG(llevError, "Buffer overflow in send_skill_info, not sending all skill information\n");
	    break;
	}

	sprintf((char*)sl.buf+sl.len, "%d:%s\n", i+CS_STAT_SKILLINFO, skill_names[i]);
	sl.len += strlen((char*)sl.buf+sl.len);
    }
    Send_With_Handling(ns, &sl);
    free(sl.buf);
}

/**
 * This sends the spell path to name mapping.  We ignore
 * the params - we always send the same info no matter what.
 */
void send_spell_paths (socket_struct *ns, char *params) {
    SockList sl;
    int i;

    sl.buf = malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"replyinfo spell_paths\n");
    sl.len = strlen((char*)sl.buf);
    for(i=0; i<NRSPELLPATHS; i++) {
	int len;

	len = 16+strlen(spellpathnames[i]); /* upper bound for length */
	if (sl.len+len > MAXSOCKSENDBUF) {
	    LOG(llevError, "Buffer overflow in send_spell_paths, not sending all spell information\n");
	    break;
	}

	sprintf((char*)sl.buf+sl.len, "%d:%s\n", 1<<i, spellpathnames[i]);
	sl.len += strlen((char*)sl.buf+sl.len);
    }
    Send_With_Handling(ns, &sl);
    free(sl.buf);
}

/**
 * This looks for any spells the player may have that have changed their stats.
 * it then sends an updspell packet for each spell that has changed in this way
 */
void esrv_update_spells(player *pl) {
    SockList sl;
    int flags=0;
    object *spell;
    client_spell* spell_info;

    if (!pl->socket.monitor_spells) return;

    /* Handles problem at login, where this is called from fix_object
     * before we have had a chance to send spells to the player.  It does seem
     * to me that there should never be a case where update_spells is called
     * before add_spells has been called.  Add_spells() will update the
     * spell_state to non null.
     */
    if (!pl->spell_state) return;

    for (spell=pl->ob->inv; spell!=NULL; spell=spell->below) {
	if (spell->type == SPELL) {
        spell_info = get_client_spell_state(pl, spell);
	    /* check if we need to update it*/
	    if (spell_info->last_sp != SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA)) {
            spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
			flags |= UPD_SP_MANA;
	    }
        if (spell_info->last_grace != SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE)) {
            spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
			flags |= UPD_SP_GRACE;
	    }
        if (spell_info->last_dam != spell->stats.dam+SP_level_dam_adjust(pl->ob, spell)) {
            spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
			flags |= UPD_SP_DAMAGE;
	    }
	    if (flags !=0) {
		sl.buf = malloc(MAXSOCKSENDBUF);
		strcpy((char*)sl.buf,"updspell ");
		sl.len=strlen((char*)sl.buf);
		SockList_AddChar(&sl, flags);
		SockList_AddInt(&sl, spell->count);
        if (flags & UPD_SP_MANA) SockList_AddShort(&sl, spell_info->last_sp);
        if (flags & UPD_SP_GRACE) SockList_AddShort(&sl, spell_info->last_grace);
        if (flags & UPD_SP_DAMAGE) SockList_AddShort(&sl, spell_info->last_dam);
		flags = 0;
		Send_With_Handling(&pl->socket, &sl);
		free(sl.buf);
	    }
	}
    }
}

void esrv_remove_spell(player *pl, object *spell) {
    SockList sl;

    if (!pl->socket.monitor_spells) return;
    if (!pl || !spell || spell->env != pl->ob) {
	LOG(llevError, "Invalid call to esrv_remove_spell\n");
	return;
    }
    sl.buf = malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"delspell ");
    sl.len=strlen((char*)sl.buf);
    SockList_AddInt(&sl, spell->count);
    Send_With_Handling(&pl->socket, &sl);
    free(sl.buf);
}

/** appends the spell *spell to the Socklist we will send the data to. */
static void append_spell (player *pl, SockList *sl, object *spell) {
    client_spell* spell_info;
    int len, i, skill=0; 

    if (!(spell->name)) {
        LOG(llevError, "item number %d is a spell with no name.\n", spell->count);
        return;
    }
    spell_info = get_client_spell_state(pl, spell);
    SockList_AddInt(sl, spell->count);
    SockList_AddShort(sl, spell->level);
    SockList_AddShort(sl, spell->casting_time);
    /* store costs and damage in the object struct, to compare to later */
    spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
    spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
    spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
    /* send the current values */
    SockList_AddShort(sl, spell_info->last_sp);
    SockList_AddShort(sl, spell_info->last_grace);
    SockList_AddShort(sl, spell_info->last_dam);

