--- deliantra/server/socket/request.C 2007/05/22 10:50:01 1.99 +++ deliantra/server/socket/request.C 2007/06/05 13:05:03 1.104 @@ -1,25 +1,25 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001 Mark Wedel - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001,2007 Mark Wedel + * Copyright (©) 1992,2007 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. + * 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 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. + * 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 + * You should have received a copy of the GNU General Public License along + * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * The authors can be reached via e-mail to */ /** @@ -147,8 +147,7 @@ check_map_change (player *pl) { client &socket = *pl->ns; - object *ob = pl->ob; - char buf[MAX_BUF]; /* eauugggh */ + object *ob = pl->observe; if (socket.current_map != ob->map || socket.force_newmap) { @@ -166,13 +165,12 @@ if (ob->map->tile_path[2]) flags |= 4; if (ob->map->tile_path[3]) flags |= 8; - snprintf (buf, MAX_BUF, "mapinfo - spatial %d %d %d %d %d %s", - flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y, ob->map->width, ob->map->height, &ob->map->path); + socket.send_packet_printf ("mapinfo - spatial %d %d %d %d %d %s", + flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y, + ob->map->width, ob->map->height, &ob->map->path); } else - snprintf (buf, MAX_BUF, "mapinfo current"); - - socket.send_packet (buf); + socket.send_packet ("mapinfo current"); } } else if (socket.current_x != ob->x || socket.current_y != ob->y) @@ -526,7 +524,6 @@ pl->count = 0; } - /** * This handles the general commands from the client (ie, north, fire, cast, * etc.). It is a lot like PlayerCmd above, but is called with the @@ -742,9 +739,11 @@ if (pl->combat_ob) buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name; +#if 0 //TODO: remove this when slot system is working, this is only for debugging if (pl->ob->chosen_skill) buf << " Skill*: " << pl->ob->chosen_skill->name; +#endif //TODO: maybe golem should become the current_weapon, quite simply? if (pl->golem) @@ -795,7 +794,7 @@ if (!ns) return; - object *ob = pl->ob; + object *ob = pl->observe; if (!ob) return; @@ -1012,30 +1011,24 @@ } /** - * This function uses the new map1 protocol command to send the map - * to the client. It is necessary because the old map command supports - * a maximum map size of 15x15. - * This function is much simpler than the old one. This is because - * the old function optimized to send as few face identifiers as possible, - * at the expense of sending more coordinate location (coordinates were - * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since - * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off - * maps no sense. Instead, we actually really only use 12 bits for coordinates, - * and use the other 4 bits for other informatiion. For full documentation - * of what we send, see the doc/Protocol file. - * I will describe internally what we do: - * the ns->lastmap shows how the map last looked when sent to the client. - * in the lastmap structure, there is a cells array, which is set to the - * maximum viewable size (As set in config.h). - * in the cells, there are faces and a count value. - * we use the count value to hold the darkness value. If -1, then this space - * is not viewable. - * we use faces[0] faces[1] faces[2] to hold what the three layers - * look like. + * Draws client map. */ void -draw_client_map1 (object *pl) +draw_client_map (player *pl) { + object *ob = pl->observe; + if (!ob->active) + return; + + maptile *plmap = ob->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 (!plmap || plmap->in_memory != MAP_IN_MEMORY) + return; + int x, y, ax, ay, startlen, max_x, max_y, oldlen; sint16 nx, ny; int estartlen, eoldlen; @@ -1044,13 +1037,42 @@ uint8 extendedinfos; maptile *m; - client &socket = *pl->contr->ns; + check_map_change (pl); + prefetch_surrounding_maps (pl->ob); - if (!pl->active) - return; + /* do LOS after calls to update_position */ + if (ob != pl->ob) + clear_los (pl); + else if (pl->do_los) + { + update_los (ob); + pl->do_los = 0; + } + + /** + * This function uses the new map1 protocol command to send the map + * to the client. It is necessary because the old map command supports + * a maximum map size of 15x15. + * This function is much simpler than the old one. This is because + * the old function optimized to send as few face identifiers as possible, + * at the expense of sending more coordinate location (coordinates were + * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since + * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off + * maps no sense. Instead, we actually really only use 12 bits for coordinates, + * and use the other 4 bits for other informatiion. For full documentation + * of what we send, see the doc/Protocol file. + * I will describe internally what we do: + * the ns->lastmap shows how the map last looked when sent to the client. + * in the lastmap structure, there is a cells array, which is set to the + * maximum viewable size (As set in config.h). + * in the cells, there are faces and a count value. + * we use the count value to hold the darkness value. If -1, then this space + * is not viewable. + * we use faces[0] faces[1] faces[2] to hold what the three layers + * look like. + */ - check_map_change (pl->contr); - prefetch_surrounding_maps (pl); + client &socket = *pl->ns; packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a"); packet esl; @@ -1084,15 +1106,13 @@ /* We could do this logic as conditionals in the if statement, * but that started to get a bit messy to look at. */ - max_x = pl->x + (socket.mapx + 1) / 2; - max_y = pl->y + (socket.mapy + 1) / 2; + max_x = ob->x + (socket.mapx + 1) / 2; + max_y = ob->y + (socket.mapy + 1) / 2; - maptile *plmap = pl->map; - - for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) + for (y = ob->y - socket.mapy / 2; y < max_y; y++, ay++) { ax = 0; - for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) + for (x = ob->x - socket.mapx / 2; x < max_x; x++, ax++) { int emask, mask; emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; @@ -1123,7 +1143,7 @@ m->touch (); - int d = pl->contr->blocked_los[ax][ay]; + int d = pl->blocked_los[ax][ay]; if (d > 3) { @@ -1215,14 +1235,14 @@ if (op->stats.maxhp > 0 && (unsigned) op->stats.maxhp > (unsigned) op->stats.hp) { stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp; - stat_width = op->arch->tail_x; + stat_width = op->arch->max_x - op->arch->x; //TODO: should be upper-left edge } } if (op->msg && op->msg[0] == '@') flags |= 1; - if (op->type == PLAYER && op != pl) + if (op->type == PLAYER && op != ob) player = op->count; } @@ -1276,24 +1296,23 @@ if (update_space (sl, socket, ms, lastcell, 1)) mask |= 0x2; - if (ms.player () == pl - && (pl->invisible & (pl->invisible < 50 ? 1 : 7))) + if (ms.player () == ob + && (ob->invisible & (ob->invisible < 50 ? 1 : 7))) { // force player to be visible to himself if invisible - if (lastcell.faces[0] != pl->face) + if (lastcell.faces[0] != ob->face) { - lastcell.faces[0] = pl->face; + lastcell.faces[0] = ob->face; mask |= 0x1; - sl << uint16 (pl->face); + sl << uint16 (ob->face); - socket.send_faces (pl); + socket.send_faces (ob); } } /* Top face */ else if (update_space (sl, socket, ms, lastcell, 0)) mask |= 0x1; - /* Check to see if we are in fact sending anything for this * space by checking the mask. If so, update the mask. @@ -1362,74 +1381,10 @@ } } -/** - * Draws client map. - */ -void -draw_client_map (object *pl) -{ - int i, j; - sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */ - int mflags; - struct Map newmap; - maptile *m, *pm; - - if (pl->type != PLAYER) - { - LOG (llevError, "draw_client_map called with non player/non eric-server\n"); - return; - } - - 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; - - memset (&newmap, 0, sizeof (struct Map)); - - for (j = (pl->y - pl->contr->ns->mapy / 2); j < (pl->y + (pl->contr->ns->mapy + 1) / 2); j++) - for (i = (pl->x - pl->contr->ns->mapx / 2); i < (pl->x + (pl->contr->ns->mapx + 1) / 2); 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 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; - } - - /* Big maps need a different drawing mechanism to work */ - draw_client_map1 (pl); -} - - /*****************************************************************************/ - /* 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)