/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero 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 Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
/**
* \file
* Client/server logic.
*
* \date 2003-12-02
*
* 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
#include
/** This is the maximum number of bytes we expect any one item to take up */
#define MAXITEMLEN 300
/*******************************************************************************
*
* Functions related to sending object data to the client.
*
******************************************************************************/
/**
* This is a similar to query_name, but returns flags
* to be sent to client.
*/
static unsigned int
query_flags (object *op)
{
unsigned int flags = 0;
if (QUERY_FLAG (op, FLAG_APPLIED))
switch (op->type)
{
case BOW:
case WAND:
case ROD:
case HORN:
flags = a_readied;
break;
case WEAPON:
flags = a_wielded;
break;
case SKILL:
case ARMOUR:
case HELMET:
case SHIELD:
case RING:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BRACERS:
case CLOAK:
flags = a_worn;
break;
case CONTAINER:
flags = a_active;
break;
default:
flags = a_applied;
break;
}
if (op->is_open_container ())
flags |= F_OPEN;
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
{
if (QUERY_FLAG (op, FLAG_DAMNED))
flags |= F_DAMNED;
else if (QUERY_FLAG (op, FLAG_CURSED))
flags |= F_CURSED;
}
if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
flags |= F_MAGIC;
if (QUERY_FLAG (op, FLAG_UNPAID))
flags |= F_UNPAID;
if (QUERY_FLAG (op, FLAG_INV_LOCKED))
flags |= F_LOCKED;
return flags;
}
/* Used in the send_look to put object head into packet
* sl for socket ns. Need socket to know if we need to send
* animation of face to the client.
*/
static void
add_object_to_socklist (client &ns, packet &sl, object *head)
{
int flags = query_flags (head);
if (QUERY_FLAG (head, FLAG_NO_PICK))
flags |= F_NOPICK;
ns.send_face (head->face, -50);
ns.flush_fx ();
if (QUERY_FLAG (head, FLAG_ANIMATE) && !ns.anims_sent[head->animation_id])
ns.send_animation (head->animation_id);
sl << uint32 (head->count)
<< uint32 (flags)
<< uint32 (QUERY_FLAG (head, FLAG_NO_PICK) ? -1 : head->client_weight ())
<< uint32 (head->face);
if (!head->custom_name)
{
const char *name;
uint8 *len = sl.cur++; // patch up length later
name = query_base_name (head, 0); sl << data (name, min (127, strlen (name)));
sl << uint8 (0);
name = query_base_name (head, 1); sl << data (name, min (127, strlen (name)));
*len = sl.cur - len - 1;
}
else
{
int len = min (head->custom_name.length (), 127);
sl << uint8 (len * 2 + 1)
<< data (head->custom_name, len)
<< uint8 (0)
<< data (head->custom_name, len);
}
sl << uint16 (head->animation_id);
int anim_speed = !head->flag [FLAG_ANIMATE] ? 0
: head->anim_speed ? clamp (head->anim_speed, 1, 255)
: 1. / clamp (head->speed, 1./255., 1./1.);
sl << uint8 (anim_speed)
<< uint32 (head->nrof);
if (ns.itemcmd == 2)
sl << uint16 (head->client_type);
}
static faceidx
need_face_now (player *pl, const char *name)
{
faceidx face = face_find (name, empty_face);
pl->ns->send_face (face, -50);
pl->ns->flush_fx ();
return face;
}
#define FINGER_UP "finger_up.x11"
#define FINGER_DOWN "finger_down.x11"
/**
* 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 (player *pl)
{
object *ob = pl->ob;
if (!pl->ns->update_look)
