--- deliantra/server/socket/item.C 2006/12/21 23:37:06 1.29 +++ deliantra/server/socket/item.C 2007/07/01 05:00:20 1.50 @@ -1,25 +1,25 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The author can be reached via e-mail to -*/ + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /** * \file @@ -27,13 +27,13 @@ * * \date 2003-12-02 * - * This containes item logic for client/server. It doesn't contain + * This contains item logic for client/server. It doesn't contain * the actual commands that send the data, but does contain * the logic for what items should be sent. */ #include -#include /* LOOK_OBJ */ +#include #include /** This is the maximum number of bytes we expect any one item to take up */ @@ -265,16 +265,16 @@ if (QUERY_FLAG (head, FLAG_NO_PICK)) flags |= F_NOPICK; - if (!(ns.faces_sent[head->face->number] & NS_FACESENT_FACE)) - esrv_send_face (&ns, head->face->number, 0); + ns.send_face (head->face); + ns.flush_fx (); if (QUERY_FLAG (head, FLAG_ANIMATE) && !ns.anims_sent[head->animation_id]) - esrv_send_animation (&ns, head->animation_id); + ns.send_animation (head->animation_id); sl << uint32 (head->count) << uint32 (flags) << uint32 (QUERY_FLAG (head, FLAG_NO_PICK) ? -1 : WEIGHT (head)) - << uint32 (head->face->number); + << uint32 (head->face); if (!head->custom_name) { @@ -305,12 +305,12 @@ anim_speed = head->anim_speed; else { - if (FABS (head->speed) < 0.001) + if (fabs (head->speed) < 0.001) anim_speed = 255; - else if (FABS (head->speed) >= 1.0) + else if (fabs (head->speed) >= 1.0) anim_speed = 1; else - anim_speed = (int) (1.0 / FABS (head->speed)); + anim_speed = (int) (1.0 / fabs (head->speed)); } if (anim_speed > 255) @@ -326,65 +326,62 @@ SET_FLAG (head, FLAG_CLIENT_SENT); } - /** * Send the look window. Don't need to do animations here * This sends all the faces to the client, not just updates. This is * because object ordering would otherwise be inconsistent. */ void -esrv_draw_look (object *pl) +esrv_draw_look (player *pl) { - object *tmp, *last; int got_one = 0, start_look = 0, end_look = 0; - char buf[MAX_BUF]; - if (!pl->contr->ns->update_look) + object *ob = pl->ob; + + if (!pl->ns->update_look) { - LOG (llevDebug, "esrv_draw_look called when update_look was not set\n"); + LOG (llevDebug, "esrv_draw_look called when update_look was not set (player %s)\n", &ob->name); return; } else - pl->contr->ns->update_look = 0; + pl->ns->update_look = 0; - if (QUERY_FLAG (pl, FLAG_REMOVED) - || !pl->map - || pl->map->in_memory != MAP_IN_MEMORY - || out_of_map (pl->map, pl->x, pl->y)) + if (QUERY_FLAG (ob, FLAG_REMOVED) + || !ob->map + || ob->map->in_memory != MAP_IN_MEMORY + || out_of_map (ob->map, ob->x, ob->y)) return; - for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp && tmp->above; tmp = tmp->above) - ; - - pl->contr->ns->send_packet ("delinv 0"); + pl->ns->send_packet ("delinv 0"); packet sl; - sl.printf ("item%d ", pl->contr->ns->itemcmd); + sl.printf ("item%d ", pl->ns->itemcmd); sl << uint32 (0); - if (!