/* * 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); }