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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 1.75 by root, Wed Mar 14 04:12:29 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
101 * that much difference in bandwidth. 98 * that much difference in bandwidth.
102 */ 99 */
103 mx = ns->mapx; 100 mx = ns->mapx;
104 my = ns->mapy; 101 my = ns->mapy;
105 102
106 if (ns->mapmode == Map1aCmd)
107 {
108 mx += MAX_HEAD_OFFSET;
109 my += MAX_HEAD_OFFSET;
110 }
111
112 /* the x and y here are coordinates for the new map, i.e. if we moved 103 /* the x and y here are coordinates for the new map, i.e. if we moved
113 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason, 104 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
114 * if the destination x or y coordinate is outside the viewable 105 * if the destination x or y coordinate is outside the viewable
115 * area, we clear the values - otherwise, the old values 106 * area, we clear the values - otherwise, the old values
116 * are preserved, and the check_head thinks it needs to clear them. 107 * are preserved, and the check_head thinks it needs to clear them.
147 pl->ns->send_packet ("newmap"); 138 pl->ns->send_packet ("newmap");
148 139
149 pl->ns->floorbox_reset (); 140 pl->ns->floorbox_reset ();
150} 141}
151 142
152/** check for map change and send new map data */ 143/** check for map/region change and send new map data */
153static void 144static void
154check_map_change (player *pl) 145check_map_change (player *pl)
155{ 146{
156 client &socket = *pl->ns; 147 client &socket = *pl->ns;
157 object *ob = pl->ob; 148 object *ob = pl->ob;
201 } 192 }
202 } 193 }
203 194
204 socket.current_x = ob->x; 195 socket.current_x = ob->x;
205 socket.current_y = ob->y; 196 socket.current_y = ob->y;
197
198 region *reg = ob->region ();
199 if (socket.current_region != reg)
200 {
201 socket.current_region = reg;
202 socket.send_packet_printf ("drawinfo 0 You are now %s.\n(use whereami for more details)", &reg->longname);
203 }
206} 204}
207 205
208/** 206/**
209 * RequestInfo is sort of a meta command. There is some specific 207 * RequestInfo is sort of a meta command. There is some specific
210 * request of information, but we call other functions to provide 208 * request of information, but we call other functions to provide
433 } 431 }
434 else if (!strcmp (cmd, "newmapcmd")) 432 else if (!strcmp (cmd, "newmapcmd"))
435 { 433 {
436 ns->newmapcmd = atoi (param); 434 ns->newmapcmd = atoi (param);
437 safe_strcat (cmdback, param, &slen, HUGE_BUF); 435 safe_strcat (cmdback, param, &slen, HUGE_BUF);
438// } else if (!strcmp(cmd,"plugincmd")) {
439// ns->plugincmd = atoi(param);
440// safe_strcat(cmdback, param, &slen, HUGE_BUF);
441 } 436 }
442 else if (!strcmp (cmd, "mapinfocmd")) 437 else if (!strcmp (cmd, "mapinfocmd"))
443 { 438 {
444 ns->mapinfocmd = atoi (param); 439 ns->mapinfocmd = atoi (param);
445 safe_strcat (cmdback, "1", &slen, HUGE_BUF); 440 safe_strcat (cmdback, "1", &slen, HUGE_BUF);
501 if (*cp == 'x' || *cp == 'X') 496 if (*cp == 'x' || *cp == 'X')
502 { 497 {
503 y = atoi (cp + 1); 498 y = atoi (cp + 1);
504 break; 499 break;
505 } 500 }
501
506 if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y) 502 if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y)
507 { 503 {
508 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y); 504 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y);
509 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF); 505 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
510 } 506 }
687 683
688 ns->send_packet (cmdback); 684 ns->send_packet (cmdback);
689} 685}
690 686
691/** 687/**
692 * A lot like the old AskSmooth (in fact, now called by AskSmooth).