(pl->contr->ns->faces_sent[empty_face->number] & NS_FACESENT_FACE)) - esrv_send_face (pl->contr->ns, empty_face->number, 0); + pl->ns->send_face (empty_face); + pl->ns->flush_fx (); - if (pl->contr->ns->look_position) + if (pl->ns->look_position) { char buf[80]; snprintf (buf, 80, "Apply this to see %d previous items", FLOORBOX_PAGESIZE); - sl << uint32 (0x80000000 | (pl->contr->ns->look_position - FLOORBOX_PAGESIZE)) + sl << uint32 (0x80000000 | (pl->ns->look_position - FLOORBOX_PAGESIZE)) << uint32 (0) << sint32 (-1) - << uint32 (empty_face->number) + << uint32 (empty_face) << data8 (buf) << uint16 (0) << uint8 (0) << uint32 (0); - if (pl->contr->ns->itemcmd == 2) + if (pl->ns->itemcmd == 2) sl << uint16 (0); } - for (last = NULL; tmp != last; tmp = tmp->below) + object *tmp = ob->ms ().top; + for (object *last = 0; tmp != last; tmp = tmp->below) { object *head; @@ -395,9 +392,9 @@ last = last->below; } - if (LOOK_OBJ (tmp)) + if (tmp->client_visible ()) { - if (++start_look < pl->contr->ns->look_position) + if (++start_look < pl->ns->look_position) continue; end_look++; @@ -407,16 +404,16 @@ /* What we basically do is make a 'fake' object - when the user applies it, * we notice the special tag the object has, and act accordingly. */ - sl << uint32 (0x80000000 | (pl->contr->ns->look_position + FLOORBOX_PAGESIZE)) + sl << uint32 (0x80000000 | (pl->ns->look_position + FLOORBOX_PAGESIZE)) << uint32 (0) << uint32 ((uint32) - 1) - << uint32 (empty_face->number) + << uint32 (empty_face) << data8 ("Apply this to see next group of items") << uint16 (0) << uint8 (0) << uint32 (0); - if (pl->contr->ns->itemcmd == 2) + if (pl->ns->itemcmd == 2) sl << uint16 (0); break; @@ -427,15 +424,15 @@ else head = tmp; - add_object_to_socklist (*pl->contr->ns, sl, head); + add_object_to_socklist (*pl->ns, sl, head); got_one++; if (sl.length () >= (MAXSOCKBUF - MAXITEMLEN)) { - pl->contr->ns->send_packet (sl); + pl->ns->send_packet (sl); sl.reset (); - sl.printf ("item%d ", pl->contr->ns->itemcmd); + sl.printf ("item%d ", pl->ns->itemcmd); sl << uint32 (0); got_one = 0; } @@ -443,7 +440,7 @@ } if (got_one) - pl->contr->ns->send_packet (sl); + pl->ns->send_packet (sl); } @@ -453,9 +450,10 @@ void esrv_send_inventory (object *pl, object *op) { - object *tmp; - int got_one = 0; + if (!pl->contr->ns)//D + return; + int got_one = 0; pl->contr->ns->send_packet_printf ("delinv %d", op->count); @@ -464,7 +462,7 @@ sl << uint32 (op->count); - for (tmp = op->inv; tmp; tmp = tmp->below) + for (object *tmp = op->inv; tmp; tmp = tmp->below) { object *head; @@ -473,7 +471,7 @@ else head = tmp; - if (LOOK_OBJ (head)) + if (head->client_visible ()) { add_object_to_socklist (*pl->contr->ns, sl, head); @@ -492,7 +490,7 @@ sl << uint32 (op->count); got_one = 0; } - } /* If LOOK_OBJ() */ + } } if (got_one) @@ -506,14 +504,13 @@ * to the client (as defined in newclient.h - might as well use the * same value both places. */ - void esrv_update_item (int flags, object *pl, object *op) { /* If we have a request to send the player item, skip a few checks. */ if (op != pl) { - if (!LOOK_OBJ (op)) + if (!op->client_visible ()) return; /* we remove the check for op->env, because in theory, the object * is hopefully in the same place, so the client should preserve @@ -521,6 +518,10 @@ */ } + client *ns = pl->contr->ns; + if (!ns) + return; + if (!QUERY_FLAG (op, FLAG_CLIENT_SENT)) { /* FLAG_CLIENT_SENT is debug only. We are using it to see where @@ -552,15 +553,14 @@ sl << uint32 (QUERY_FLAG (op, FLAG_NO_PICK) ? -1 : weight); if (pl == op) - op->contr->last_weight = weight; + ns->last_weight = weight; } if (flags & UPD_FACE) { - if (!