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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.94 by root, Thu May 3 09:26:45 2007 UTC vs.
Revision 1.111 by root, Sun Jul 1 04:08:14 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel 5 * Copyright (©) 2001,2007 Mark Wedel
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/** 25/**
26 * \file 26 * \file
27 * Client handling. 27 * Client handling.
145/** check for map/region change and send new map data */ 145/** check for map/region change and send new map data */
146static void 146static void
147check_map_change (player *pl) 147check_map_change (player *pl)
148{ 148{
149 client &socket = *pl->ns; 149 client &socket = *pl->ns;
150 object *ob = pl->ob; 150 object *ob = pl->observe;
151 char buf[MAX_BUF]; /* eauugggh */
152 151
153 if (socket.current_map != ob->map || socket.force_newmap) 152 if (socket.current_map != ob->map || socket.force_newmap)
154 { 153 {
155 clear_map (pl); 154 clear_map (pl);
156 socket.current_map = ob->map; 155 socket.current_map = ob->map;
164 if (ob->map->tile_path[0]) flags |= 1; 163 if (ob->map->tile_path[0]) flags |= 1;
165 if (ob->map->tile_path[1]) flags |= 2; 164 if (ob->map->tile_path[1]) flags |= 2;
166 if (ob->map->tile_path[2]) flags |= 4; 165 if (ob->map->tile_path[2]) flags |= 4;
167 if (ob->map->tile_path[3]) flags |= 8; 166 if (ob->map->tile_path[3]) flags |= 8;
168 167
169 snprintf (buf, MAX_BUF, "mapinfo - spatial %d %d %d %d %d %s", 168 socket.send_packet_printf ("mapinfo - spatial %d %d %d %d %d %s",
170 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y, ob->map->width, ob->map->height, &ob->map->path); 169 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y,
170 ob->map->width, ob->map->height, &ob->map->path);
171 } 171 }
172 else 172 else
173 snprintf (buf, MAX_BUF, "mapinfo current");
174
175 socket.send_packet (buf); 173 socket.send_packet ("mapinfo current");
176 } 174 }
177 } 175 }
178 else if (socket.current_x != ob->x || socket.current_y != ob->y) 176 else if (socket.current_x != ob->x || socket.current_y != ob->y)
179 { 177 {
180 int dx = ob->x - socket.current_x; 178 int dx = ob->x - socket.current_x;
473 471
474 ns->send_packet (cmdback); 472 ns->send_packet (cmdback);
475} 473}
476 474
477/** 475/**
478 * client requested an image. send it rate-limited
479 * before flushing.
480 */
481void
482AskFaceCmd (char *buf, int len, client *ns)
483{
484 ns->askface.push_back (atoi (buf));
485}
486
487/**
488 * Tells client the picture it has to use
489 * to smooth a picture number given as argument.
490 */
491void
492AskSmooth (char *buf, int len, client *ns)
493{
494 ns->send_face (atoi (buf));
495 ns->flush_fx ();
496}
497
498/**
499 * This handles the general commands from the client (ie, north, fire, cast, 476 * This handles the general commands from the client (ie, north, fire, cast,
500 * etc.) 477 * etc.)
501 */ 478 */
502void 479void
503PlayerCmd (char *buf, int len, player *pl) 480PlayerCmd (char *buf, int len, player *pl)
523 * for the command that issued the count should be done before any other 500 * for the command that issued the count should be done before any other
524 * commands. 501 * commands.
525 */ 502 */
526 pl->count = 0; 503 pl->count = 0;
527} 504}
528
529 505
530/** 506/**
531 * This handles the general commands from the client (ie, north, fire, cast, 507 * This handles the general commands from the client (ie, north, fire, cast,
532 * etc.). It is a lot like PlayerCmd above, but is called with the 508 * etc.). It is a lot like PlayerCmd above, but is called with the
533 * 'ncom' method which gives more information back to the client so it 509 * 'ncom' method which gives more information back to the client so it
730 706
731/** 707/**
732 * Get player's current range attack in obuf. 708 * Get player's current range attack in obuf.