693 * Basically, it makes no sense to wait for the client to request a
694 * a piece of data from us that we know the client wants. So
695 * if we know the client wants it, might as well push it to the
696 * client.
697 */
698static void
699SendSmooth (client *ns, uint16 face)
700{
701 uint16 smoothface;
702
703 /* If we can't find a face, return and set it so we won't try to send this
704 * again.
705 */
706 if ((!FindSmooth (face, &smoothface)) && (!FindSmooth (smooth_face->number, &smoothface)))
707 {
708
709 LOG (llevError, "could not findsmooth for %d. Neither default (%s)\n", face, &smooth_face->name);
710 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
711 return;
712 }
713
714 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
715 esrv_send_face (ns, smoothface, 0);
716
717 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
718
719 packet sl ("smooth");
720
721 sl << uint16 (face)
722 << uint16 (smoothface);
723
724 ns->send_packet (sl);
725}
726
727 /**
728 * Tells client the picture it has to use 688 * Tells client the picture it has to use
729 * to smooth a picture number given as argument. 689 * to smooth a picture number given as argument.
730 */ 690 */
731void 691void
732AskSmooth (char *buf, int len, client *ns) 692AskSmooth (char *buf, int len, client *ns)
733{ 693{
734 SendSmooth (ns, atoi (buf)); 694 ns->send_face (atoi (buf));
735} 695}
736 696
737/** 697/**
738 * This handles the general commands from the client (ie, north, fire, cast, 698 * This handles the general commands from the client (ie, north, fire, cast,
739 * etc.) 699 * etc.)
875 835
876 ns->cs_version = atoi (buf); 836 ns->cs_version = atoi (buf);
877 ns->sc_version = ns->cs_version; 837 ns->sc_version = ns->cs_version;
878 838
879 LOG (llevDebug, "connection from client <%s>\n", buf); 839 LOG (llevDebug, "connection from client <%s>\n", buf);
880
881 840
882 //TODO: should log here just for statistics 841 //TODO: should log here just for statistics
883 842
884 //if (VERSION_CS != ns->cs_version) 843 //if (VERSION_CS != ns->cs_version)
885 // unchecked; 844 // unchecked;
1104{ 1063{
1105 packet sl ("player"); 1064 packet sl ("player");
1106 1065
1107 sl << uint32 (pl->ob->count) 1066 sl << uint32 (pl->ob->count)
1108 << uint32 (weight) 1067 << uint32 (weight)
1109 << uint32 (pl->ob->face->number) 1068 << uint32 (pl->ob->face)
1110 << data8 (pl->ob->name); 1069 << data8 (pl->ob->name);
1111 1070
1112 pl->ns->last_weight = weight; 1071 pl->ns->last_weight = weight;
1113 pl->ns->send_packet (sl); 1072 pl->ns->send_packet (sl);
1114 SET_FLAG (pl->ob, FLAG_CLIENT_SENT); 1073 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1115} 1074}
1116
1117/**
1118 * Need to send an animation sequence to the client.
1119 * We will send appropriate face commands to the client if we haven't
1120 * sent them the face yet (this can become quite costly in terms of
1121 * how much we are sending - on the other hand, this should only happen
1122 * when the player logs in and picks stuff up.
1123 */
1124void
1125esrv_send_animation (client * ns, short anim_num)
1126{
1127 /* Do some checking on the anim_num we got. Note that the animations
1128 * are added in contigous order, so if the number is in the valid
1129 * range, it must be a valid animation.
1130 */
1131 if (anim_num < 0 || anim_num > num_animations)
1132 {
1133 LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
1134 return;
1135 }
1136
1137 packet sl ("anim");
1138
1139 sl << uint16 (anim_num)
1140 << uint16 (0); /* flags - not used right now */
1141
1142 /* Build up the list of faces. Also, send any information (ie, the
1143 * the face itself) down to the client.
