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/*
* static char *rcsid_init_c =
* "$Id: request.c,v 1.62 2004/02/11 08:09:29 mwedel Exp $";
*/
/*
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.
*
* mapcellchanged, compactlayer, compactstack, perform the map compressing
* operations
*
* esrv_map_doneredraw finishes the map update, and ships across the
* map updates.
*
* 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 <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 SetUp(char *buf, int len, NewSocket *ns)
{
int s;
int 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,"ext2")) {
ns->ext2 = 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,"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;
/* if beyond this size, need to use map1acmd no matter what */
if (ns->mapx>11 || ns->mapy>11) ns->mapmode = Map1aCmd;
safe_strcat(cmdback, ns->mapmode == Map1aCmd?"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 {
/* Didn't get a setup command we understood -
* report a failure to the client.
*/
safe_strcat(cmdback, param, &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 AddMeCmd(char *buf, int len, NewSocket *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);
socket_info.nconns--;
ns->status = Ns_Avail;
}
settings=oldsettings;
}
/** Reply to ExtendedInfos command */
void ToggleExtendedInfos (char *buf, int len, NewSocket *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));
}
/**
* Tells client the picture it has to use
* to smooth a picture number given as argument.
* Also take care of sending those pictures to the client.
* For information, here is where we get the smoothing inforations:
* - Take the facename and add '_smoothed' to it.
* - Look for that archetype and find it's animation.
* - Use the animation elements from 0 to 8 for smoothing.
*/
void AskSmooth (char *buf, int len, NewSocket *ns){
char* defaultsmooth="default_smoothed.111";
char reply[MAX_BUF];
SockList sl;
uint16 smoothface;
uint16 facenbr;
facenbr=atoi (buf);
if ((!FindSmooth (facenbr, &smoothface)) &&
(!FindSmooth ( ( uint16 )FindFace(defaultsmooth,0), &smoothface))
)
LOG(llevError,"could not findsmooth for %d. Neither default (%s)\n",facenbr,defaultsmooth);
if (ns->faces_sent[smoothface] == 0)
esrv_send_face(ns, smoothface, 0);
sl.buf=reply;
strcpy((char*)sl.buf,"smooth ");
sl.len=strlen((char*)sl.buf);
SockList_AddShort(&sl, facenbr);
SockList_AddShort(&sl, smoothface);
Send_With_Handling(ns, &sl);
}
/**
* This handles the general commands from the client (ie, north, fire, cast,
* etc.)
*/
void PlayerCmd(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,"PlayerCmd: Got count but no command.");
#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 PlayerCmd above, but is called with the
* 'ncom' method which gives more information back to the client so it
* can throttle.
*/
void NewPlayerCmd(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 ReplyCmd(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);
pl->socket.ext_title_flag = 2; /* funny hack: we want the class info in old title function */
/* 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:
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 VersionCmd(char *buf, int len,NewSocket *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>\n", cp);
/* 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 -
* requiing 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 SetSound(char *buf, int len, NewSocket *ns)
{
ns->sound = atoi(buf);
}
/** client wants the map resent */
void MapRedrawCmd(char *buff, int len, player *pl)
{
/* 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);
}
/** Newmap command */
void MapNewmapCmd( player *pl)
{
if( pl->socket.newmapcmd == 1)
Write_String_To_Socket( &pl->socket, "newmap", 6);
}
/**
* Moves an object (typically, container to inventory).
* syntax is: move (to) (tag) (nrof)
*/
void MoveCmd(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(NewSocket *ns, uint8 flags, 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(MAXSOCKBUF);
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( ( sint32 )pl->last_weight_limit, 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]);
}
}
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;
sl.buf=malloc(MAXSOCKBUF);
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(NewSocket *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(MAXSOCKBUF);
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]] == 0)
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.
*
******************************************************************************/
/**
* This adds face_num to a map cell at x,y. If the client doesn't have
* the face yet, we will also send it.
*/
static void esrv_map_setbelow(NewSocket *ns, int x,int y,
short face_num, struct Map *newmap)
{
if (x<0 || x>ns->mapx-1 ||
y<0 || y>ns->mapy-1 ||
face_num < 0 || face_num > MAXFACENUM) {
LOG(llevError,"bad user x/y/facenum not in 0..10,0..10,0..%d\n",
MAXFACENUM-1);
abort();
}
if(newmap->cells[x][y].count >= MAP_LAYERS) {
LOG(llevError,"Too many faces in map cell %d %d\n",x,y);
return;
abort();
}
newmap->cells[x][y].faces[newmap->cells[x][y].count] = face_num;
newmap->cells[x][y].count ++;
if (ns->faces_sent[face_num] == 0)
esrv_send_face(ns,face_num,0);
}
struct LayerCell {
uint16 xy;
short face;
};
struct MapLayer {
int count;
struct LayerCell lcells[MAP_CLIENT_X * MAP_CLIENT_Y];
};
/** Checkes if map cells have changed */
static int mapcellchanged(NewSocket *ns,int i,int j, struct Map *newmap)
{
int k;
if (ns->lastmap.cells[i][j].count != newmap->cells[i][j].count)
return 1;
for(k=0;k<newmap->cells[i][j].count;k++) {
if (ns->lastmap.cells[i][j].faces[k] !=
newmap->cells[i][j].faces[k]) {
return 1;
}
}
return 0;
}
/**
* Basically, what this does is pack the data into layers.
