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 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895
|
/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* \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_scroll tells the client to scroll the map, and does similarily
* for the locally cached copy.
*
* @todo
* smoothing should be automatic for latest clients. Remove some stuff we can assume is always on.
* fix comments for this file.
*
* This file should probably be broken up into smaller sections - having all request
* handling from the client in one file makes this a very large file in which
* it is hard to find data (and know how it is related). In addition, a lot
* of the function is not actually requests from the client, but push from
* the server (stats, maps)
*/
#include <assert.h>
#include <global.h>
#include <sproto.h>
#include <shared/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 <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.
*/
static const 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;
char *cmd, *param;
SockList sl;
/* 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);
SockList_Init(&sl);
SockList_AddString(&sl, "setup");
for (s = 0; s < len; ) {
cmd = &buf[s];
/* find the next space, and put a null there */
for (; buf[s] && buf[s] != ' '; s++)
;
if (s >= len)
break;
buf[s++] = 0;
while (buf[s] == ' ')
s++;
if (s >= len)
break;
param = &buf[s];
for (; buf[s] && buf[s] != ' '; s++)
;
buf[s++] = 0;
while (s < len && buf[s] == ' ')
s++;
SockList_AddPrintf(&sl, " %s ", cmd);
if (!strcmp(cmd, "sound2")) {
ns->sound = atoi(param)&(SND_EFFECTS|SND_MUSIC|SND_MUTE);
SockList_AddString(&sl, param);
} else if (!strcmp(cmd, "spellmon")) {
int monitor_spells;
monitor_spells = atoi(param);
if (monitor_spells < 0 || monitor_spells > 2) {
SockList_AddString(&sl, "FALSE");
} else {
ns->monitor_spells = monitor_spells;
SockList_AddPrintf(&sl, "%d", monitor_spells);
}
} else if (!strcmp(cmd, "darkness")) {
int darkness;
darkness = atoi(param);
if (darkness != 0 && darkness != 1) {
SockList_AddString(&sl, "FALSE");
} else {
ns->darkness = darkness;
SockList_AddPrintf(&sl, "%d", darkness);
}
} else if (!strcmp(cmd, "map2cmd")) {
int map2cmd;
map2cmd = atoi(param);
if (map2cmd != 1) {
SockList_AddString(&sl, "FALSE");
} else {
SockList_AddString(&sl, "1");
}
} else if (!strcmp(cmd, "facecache")) {
int facecache;
facecache = atoi(param);
if (facecache != 0 && facecache != 1) {
SockList_AddString(&sl, "FALSE");
} else {
ns->facecache = facecache;
SockList_AddPrintf(&sl, "%d", facecache);
}
} else if (!strcmp(cmd, "faceset")) {
int q = atoi(param);
if (is_valid_faceset(q))
ns->faceset = q;
SockList_AddPrintf(&sl, "%d", ns->faceset);
} else if (!strcmp(cmd, "mapsize")) {
int x, y, n;
if (sscanf(param, "%dx%d%n", &x, &y, &n) != 2 || n != (int)strlen(param)) {
x = 0;
y = 0;
}
if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y) {
SockList_AddPrintf(&sl, "%dx%d", MAP_CLIENT_X, MAP_CLIENT_Y);
} else {
player *pl;
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.
*/
SockList_AddPrintf(&sl, "%dx%d", x, y);
/* need to update the los, else the view jumps */
pl = find_player_socket(ns);
if (pl)
update_los(pl->ob);
/* Client and server need to resynchronize on data - treating it as
* a new map is best way to go.
*/
map_newmap_cmd(ns);
}
} else if (!strcmp(cmd, "tick")) {
int tick;
tick = atoi(param);
if (tick != 0 && tick != 1) {
SockList_AddString(&sl, "FALSE");
} else {
ns->tick = tick;
SockList_AddPrintf(&sl, "%d", tick);
}
} else if (!strcmp(cmd, "bot")) {
int is_bot;
is_bot = atoi(param);
if (is_bot != 0 && is_bot != 1) {
SockList_AddString(&sl, "FALSE");
} else {
ns->is_bot = is_bot;
SockList_AddPrintf(&sl, "%d", is_bot);
}
} else if (!strcmp(cmd, "want_pickup")) {
int want_pickup;
want_pickup = atoi(param);
if (want_pickup != 0 && want_pickup != 1) {
SockList_AddString(&sl, "FALSE");
} else {
ns->want_pickup = want_pickup;
SockList_AddPrintf(&sl, "%d", want_pickup);
}
} else if (!strcmp(cmd, "num_look_objects")) {
int tmp;
player *pl;
tmp = atoi(param);
if (tmp < MIN_NUM_LOOK_OBJECTS) {
tmp = MIN_NUM_LOOK_OBJECTS;
} else if (tmp > MAX_NUM_LOOK_OBJECTS) {
tmp = MAX_NUM_LOOK_OBJECTS;
}
ns->num_look_objects = (uint8)tmp;
SockList_AddPrintf(&sl, "%d", tmp);
pl = find_player_socket(ns);
if (pl && pl->ob) {
ns->update_look = 1;
esrv_draw_look(pl->ob);
}
} else if (!strcmp(cmd, "extended_stats")) {
int extended_stats;
extended_stats = atoi(param);
if (extended_stats != 0 && extended_stats != 1) {
SockList_AddString(&sl, "FALSE");
} else {
ns->extended_stats = extended_stats;
SockList_AddPrintf(&sl, "%d", extended_stats);
}
} else if (!strcmp(cmd, "loginmethod")) {
int loginmethod;
loginmethod = atoi(param);
/* Only support basic login right now */
if (loginmethod > 2) loginmethod=2;
ns->login_method = loginmethod;
SockList_AddPrintf(&sl, "%d", loginmethod);
} else if (!strcmp(cmd, "notifications")) {
int notifications;
notifications = atoi(param);
ns->notifications = notifications;
SockList_AddPrintf(&sl, "%d", notifications);
} else if (!strcmp(cmd, "newmapcmd")) {
/* newmapcmd is deprecated (now standard part), but some
* clients still use this setup option, and if the server
* doesn't respond, erroneously report that the client is
* too old. Since it is always on, regardless of what is
* request, send back one.
