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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.65 by root, Sun Jan 21 21:28:27 2007 UTC vs.
Revision 1.70 by root, Sun Mar 11 21:26:05 2007 UTC

36 * have the prototype of (char *data, int datalen, int client_num). This 36 * have the prototype of (char *data, int datalen, int client_num). This
37 * way, we can use one dispatch table. 37 * way, we can use one dispatch table.
38 * 38 *
39 * esrv_map_new starts updating the map 39 * esrv_map_new starts updating the map
40 * 40 *
41 * esrv_map_setbelow allows filling in all of the faces for the map.
42 * if a face has not already been sent to the client, it is sent now.
43 *
44 */ 41 */
45 42
46#include <global.h> 43#include <global.h>
47#include <sproto.h> 44#include <sproto.h>
48 45
147 pl->ns->send_packet ("newmap"); 144 pl->ns->send_packet ("newmap");
148 145
149 pl->ns->floorbox_reset (); 146 pl->ns->floorbox_reset ();
150} 147}
151 148
152/** check for map change and send new map data */ 149/** check for map/region change and send new map data */
153static void 150static void
154check_map_change (player *pl) 151check_map_change (player *pl)
155{ 152{
156 client &socket = *pl->ns; 153 client &socket = *pl->ns;
157 object *ob = pl->ob; 154 object *ob = pl->ob;
201 } 198 }
202 } 199 }
203 200
204 socket.current_x = ob->x; 201 socket.current_x = ob->x;
205 socket.current_y = ob->y; 202 socket.current_y = ob->y;
203
204 region *reg = ob->region ();
205 if (socket.current_region != reg)
206 {
207 socket.current_region = reg;
208 socket.send_packet_printf ("drawinfo 0 You are now %s.\n(use whereami for more details)", &reg->longname);
209 }
206} 210}
207 211
208/** 212/**
209 * RequestInfo is sort of a meta command. There is some specific 213 * RequestInfo is sort of a meta command. There is some specific
210 * request of information, but we call other functions to provide 214 * request of information, but we call other functions to provide
701 uint16 smoothface; 705 uint16 smoothface;
702 706
703 /* If we can't find a face, return and set it so we won't try to send this 707 /* If we can't find a face, return and set it so we won't try to send this
704 * again. 708 * again.
705 */ 709 */
706 if ((!FindSmooth (face, &smoothface)) && (!FindSmooth (smooth_face->number, &smoothface))) 710 if (!FindSmooth (face, &smoothface))
707 { 711 {
708 712
709 LOG (llevError, "could not findsmooth for %d. Neither default (%s)\n", face, &smooth_face->name); 713 LOG (llevError, "could not findsmooth for %d.\n", face);
710 ns->faces_sent[face] |= NS_FACESENT_SMOOTH; 714 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
711 return; 715 return;
712 } 716 }
713 717
714 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE)) 718 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
722 << uint16 (smoothface); 726 << uint16 (smoothface);
723 727
724 ns->send_packet (sl); 728 ns->send_packet (sl);
725} 729}
726 730
727 /** 731/**
728 * Tells client the picture it has to use 732 * Tells client the picture it has to use
729 * to smooth a picture number given as argument. 733 * to smooth a picture number given as argument.
730 */ 734 */
731void 735void
732AskSmooth (char *buf, int len, client *ns) 736AskSmooth (char *buf, int len, client *ns)
733{ 737{
734 SendSmooth (ns, atoi (buf)); 738 SendSmooth (ns, atoi (buf));
735} 739}
1104{ 1108{
1105 packet sl ("player"); 1109 packet sl ("player");
1106 1110
1107 sl << uint32 (pl->ob->count) 1111 sl << uint32 (pl->ob->count)
1108 << uint32 (weight) 1112 << uint32 (weight)
1109 << uint32 (pl->ob->face->number) 1113 << uint32 (pl->ob->face)
1110 << data8 (pl->ob->name); 1114 << data8 (pl->ob->name);
1111 1115
1112 pl->ns->last_weight = weight; 1116 pl->ns->last_weight = weight;
1113 pl->ns->send_packet (sl); 1117 pl->ns->send_packet (sl);
1114 SET_FLAG (pl->ob, FLAG_CLIENT_SENT); 1118 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1160 * 1164 *
1161 * Start of map related commands. 1165 * Start of map related commands.