733 */ 709 */
734static void 710static void
735rangetostring (object *ob, char *obuf) 711rangetostring (player *pl, char *obuf)
736{ 712{
737 dynbuf_text buf; 713 dynbuf_text buf;
738 714
739 player *pl = ob->contr;
740
741 if (pl->ranged_ob) 715 if (pl->ranged_ob)
742 buf << " Range: " << pl->ranged_ob->name; 716 buf << " Range" << (pl->ob->current_weapon == pl->ranged_ob ? "*" : "") << ": " << pl->ranged_ob->name;
743 717
744 if (pl->combat_ob) 718 if (pl->combat_ob)
745 buf << " Combat: " << pl->combat_ob->name; 719 buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name;
746 720
721#if 0
722 //TODO: remove this when slot system is working, this is only for debugging
723 if (pl->ob->chosen_skill)
724 buf << " Skill*: " << pl->ob->chosen_skill->name;
725#endif
726
727 //TODO: maybe golem should become the current_weapon, quite simply?
747 if (pl->golem) 728 if (pl->golem)
748 buf << " Golem: " << pl->golem->name; 729 buf << " Golem*: " << pl->golem->name;
749 730
731 buf << '\0';
750 buf.linearise (obuf); 732 buf.linearise (obuf);
751 obuf [buf.size ()] = 0;
752} 733}
753 734
754#define AddIfInt64(Old,New,Type) if (Old != New) {\ 735#define AddIfInt64(Old,New,Type) if (Old != New) {\
755 Old = New; \ 736 Old = New; \
756 sl << uint8 (Type) << uint64 (New); \ 737 sl << uint8 (Type) << uint64 (New); \
764#define AddIfShort(Old,New,Type) if (Old != New) {\ 745#define AddIfShort(Old,New,Type) if (Old != New) {\
765 Old = New; \ 746 Old = New; \
766 sl << uint8 (Type) << uint16 (New); \ 747 sl << uint8 (Type) << uint16 (New); \
767 } 748 }
768 749
769#define AddIfFloat(Old,New,Type) if (Old != New) {\ 750#define AddIfFloat(Old,New,Type,mult) if (Old != New) {\
770 Old = New; \ 751 Old = New; \
771 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI); \ 752 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI*mult); \
772 } 753 }
773 754
774#define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\ 755#define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
775 free(Old); Old = strdup (New);\ 756 free(Old); Old = strdup (New);\
776 sl << uint8 (Type) << data8 (New); \ 757 sl << uint8 (Type) << data8 (New); \
790 771
791 client *ns = pl->ns; 772 client *ns = pl->ns;
792 if (!ns) 773 if (!ns)
793 return; 774 return;
794 775
795 object *ob = pl->ob; 776 object *ob = pl->observe;
796 if (!ob) 777 if (!ob)
797 return; 778 return;
779
780 player *opl = ob->contr ? static_cast<player *>(ob->contr) : pl;
798 781
799 packet sl ("stats"); 782 packet sl ("stats");
800 783
801 AddIfShort (ns->last_stats.hp, ob->stats.hp, CS_STAT_HP); 784 AddIfShort (ns->last_stats.hp, ob->stats.hp, CS_STAT_HP);
802 AddIfShort (ns->last_stats.maxhp, ob->stats.maxhp, CS_STAT_MAXHP); 785 AddIfShort (ns->last_stats.maxhp, ob->stats.maxhp, CS_STAT_MAXHP);
811 AddIfShort (ns->last_stats.Wis, ob->stats.Wis, CS_STAT_WIS); 794 AddIfShort (ns->last_stats.Wis, ob->stats.Wis, CS_STAT_WIS);
812 AddIfShort (ns->last_stats.Pow, ob->stats.Pow, CS_STAT_POW); 795 AddIfShort (ns->last_stats.Pow, ob->stats.Pow, CS_STAT_POW);
813 AddIfShort (ns->last_stats.Cha, ob->stats.Cha, CS_STAT_CHA); 796 AddIfShort (ns->last_stats.Cha, ob->stats.Cha, CS_STAT_CHA);
814 797
815 for (int s = 0; s < NUM_SKILLS; s++) 798 for (int s = 0; s < NUM_SKILLS; s++)
816 if (object *skill = pl->last_skill_ob[s]) 799 if (object *skill = opl->last_skill_ob[s])
817 if (skill->stats.exp != ns->last_skill_exp [s]) 800 if (skill->stats.exp != ns->last_skill_exp [s])
818 { 801 {
819 ns->last_skill_exp [s] = skill->stats.exp; 802 ns->last_skill_exp [s] = skill->stats.exp;
820 803
821 /* Always send along the level if exp changes. This is only 804 /* Always send along the level if exp changes. This is only