{
LOG (llevDebug, "esrv_draw_look called when update_look was not set (player %s)\n", &ob->name);
return;
}
pl->ns->update_look = 0;
if (QUERY_FLAG (ob, FLAG_REMOVED)
|| !ob->map
|| ob->map->in_memory != MAP_ACTIVE
|| out_of_map (ob->map, ob->x, ob->y))
return;
pl->ns->send_packet ("delinv 0");
packet sl;
sl.printf ("item%d ", pl->ns->itemcmd);
sl << uint32 (0);
int start_pos = pl->ns->look_position;
bool dirty = false;
mapspace &ms = ob->ms ();
// manage a ring buffer of the "last FLOORBOX_PAGESIZE" items and
// start from the top
object *items [FLOORBOX_PAGESIZE];
int item_idx = 0, item_cnt = 0;
int pos = 0;
// find our items by walking down
object *item = ms.top;
for (; item && item_cnt < FLOORBOX_PAGESIZE; item = item->below)
{
if (!item->client_visible ())
continue;
if (++pos < start_pos)
continue;
// record item
items [item_idx] = item; item_idx = item_idx < FLOORBOX_PAGESIZE ? item_idx + 1 : 0;
item_cnt++;
// stop at first floor
if (item->flag [FLAG_IS_FLOOR])
{
// we are finished, don't append "next group of items"
// by setting item to ms.bot it becomes zero which is checked after the while loop
item = ms.bot;
}
}
// see if there are more if we cared - we ignore invisible objects
if (item)
{
/* 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 | (start_pos + FLOORBOX_PAGESIZE))
<< uint32 (0)
<< uint32 ((uint32) - 1)
<< uint32 (need_face_now (pl, FINGER_DOWN))
<< data8 ("Apply this to see the items below")
<< uint16 (0)
<< uint8 (0)
<< uint32 (0);
if (pl->ns->itemcmd == 2)
sl << uint16 (0);
dirty = true;
}
// now send out all items in the ring buffer in reverse order
while (item_cnt)
{
--item_cnt;
item_idx = (item_idx ? item_idx : FLOORBOX_PAGESIZE) - 1;
object *item = items [item_idx];
add_object_to_socklist (*pl->ns, sl, item->head_ ());
dirty = true;
// if packet got too large, send it and begin a new one
if (sl.length () > MAXSOCKBUF - MAXITEMLEN)
{
pl->ns->send_packet (sl);
sl.reset ();
sl.printf ("item%d ", pl->ns->itemcmd);
sl << uint32 (0);
dirty = false;
}
}
if (start_pos)
{
sl << uint32 (0x80000000 | (start_pos - FLOORBOX_PAGESIZE))
<< uint32 (0)
<< sint32 (-1)
<< uint32 (need_face_now (pl, FINGER_UP))
<< data8 ("Apply this to see the items higher up")
<< uint16 (0)
<< uint8 (0)
<< uint32 (0);
if (pl->ns->itemcmd == 2)
sl << uint16 (0);
dirty = true;
}
if (dirty)
pl->ns->send_packet (sl);
}
/**
* Sends whole inventory.
*/
void
esrv_send_inventory (object *pl, object *op)
{
if (!pl->contr->ns)//D
return;
int got_one = 0;
pl->contr->ns->send_packet_printf ("delinv %d", op->count);
packet sl;
sl.printf ("item%d ", pl->contr->ns->itemcmd);
sl << uint32 (op->count);
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
object *head;
if (tmp->head)
head = tmp->head;
else
head = tmp;
if (head->client_visible ())
{
add_object_to_socklist (*pl->contr->ns, sl, head);
got_one++;
/* IT is possible for players to accumulate a huge amount of
* items (especially with some of the bags out there) to
* overflow the buffer. IF so, send multiple item commands.
*/
if (sl.length () > MAXSOCKBUF - MAXITEMLEN)
{
pl->contr->ns->send_packet (sl);
sl.reset ();
sl.printf ("item%d ", pl->contr->ns->itemcmd);
sl << uint32 (op->count);
got_one = 0;
}
}
}
if (got_one)
pl->contr->ns->send_packet (sl);
}
/**
* Updates object *op for player *pl.