*/
SockList_AddString(&sl, "1");
} else if (!strcmp(cmd, "extendedTextInfos")) {
/* like newmapcmd above, extendedTextInfos is
* obsolete, but we respond for the same reason as we do
* in newmapcmd
*/
SockList_AddString(&sl, "1");
} else if (!strcmp(cmd, "itemcmd")) {
/* like newmapcmd above, itemcmd is
* obsolete, but we respond for the same reason as we do
* in newmapcmd
*/
SockList_AddString(&sl, "2");
} else if (!strcmp(cmd, "exp64")) {
/* like newmapcmd above, exp64 is
* obsolete, but we respond for the same reason as we do
* in newmapcmd
*/
SockList_AddString(&sl, "1");
} else {
/* Didn't get a setup command we understood -
* report a failure to the client.
*/
SockList_AddString(&sl, "FALSE");
}
} /* for processing all the setup commands */
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
/**
* 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.
*
* @todo can ns->status not be Ns_Add?
*/
void add_me_cmd(char *buf, int len, socket_struct *ns) {
Settings oldsettings;
SockList sl;
oldsettings = settings;
if (ns->status != Ns_Add) {
SockList_Init(&sl);
SockList_AddString(&sl, "addme_failed");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
} else if (find_player_socket(ns) == NULL) {
/* if there is already a player for this socket (add_me was already called),
* just ignore, else weird issues. */
add_player(ns, 0);
/* 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.
*/
SockList_Init(&sl);
SockList_AddString(&sl, "addme_success");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
if (ns->sc_version < 1027 || ns->cs_version < 1023) {
/* 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.
*/
print_ext_msg(ns, NDI_RED, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_VERSION,
"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");
}
ns->status = Ns_Avail;
}
settings = oldsettings;
}
/**
* 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;
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;
SockList_Init(&sl);
SockList_AddString(&sl, "smooth ");
SockList_AddShort(&sl, face);
SockList_AddShort(&sl, smoothface);
Send_With_Handling(ns, &sl);
SockList_Term(&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 commands issued by the player (ie, north, fire, cast,
* etc.). This is called with the 'ncom' method which gives more information back
* to the client so it can throttle.
*
* @param buf
* data received.
* @param len
* length of buf.
* @param pl
* player who issued the command. Mustn't be NULL.
*/
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) {
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"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 */
SockList_Init(&sl);
SockList_AddString(&sl, "comc ");
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);
SockList_Term(&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_GET_NAME:
receive_player_name(pl->ob);
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);
break;
case ST_GET_PARTY_PASSWORD: /* Get password for party */
receive_party_password(pl->ob);
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;
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);
}
}
/**
* Sound related function.
* @todo remove once clients don't try to use this - server closes connection on invalid client.
*/
/** client wants the map resent
* @todo remove
*/
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.
*/
}
/** Newmap command */
void map_newmap_cmd(socket_struct *ns) {
SockList sl;
/* If getting a newmap command, this scroll information
* is no longer relevant.
*/
ns->map_scroll_x = 0;
ns->map_scroll_y = 0;
memset(&ns->lastmap, 0, sizeof(ns->lastmap));
SockList_Init(&sl);
SockList_AddString(&sl, "newmap");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
/**
* 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) {
SockList sl;
SockList_Init(&sl);
SockList_AddPrintf(&sl, "query %d %s", flags, text ? text : "");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
#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)) { \
free(Old); \
Old = strdup_local(New); \
SockList_AddChar(&sl, Type); \
SockList_AddLen8Data(&sl, New, 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;
uint8 s;
SockList_Init(&sl);
SockList_AddString(&sl, "stats ");
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.extended_stats) {
sint16 golem_hp, golem_maxhp;
AddIfShort(pl->last_orig_stats.Str, pl->orig_stats.Str, CS_STAT_BASE_STR);
AddIfShort(pl->last_orig_stats.Int, pl->orig_stats.Int, CS_STAT_BASE_INT);
AddIfShort(pl->last_orig_stats.Pow, pl->orig_stats.Pow, CS_STAT_BASE_POW);
AddIfShort(pl->last_orig_stats.Wis, pl->orig_stats.Wis, CS_STAT_BASE_WIS);
AddIfShort(pl->last_orig_stats.Dex, pl->orig_stats.Dex, CS_STAT_BASE_DEX);
AddIfShort(pl->last_orig_stats.Con, pl->orig_stats.Con, CS_STAT_BASE_CON);
AddIfShort(pl->last_orig_stats.Cha, pl->orig_stats.Cha, CS_STAT_BASE_CHA);
if (pl->ob != NULL) {
AddIfShort(pl->last_race_stats.Str, 20 + pl->ob->arch->clone.stats.Str, CS_STAT_RACE_STR);
AddIfShort(pl->last_race_stats.Int, 20 + pl->ob->arch->clone.stats.Int, CS_STAT_RACE_INT);
AddIfShort(pl->last_race_stats.Pow, 20 + pl->ob->arch->clone.stats.Pow, CS_STAT_RACE_POW);
AddIfShort(pl->last_race_stats.Wis, 20 + pl->ob->arch->clone.stats.Wis, CS_STAT_RACE_WIS);
AddIfShort(pl->last_race_stats.Dex, 20 + pl->ob->arch->clone.stats.Dex, CS_STAT_RACE_DEX);
AddIfShort(pl->last_race_stats.Con, 20 + pl->ob->arch->clone.stats.Con, CS_STAT_RACE_CON);
AddIfShort(pl->last_race_stats.Cha, 20 + pl->ob->arch->clone.stats.Cha, CS_STAT_RACE_CHA);
AddIfShort(pl->last_applied_stats.Str, pl->applied_stats.Str, CS_STAT_APPLIED_STR);
AddIfShort(pl->last_applied_stats.Int, pl->applied_stats.Int, CS_STAT_APPLIED_INT);
AddIfShort(pl->last_applied_stats.Pow, pl->applied_stats.Pow, CS_STAT_APPLIED_POW);
AddIfShort(pl->last_applied_stats.Wis, pl->applied_stats.Wis, CS_STAT_APPLIED_WIS);
AddIfShort(pl->last_applied_stats.Dex, pl->applied_stats.Dex, CS_STAT_APPLIED_DEX);
AddIfShort(pl->last_applied_stats.Con, pl->applied_stats.Con, CS_STAT_APPLIED_CON);
AddIfShort(pl->last_applied_stats.Cha, pl->applied_stats.Cha, CS_STAT_APPLIED_CHA);
}
if (pl->ranges[range_golem]) {
object *golem = pl->ranges[range_golem];
if (QUERY_FLAG(golem, FLAG_REMOVED) || golem->count != pl->golem_count || QUERY_FLAG(golem, FLAG_FREED)) {
golem_hp = 0;
golem_maxhp = 0;
} else {
golem_hp = golem->stats.hp;
golem_maxhp = golem->stats.maxhp;