829 AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64); 812 AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64);
830 AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL); 813 AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL);
831 AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC); 814 AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC);
832 AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC); 815 AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC);
833 AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM); 816 AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM);
834 AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED); 817 AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED, 1.f/TICK);
835 AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD); 818 AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD);
836 AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP); 819 AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP, 1.f/TICK);
837 AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM); 820 AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM);
838 821
839 flags = 0; 822 flags = 0;
840 823
841 if (pl->fire_on) 824 if (opl->fire_on)
842 flags |= SF_FIREON; 825 flags |= SF_FIREON;
843 826
844 if (pl->run_on) 827 if (opl->run_on)
845 flags |= SF_RUNON; 828 flags |= SF_RUNON;
846 829
847 AddIfShort (ns->last_flags, flags, CS_STAT_FLAGS); 830 AddIfShort (ns->last_flags, flags, CS_STAT_FLAGS);
848 831
849 if (ns->sc_version < 1025) 832 if (ns->sc_version < 1025)
863 AddIfInt (ns->last_path_attuned, ob->path_attuned, CS_STAT_SPELL_ATTUNE); 846 AddIfInt (ns->last_path_attuned, ob->path_attuned, CS_STAT_SPELL_ATTUNE);
864 AddIfInt (ns->last_path_repelled, ob->path_repelled, CS_STAT_SPELL_REPEL); 847 AddIfInt (ns->last_path_repelled, ob->path_repelled, CS_STAT_SPELL_REPEL);
865 AddIfInt (ns->last_path_denied, ob->path_denied, CS_STAT_SPELL_DENY); 848 AddIfInt (ns->last_path_denied, ob->path_denied, CS_STAT_SPELL_DENY);
866 } 849 }
867 850
868 rangetostring (ob, buf); /* we want use the new fire & run system in new client */ 851 rangetostring (opl, buf); /* we want use the new fire & run system in new client */
869 AddIfString (ns->stats.range, buf, CS_STAT_RANGE); 852 AddIfString (ns->stats.range, buf, CS_STAT_RANGE);
870 set_title (ob, buf); 853 set_title (ob, buf);
871 AddIfString (ns->stats.title, buf, CS_STAT_TITLE); 854 AddIfString (ns->stats.title, buf, CS_STAT_TITLE);
872 855
873 /* Only send it away if we have some actual data */ 856 /* Only send it away if we have some actual data */
1007{ 990{
1008 prefetch_surrounding_maps (op->map, 3); 991 prefetch_surrounding_maps (op->map, 3);
1009} 992}
1010 993
1011/** 994/**
1012 * This function uses the new map1 protocol command to send the map 995 * Draws client map.
1013 * to the client. It is necessary because the old map command supports
1014 * a maximum map size of 15x15.
1015 * This function is much simpler than the old one. This is because
1016 * the old function optimized to send as few face identifiers as possible,
1017 * at the expense of sending more coordinate location (coordinates were
1018 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1019 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1020 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1021 * and use the other 4 bits for other informatiion. For full documentation
1022 * of what we send, see the doc/Protocol file.
1023 * I will describe internally what we do:
1024 * the ns->lastmap shows how the map last looked when sent to the client.
1025 * in the lastmap structure, there is a cells array, which is set to the
1026 * maximum viewable size (As set in config.h).
1027 * in the cells, there are faces and a count value.