1162 * 1166 *
1163 ******************************************************************************/ 1167 ******************************************************************************/
1164 1168
1165/**
1166 * This adds face_num to a map cell at x,y. If the client doesn't have
1167 * the face yet, we will also send it.
1168 */
1169static void
1170esrv_map_setbelow (client * ns, int x, int y, short face_num, struct Map *newmap)
1171{
1172 if (newmap->cells[x][y].count >= MAP_LAYERS)
1173 {
1174 //TODO: one or the other, can't both have abort and return, verify and act
1175 LOG (llevError, "Too many faces in map cell %d %d\n", x, y);
1176 return;
1177 abort ();
1178 }
1179
1180 newmap->cells[x][y].faces[newmap->cells[x][y].count] = face_num;
1181 newmap->cells[x][y].count++;
1182
1183 if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE))
1184 esrv_send_face (ns, face_num, 0);
1185}
1186
1187/** Clears a map cell */ 1169/** Clears a map cell */
1188static void 1170static void
1189map_clearcell (struct MapCell *cell, int face0, int face1, int face2, int count) 1171map_clearcell (struct MapCell *cell, int count)
1190{ 1172{
1191 cell->faces[0] = face0; 1173 cell->faces[0] = 0;
1192 cell->faces[1] = face1; 1174 cell->faces[1] = 0;
1193 cell->faces[2] = face2; 1175 cell->faces[2] = 0;
1194 cell->count = count; 1176 cell->count = count;
1195 cell->stat_hp = 0; 1177 cell->stat_hp = 0;
1196 cell->flags = 0; 1178 cell->flags = 0;
1197 cell->player = 0; 1179 cell->player = 0;
1198} 1180}
1199 1181
1200#define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
1201#define MAX_LAYERS 3 1182#define MAX_LAYERS 3
1202
1203/* Using a global really isn't a good approach, but saves the over head of
1204 * allocating and deallocating such a block of data each time run through,
1205 * and saves the space of allocating this in the socket object when we only
1206 * need it for this cycle. If the server is ever threaded, this needs to be
1207 * re-examined.
1208 */
1209static object *heads[MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS];
1210
1211/**
1212 * Returns true if any of the heads for this
1213 * space is set. Returns false if all are blank - this is used
1214 * for empty space checking.
1215 */
1216static inline int
1217have_head (int ax, int ay)
1218{
1219 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS] ||
1220 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 1] || heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 2])
1221 return 1;
1222
1223 return 0;
1224}
1225
1226/**
1227 * check_head is a bit simplistic version of update_space below.
1228 * basically, it only checks the that the head on space ax,ay at layer
1229 * needs to get sent - if so, it adds the data, sending the head
1230 * if needed, and returning 1. If this no data needs to get
1231 * sent, it returns zero.
1232 */
1233static int
1234check_head (packet &sl, client &ns, int ax, int ay, int layer)
1235{
1236 short face_num;
1237
1238 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer])
1239 face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face->number;
1240 else
1241 face_num = 0;
1242
1243 if (face_num != ns.lastmap.cells[ax][ay].faces[layer])
1244 {
1245 sl << uint16 (face_num);
1246 if (face_num && !(ns.faces_sent[face_num] & NS_FACESENT_FACE))
1247 esrv_send_face (&ns, face_num, 0);
1248
1249 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer] = NULL;
1250 ns.lastmap.cells[ax][ay].faces[layer] = face_num;
1251 return 1;
1252 }
1253
1254 return 0; /* No change */
1255}
1256 1183
1257/** 1184/**
1258 * Removes the need to replicate the same code for each layer. 1185 * Removes the need to replicate the same code for each layer.
1259 * this returns true if this space is now in fact different than 1186 * this returns true if this space is now in fact different than
1260 * it was. 1187 * it was.