}
} else {
golem_hp = 0;
golem_maxhp = 0;
}
/* send first the maxhp, so the client can set up the display */
AddIfShort(pl->last_golem_maxhp, golem_maxhp, CS_STAT_GOLEM_MAXHP);
AddIfShort(pl->last_golem_hp, golem_hp, CS_STAT_GOLEM_HP);
}
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;
}
}
AddIfInt64(pl->last_stats.exp, pl->ob->stats.exp, CS_STAT_EXP64);
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->ob->weapon_speed, CS_STAT_WEAP_SP);
AddIfInt(pl->last_weight_limit, (sint32)get_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);
}
/* we want to use the new fire & run system in new client */
rangetostring(pl->ob, buf, sizeof(buf));
AddIfString(pl->socket.stats.range, buf, CS_STAT_RANGE);
set_title(pl->ob, buf, sizeof(buf));
AddIfString(pl->socket.stats.title, buf, CS_STAT_TITLE);
/* Only send it away if we have some actual data - 2 bytes for length, 6 for "stats ". */
if (sl.len > 8) {
#ifdef ESRV_DEBUG
LOG(llevDebug, "Sending stats command, %d bytes long.\n", sl.len);
#endif
Send_With_Handling(&pl->socket, &sl);
}
SockList_Term(&sl);
}
/**
* 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;
if (!(pl->socket.faces_sent[pl->ob->face->number]&NS_FACESENT_FACE))
esrv_send_face(&pl->socket, pl->ob->face->number, 0);
SockList_Init(&sl);
SockList_AddString(&sl, "player ");
SockList_AddInt(&sl, pl->ob->count);
SockList_AddInt(&sl, weight);
SockList_AddInt(&sl, pl->ob->face->number);
SockList_AddLen8Data(&sl, pl->ob->name, strlen(pl->ob->name));
Send_With_Handling(&pl->socket, &sl);
SockList_Term(&sl);
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;
}
SockList_Init(&sl);
SockList_AddString(&sl, "anim ");
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]->number]&NS_FACESENT_FACE))
esrv_send_face(ns, animations[anim_num].faces[i]->number, 0);
/* flags - not used right now */
SockList_AddShort(&sl, animations[anim_num].faces[i]->number);
}
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
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 const object *heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS];
/****************************************************************************
* 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, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int is_head) {
uint16 face_num;
uint8 nlayer, smoothlevel = 0;
const object *head;
assert(ob != NULL);
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->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][bx][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][bx][layer])
heads[by][bx][layer] = head;
else if (layer+1 < MAP_LAYERS && !heads[by][bx][layer+1])
heads[by][bx][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 = MAP2_LAYER_START+layer;
len = 2;
if (ob->map && !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 (ob->anim_speed)
anim_speed = ob->anim_speed;
else 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 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]->number]&NS_FACESENT_SMOOTH))
send_smooth(ns, animations[ob->animation_id].faces[i]->number);
}
}
} 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;
}
/**
* Check if a hp bar should be added to the map square.
* @param ax x coordinate.
* @param ay y coordinate.
* @param ob object to check for hp bar.
* @param sl where to write data.
* @param ns to know if the face was sent or not.
* @param has_obj number of objects, modified.
* @param alive_layer will be filled with the layer containing the hp bar if applicable.
* @return 1 if a bar was added, in which case alive_layer is modified, else 0.
*/
static int check_probe(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer) {
int got_one = 0, poisoned = 0, diseased = 0;
char name[60];
int value, granularity;
const object *probe;
/* send hp bar if needed */
if (!QUERY_FLAG(ob, FLAG_PROBE) || (*alive_layer) != -1 || ob->head)
return 0;
probe = object_find_by_type_and_name(ob, FORCE, "probe_force");
if (probe == NULL || probe->level < 15) {
/* if probe is not null, this is an error, but well */
return 0;
}
granularity = (probe->level - 14) / 3;
if (granularity <= 0)
granularity = 1;
else if (granularity > 30)
granularity = 30;
if (ob->stats.maxhp > 0) {
value = (ob->stats.hp * granularity) / (ob->stats.maxhp);
if (value < 0)
value = 0;
else if (value > granularity)
value = granularity;
} else
value = 30;
value = (value * 30) / granularity;
if (object_present_in_ob(POISONING, ob) != NULL)
poisoned = 1;
if (object_present_in_ob(DISEASE, ob) != NULL)
diseased = 1;
if (value > 0) {
archetype *dummy;
snprintf(name, sizeof(name), "hpbar%s%s%s_%d",
poisoned ? "_poisoned" : "",
diseased ? "_diseased" : "",
(!poisoned && !diseased) ? "_standard" : "",
value);
dummy = try_find_archetype(name);
if (dummy != NULL) {
got_one += map2_add_ob(ax, ay, MAP_LAYER_FLY2, &dummy->clone, sl, ns, has_obj, 0);
(*alive_layer) = MAP_LAYER_FLY2;
}
}
return got_one;
}
/*
* 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.
*
* @param ax
* viewport relative x-coordinate
* @param ay
* viewport relative y-coordinate
* @param sl
* the reply to append to
* @param ns
* the client socket
*/
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 = MAP2_COORD_ENCODE(ax, ay, 0);
oldlen = sl->len;
SockList_AddShort(sl, coord);
for (layer = 0; layer < MAP_LAYERS; layer++) {
const object *head;
head = heads[ay][ax][layer];
if (head) {
/* 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, head, 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, min_x, max_x, min_y, max_y, oldlen, layer;
size_t startlen;
sint16 nx, ny;
SockList sl;
uint16 coord;
mapstruct *m;
object *ob;
SockList_Init(&sl);
SockList_AddString(&sl, "map2 ");
startlen = sl.len;
/* Handle map scroll */
if (pl->contr->socket.map_scroll_x || pl->contr->socket.map_scroll_y) {
coord = MAP2_COORD_ENCODE(pl->contr->socket.map_scroll_x, pl->contr->socket.map_scroll_y, 1);
pl->contr->socket.map_scroll_x = 0;
pl->contr->socket.map_scroll_y = 0;
SockList_AddShort(&sl, coord);
}
/* Init data to zero */
memset(heads, 0, sizeof(heads));
/* We could do this logic as conditionals in the if statement,
* but that started to get a bit messy to look at.
*/
min_x = pl->x-pl->contr->socket.mapx/2;
min_y = pl->y-pl->contr->socket.mapy/2;
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;
/* x, y are the real map locations. ax, ay are viewport relative
* locations.