1028 * we use the count value to hold the darkness value. If -1, then this space
1029 * is not viewable.
1030 * we use faces[0] faces[1] faces[2] to hold what the three layers
1031 * look like.
1032 */ 996 */
1033void 997void
1034draw_client_map1 (object *pl) 998draw_client_map (player *pl)
1035{ 999{
1000 object *ob = pl->observe;
1001 if (!ob->active)
1002 return;
1003
1004 maptile *plmap = ob->map;
1005
1006 /* If player is just joining the game, he isn't here yet, so the map
1007 * can get swapped out. If so, don't try to send them a map. All will
1008 * be OK once they really log in.
1009 */
1010 if (!plmap || plmap->in_memory != MAP_IN_MEMORY)
1011 return;
1012
1036 int x, y, ax, ay, startlen, max_x, max_y, oldlen; 1013 int x, y, ax, ay, startlen, max_x, max_y, oldlen;
1037 sint16 nx, ny;
1038 int estartlen, eoldlen; 1014 int estartlen, eoldlen;
1039 uint8 eentrysize; 1015 uint8 eentrysize;
1040 uint16 ewhatstart, ewhatflag; 1016 uint16 ewhatstart, ewhatflag;
1041 uint8 extendedinfos; 1017 uint8 extendedinfos;
1042 maptile *m;
1043 1018
1044 client &socket = *pl->contr->ns;
1045
1046 if (!pl->active)
1047 return;
1048
1049 check_map_change (pl->contr); 1019 check_map_change (pl);
1050 prefetch_surrounding_maps (pl); 1020 prefetch_surrounding_maps (pl->ob);
1021
1022 /* do LOS after calls to update_position */
1023 if (ob != pl->ob)
1024 clear_los (pl);
1025 else if (pl->do_los)
1026 {
1027 update_los (ob);
1028 pl->do_los = 0;
1029 }
1030
1031 /**
1032 * This function uses the new map1 protocol command to send the map
1033 * to the client. It is necessary because the old map command supports
1034 * a maximum map size of 15x15.
1035 * This function is much simpler than the old one. This is because
1036 * the old function optimized to send as few face identifiers as possible,
1037 * at the expense of sending more coordinate location (coordinates were
1038 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1039 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1040 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1041 * and use the other 4 bits for other informatiion. For full documentation
1042 * of what we send, see the doc/Protocol file.
1043 * I will describe internally what we do:
1044 * the ns->lastmap shows how the map last looked when sent to the client.
1045 * in the lastmap structure, there is a cells array, which is set to the
1046 * maximum viewable size (As set in config.h).
1047 * in the cells, there are faces and a count value.
1048 * we use the count value to hold the darkness value. If -1, then this space
1049 * is not viewable.
1050 * we use faces[0] faces[1] faces[2] to hold what the three layers
1051 * look like.
1052 */
1053
1054 client &socket = *pl->ns;
1051 1055
1052 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a"); 1056 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a");
1053 packet esl; 1057 packet esl;
1054 1058
1055 startlen = sl.length (); 1059 startlen = sl.length ();
1079 ay = 0; 1083 ay = 0;
1080 1084
1081 /* We could do this logic as conditionals in the if statement, 1085 /* We could do this logic as conditionals in the if statement,
1082 * but that started to get a bit messy to look at. 1086 * but that started to get a bit messy to look at.