1144 */
1145 for (int i = 0; i < animations[anim_num].num_animations; i++)
1146 {
1147 if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE))
1148 esrv_send_face (ns, animations[anim_num].faces[i], 0);
1149
1150 sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */
1151 }
1152
1153 ns->send_packet (sl);
1154
1155 ns->anims_sent[anim_num] = 1;
1156}
1157
1158 1075
1159/****************************************************************************** 1076/******************************************************************************
1160 * 1077 *
1161 * Start of map related commands. 1078 * Start of map related commands.
1162 * 1079 *
1163 ******************************************************************************/ 1080 ******************************************************************************/
1164 1081
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 */ 1082/** Clears a map cell */
1188static void 1083static void
1189map_clearcell (struct MapCell *cell, int face0, int face1, int face2, int count) 1084map_clearcell (struct MapCell *cell, int count)
1190{ 1085{
1191 cell->faces[0] = face0; 1086 cell->faces[0] = 0;
1192 cell->faces[1] = face1; 1087 cell->faces[1] = 0;
1193 cell->faces[2] = face2; 1088 cell->faces[2] = 0;
1089 cell->smooth[0] = 0;
1090 cell->smooth[1] = 0;
1091 cell->smooth[2] = 0;
1194 cell->count = count; 1092 cell->count = count;
1195 cell->stat_hp = 0; 1093 cell->stat_hp = 0;
1196 cell->flags = 0; 1094 cell->flags = 0;
1197 cell->player = 0; 1095 cell->player = 0;
1198} 1096}
1199 1097
1200#define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
1201#define MAX_LAYERS 3 1098#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 1099
1257/** 1100/**
1258 * Removes the need to replicate the same code for each layer. 1101 * Removes the need to replicate the same code for each layer.
1259 * this returns true if this space is now in fact different than 1102 * this returns true if this space is now in fact different than
1260 * it was. 1103 * it was.
1261 * sl is the socklist this data is going into. 1104 * sl is the socklist this data is going into.
1262 * ns is the socket we are working on - all the info we care 1105 * ns is the socket we are working on - all the info we care
1263 * about is in this socket structure, so now need not pass the 1106 * about is in this socket structure, so now need not pass the
1264 * entire player object. 1107 * entire player object.
1265 * mx and my are map coordinate offsets for map mp
1266 * sx and sy are the offsets into the socket structure that
1267 * holds the old values.
1268 * layer is the layer to update, with 2 being the floor and 0 the 1108 * layer is the layer to update, with 2 being the floor and 0 the
1269 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ) 1109 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ)
1270 * take. Interesting to note that before this function, the map1 function 1110 * take. Interesting to note that before this function, the map1 function
1271 * numbers the spaces differently - I think this was a leftover from 1111 * numbers the spaces differently - I think this was a leftover from
1272 * the map command, where the faces stack up. Sinces that is no longer 1112 * the map command, where the faces stack up. Sinces that is no longer
1273 * the case, it seems to make more sense to have these layer values 1113 * the case, it seems to make more sense to have these layer values
1274 * actually match. 1114 * actually match.
1275 */ 1115 */
1276static int 1116static int
1277update_space (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer) 1117update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer)
1278{ 1118{
1279 object *ob, *head; 1119 object *ob = ms.faces_obj [layer];
1280 uint16 face_num;
1281 int bx, by, i;
1282
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);
1322 1120
1323 /* If there is no object for this space, or if the face for the object 1121 /* 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. 1122 * is the blank face, set the face number to zero.
1325 * else if we have the stored head object for this space, that takes 1123 * else if we have the stored head object for this space, that takes
1326 * precedence over the other object for this space. 1124 * precedence over the other object for this space.
1327 * otherwise, we do special head processing 1125 * otherwise, we do special head processing
1328 */ 1126 */
1329 if (!ob || ob->face == blank_face) 1127 uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
1330 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
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,
1431 * 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 */
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;
1462 1128
1463 /* We've gotten what face we want to use for the object. Now see if 1129 /* 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. 1130 * if it has changed since we last sent it to the client.