1274 * actually match. 1201 * actually match.
1275 */ 1202 */
1276static int 1203static int
1277update_space (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer) 1204update_space (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1278{ 1205{
1279 object *ob, *head;
1280 uint16 face_num; 1206 uint16 face_num;
1281 int bx, by, i; 1207 int bx, by, i;
1282 1208
1283 /* If there is a multipart object stored away, treat that as more important.
1284 * If not, then do the normal processing.
1285 */
1286 head = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer];
1287
1288 /* Check to see if this head is part of the set of objects
1289 * we would normally send for this space. If so, then
1290 * don't use the head value. We need to do the check
1291 * here and not when setting up the heads[] value for two reasons -
1292 * 1) the heads[] values will get used even if the space is not visible.
1293 * 2) its possible the head is not on the same map as a part, and I'd
1294 * rather not need to do the map translation overhead.
1295 * 3) We need to do some extra checking to make sure that we will
1296 * otherwise send the image as this layer, eg, either it matches
1297 * the head value, or is not multipart.
1298 */
1299 if (head && !head->more)
1300 {
1301 for (i = 0; i < MAP_LAYERS; i++)
1302 {
1303 ob = GET_MAP_FACE_OBJ (mp, mx, my, i);
1304 if (!ob)
1305 continue;
1306
1307 if (ob->head)
1308 ob = ob->head;
1309
1310 if (ob == head)
1311 {
1312 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer] = NULL;
1313 head = NULL;
1314 break;
1315 }
1316 }
1317 }
1318
1319 ob = head;
1320 if (!ob)
1321 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer); 1209 object *ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1322 1210
1323 /* If there is no object for this space, or if the face for the object 1211 /* If there is no object for this space, or if the face for the object
1324 * is the blank face, set the face number to zero. 1212 * is the blank face, set the face number to zero.
1325 * else if we have the stored head object for this space, that takes 1213 * else if we have the stored head object for this space, that takes
1326 * precedence over the other object for this space. 1214 * precedence over the other object for this space.
1327 * otherwise, we do special head processing 1215 * otherwise, we do special head processing
1328 */ 1216 */
1329 if (!ob || ob->face == blank_face) 1217 if (!ob || ob->face == blank_face)
1330 face_num = 0; 1218 face_num = 0;
1331 else if (head)
1332 {
1333 /* if this is a head that had previously been stored */
1334 face_num = ob->face->number;
1335 }
1336 else 1219 else
1337 {
1338 /* if the faces for the different parts of a multipart object
1339 * are the same, we only want to send the bottom right most
1340 * portion of the object. That info is in the tail_.. values
1341 * of the head. Note that for the head itself, ob->head will
1342 * be null, so we only do this block if we are working on
1343 * a tail piece.
1344 */
1345
1346 /* tail_x and tail_y will only be set in the head object. If
1347 * this is the head object and these are set, we proceed
1348 * with logic to only send bottom right. Similarly, if
1349 * this is one of the more parts but the head has those values
1350 * set, we want to do the processing. There can be cases where
1351 * the head is not visible but one of its parts is, so we just
1352 * can always expect that ob->arch->tail_x will be true for all
1353 * object we may want to display.
1354 */
1355 if ((ob->arch->tail_x || ob->arch->tail_y) || (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y)))
1356 {
1357
1358 if (ob->head)
1359 head = ob->head;
1360 else
1361 head = ob;
1362
1363 /* Basically figure out where the offset is from where we are right
1364 * now. the ob->arch->clone.{x,y} values hold the offset that this current
1365 * piece is from the head, and the tail is where the tail is from the
1366 * head. Note that bx and by will equal sx and sy if we are already working
1367 * on the bottom right corner. If ob is the head, the clone values
1368 * will be zero, so the right thing will still happen.
1369 */
1370 bx = sx + head->arch->tail_x - ob->arch->clone.x;
1371 by = sy + head->arch->tail_y - ob->arch->clone.y;
1372
1373 /* I don't think this can ever happen, but better to check for it just
1374 * in case.