* cnum is the client number, cur is the the buffer we put all of
* this data into. we return the end of the data. layers is
* how many layers of data we should back.
*/
static uint8 *compactlayer(NewSocket *ns, unsigned char *cur, int numlayers,
struct Map *newmap)
{
int x,y,k;
int face;
unsigned char *fcur;
struct MapLayer layers[MAP_LAYERS];
for(k = 0;k<MAP_LAYERS;k++)
layers[k].count = 0;
fcur = cur;
for(x=0;x<ns->mapx;x++) {
for(y=0;y<ns->mapy;y++) {
if (!mapcellchanged(ns,x,y,newmap))
continue;
if (newmap->cells[x][y].count == 0) {
*cur = x*ns->mapy+y; /* mark empty space */
cur++;
continue;
}
for(k=0;k<newmap->cells[x][y].count;k++) {
layers[k].lcells[layers[k].count].xy = x*ns->mapy+y;
layers[k].lcells[layers[k].count].face =
newmap->cells[x][y].faces[k];
layers[k].count++;
}
}
}
/* If no data, return now. */
if (fcur == cur && layers[0].count == 0)
return cur;
*cur = 255; /* mark end of explicitly cleared cells */
cur++;
/* First pack by layers. */
for(k=0;k<numlayers;k++) {
if (layers[k].count == 0)
break; /* once a layer is entirely empty, no layer below it can
have anything in it either */
/* Pack by entries in thie layer */
for(x=0;x<layers[k].count;) {
fcur = cur;
*cur = layers[k].lcells[x].face >> 8;
cur++;
*cur = layers[k].lcells[x].face & 0xFF;
cur++;
face = layers[k].lcells[x].face;
/* Now, we back the redundant data into 1 byte xy pairings */
for(y=x;y<layers[k].count;y++) {
if (layers[k].lcells[y].face == face) {
*cur = ( uint8 )layers[k].lcells[y].xy;
cur++;
layers[k].lcells[y].face = -1;
}
}
*(cur-1) = *(cur-1) | 128; /* mark for end of xy's; 11*11 < 128 */
/* forward over the now redundant data */
while(x < layers[k].count &&
layers[k].lcells[x].face == -1)
x++;
}
*fcur = *fcur | 128; /* mark for end of faces at this layer */
}
return cur;
}
static void esrv_map_doneredraw(NewSocket *ns, struct Map *newmap)
{
static long frames,bytes,tbytes,tframes;
uint8 *cur;
SockList sl;
sl.buf=malloc(MAXSOCKBUF);
strcpy((char*)sl.buf,"map ");
sl.len=strlen((char*)sl.buf);
cur = compactlayer(ns,sl.buf+sl.len,MAP_LAYERS,newmap);
sl.len=cur-sl.buf;
/* LOG(llevDebug, "Sending map command.\n");*/
if (sl.len>( int )strlen("map ") || ns->sent_scroll) {
/* All of this is just accounting stuff */
if (tframes>100) {
tframes = tbytes = 0;
}
tframes++;
frames++;
tbytes += sl.len;
bytes += sl.len;
memcpy(&ns->lastmap,newmap,sizeof(struct Map));
Send_With_Handling(ns, &sl);
ns->sent_scroll = 0;
}
free(sl.buf);
}
/** Clears a map cell */
static void map_clearcell(struct MapCell *cell, int face0, int face1, int face2, int count)
{
cell->count=count;
cell->faces[0] = face0;
cell->faces[1] = face1;
cell->faces[2] = face2;
}
#define MAX_HEAD_POS 31
#define MAX_LAYERS 3
/* 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 * MAX_LAYERS];
/**
* Returns true of any of the heads for this
* space is set. Returns 0 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) * MAX_LAYERS] ||
heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 1] ||
heads[(ay * MAX_HEAD_POS + ax) * MAX_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, NewSocket *ns, int ax, int ay, int layer)
{
short face_num;
if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer])
face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_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] == 0)
esrv_send_face(ns, face_num, 0);
heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer] = NULL;
ns->lastmap.cells[ax][ay].faces[layer] = face_num;
return 1;
}
/* We know, for now, that check_head is only called on blocked or otherwise
* out of view spaces. So if there is no head object, clear
* the last look for this layer - this sort of replaces the need to
* call map_clearcell.