*/
ay = 0;
for (y = min_y; y < max_y; y++, ay++) {
ax = 0;
for (x = min_x; 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 = MAP2_COORD_ENCODE(ax, ay, 0);
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, MAP2_TYPE_CLEAR);
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, alive_layer = -1, old_got;
/* 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;
/* Darkness tag & length*/
SockList_AddChar(&sl, MAP2_TYPE_DARKNESS|1<<5);
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;
old_got = got_one;
got_one += map2_add_ob(ax, ay, layer, ob, &sl, &pl->contr->socket, &has_obj, 0);
/* if we added the face, or it is a monster's head, check probe spell */
if (got_one != old_got || (ob->head == NULL && ob->more))
got_one += check_probe(ax, ay, ob, &sl, &pl->contr->socket, &has_obj, &alive_layer);
/* 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 if (ob->head == NULL) {
/* for single-part items */
got_one += check_probe(ax, ay, ob, &sl, &pl->contr->socket, &has_obj, &alive_layer);
}
} else {
if (layer != alive_layer)
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, MAP2_TYPE_CLEAR);
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);
}
SockList_Term(&sl);
}
/**
* Draws client map.
*/
void draw_client_map(object *pl) {
int i, j;
sint16 ax, ay;
int mflags;
mapstruct *m, *pm;
int min_x, min_y, max_x, max_y;
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.
*/
min_x = pl->x-pl->contr->socket.mapx/2;
min_y = pl->y-pl->contr->socket.mapy/2;
max_x = pl->x+(pl->contr->socket.mapx+1)/2;
max_y = pl->y+(pl->contr->socket.mapy+1)/2;
for (j = min_y; j < max_y; j++) {
for (i = min_x; i < max_x; 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;
}
draw_client_map2(pl);
}
void esrv_map_scroll(socket_struct *ns, int dx, int dy) {
struct Map newmap;
int x, y, mx, my;
ns->map_scroll_x += dx;
ns->map_scroll_y += dy;
mx = ns->mapx+MAX_HEAD_OFFSET;
my = ns->mapy+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(newmap.cells[x][y]));
} 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(newmap.cells[x][y]));
} else {
memcpy(&newmap.cells[x][y], &ns->lastmap.cells[x+dx][y+dy], sizeof(newmap.cells[x][y]));
}
}
}
memcpy(&ns->lastmap, &newmap, sizeof(ns->lastmap));
}
/**
* 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) {
SockList sl;
SockList_Init(&sl);
SockList_AddString(&sl, buf);
Send_With_Handling(&pl->contr->socket, &sl);
SockList_Term(&sl);
}
/**
* 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;
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_INV_PREPARE(pl->ob, spell) {
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) {
SockList_Init(&sl);
SockList_AddString(&sl, "updspell ");
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);
SockList_Term(&sl);
}
}
} FOR_INV_FINISH();
}
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;
}
SockList_Init(&sl);
SockList_AddString(&sl, "delspell ");
SockList_AddInt(&sl, spell->count);
Send_With_Handling(&pl->socket, &sl);
SockList_Term(&sl);
}
/**
* Sends the "pickup" state to pl if client wants it requested.
*
* @param pl
* player that just logged in.
*/
void esrv_send_pickup(player *pl) {
SockList sl;
if (!pl->socket.want_pickup)
return;
SockList_Init(&sl);
SockList_AddString(&sl, "pickup ");
SockList_AddInt(&sl, pl->mode);
Send_With_Handling(&pl->socket, &sl);
SockList_Term(&sl);
}
/**
* Give the client-side use information for a spell, to know how to use a spell.
* @param spell what to check.
* @retval 0 spell needs no argument.
* @retval 1 spell needs the name of another spell.
* @retval 2 spell can use a freeform string argument.
* @retval 3 spell requires a freeform string argument.
*/
static int spell_client_use(const object *spell) {
if (spell->type == SP_RAISE_DEAD)
return 3;
if (spell->type == SP_RUNE && !spell->other_arch)
return 1;
if (spell->type == SP_MAKE_MARK)
return 3;
if (spell->type == SP_CREATE_FOOD)
return 2;
if (spell->type == SP_SUMMON_MONSTER && spell->randomitems != NULL)
return 2;
if (spell->type == SP_CREATE_MISSILE)
return 2;
return 0;
}
/** 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;
}
if (spell->face && !(pl->socket.faces_sent[spell->face->number]&NS_FACESENT_FACE))
esrv_send_face(&pl->socket, spell->face->number, 0);
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);
SockList_AddLen8Data(sl, spell->name, strlen(spell->name));
if (!spell->msg) {
SockList_AddShort(sl, 0);
} else {
len = strlen(spell->msg);
SockList_AddShort(sl, len);
SockList_AddData(sl, spell->msg, len);
}
/* Extended spell information available if the client wants it.
*/
if (pl->socket.monitor_spells >= 2) {
/* spellmon 2
*/
sstring req = object_get_value(spell, "casting_requirements");
SockList_AddChar(sl, spell_client_use(spell)); /* Usage code */
if (req) { /* Requirements */
SockList_AddLen8Data(sl, req, strlen(req));
} else {
SockList_AddChar(sl, 0);
}
/* end spellmon 2
*/
}
}
/**
* 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;
size_t size;
sstring value;
if (!pl) {
LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player\n");
return;
}
if (!pl->socket.monitor_spells)
return;
SockList_Init(&sl);
SockList_AddString(&sl, "addspell ");
if (!spell) {
FOR_INV_PREPARE(pl->ob, spell) {
if (spell->type != SPELL)
continue;
/* Were we to simply keep appending data here, we could
* exceed the SockList buffer 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.
*/
size = 26+strlen(spell->name)+(spell->msg ? strlen(spell->msg) : 0);
if (pl->socket.monitor_spells >= 2) {
/** @todo casting_requirements should be a constant somewhere */
value = object_get_value(spell, "casting_requirements");
size += 2 + (value ? strlen(value) : 0);
}
if (SockList_Avail(&sl) < size) {
Send_With_Handling(&pl->socket, &sl);
SockList_Reset(&sl);
SockList_AddString(&sl, "addspell ");
}
append_spell(pl, &sl, spell);
} FOR_INV_FINISH();
} 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);
/* finally, we can send the packet */
Send_With_Handling(&pl->socket, &sl);
SockList_Term(&sl);
}
/* 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;
SockList_Init(&sl);
SockList_AddString(&sl, "tick ");
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");
SockList_Term(&sl);
}
/**
* Basic helper function which adds a piece of data for
* the accountplayers protocol command. Called from
* send_account_players. If data is empty, we don't add.
*
* @param sl
* socklist to add data to.