(pl->contr->ns->faces_sent[op->face->number] & NS_FACESENT_FACE)) - esrv_send_face (pl->contr->ns, op->face->number, 0); - - sl << uint32 (op->face->number); + ns->send_face (op->face); + ns->flush_fx (); + sl << uint32 (op->face); } if (flags & UPD_NAME) @@ -604,12 +604,12 @@ anim_speed = op->anim_speed; else { - if (FABS (op->speed) < 0.001) + if (fabs (op->speed) < 0.001) anim_speed = 255; - else if (FABS (op->speed) >= 1.0) + else if (fabs (op->speed) >= 1.0) anim_speed = 1; else - anim_speed = (int) (1.0 / FABS (op->speed)); + anim_speed = (int) (1.0 / fabs (op->speed)); } if (anim_speed > 255) @@ -631,12 +631,16 @@ void esrv_send_item (object *pl, object *op) { + if (!pl->contr->ns) + return; + /* If this is not the player object, do some more checks */ if (op != pl) { /* We only send 'visibile' objects to the client */ - if (!LOOK_OBJ (op)) + if (!op->client_visible ()) return; + /* if the item is on the ground, mark that the look needs to * be updated. */ @@ -666,10 +670,12 @@ * Tells the client to delete an item. Uses the item * command with a -1 location. */ - void esrv_del_item (player *pl, int tag) { + if (!pl->ns) + return; + packet sl ("delitem"); sl << uint32 (tag); @@ -688,47 +694,45 @@ * Takes a player and object count (tag) and returns the actual object * pointer, or null if it can't be found. */ - object * esrv_get_ob_from_count (object *pl, tag_t count) { - object *op, *tmp; - if (pl->count == count) return pl; - for (op = pl->inv; op; op = op->below) + for (object *op = pl->inv; op; op = op->below) if (op->count == count) return op; else if (op->type == CONTAINER && pl->container == op) - for (tmp = op->inv; tmp; tmp = tmp->below) + for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->count == count) return tmp; - for (op = GET_MAP_OB (pl->map, pl->x, pl->y); op; op = op->above) + for (object *op = GET_MAP_OB (pl->map, pl->x, pl->y); op; op = op->above) if (op->head && op->head->count == count) return op; else if (op->count == count) return op; else if (op->type == CONTAINER && pl->container == op) - for (tmp = op->inv; tmp; tmp = tmp->below) + for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->count == count) return tmp; +#if 0 + /* If the high bit is set, player examined a pseudo object. */ + if (count & 0x80000000) + return 0; +#endif + return 0; } - /** Client wants to examine some object. So lets do so. */ void ExamineCmd (char *buf, int len, player *pl) { tag_t tag = atoi (buf); - /* If the high bit is set, player examined a pseudo object. */ - if (tag & 0x80000000) - return; - object *op = esrv_get_ob_from_count (pl->ob, tag); if (!op) @@ -740,6 +744,23 @@ examine (pl->ob, op); } +/** Client wants to examine some object. So lets do so. */ +void +ExCmd (char *buf, int len, player *pl) +{ + tag_t tag = atoi (buf); + + if (object *op = esrv_get_ob_from_count (pl->ob, tag)) + { + std::string s = op->describe (pl->ob); + + packet sl ("ex"); + sl << ber32 (tag) << s.c_str (); + + pl->ns->send_packet (sl); + } +} + /** Client wants to apply some object. Lets do so. */ void ApplyCmd (char *buf, int