1465 */ 1131 */
1466 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) 1132 if (lastcell.faces[layer] != face_num)
1467 { 1133 {
1468 ns.lastmap.cells[sx][sy].faces[layer] = face_num; 1134 lastcell.faces[layer] = face_num;
1135
1469 if (!(ns.faces_sent[face_num] & NS_FACESENT_FACE)) 1136 if (!ns.faces_sent[face_num])
1137 if (ob)
1138 ns.send_faces (ob);
1139 else
1470 esrv_send_face (&ns, face_num, 0); 1140 ns.send_face (face_num);
1471 1141
1472 sl << uint16 (face_num); 1142 sl << uint16 (face_num);
1473 return 1;
1474 }
1475
1476 /* Nothing changed */
1477 return 0;
1478}
1479
1480/**
1481 * This function is mainly a copy of update_space,
1482 * except it handles update of the smoothing updates,
1483 * not the face updates.
1484 * Removes the need to replicate the same code for each layer.
1485 * this returns true if this smooth is now in fact different
1486 * than it was.
1487 * sl is the socklist this data is going into.
1488 * ns is the socket we are working on - all the info we care
1489 * about is in this socket structure, so know need to pass the
1490 * entire player object.
1491 * mx and my are map coordinate offsets for map mp
1492 * sx and sy are the offsets into the socket structure that
1493 * holds the old values.
1494 * layer is the layer to update, with 2 being the floor and 0 the
1495 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ
1496 * take.
1497 */
1498
1499static inline int
1500update_smooth (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1501{
1502 object *ob;
1503 int smoothlevel; /* old face_num; */
1504
1505 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1506
1507 /* If there is no object for this space, or if the face for the object
1508 * is the blank face, set the smoothlevel to zero.
1509 */
1510 if (!ob || ob->face == blank_face)
1511 smoothlevel = 0;
1512 else
1513 {
1514 smoothlevel = ob->smoothlevel;
1515 if (smoothlevel && !(ns.faces_sent[ob->face->number] & NS_FACESENT_SMOOTH))
1516 SendSmooth (&ns, ob->face->number);
1517 } /* else not already head object or blank face */
1518
1519 /* 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.
1521 */
1522 if (smoothlevel > 255)
1523 smoothlevel = 255;
1524 else if (smoothlevel < 0)
1525 smoothlevel = 0;
1526
1527 if (ns.lastmap.cells[sx][sy].smooth[layer] != smoothlevel)
1528 {
1529 ns.lastmap.cells[sx][sy].smooth[layer] = smoothlevel;
1530 sl << uint8 (smoothlevel);
1531 return 1; 1143 return 1;
1532 } 1144 }
1533 1145
1534 /* Nothing changed */ 1146 /* Nothing changed */
1535 return 0; 1147 return 0;
1599 * look like. 1211 * look like.
1600 */ 1212 */
1601void 1213void
1602draw_client_map1 (object *pl) 1214draw_client_map1 (object *pl)
1603{ 1215{
1604 int x, y, ax, ay, d, startlen, max_x, max_y, oldlen; 1216 int x, y, ax, ay, startlen, max_x, max_y, oldlen;
1605 sint16 nx, ny; 1217 sint16 nx, ny;
1606 int estartlen, eoldlen; 1218 int estartlen, eoldlen;
1607 uint16 mask, emask;
1608 uint8 eentrysize; 1219 uint8 eentrysize;
1609 uint16 ewhatstart, ewhatflag; 1220 uint16 ewhatstart, ewhatflag;
1610 uint8 extendedinfos; 1221 uint8 extendedinfos;
1611 maptile *m; 1222 maptile *m;
1612 1223
1647 ewhatstart = 0; 1258 ewhatstart = 0;
1648 ewhatflag = 0; 1259 ewhatflag = 0;
1649 estartlen = 0; 1260 estartlen = 0;
1650 } 1261 }
1651 1262
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 1263 /* x,y are the real map locations. ax, ay are viewport relative
1656 * locations. 1264 * locations.