    /* figure out which skill it uses, if it uses one */
    if (spell->skill) {
	for (i=1; i< NUM_SKILLS; i++)
	    if (!strcmp(spell->skill, skill_names[i])) {
		skill = i+CS_STAT_SKILLINFO; 
		break;
	    }
    }
    SockList_AddChar(sl, skill);

    SockList_AddInt(sl, spell->path_attuned);
    SockList_AddInt(sl, (spell->face)?spell->face->number:0);

    len = strlen(spell->name);
    SockList_AddChar(sl, (char)len);
    memcpy(sl->buf+sl->len, spell->name, len);
    sl->len+=len;

    if (!spell->msg) {
	SockList_AddShort(sl, 0);
    }
    else {
	len = strlen(spell->msg);
	SockList_AddShort(sl, len);
	memcpy(sl->buf+sl->len, spell->msg, len);
	sl->len+=len;
    }
}

/**
 * This tells the client to add the spell *spell, if spell is NULL, then add
 * all spells in the player's inventory.
 */
void esrv_add_spells(player *pl, object *spell) {
    SockList sl;
    if (!pl) {
	LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player\n");
	return;
    }
    if (!pl->socket.monitor_spells) return;
    sl.buf = malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"addspell ");
    sl.len=strlen((char*)sl.buf);
    if (!spell) {
	for (spell=pl->ob->inv; spell!=NULL; spell=spell->below) {
	    if (spell->type != SPELL) continue;
	    /* were we to simply keep appending data here, we could exceed 
	     * MAXSOCKSENDBUF if the player has enough spells to add, we know that
	     * append_spell will always append 23 data bytes, plus 3 length
	     * bytes and 2 strings (because that is the spec) so we need to
	     * check that the length of those 2 strings, plus the 26 bytes, 
	     * won't take us over the length limit for the socket, if it does,
	     * we need to send what we already have, and restart packet formation 
	     */
	    if (sl.len > (MAXSOCKSENDBUF - (26 + strlen(spell->name) + 
				(spell->msg?strlen(spell->msg):0)))) {
		Send_With_Handling(&pl->socket, &sl);
		strcpy((char*)sl.buf,"addspell ");
		sl.len=strlen((char*)sl.buf);
	    }
	    append_spell(pl, &sl, spell);
	}
    }
    else if (spell->type != SPELL) {
	LOG(llevError, "Asked to send a non-spell object as a spell\n");
	return;
    }
    else append_spell(pl, &sl, spell);
    if (sl.len > MAXSOCKSENDBUF) {
	LOG(llevError,"Buffer overflow in esrv_add_spells!\n");
	fatal(0);
    }
    /* finally, we can send the packet */
    Send_With_Handling(&pl->socket, &sl);
    free(sl.buf);
}


/* sends a 'tick' information to the client.
 * We also take the opportunity to toggle TCP_NODELAY - 
 * this forces the data in the socket to be flushed sooner to the
 * client - otherwise, the OS tries to wait for full packets
 * and will this hold sending the data for some amount of time,
 * which thus adds some additional latency.
 */

void send_tick(player *pl)
{
    SockList sl;
    int tmp;

    sl.buf=malloc(MAXSOCKSENDBUF);
    strcpy((char*)sl.buf,"tick ");
    sl.len=strlen((char*)sl.buf);
    SockList_AddInt(&sl, pticks);
    tmp = 1;
    if (setsockopt(pl->socket.fd, IPPROTO_TCP,TCP_NODELAY, &tmp, sizeof(tmp))) 
	LOG(llevError,"send_tick: Unable to turn on TCP_NODELAY\n");

    Send_With_Handling(&pl->socket, &sl);
    tmp = 0;
    if (setsockopt(pl->socket.fd, IPPROTO_TCP,TCP_NODELAY, &tmp, sizeof(tmp))) 
	LOG(llevError,"send_tick: Unable to turn off TCP_NODELAY\n");
    free(sl.buf);
}