* @param type
* type of data (ACL_.. value)
* @param data
* string data to add
*/
static void add_char_field(SockList *sl, int type, const char *data)
{
int len;
len = strlen(data);
if (len) {
/* one extra for length for the type byte */
SockList_AddChar(sl, len+1);
SockList_AddChar(sl, type);
SockList_AddString(sl, data);
}
}
/**
* Upon successful login/account creation, we send a list of
* characters associated with the account to the client - in
* this way, it lets the client present a nice list so that
* the player can choose one.
* Note it is important that ns->account_name is set before
* calling this.
* Note 2: Some of the operations here are not especially
* efficient - O(n^2) or repeating same loop instead of
* trying to combine them. This is not a worry as
* MAX_CHARACTERS_PER_ACCOUNT is a fairly low value
* (less than 20), so even inefficient operations don't take
* much time. If that value as a lot larger, then some
* rethink may be needed. For now, having clearer code
* is better than trying to save a few microseconds of
* execution time.
*
* @param ns
* socket structure to send data for.
*/
void send_account_players(socket_struct *ns)
{
SockList sl;
Account_Char *acn;
int i, num_chars, need_send[MAX_CHARACTERS_PER_ACCOUNT];
char **chars;
ns->account_chars = account_char_load(ns->account_name);
/*
* The acocunt logic here is a little tricky - account_char_load()
* is best source as it has a lot more data. However, if a user
* has just added an player to an account, that will not be filled
* in until the player has actually logged in with that character -
* to fill the data in at time of adding the character to the account
* requires a fair amount of work to check_login(), since the load
* of the player file and other initialization is fairly closely
* intertwined. So until that is done, we still at least have
* account names we can get and send.
* note: chars[] has the last entry NULL terminated - thus,
* if there are 2 valid accounts, chars[0], chars[1] will be
* set, and chars[2] will be NULL. chars[3...MAX] will have
* undefined values.
*/
chars = account_get_players_for_account(ns->account_name);
SockList_Init(&sl);
SockList_AddString(&sl, "accountplayers ");
num_chars=0;
/* First, set up an array so we know which character we may
* need to send specially. Only non NULL values would
* ever need to get sent.
*/
for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
if (chars[i])
need_send[i] = 1;
else break;
}
/* This counts up the number of characters.
* But also, we look and see if the character exists
* in chars[i] - if so, we set need_send[i] to 0.
*/
for (acn = ns->account_chars; acn; acn = acn->next) {
num_chars++;
for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
/* If this is NULL, we know there will not be
* any more entries - so break out.
*/
if (!chars[i]) break;
if (!strcmp(chars[i], acn->name)) {
need_send[i] = 0;
break;
}
}
}
/* total up number with limited information */
for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
if (!chars[i]) break;
if (need_send[i])
num_chars++;
}
SockList_AddChar(&sl, num_chars);
/* Now add real character data */
for (acn = ns->account_chars; acn; acn = acn->next) {
/* Ignore a dead character. They don't need to show up. */
if (acn->isDead)
continue;
uint16 faceno;
add_char_field(&sl, ACL_NAME, acn->name);
add_char_field(&sl, ACL_CLASS, acn->character_class);
add_char_field(&sl, ACL_RACE, acn->race);
add_char_field(&sl, ACL_FACE, acn->face);
if (acn->face[0] != 0 ) {
faceno = find_face(acn->face, 0);
if (faceno != 0) {
if (!(ns->faces_sent[faceno]&NS_FACESENT_FACE)) {
esrv_send_face(ns, faceno, 0);
}
}
} else
faceno=0;
add_char_field(&sl, ACL_PARTY, acn->party);
add_char_field(&sl, ACL_MAP, acn->map);
SockList_AddChar(&sl, 3);
SockList_AddChar(&sl, ACL_LEVEL);
SockList_AddShort(&sl, acn->level);
if (faceno) {
SockList_AddChar(&sl, 3);
SockList_AddChar(&sl, ACL_FACE_NUM);
SockList_AddShort(&sl, faceno);
}
SockList_AddChar(&sl, 0);
}
/* Now for any characters where we just have the name */
for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
if (!chars[i]) break;
if (need_send[i]) {
add_char_field(&sl, ACL_NAME, chars[i]);
SockList_AddChar(&sl, 0);
}
}
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
/**
* This is a basic routine which extracts the name/password
* from the buffer. Several of the account login routines
* provide a length prefixed string for name, and another for
* password.
*
* @param buf
* character data to process.
* @param len
* length of this buffer. This will be updated to be the next
* byte to process in the case that there is additional data
* in this packet that the caller may need to process.
* @param name
* preallocated (MAX_BUF) buffer to return the name (really, first string) in
* @param password
* preallocated (MAX_BUF) buffer to return the password (second string) in
* @return
* 0 - success
* 1 - name is too long
* 2 - password is too long
*/
static int decode_name_password(const char *buf, int *len, char *name, char *password)
{
int nlen, plen;
if (*len < 2) {
return 1;
}
nlen = (unsigned char)buf[0];
if (nlen >= MAX_BUF || nlen > *len-2) {
return 1;
}
memcpy(name, buf+1, nlen);
name[nlen] = 0;
plen = (unsigned char)buf[nlen+1];
if (plen >= MAX_BUF || plen > *len-2-nlen) {
return 2;
}
memcpy(password, buf+2+nlen, plen);
password[plen] = 0;
*len = nlen+plen+2;
return 0;
}
/**
* Handles the account login
*
* @param buf
* remaining socket data - from this we need to extract name & password
* @param len
* length of this buffer
* @param ns
* pointer to socket structure.
*/
void account_login_cmd(char *buf, int len, socket_struct *ns) {
char name[MAX_BUF], password[MAX_BUF];
int status;
SockList sl;
SockList_Init(&sl);
status = decode_name_password(buf, &len, name, password);
if (status == 1) {
SockList_AddString(&sl, "failure accountlogin Name is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl, "failure accountlogin Password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (!account_exists(name)) {
SockList_AddString(&sl, "failure accountlogin No such account name exists on this server");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (account_check_name_password(name, password)) {
player *pl;
socket_struct *tns;
/* Checking against init_sockets must be done before
* we set ns->account - otherwise we will match
* that. What we are doing here is limiting the account
* to only one login.
*/
tns = account_get_logged_in_init_socket(name);
/* Other code will clean this up. We could try to
* set the same state this other socket is in, but we
* really don't know what that state is, and then
* we would have to try to communicate that to the client
* so it can activate the right dialogs. Simpler to
* just go to a known state.