1375 */
1376 if (bx < sx || by < sy)
1377 {
1378 LOG (llevError, "update_space: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n", bx, by, sx, sy);
1379 face_num = 0;
1380 }
1381 /* single part object, multipart object with non merged faces,
1382 * of multipart object already at lower right.
1383 */
1384 else if (bx == sx && by == sy)
1385 {
1386 face_num = ob->face->number;
1387
1388 /* if this face matches one stored away, clear that one away.
1389 * this code relies on the fact that the map1 commands
1390 * goes from 2 down to 0.
1391 */
1392 for (i = 0; i < MAP_LAYERS; i++)
1393 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] &&
1394 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face->number == face_num)
1395 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL;
1396 }
1397 else
1398 {
1399 /* If this head is stored away, clear it - otherwise,
1400 * there can be cases where a object is on multiple layers -
1401 * we only want to send it once.
1402 */
1403 face_num = head->face->number;
1404 for (i = 0; i < MAP_LAYERS; i++)
1405 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] &&
1406 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face->number == face_num)
1407 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL;
1408
1409 /* First, try to put the new head on the same layer. If that is used up,
1410 * then find another layer.
1411 */
1412 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] == NULL)
1413 {
1414 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] = head;
1415 }
1416 else
1417 for (i = 0; i < MAX_LAYERS; i++)
1418 {
1419 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == NULL ||
1420 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == head)
1421 {
1422 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = head;
1423 }
1424 }
1425 face_num = 0; /* Don't send this object - we'll send the head later */
1426 }
1427 }
1428 else
1429 {
1430 /* In this case, we are already at the lower right or single part object, 1220 /* In this case, we are already at the lower right or single part object,
1431 * so nothing special 1221 * so nothing special
1432 */
1433 face_num = ob->face->number;
1434
1435 /* clear out any head entries that have the same face as this one */
1436 for (bx = 0; bx < layer; bx++)
1437 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] &&
1438 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face->number == face_num)
1439 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL;
1440 }
1441 } /* else not already head object or blank face */
1442
1443 /* This is a real hack. Basically, if we have nothing to send for this layer,
1444 * but there is a head on the next layer, send that instead.
1445 * Without this, what happens is you can get the case where the player stands
1446 * on the same space as the head. However, if you have overlapping big objects
1447 * of the same type, what happens then is it doesn't think it needs to send
1448 * This tends to make stacking also work/look better.
1449 */ 1222 */
1450 if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1])
1451 {
1452 face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]->face->number;
1453 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1] = NULL;
1454 }
1455
1456 /* Another hack - because of heads and whatnot, this face may match one
1457 * we already sent for a lower layer. In that case, don't send
1458 * this one.
1459 */
1460 if (face_num && layer + 1 < MAP_LAYERS && ns.lastmap.cells[sx][sy].faces[layer + 1] == face_num)
1461 face_num = 0; 1223 face_num = ob->face;
1462 1224
1463 /* We've gotten what face we want to use for the object. Now see if 1225 /* We've gotten what face we want to use for the object. Now see if
1464 * if it has changed since we last sent it to the client. 1226 * if it has changed since we last sent it to the client.
1465 */ 1227 */
1466 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) 1228 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num)
1510 if (!ob || ob->face == blank_face) 1272 if (!ob || ob->face == blank_face)
1511 smoothlevel = 0; 1273 smoothlevel = 0;
1512 else 1274 else
1513 { 1275 {
1514 smoothlevel = ob->smoothlevel; 1276 smoothlevel = ob->smoothlevel;
1515 if (smoothlevel && !(ns.faces_sent[ob->face->number] & NS_FACESENT_SMOOTH)) 1277 if (smoothlevel && !(ns.faces_sent[ob->face] & NS_FACESENT_SMOOTH))
1516 SendSmooth (&ns, ob->face->number); 1278 SendSmooth (&ns, ob->face);
1517 } /* else not already head object or blank face */ 1279 } /* else not already head object or blank face */
1518 1280
1519 /* We've gotten what face we want to use for the object. Now see if 1281 /* We've gotten what face we want to use for the object. Now see if
1520 * if it has changed since we last sent it to the client. 1282 * if it has changed since we last sent it to the client.