1083 */ 1087 */
1084 max_x = pl->x + (socket.mapx + 1) / 2; 1088 max_x = ob->x + (socket.mapx + 1) / 2;
1085 max_y = pl->y + (socket.mapy + 1) / 2; 1089 max_y = ob->y + (socket.mapy + 1) / 2;
1086 1090
1087 maptile *plmap = pl->map;
1088
1089 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) 1091 for (y = ob->y - socket.mapy / 2; y < max_y; y++, ay++)
1090 { 1092 {
1093 sint16 nx, ny;
1094 maptile *m = 0;
1095
1091 ax = 0; 1096 ax = 0;
1092 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) 1097 for (x = ob->x - socket.mapx / 2; x < max_x; x++, ax++)
1093 { 1098 {
1099 // check to see if we can simply go one right quickly
1100 ++nx;
1101 if (m && nx >= m->width)
1102 m = 0;
1103
1104 if (!m)
1105 {
1106 nx = x; ny = y; m = plmap;
1107
1108 if (!xy_normalise (m, nx, ny))
1109 m = 0;
1110 }
1111
1094 int emask, mask; 1112 int emask, mask;
1095 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1113 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1096 1114
1097 MapCell &lastcell = socket.lastmap.cells[ax][ay]; 1115 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1098 1116
1099 /* If the coordinates are not valid, or it is too dark to see, 1117 /* If the coordinates are not valid, or it is too dark to see,
1100 * we tell the client as such 1118 * we tell the client as such
1101 */ 1119 */
1102 nx = x;
1103 ny = y;
1104 m = get_map_from_coord (plmap, &nx, &ny);
1105
1106 if (!m) 1120 if (!m)
1107 { 1121 {
1108 /* space is out of map. Update space and clear values 1122 /* space is out of map. Update space and clear values
1109 * if this hasn't already been done. If the space is out 1123 * if this hasn't already been done. If the space is out
1110 * of the map, it shouldn't have a head 1124 * of the map, it shouldn't have a head
1118 continue; 1132 continue;
1119 } 1133 }
1120 1134
1121 m->touch (); 1135 m->touch ();
1122 1136
1123 int d = pl->contr->blocked_los[ax][ay]; 1137 int d = pl->blocked_los[ax][ay];
1124 1138
1125 if (d > 3) 1139 if (d > 3)
1126 { 1140 {
1127 1141
1128 int need_send = 0, count; 1142 int need_send = 0, count;
1191 } 1205 }
1192 1206
1193 lastcell.count = d; 1207 lastcell.count = d;
1194 1208
1195 mapspace &ms = m->at (nx, ny); 1209 mapspace &ms = m->at (nx, ny);
1210 ms.update ();
1196 1211
1197 if (socket.extmap) 1212 if (socket.extmap)
1198 { 1213 {
1199 uint8 stat_hp = 0; 1214 uint8 stat_hp = 0;
1200 uint8 stat_width = 0; 1215 uint8 stat_width = 0;
1210 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR)) 1225 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR))
1211 { 1226 {
1212 if (op->stats.maxhp > 0 && (unsigned) op->stats.maxhp > (unsigned) op->stats.hp) 1227 if (op->stats.maxhp > 0 && (unsigned) op->stats.maxhp > (unsigned) op->stats.hp)
1213 { 1228 {
1214 stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp; 1229 stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp;
1215 stat_width = op->arch->tail_x; 1230 stat_width = op->arch->max_x - op->arch->x; //TODO: should be upper-left edge
1216 } 1231 }
1217 } 1232 }
1218 1233
1219 if (op->msg && op->msg[0] == '@') 1234 if (op->msg && op->msg[0] == '@')
1220 flags |= 1; 1235 flags |= 1;
1221 1236
1222 if (op->type == PLAYER && op != pl) 1237 if (op->type == PLAYER && op != ob)
1223 player = op->count; 1238 player = op->count;
1224 } 1239 }
1225 1240
1226 if (lastcell.stat_hp != stat_hp) 1241 if (lastcell.stat_hp != stat_hp)
1227 { 1242 {
1271 1286
1272 /* Middle face */ 1287 /* Middle face */
1273 if (update_space (sl, socket, ms, lastcell, 1)) 1288 if (update_space (sl, socket, ms, lastcell, 1))
1274 mask |= 0x2; 1289 mask |= 0x2;
1275 1290
1276 if (ms.player () == pl 1291 if (ms.player () == ob
1277 && (pl->invisible & (pl->invisible < 50 ? 1 : 7))) 1292 && (ob->invisible & (ob->invisible < 50 ? 1 : 7)))
1278 { 1293 {
1279 // force player to be visible to himself if invisible 1294 // force player to be visible to himself if invisible
1280 if (lastcell.faces[0] != pl->face) 1295 if (lastcell.faces[0] != ob->face)
1281 { 1296 {
1282 lastcell.faces[0] = pl->face; 1297 lastcell.faces[0] = ob->face;
1283 1298
1284 mask |= 0x1; 1299 mask |= 0x1;
1285 sl << uint16 (pl->face); 1300 sl << uint16 (ob->face);
1286 1301
1287 socket.send_faces (pl); 1302 socket.send_faces (ob);
1288 } 1303 }
1289 } 1304 }
1290 /* Top face */ 1305 /* Top face */
1291 else if (update_space (sl, socket, ms, lastcell, 0)) 1306 else if (update_space (sl, socket, ms, lastcell, 0))
1292 mask |= 0x1; 1307 mask |= 0x1;
1293
1294 1308
1295 /* Check to see if we are in fact sending anything for this 1309 /* Check to see if we are in fact sending anything for this
1296 * space by checking the mask. If so, update the mask. 1310 * space by checking the mask. If so, update the mask.