*/
if (tns && tns != ns)
tns->status = Ns_Dead;
/* Same note as above applies - it can be simpler in
* this case - we could check against the ST_PLAYING
* value, but right now we don't have a method to
* tell the client to go directly from login to playing.
*/
pl = account_get_logged_in_player(name);
if (pl)
pl->socket.status = Ns_Dead;
if (ns->account_name) free(ns->account_name);
/* We want to store away official name so we do not
* have any case sensitivity issues on the files.
* because we have already checked password, we
* know that account_exists should never return NULL in
* this case.
*/
ns->account_name = strdup_local(account_exists(name));
send_account_players(ns);
} else {
SockList_AddString(&sl, "failure accountlogin Incorrect password for account");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
}
/**
* Checks if account creation is blocked for this connection.
*
* @param ns
* pointer to socket structure.
* @retval 0 Account creation is not blocked.
* @retval 1 Account creation is blocked for this connection.
*/
static int account_block_create(const socket_struct *ns) {
/* Check if account creation is blocked. */
if(!settings.account_block_create) {
/* Account creation is allowed for everyone. */
return 0;
}
/* Has the trusted host been defined? */
if(settings.account_trusted_host == NULL) {
/* No, allocate it and set it to localhost now. */
settings.account_trusted_host = strdup_local("127.0.0.1");
}
/* Return false if the client connected from the trusted host. */
if(strcmp(ns->host, settings.account_trusted_host) == 0){
return 0;
}
/*
* If we are here, then we are blocking account create and we do
* not trust this client's IP address.
*/
return 1;
}
/**
* Handles the account creation This function shares a fair amount of
* the same logic as account_login_cmd() above.
*
* @param buf
* remaining socket data - from this we need to extract name & password
* @param len
* length of this buffer
* @param ns
* pointer to socket structure.
*/
void account_new_cmd(char *buf, int len, socket_struct *ns) {
char name[MAX_BUF], password[MAX_BUF];
int status;
SockList sl;
SockList_Init(&sl);
status = decode_name_password(buf, &len, name, password);
if (account_block_create(ns)) {
LOG(llevInfo, "Account create blocked from %s\n", ns->host);
SockList_AddString(&sl, "failure accountnew Account creation is disabled");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 1) {
SockList_AddString(&sl, "failure accountnew Name is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl, "failure accountnew Password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/*The minimum length isn't exactly required, but in the current implementation,
* client will send the same password for character for which there is a
* 2 character minimum size. Thus an account with a one character password
* won't be able to create a character. */
if (strlen(password)<2) {
SockList_AddString(&sl, "failure accountnew Password is too short");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (account_exists(name)) {
SockList_AddString(&sl, "failure accountnew That account already exists on this server");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
status = account_check_string(name);
if (status == 1) {
SockList_AddString(&sl,
"failure accountnew That account name contains invalid characters.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl,
"failure accountnew That account name is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
status = account_check_string(password);
if (status == 1) {
SockList_AddString(&sl,
"failure accountnew That password contains invalid characters.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl,
"failure accountnew That password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* If we got here, we passed all checks - so now add it */
if (ns->account_name) free(ns->account_name);
ns->account_name = strdup_local(name);
account_add_account(name, password);
/* save account information */
accounts_save();
send_account_players(ns);
}
/**
* Handle accountaddplayer from server (add a character to this
* account).
* We check to see if character exists, if password is correct,
* if character is associated with other account.
*
* @param buf
* socket data to process
* @param len
* length of socket data.
* @param ns
* socket of incoming request.
*/
void account_add_player_cmd(char *buf, int len, socket_struct *ns) {
char name[MAX_BUF], password[MAX_BUF];
int status, force, nlen;
SockList sl;
const char *cp;
SockList_Init(&sl);
if (ns->account_name == NULL) {
SockList_AddString(&sl, "failure accountaddplayer Not logged in");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
force = buf[0];
nlen = len - 1;
status = decode_name_password(buf+1, &nlen, name, password);
if (status == 1) {
SockList_AddString(&sl, "failure accountaddplayer Name is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl, "failure accountaddplayer Password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
status = verify_player(name, password);
if (status) {
/* From a security standpoint, telling random folks if it
* it as wrong password makes it easier to hack. However,
* it is fairly easy to determine what characters exist on a server
* (either by trying to create a new one and see if the name is in
* in use, or just looking at the high score file), so this
* really does not make things much less secure
*/
if (status == 1)
SockList_AddString(&sl, "failure accountaddplayer 0 The character does not exist.");
else
SockList_AddString(&sl, "failure accountaddplayer 0 That password is incorrect.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* Check to see if this character is associated with an account.
*/
cp = account_get_account_for_char(name);
if (cp) {
if (!strcmp(cp, ns->account_name)) {
SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to this account.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
} else {
if (!force) {
SockList_AddString(&sl, "failure accountaddplayer 1 That character is already connected to a different account.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
} else if (account_is_logged_in(cp)) {
/* We could be clever and try to handle this case, but it is
* trickier. If the character is logged in, it has to
* be logged out. And the socket holds some data which
* needs to be cleaned up. Since it should be fairly
* uncommon that users need to do this, just disallowing
* it makes things a lot simpler.
*/
SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to a different account which is currently logged in.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
}
}
/* If we have gotten this far, the name/password provided is OK,
* and the character is not associated with a different account (or
* force is true). Now try to add the character to this account.
*/
status = account_add_player_to_account(ns->account_name, name);
/* This should never happen, but check for it just in case -
* if we were able to log in, the account should exist. but
* if this fails, need to give the user some clue.
*/
if (status==1) {
SockList_AddString(&sl, "failure accountaddplayer 0 Could not find your account.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
} else if (status == 2) {
SockList_AddString(&sl, "failure accountaddplayer 0 You have reached the maximum number of characters allowed per account.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* If cp is set, then this character used to belong to a different
* account. Remove it now.
*/
if (cp) {
Account_Char *chars;
account_remove_player_from_account(cp, name);
chars = account_char_load(cp);
chars=account_char_remove(chars, name);
account_char_save(cp, chars);
account_char_free(chars);
}
send_account_players(ns);
/* store data so nothing is lost in case of crash */
account_char_save(ns->account_name, ns->account_chars);
}
/**
* We have received an accountplay command.
* try to log in and play the character.
