1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512
|
/*
* 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);
}
|