1297 * if not, reset the len to that from before adding the mask 1311 * if not, reset the len to that from before adding the mask
1298 * value, so we don't send those bits. 1312 * value, so we don't send those bits.
1357 socket.send_packet (sl); 1371 socket.send_packet (sl);
1358 socket.sent_scroll = 0; 1372 socket.sent_scroll = 0;
1359 } 1373 }
1360} 1374}
1361 1375
1362/**
1363 * Draws client map.
1364 */
1365void
1366draw_client_map (object *pl)
1367{
1368 int i, j;
1369 sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */
1370 int mflags;
1371 struct Map newmap;
1372 maptile *m, *pm;
1373
1374 if (pl->type != PLAYER)
1375 {
1376 LOG (llevError, "draw_client_map called with non player/non eric-server\n");
1377 return;
1378 }
1379
1380 pm = pl->map;
1381
1382 /* If player is just joining the game, he isn't here yet, so the map
1383 * can get swapped out. If so, don't try to send them a map. All will
1384 * be OK once they really log in.
1385 */
1386 if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1387 return;
1388
1389 memset (&newmap, 0, sizeof (struct Map));
1390
1391 for (j = (pl->y - pl->contr->ns->mapy / 2); j < (pl->y + (pl->contr->ns->mapy + 1) / 2); j++)
1392 for (i = (pl->x - pl->contr->ns->mapx / 2); i < (pl->x + (pl->contr->ns->mapx + 1) / 2); i++)
1393 {
1394 ax = i;
1395 ay = j;
1396 m = pm;
1397 mflags = get_map_flags (m, &m, ax, ay, &ax, &ay);
1398
1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1401
1402 /* If a map is visible to the player, we don't want to swap it out
1403 * just to reload it. This should really call something like
1404 * swap_map, but this is much more efficient and 'good enough'
1405 */
1406 if (mflags & P_NEW_MAP)
1407 m->timeout = 50;
1408 }
1409
1410 /* do LOS after calls to update_position */
1411 if (pl->contr->do_los)
1412 {
1413 update_los (pl);
1414 pl->contr->do_los = 0;
1415 }
1416
1417 /* Big maps need a different drawing mechanism to work */
1418 draw_client_map1 (pl);
1419}
1420
1421
1422/*****************************************************************************/ 1376/*****************************************************************************/
1423
1424/* GROS: The following one is used to allow a plugin to send a generic cmd to*/ 1377/* GROS: The following one is used to allow a plugin to send a generic cmd to*/
1425
1426/* a player. Of course, the client need to know the command to be able to */ 1378/* a player. Of course, the client need to know the command to be able to */
1427
1428/* manage it ! */ 1379/* manage it ! */
1429
1430/*****************************************************************************/ 1380/*****************************************************************************/
1431void 1381void
1432send_plugin_custom_message (object *pl, char *buf) 1382send_plugin_custom_message (object *pl, char *buf)
1433{ 1383{
1434 pl->contr->ns->send_packet (buf); 1384 pl->contr->ns->send_packet (buf);

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