*/
void account_play_cmd(char *buf, int len, socket_struct *ns)
{
char **chars;
int i;
SockList sl;
player *pl;
SockList_Init(&sl);
if (!buf[0]) {
SockList_AddString(&sl, "failure accountplay Malformed character name");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (ns->account_name == NULL) {
SockList_AddString(&sl, "failure accountplay Not logged in");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
chars = account_get_players_for_account(ns->account_name);
for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
if (!chars[i] || !strcmp(chars[i], buf)) break;
}
/* Make sure a client is not trying to spoof us here */
if (i == MAX_CHARACTERS_PER_ACCOUNT || !chars[i]) {
SockList_AddPrintf(&sl,
"failure accountplay Character %s is not associated with account %s",
buf, ns->account_name);
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* from a protocol standpoint, accountplay can be used
* before there is a player structure (first login) or after
* (character has logged in and is changing characters).
* Checkthe sockets for that second case - if so,
* we don't need to make a new player object, etc.
*/
for (pl=first_player; pl; pl=pl->next) {
if (&pl->socket == ns) {
/* The player still in the socket must be saved first. */
save_player(pl->ob, 0);
break;
}
}
/* Some of this logic is from add_player()
* we just don't use add_player() as it does some other work
* we don't really want to do.
*/
if (!pl) {
pl = get_player(NULL);
memcpy(&pl->socket, ns, sizeof(socket_struct));
ns->faces_sent = NULL;
SockList_ResetRead(&pl->socket.inbuf);
} else {
pl->state = ST_PLAYING;
}
pl->ob->name = add_string(buf);
check_login(pl->ob, 0);
SockList_AddString(&sl, "addme_success");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
ns->status = Ns_Avail;
}
#define MAX_CHOICES 100
/**
* We have received a createplayer command.
* @param buf received command.
* @param len length of buf.
* @param ns socket to communicate with the client.
*/
void create_player_cmd(char *buf, int len, socket_struct *ns)
{
char name[MAX_BUF], password[MAX_BUF], *choices[MAX_CHOICES];
int status, nlen, choice_num=0, i;
SockList sl;
player *pl;
archetype *map=NULL, *race_a=NULL, *class_a=NULL;
living new_stats;
SockList_Init(&sl);
nlen = len;
status = decode_name_password(buf, &nlen, name, password);
if (status == 1) {
SockList_AddString(&sl, "failure createplayer Name is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* 2 characters minimum for password */
if (strlen(password)<2) {
SockList_AddString(&sl, "failure createplayer Password is too short");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/** too long, buffer overflow */
if (status == 2) {
SockList_AddString(&sl, "failure createplayer Password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* This is a fairly ugly solution - we're truncating the password.
* however, the password information for characters is really
* a legacy issue - when every character is associated with
* an account, legacy login (character name/password) will get
* removed, at which point the only use for password might be
* to move characters from one account to another, but not sure
* if that is something we want to allow.
*/
if (strlen(password)>17)
password[16] = 0;
/* We just can't call check_name(), since that uses draw_info() to
* report status. We are also more permissive on names, so we use
* account_check_string() - if that is safe for account, also safe
* for player names.
*/
if (account_check_string(name)) {
SockList_AddString(&sl, "failure createplayer The name contains illegal characters");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* 1 means no such player, 0 is correct name/password (which in this
* case, is an error), and 2 is incorrect password. Only way we
* go onward is if there is no such player.
*/
if (verify_player(name, password) != 1) {
SockList_AddString(&sl, "failure createplayer That name is already in use");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* from a protocol standpoint, accountplay can be used
* before there is a player structure (first login) or after
* (character has logged in and is changing characters).
* Check the sockets for that second case - if so,
* we don't need to make a new player object, etc.
*/
for (pl=first_player; pl; pl=pl->next)
if (&pl->socket == ns) {
if (pl->ob->name && !strcmp(pl->ob->name, name)) {
/* For some reason not only the socket is the same but also
* the player is already playing. If this happens at this
* point let's assume the character never was able to apply
* a bet of reality to make a correct first-time save.
* So, for safety remove it and start over.
*/
if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
object_remove(pl->ob);
}
break;
}
/* In this mode, we have additional data
* Note that because there are a lot of failure cases in here
* (where we end up not creating the new player), the code
* to create the new player is done within this routine
* after all checks pass. Note that all of the checks
* done are done without using the player structure,
* as pl may be null right now.
*/
if (ns->login_method >= 2) {
int i, j, stat_total=0;
char *key, *value, *race=NULL, *class=NULL;
/* By setting this to zero, then we can easily
* check to see if all stats have been set.
*/
memset(&new_stats, 0, sizeof(living));
while (nlen < len) {
i = buf[nlen]; /* Length of this line */
/* Sanity check from client - don't want to loop
* forever if there is a 0 length, and don't
* want to read beyond size of packet.
* Likewise, client should have sent
* the string to us already null terminated,
* but we will just make sure.
*/
if ((i == 0) || (nlen + i > len)) break;
buf[nlen + i] = 0;
/* What we have are a series of lines -
* 'key value' format. Find that space,
* and null it out so we can do strcasecmp.
* If no space, abort processing
*/
key = buf + nlen + 1;
value = strchr(key, ' ');
if (!value) break;
*value = 0;
value++;
if (!strcasecmp(key,"race")) race = value;
else if (!strcasecmp(key,"class")) class = value;
else if (!strcasecmp(key,"starting_map")) {
map = try_find_archetype(value);
if (!map || map->clone.type != MAP || map->clone.subtype !=MAP_TYPE_CHOICE) {
SockList_AddString(&sl,
"failure createplayer Invalid or map");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
}
else if (!strcasecmp(key,"choice")) {
/* In general, MAX_CHOICES should be large enough
* to always handle the choices from the client - of
* course, the client could be broken and send us many
* more choices than we should have, so handle that.
*/
if (choice_num == MAX_CHOICES) {
LOG(llevError,
"Number of choices receive exceed max value: %d>%d\n",
choice_num, MAX_CHOICES);
} else {
choices[choice_num] = value;
choice_num++;
}
}
else {
/* Do stat processing here */
for (j=0; j < NUM_STATS; j++) {
if (!strcasecmp(key,short_stat_name[j])) {
int val = atoi(value);
set_attr_value(&new_stats, j, val);
break;
}
}
if (j >= NUM_STATS) {
/* Bad clients could do this - we should at least report
* it, and useful when trying to add new parameters.
*/
LOG(llevError, "Got unknown key/value from client: %s %s\n", key, value);
}
}
nlen += i + 1;
}
/* Do some sanity checking now. But checking the stat
* values here, we will catch any 0 values since we do
* a memset above. A properly behaving client should
* never do any of these things, but we do not presume
* clients will behave properly.