1521 */ 1283 */
1647 ewhatstart = 0; 1409 ewhatstart = 0;
1648 ewhatflag = 0; 1410 ewhatflag = 0;
1649 estartlen = 0; 1411 estartlen = 0;
1650 } 1412 }
1651 1413
1652 /* Init data to zero */
1653 memset (heads, 0, sizeof (object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS);
1654
1655 /* x,y are the real map locations. ax, ay are viewport relative 1414 /* x,y are the real map locations. ax, ay are viewport relative
1656 * locations. 1415 * locations.
1657 */ 1416 */
1658 ay = 0; 1417 ay = 0;
1659 1418
1688 1447
1689 oldlen = sl.length (); 1448 oldlen = sl.length ();
1690 1449
1691 sl << uint16 (mask); 1450 sl << uint16 (mask);
1692 1451
1693 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1694 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1695 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1696
1697 /* If all we are doing is sending 0 (blank) faces, we don't 1452 /* If all we are doing is sending 0 (blank) faces, we don't
1698 * actually need to send that - just the coordinates 1453 * actually need to send that - just the coordinates
1699 * with no faces tells the client to blank out the 1454 * with no faces tells the client to blank out the
1700 * space. 1455 * space.
1701 */ 1456 */
1738 * of the map, it shouldn't have a head 1493 * of the map, it shouldn't have a head
1739 */ 1494 */
1740 if (lastcell.count != -1) 1495 if (lastcell.count != -1)
1741 { 1496 {
1742 sl << uint16 (mask); 1497 sl << uint16 (mask);
1743 map_clearcell (&lastcell, 0, 0, 0, -1); 1498 map_clearcell (&lastcell, -1);
1744 } 1499 }
1745 } 1500 }
1746 else if (d > 3) 1501 else if (d > 3)
1747 { 1502 {
1748 m->touch (); 1503 m->touch ();
1760 if (lastcell.count != -1) 1515 if (lastcell.count != -1)
1761 need_send = 1; 1516 need_send = 1;
1762 1517
1763 count = -1; 1518 count = -1;
1764 1519
1765 if (socket.mapmode == Map1aCmd && have_head (ax, ay))
1766 {
1767 /* Now check to see if any heads need to be sent */
1768
1769 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1770 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1771 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1772
1773 lastcell.count = count;
1774 }
1775 else
1776 {
1777 /* properly clear a previously sent big face */ 1520 /* properly clear a previously sent big face */
1778 if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0 1521 if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0
1779 || lastcell.stat_hp || lastcell.flags || lastcell.player) 1522 || lastcell.stat_hp || lastcell.flags || lastcell.player)
1780 need_send = 1; 1523 need_send = 1;
1781 1524
1782 map_clearcell (&lastcell, 0, 0, 0, count); 1525 map_clearcell (&lastcell, count);
1783 }
1784 1526
1785 if ((mask & 0xf) || need_send) 1527 if ((mask & 0xf) || need_send)
1786 sl[oldlen + 1] = mask & 0xff; 1528 sl[oldlen + 1] = mask & 0xff;
1787 else 1529 else
1788 sl.reset (oldlen); 1530 sl.reset (oldlen);
1921 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) 1663 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1))
1922 emask |= 0x2; 1664 emask |= 0x2;
1923 1665
1924 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1)) 1666 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
1925 { 1667 {
1926 if (lastcell.faces[0] != pl->face->number) 1668 if (lastcell.faces[0] != pl->face)
1927 { 1669 {
1928 lastcell.faces[0] = pl->face->number; 1670 lastcell.faces[0] = pl->face;
1929 mask |= 0x1; 1671 mask |= 0x1;
1930 1672
1931 if (!(socket.faces_sent[pl->face->number] & NS_FACESENT_FACE)) 1673 if (!(socket.faces_sent[pl->face] & NS_FACESENT_FACE))