*
* flags is a list of values to update
* 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 && !op->client_visible ())
return;
client *ns = pl->contr->ns;
if (!ns)
return;
packet sl ("upditem");
sl << uint8 (flags);
op = op->head_ ();
sl << uint32 (op->count);
if (flags & UPD_LOCATION)
sl << uint32 (op->env ? op->env->count : 0);
if (flags & UPD_FLAGS)
sl << uint32 (query_flags (op));
if (flags & UPD_WEIGHT)
{
sint32 weight = op->client_weight ();
if (op == pl)
ns->last_weight = weight;
sl << uint32 (weight);
}
if (flags & UPD_FACE)
{
ns->send_face (op->face, -50);
ns->flush_fx ();
sl << uint32 (op->face);
}
if (flags & UPD_NAME)
{
int len;
const char *item_p;
char item_n[127 * 2];
if (!op->custom_name)
{
len = assign (item_n, query_base_name (op, 0), 127);
item_p = query_base_name (op, 1);
}
else
{
len = assign (item_n, &op->custom_name, 127);
item_p = &op->custom_name;
}
len += assign (item_n + len, item_p, 127);
sl << data8 (item_n, len);
}
if (flags & UPD_ANIM)
sl << uint16 (op->animation_id);
if (flags & UPD_ANIMSPEED)
{
int anim_speed = 0;
if (QUERY_FLAG (op, FLAG_ANIMATE))
{
if (op->anim_speed)
anim_speed = op->anim_speed;
else
{
if (op->speed < 0.001)
anim_speed = 255;
else if (op->speed >= 1.0)
anim_speed = 1;
else
anim_speed = 1. / op->speed;
}
if (anim_speed > 255)
anim_speed = 255;
}
sl << uint8 (anim_speed);
}
if (flags & UPD_NROF)
sl << uint32 (op->nrof);
pl->contr->ns->send_packet (sl);
}
/**
* Sends item's info to player.
*/
void
esrv_send_item (object *pl, object *op)
{
if (!pl->contr->ns)
return;
/* We only send 'visible' objects to the client, and sometimes the player */
if (!op->client_visible () && op->type != PLAYER)
return;
packet sl;
sl.printf ("item%d ", pl->contr->ns->itemcmd);
op = op->head_ ();
sl << uint32 (op->env ? op->env->count : 0);
add_object_to_socklist (*pl->contr->ns, sl, op);
pl->contr->ns->send_packet (sl);
}
/**
* Tells the client to delete an item.
*/
void
esrv_del_item (player *pl, int tag)
{
if (!pl->ns)
return;
packet sl ("delitem");
sl << uint32 (tag);
pl->ns->send_packet (sl);
}
/*******************************************************************************
*
* Client has requested us to do something with an object.
*
******************************************************************************/
/**
* Takes a player and object count (tag) and returns the actual object
* pointer, or null if it can't be found.
*/
static object *
esrv_get_ob_from_count (object *pl, tag_t count)
{
if (pl->count == count)
return pl;
for (object *op = pl->inv; op; op = op->below)
if (op->count == count)
return op;
else if (op->type == CONTAINER && pl->container_ () == op)
for (object *tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->count == count)
return tmp;
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 (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 applied a pseudo object. */
if (tag & 0x80000000)
{
pl->ns->look_position = tag & 0x7fffffff;
pl->ns->floorbox_update ();
return;
}
object *op = esrv_get_ob_from_count (pl->ob, tag);
if (!op)
{
LOG (llevDebug, "Player '%s' tried to examine the unknown object (%ld)\n", &pl->ob->name, tag);
return;
}
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)
<< data (*pl->expand_cfpod (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)
{
tag_t tag = atoi (buf);
/* If the high bit is set, player applied a pseudo object. */
if (tag & 0x80000000)
{
pl->ns->look_position = tag & 0x7fffffff;
pl->ns->floorbox_update ();
return;
}
object *op = esrv_get_ob_from_count (pl->ob, tag);
if (!op)
{
LOG (llevDebug, "Player '%s' tried to apply the unknown object (%d)\n", &pl->ob->name, tag);
return;
}
player_apply (pl->ob, op, 0, 0);
}
/** Client wants to lock some object. Lets do so. */
void
LockItem (char *data, int len, player *pl)
{
int flag = data[0];
tag_t tag = net_uint32 ((uint8 *)data + 1);
object *op = esrv_get_ob_from_count (pl->ob, tag);
if (!op)
{
pl->failmsg ("Could not find object to lock/unlock");
return;
}
if (!flag)
CLEAR_FLAG (op, FLAG_INV_LOCKED);
else
SET_FLAG (op, FLAG_INV_LOCKED);
esrv_update_item (UPD_FLAGS, pl->ob, op);
}
/** Client wants to mark some object. Lets do so. */
void
MarkItem (char *data, int len, player *pl)
{
tag_t tag = net_uint32 ((uint8 *)data);
object *op = esrv_get_ob_from_count (pl->ob, tag);
if (!op)
{
pl->failmsg ("Could not find object to mark");
return;
}
pl->mark = op;
pl->ob->statusmsg (format ("Marked item %s", query_name (op)));
}
/**
* look_at prints items on the specified square.