*/
for (j=0; j<NUM_STATS; j++) {
int val = get_attr_value(&new_stats, j);
stat_total += val;
if (val > settings.starting_stat_max ||
val < settings.starting_stat_min) {
SockList_AddPrintf(&sl,
"failure createplayer Stat value is out of range - %d must be between %d and %d",
val, settings.starting_stat_min, settings.starting_stat_max);
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
}
if (stat_total > settings.starting_stat_points) {
SockList_AddPrintf(&sl,
"failure createplayer Total allocated statistics is higher than allowed (%d>%d)",
stat_total, settings.starting_stat_points);
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (race)
race_a = try_find_archetype(race);
if (class)
class_a = try_find_archetype(class);
/* This should never happen with a properly behaving client, so the error message
* doesn't have to be that great.
*/
if (!race_a || race_a->clone.type != PLAYER || !class_a || class_a->clone.type != CLASS) {
SockList_AddString(&sl,
"failure createplayer Invalid or unknown race or class");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* At current time, only way this can fail is if the adjusted
* stat is less than 1.
*/
if (check_race_and_class(&new_stats, race_a, class_a)) {
SockList_AddString(&sl,
"failure createplayer Unable to apply race or class - statistic is out of bounds");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (!pl)
pl = add_player(ns, ADD_PLAYER_NEW | ADD_PLAYER_NO_MAP | ADD_PLAYER_NO_STATS_ROLL);
apply_race_and_class(pl->ob, race_a, class_a, &new_stats);
} else {
/* In thise case, old login method */
if (!pl)
pl = add_player(ns, ADD_PLAYER_NEW);
/* already done by add_player
roll_again(pl->ob);
pl->state = ST_ROLL_STAT;
set_first_map(pl->ob);*/
}
/* add_player does a lot of the work, but there are a few
* things we need to update, like starting name and
* password.
* This is done before processing in login_method>2.
* The character creation process it does when
* applying the race/class will use this
* name information.
*/
FREE_AND_COPY(pl->ob->name, name);
FREE_AND_COPY(pl->ob->name_pl, name);
pl->name_changed = 1;
strcpy(pl->password, crypt_string(password, NULL));
SockList_AddString(&sl, "addme_success");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
if (ns->login_method >= 2) {
/* The client could have provided us a map - if so, map will be set
* and we don't want to overwrite it
*/
if (!map)
map = get_archetype_by_type_subtype(MAP, MAP_TYPE_DEFAULT);
if (!map) {
/* This should never happen - its not something that can
* be easily worked around without other weird issues,
* like having 2 classes.
*/
LOG(llevError, "Can not find object of type MAP subtype MAP_TYPE_DEFAULT.\n");
LOG(llevError, "Are the archetype files up to date? Can not continue.\n");
abort();
}
enter_exit(pl->ob, &map->clone);
if (pl->ob->map == NULL) {
LOG(llevError, "Couldn't put player %s on start map %s!", pl->ob->name, map->name);
abort();
}
/* copy information to bed of reality information, in case the player dies */
snprintf(pl->savebed_map, sizeof(pl->savebed_map), "%s", pl->ob->map->path);
pl->bed_x = pl->ob->x;
pl->bed_y = pl->ob->y;
player_set_state(pl, ST_PLAYING);
}
/* We insert any objects after we have put the player on the map -
* this makes things safer, as certain objects may expect a normal
* environment. Note that choice_num will only be set in the
* loginmethod > 2, which also checks (and errors out) if the
* race/class is not set, which is why explicit checking for
* those is not need.
*/
for (i=0; i < choice_num; i++) {
char *choiceval, *cp;
const char *value;
archetype *arch;
object *op;
choiceval = strchr(choices[i], ' ');
if (!choiceval) {
LOG(llevError, "Choice does not specify value: %s\n", choices[i]);
continue;
}
*choiceval=0;
choiceval++;
value = object_get_value(&race_a->clone, choices[i]);
if (!value)
value = object_get_value(&class_a->clone, choices[i]);
if (!value) {
LOG(llevError, "Choice not found in archetype: %s\n", choices[i]);
continue;
}
cp = strstr(value, choiceval);
if (!cp) {
LOG(llevError, "Choice value not found in archetype: %s %s\n",
choices[i], choiceval);
continue;
}
/* Check to make sure that the matched string is an entire word,
* and not a substring (eg, valid choice being great_sword but
* we just get sword) - the space after the match should either be a
* space or null, and space before match should also be a space
* or the start of the string.
*/
if ((cp[strlen(choiceval)] != ' ') && (cp[strlen(choiceval)] != 0) &&
(cp != value) && (*(cp-1) != ' ')) {
LOG(llevError, "Choice value matches substring but not entire word: %s substring %s\n",
choiceval, value);
continue;
}
arch = try_find_archetype(choiceval);
if (!arch) {
LOG(llevError, "Choice value can not find archetype %s\n", choiceval);
continue;
}
op = arch_to_object(arch);
op = object_insert_in_ob(op, pl->ob);
if (QUERY_FLAG(op, FLAG_AUTO_APPLY))
ob_apply(op, pl->ob, 0);
}
ns->status = Ns_Avail;
}
/**
* Handles the account password change.
*
* @param buf
* remaining socket data - from this we need to extract old & new password
* @param len
* length of this buffer
* @param ns
* pointer to socket structure.
*/
void account_password(char *buf, int len, socket_struct *ns) {
char old[MAX_BUF], change[MAX_BUF];
int status;
SockList sl;
SockList_Init(&sl);
if (ns->account_name == NULL) {
SockList_AddString(&sl, "failure accountpw Not logged in");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
status = decode_name_password(buf, &len, old, change);
if (status == 1) {
SockList_AddString(&sl, "failure accountpw Old password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl, "failure accountpw New password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/*The minimum length isn't exactly required, but in the current implementation,
* client will send the same password for character for which there is a
* 2 character minimum size. Thus an account with a one character password
* won't be able to create a character. */
if (strlen(change)<2) {
SockList_AddString(&sl, "failure accountpw New password is too short");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
status = account_check_string(change);
if (status == 1) {
SockList_AddString(&sl,
"failure accountpw That password contains invalid characters.");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
if (status == 2) {
SockList_AddString(&sl,
"failure accountpw That password is too long");
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
status = account_change_password(ns->account_name, old, change);
if (status != 0) {
const char *error;
if (status == 1)
error = "failure accountpw Invalid characters";
else if (status == 2)
error = "failure accountpw Invalid account";
else
error = "failure accountpw Invalid password for account";
SockList_AddString(&sl, error);
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
return;
}
/* If we got here, we passed all checks, and password was changed */
send_account_players(ns);
}
|