1932 esrv_send_face (&socket, pl->face->number, 0); 1674 esrv_send_face (&socket, pl->face, 0);
1933 1675
1934 sl << uint16 (pl->face->number); 1676 sl << uint16 (pl->face);
1935 } 1677 }
1936 } 1678 }
1937 else 1679 else
1938 { 1680 {
1939 /* Top face */ 1681 /* Top face */
1991 */ 1733 */
1992void 1734void
1993draw_client_map (object *pl) 1735draw_client_map (object *pl)
1994{ 1736{
1995 int i, j; 1737 int i, j;
1996 sint16 ax, ay, nx, ny; /* ax and ay goes from 0 to max-size of arrays */ 1738 sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */
1997 facetile *face, *floor;
1998 facetile *floor2;
1999 int d, mflags; 1739 int mflags;
2000 struct Map newmap; 1740 struct Map newmap;
2001 maptile *m, *pm; 1741 maptile *m, *pm;
2002 1742
2003 if (pl->type != PLAYER) 1743 if (pl->type != PLAYER)
2004 { 1744 {
2185 1925
2186/* appends the spell *spell to the Socklist we will send the data to. */ 1926/* appends the spell *spell to the Socklist we will send the data to. */
2187static void 1927static void
2188append_spell (player *pl, packet &sl, object *spell) 1928append_spell (player *pl, packet &sl, object *spell)
2189{ 1929{
2190 int len, i, skill = 0; 1930 int i, skill = 0;
2191 1931
2192 if (!(spell->name)) 1932 if (!(spell->name))
2193 { 1933 {
2194 LOG (llevError, "item number %d is a spell with no name.\n", spell->count); 1934 LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
2195 return; 1935 return;
2207 if (!strcmp (spell->skill, skill_names[i])) 1947 if (!strcmp (spell->skill, skill_names[i]))
2208 { 1948 {
2209 skill = i + CS_STAT_SKILLINFO; 1949 skill = i + CS_STAT_SKILLINFO;
2210 break; 1950 break;
2211 } 1951 }
1952 }
1953
1954 // spells better have a face
1955 if (!spell->face)
1956 {
1957 LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
1958 spell->face = face_find ("burnout.x11", blank_face);
2212 } 1959 }
2213 1960
2214 /* send the current values */ 1961 /* send the current values */
2215 sl << uint32 (spell->count) 1962 sl << uint32 (spell->count)
2216 << uint16 (spell->level) 1963 << uint16 (spell->level)
2218 << uint16 (spell->last_sp) 1965 << uint16 (spell->last_sp)
2219 << uint16 (spell->last_grace) 1966 << uint16 (spell->last_grace)
2220 << uint16 (spell->last_eat) 1967 << uint16 (spell->last_eat)
2221 << uint8 (skill) 1968 << uint8 (skill)
2222 << uint32 (spell->path_attuned) 1969 << uint32 (spell->path_attuned)
2223 << uint32 (spell->face ? spell->face->number : 0) 1970 << uint32 (spell->face)
2224 << data8 (spell->name) 1971 << data8 (spell->name)
2225 << data16 (spell->msg); 1972 << data16 (spell->msg);
2226} 1973}
2227 1974
2228/** 1975/**
2243 1990
2244 packet sl ("addspell"); 1991 packet sl ("addspell");
2245 1992
2246 if (!spell) 1993 if (!spell)
2247 { 1994 {
2248 for (spell = pl->ob->inv; spell != NULL; spell = spell->below) 1995 for (spell = pl->ob->inv; spell; spell = spell->below)
2249 { 1996 {
2250 /* were we to simply keep appending data here, we could exceed 1997 /* were we to simply keep appending data here, we could exceed
2251 * MAXSOCKBUF if the player has enough spells to add, we know that 1998 * MAXSOCKBUF if the player has enough spells to add, we know that
2252 * append_spells will always append 19 data bytes, plus 4 length 1999 * append_spells will always append 19 data bytes, plus 4 length
2253 * bytes and 3 strings (because that is the spec) so we need to 2000 * bytes and 3 strings (because that is the spec) so we need to

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