*/
if (face_num ==0 && ns->lastmap.cells[ax][ay].faces[layer] != 0)
ns->lastmap.cells[ax][ay].faces[layer] = 0;
return 0; /* No change */
}
/**
* 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.
* 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. Interesting to note that before this function, the map1 function
* numbers the spaces differently - I think this was a leftover from
* the map command, where the faces stack up. Sinces that is no longer
* the case, it seems to make more sense to have these layer values
* actually match.
*/
static inline int update_space(SockList *sl, NewSocket *ns, mapstruct *mp, int mx, int my, int sx, int sy, int layer)
{
object *ob, *head;
uint16 face_num;
int bx, by,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) * MAX_LAYERS + 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) {
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->face == head->face &&
(ob == head && !ob->more)) {
heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer] = NULL;
head = NULL;
break;
}
}
}
ob = head;
if (!ob) ob = GET_MAP_FACE_OBJ(mp, mx, my, 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))) {
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,"update_space: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n",
bx, by, sx, sy);
}
/* 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) * MAX_LAYERS + i] &&
heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face->number == face_num)
heads[(sy * MAX_HEAD_POS + sx) * MAX_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) * MAX_LAYERS + i] &&
heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face->number == face_num)
heads[(by * MAX_HEAD_POS + bx) * MAX_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) * MAX_LAYERS + layer] == NULL ||
heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] == head) {
heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] = head;
} else for (i=0; i<MAX_LAYERS; i++) {
if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == NULL ||
heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == head) {
heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = head;
}
}
face_num = 0; /* Don't send this object - we'll send the head later */
}
} 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<layer; bx++)
if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] &&
heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face->number == face_num)
heads[(sy * MAX_HEAD_POS + sx) * MAX_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 && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer -1]) {
face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer -1]->face->number;
heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + 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 && layer<MAP_LAYERS && ns->lastmap.cells[sx][sy].faces[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[layer] != face_num) {
ns->lastmap.cells[sx][sy].faces[layer] = face_num;
if (ns->faces_sent[face_num] == 0)
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, NewSocket *ns, mapstruct *mp, int mx, int my, int sx, int sy, int layer)
{
object *ob, *head;
int smoothlevel; /* old face_num;*/
/* If there is a multipart object stored away, treat that as more important.
* If not, then do the normal processing.
*/
ob=NULL;
head = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer];
ob = GET_MAP_FACE_OBJ(mp, mx, my, 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;
} /* 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[layer] != smoothlevel) {
ns->lastmap.cells[sx][sy].smooth[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.
*/
int getExtendedMapInfoSize(NewSocket* 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;
SockList sl;
SockList esl; /*For extended Map info*/
uint16 mask,emask;
uint8 eentrysize;
uint16 ewhatstart,ewhatflag;
uint8 extendedinfos;
mapstruct *m;
sl.buf=malloc(MAXSOCKBUF);
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(MAXSOCKBUF);
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=getExtendedMapInfoSize(&(pl->contr->socket));
SockList_AddChar(&esl, eentrysize);
estartlen = esl.len;
}
/* Init data to zero */
memset(heads, 0, sizeof(object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAX_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].count != -1) {
SockList_AddShort(&sl, mask);
map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],0,0,0,-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].count != 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].count != -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].count = count;
} else {
map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay], 0, 0, 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].count != d && pl->contr->socket.darkness) {
pl->contr->socket.lastmap.cells[ax][ay].count = 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].count = d;
}
/* Floor face */
if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, 2))
mask |= 0x4;
if (pl->contr->socket.EMI_smooth)
if (update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, 2)){
emask |= 0x4;
}
/* Middle face */
if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, 1))
mask |= 0x2;
if (pl->contr->socket.EMI_smooth)
if (update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, 1)){
emask |= 0x2;
}
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] == 0)
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, 0))
mask |= 0x1;
if (pl->contr->socket.EMI_smooth)
if (update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, 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);
}
free(esl.buf);
}
if (sl.len>startlen || pl->contr->socket.sent_scroll) {
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, nx, ny;/* ax and ay goes from 0 to max-size of arrays */
New_Face *face,*floor;
New_Face *floor2;
int d, mflags;
struct Map newmap;
mapstruct *m;
if (pl->type != PLAYER) {
LOG(llevError,"draw_client_map called with non player/non eric-server\n");
return;
}
if(pl->map == NULL || pl->map->in_memory != MAP_IN_MEMORY) {
LOG(llevError,"draw_client_map called with no map/map out of memory\n");
return;
}
/* 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 (pl->map==NULL || pl->map->in_memory!=MAP_IN_MEMORY) return;
memset(&newmap, 0, sizeof(struct Map));
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 = pl->map;
mflags = get_map_flags(m, &m, ax, ay, &ax, &ay);
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;
}
if (pl->contr->socket.mapmode == Map1Cmd || pl->contr->socket.mapmode == Map1aCmd) {
/* Big maps need a different drawing mechanism to work */
draw_client_map1(pl);
return;
}
if(pl->invisible & (pl->invisible < 50 ? 4 : 1)) {
esrv_map_setbelow(&pl->contr->socket,pl->contr->socket.mapx/2,
pl->contr->socket.mapy/2,pl->face->number,&newmap);
}
/* j and i are the y and x coordinates of the real map (which is
* basically some number of spaces around the player)
* ax and ay are values from within the viewport (ie, 0, 0 is upper
* left corner) and are thus disconnected from the map values.