*
* [ removed EARTHWALL check and added check for containers inventory.
* Tero.Haatanen@lut.fi ]
*/
static void
look_at (player *pl, int dx, int dy)
{
dynbuf_text &buf = msg_dynbuf; buf.clear ();
object *ob = pl->ob;
if (!pl->observe->map)
return;
bool wiz = ob->flag [FLAG_WIZ] || ob->flag [FLAG_WIZLOOK];
mapxy pos (pl->observe);
pos.move (dx, dy);
if (wiz)
{
if (pos.normalise ())
{
mapspace &ms = *pos;
ms.update ();
buf.printf (" map: %s%+d%+d (%+d%+d)\n"
" smell %u/%u; flags %x; light %d; block %x; slow %x; on %x; off %x; items %d, volume %lld\n\n",
&pos.m->path, pos.x, pos.y, dx, dy,
(unsigned int)ms.smell, (unsigned int)mapspace::smellcount, ms.flags (), ms.light,
ms.move_block, ms.move_slow, ms.move_on, ms.move_off, (int)ms.items (), (long long)ms.volume ()
);
}
else
buf << "off-map\n\n";
}
int darkness = pl->blocked_los (dx, dy);
if (darkness == LOS_BLOCKED)
buf << "You cannot see that place from your position. H";
else if (darkness == LOS_MAX)
buf << "That place is too dark to see anything. H";
else
{
if (pos.normalise ())
for (object *tmp = pos->top; tmp; tmp = tmp->below)
{
if (tmp->invisible && !QUERY_FLAG (ob, FLAG_WIZ))
continue;
if (wiz)
buf.printf (" - %s (%d) %s\n", query_name (tmp), tmp->count, tmp->uuid.c_str ());
else
buf.printf (" - %s.\n", query_name (tmp));
object *head = tmp->head_ ();
if (head->inv)
if ((head->type != CONTAINER && head->type != FLESH)
|| QUERY_FLAG (ob, FLAG_WIZ))
buf << head->query_inventory (ob, " ");
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) && !wiz) /* don't continue under the floor */
break;
}
}
if (buf.empty ())
buf << "You see nothing there.";
pl->infobox (MSG_CHANNEL ("lookat"), buf);
}
/** Client wants to look at some object. Lets do so. */
void
LookAt (char *buf, int len, player *pl)
{
char *cp;
int dx = atoi (buf);
if (!(cp = strchr (buf, ' ')))
return;
int dy = atoi (cp);
look_at (pl, dx, dy);
}
/** Move an object to a new location */
void
esrv_move_object (object *pl, tag_t to, tag_t tag, long nrof)
{
object *op = esrv_get_ob_from_count (pl, tag);
if (!op)
{
LOG (llevDebug, "Player '%s' tried to move an unknown object (%ld)\n", &pl->name, tag);
return;
}
if (!to)
{ /* drop it to the ground */
if (op->map && !op->env)
return;
/* If it is an active container, then we should drop all objects
* in the container and not the container itself.
*/
if (op->inv && QUERY_FLAG (op, FLAG_APPLIED))
{
int cnt = MAX_ITEM_PER_ACTION;
for (object *current = op->inv; current && cnt--; )
{
object *next = current->below;
drop_object (pl, current, 0);
current = next;
}
if (cnt <= 0)
op->failmsg ("Only dropped some items, can't drop that many items at once.");
}
else
drop_object (pl, op, nrof);
return;
}
else if (to == pl->count)
{ /* pick it up to the inventory */
/* return if player has already picked it up */
if (op->env == pl)
return;
pl->contr->count = nrof;
pick_up (pl, op);
return;
}
object *env = esrv_get_ob_from_count (pl, to);
if (!env)
{
LOG (llevDebug, "Player '%s' tried to move object to the unknown location (%d)\n", &pl->name, to);
return;
}
/* put_object_in_sack presumes that necessary sanity checking
* has already been done (eg, it can be picked up and fits in
* in a sack, so check for those things. We should also check
* an make sure env is in fact a container for that matter.
*/
if (env->type == CONTAINER
&& can_pick (pl, op)
&& sack_can_hold (pl, env, op, nrof))
put_object_in_sack (pl, env, op, nrof);
}