len, player *pl) @@ -816,88 +837,86 @@ * [ removed EARTHWALL check and added check for containers inventory. * Tero.Haatanen@lut.fi ] */ -void -look_at (object *op, int dx, int dy) +static void +look_at (player *pl, int dx, int dy) { - object *tmp; - int flag = 0; - sint16 x, y; - maptile *m; - - x = op->x + dx; - y = op->y + dy; + object *ob = pl->ob; - if (out_of_map (op->map, x, y)) - return; + maptile *m = pl->observe->map; + sint16 x = pl->observe->x + dx; + sint16 y = pl->observe->y + dy; - m = get_map_from_coord (op->map, &x, &y); if (!m) return; - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); + if (!xy_normalise (m, x, y)) + { + new_draw_info (NDI_UNIQUE, 0, ob, "You see nothing there."); + return; + } + + int flag = 0; - for (; tmp != NULL; tmp = tmp->below) + for (object *tmp = m->at (x, y).top; tmp; tmp = tmp->below) { - if (tmp->invisible && !QUERY_FLAG (op, FLAG_WIZ)) + if (tmp->invisible && !QUERY_FLAG (ob, FLAG_WIZ)) continue; if (!flag) { if (dx || dy) - new_draw_info (NDI_UNIQUE, 0, op, "There you see:"); + new_draw_info (NDI_UNIQUE, 0, ob, "There you see:"); else - { - clear_win_info (op); - new_draw_info (NDI_UNIQUE, 0, op, "You see:"); - } + new_draw_info (NDI_UNIQUE, 0, ob, "You see:"); + flag = 1; } - if (QUERY_FLAG (op, FLAG_WIZ)) - new_draw_info_format (NDI_UNIQUE, 0, op, "- %s (%d).", query_name (tmp), tmp->count); + if (QUERY_FLAG (ob, FLAG_WIZ)) + new_draw_info_format (NDI_UNIQUE, 0, ob, "- %s (%d).", query_name (tmp), tmp->count); else - new_draw_info_format (NDI_UNIQUE, 0, op, "- %s.", query_name (tmp)); + new_draw_info_format (NDI_UNIQUE, 0, ob, "- %s.", query_name (tmp)); if (((tmp->inv != NULL || (tmp->head && tmp->head->inv)) && - (tmp->type != CONTAINER && tmp->type != FLESH)) || QUERY_FLAG (op, FLAG_WIZ)) - inventory (op, tmp->head == NULL ? tmp : tmp->head); + (tmp->type != CONTAINER && tmp->type != FLESH)) || QUERY_FLAG (ob, FLAG_WIZ)) + inventory (ob, tmp->head == NULL ? tmp : tmp->head); - if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) && !QUERY_FLAG (op, FLAG_WIZ)) /* don't continue under the floor */ + if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) && !QUERY_FLAG (ob, FLAG_WIZ)) /* don't continue under the floor */ break; } if (!flag) { if (dx || dy) - new_draw_info (NDI_UNIQUE, 0, op, "You see nothing there."); + new_draw_info (NDI_UNIQUE, 0, ob, "You see nothing there."); else - new_draw_info (NDI_UNIQUE, 0, op, "You see nothing."); + new_draw_info (NDI_UNIQUE, 0, ob, "You see nothing."); } } - - /** Client wants to look at some object. Lets do so. */ void LookAt (char *buf, int len, player *pl) { - int dx, dy; char *cp; - dx = atoi (buf); + int dx = atoi (buf); if (!(cp = strchr (buf, ' '))) - { - return; - } - dy = atoi (cp); - - if (FABS (dx) > pl->ns->mapx / 2 || FABS (dy) > pl->ns->mapy / 2) return; - if (pl->blocked_los[dx + pl->ns->mapx / 2][dy + pl->ns->mapy / 2]) - return; + int dy = atoi (cp); + + if (player *opl = pl->observe->contr) + if (client *ns = opl->ns) + { + if (fabs (dx) > ns->mapx / 2 || fabs (dy) > ns->mapy / 2) + return; + + if (opl->blocked_los[dx + ns->mapx / 2][dy + ns->mapy / 2]) + return; + } - look_at (pl->ob, dx, dy); + look_at (pl, dx, dy); } /** Move an object to a new location */