* Subtract 1 from the max values so that we properly handle cases where
* player has specified an even map. Otherwise, we try to send them too
* much, ie, if mapx is 10, we would try to send from -5 to 5, which is actually
* 11 spaces. Now, we would send from -5 to 4, which is properly. If mapx is
* odd, this still works fine.
*/
ay=0;
for(j=pl->y-pl->contr->socket.mapy/2; j<=pl->y+(pl->contr->socket.mapy-1)/2;j++, ay++) {
ax=0;
for(i=pl->x-pl->contr->socket.mapx/2;i<=pl->x+(pl->contr->socket.mapx-1)/2;i++, ax++) {
d = pl->contr->blocked_los[ax][ay];
/* note the out_of_map and d>3 checks are both within the same
* negation check.
*/
nx = i;
ny = j;
m = get_map_from_coord(pl->map, &nx, &ny);
if (m && d<4) {
face = GET_MAP_FACE(m, nx, ny,0);
floor2 = GET_MAP_FACE(m, nx, ny,1);
floor = GET_MAP_FACE(m, nx, ny,2);
/* If all is blank, send a blank face. */
if ((!face || face == blank_face) &&
(!floor2 || floor2 == blank_face) &&
(!floor || floor == blank_face)) {
esrv_map_setbelow(&pl->contr->socket,ax,ay,
blank_face->number,&newmap);
} else { /* actually have something interesting */
/* send the darkness mask, if any. */
if (d && pl->contr->socket.darkness)
esrv_map_setbelow(&pl->contr->socket,ax,ay,
dark_faces[d-1]->number,&newmap);
if (face && face != blank_face)
esrv_map_setbelow(&pl->contr->socket,ax,ay,
face->number,&newmap);
if (floor2 && floor2 != blank_face)
esrv_map_setbelow(&pl->contr->socket,ax,ay,
floor2->number,&newmap);
if (floor && floor != blank_face)
esrv_map_setbelow(&pl->contr->socket,ax,ay,
floor->number,&newmap);
}
} /* Is a valid space */
}
}
esrv_map_doneredraw(&pl->contr->socket, &newmap);
}
void esrv_map_scroll(NewSocket *ns,int dx,int dy)
{
struct Map newmap;
int x,y, mx, my;
char buf[MAXSOCKBUF];
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+dx) < 0 || (x+dx) >= ns->mapx || (y+dy) < 0 || (y + dy) >= ns->mapy) {
memset(&(newmap.cells[x][y]), 0, sizeof(struct MapCell));
}
else {
memcpy(&(newmap.cells[x][y]),
&(ns->lastmap.cells[x+dx][y+dy]),sizeof(struct MapCell));
}
}
}
memcpy(&(ns->lastmap), &newmap,sizeof(struct Map));
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 skill number to name mapping. We ignore
* the params - we always send the same info no matter what.
*/
void send_skill_info(NewSocket *ns, char *params)
{
SockList sl;
int i;
sl.buf = malloc(MAXSOCKBUF);
strcpy(sl.buf,"replyinfo skill_info\n");
for (i=1; i< NUM_SKILLS; i++) {
sprintf(sl.buf + strlen(sl.buf), "%d:%s\n", i + CS_STAT_SKILLINFO,
skill_names[i]);
}
sl.len = strlen(sl.buf);
if (sl.len > MAXSOCKBUF) {
LOG(llevError,"Buffer overflow in send_skill_info!\n");
fatal(0);
}
Send_With_Handling(ns, &sl);
free(sl.buf);
}
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