1657 */ 1265 */
1658 ay = 0; 1266 ay = 0;
1659 1267
1661 * but that started to get a bit messy to look at. 1269 * but that started to get a bit messy to look at.
1662 */ 1270 */
1663 max_x = pl->x + (socket.mapx + 1) / 2; 1271 max_x = pl->x + (socket.mapx + 1) / 2;
1664 max_y = pl->y + (socket.mapy + 1) / 2; 1272 max_y = pl->y + (socket.mapy + 1) / 2;
1665 1273
1666 if (socket.mapmode == Map1aCmd)
1667 {
1668 max_x += MAX_HEAD_OFFSET;
1669 max_y += MAX_HEAD_OFFSET;
1670 }
1671
1672 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) 1274 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++)
1673 { 1275 {
1674 ax = 0; 1276 ax = 0;
1675 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) 1277 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++)
1676 { 1278 {
1279 int emask, mask;
1677 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1280 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1678 1281
1679 /* If this space is out of the normal viewable area, we only check
1680 * the heads value ax or ay will only be greater than what
1681 * the client wants if using the map1a command - this is because
1682 * if the map1a command is not used, max_x and max_y will be
1683 * set to lower values.
1684 */
1685 if (ax >= socket.mapx || ay >= socket.mapy)
1686 {
1687 int i, got_one;
1688
1689 oldlen = sl.length ();
1690
1691 sl << uint16 (mask);
1692
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
1698 * actually need to send that - just the coordinates
1699 * with no faces tells the client to blank out the
1700 * space.
1701 */
1702 got_one = 0;
1703 for (i = oldlen + 2; i < sl.length (); i++)
1704 if (sl[i])
1705 got_one = 1;
1706
1707 if (got_one && (mask & 0xf))
1708 sl[oldlen + 1] = mask & 0xff;
1709 else
1710 { /*either all faces blank, either no face at all */
1711 if (mask & 0xf) /*at least 1 face, we know it's blank, only send coordinates */
1712 sl.reset (oldlen + 2);
1713 else
1714 sl.reset (oldlen);
1715 }
1716
1717 /*What concerns extendinfos, nothing to be done for now
1718 * (perhaps effects layer later)
1719 */
1720 continue; /* don't do processing below */
1721 }
1722
1723 MapCell &lastcell = socket.lastmap.cells[ax][ay]; 1282 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1724
1725 d = pl->contr->blocked_los[ax][ay];
1726 1283
1727 /* If the coordinates are not valid, or it is too dark to see, 1284 /* If the coordinates are not valid, or it is too dark to see,
1728 * we tell the client as such 1285 * we tell the client as such
1729 */ 1286 */
1730 nx = x; 1287 nx = x;
1738 * of the map, it shouldn't have a head 1295 * of the map, it shouldn't have a head
1739 */ 1296 */
1740 if (lastcell.count != -1) 1297 if (lastcell.count != -1)
1741 { 1298 {
1742 sl << uint16 (mask); 1299 sl << uint16 (mask);
1743 map_clearcell (&lastcell, 0, 0, 0, -1); 1300 map_clearcell (&lastcell, -1);
1744 } 1301 }
1302
1303 continue;
1745 } 1304 }
1305
1306 m->touch ();
1307
1308 int d = pl->contr->blocked_los[ax][ay];
1309
1746 else if (d > 3) 1310 if (d > 3)
1747 { 1311 {
1748 m->touch ();
1749 1312
1750 int need_send = 0, count; 1313 int need_send = 0, count;
1751 1314
1752 /* This block deals with spaces that are not visible for whatever 1315 /* This block deals with spaces that are not visible for whatever
1753 * reason. Still may need to send the head for this space. 1316 * reason. Still may need to send the head for this space.
1754 */ 1317 */
1755 1318
1756 oldlen = sl.length (); 1319 oldlen = sl.length ();
1757 1320
1758 sl << uint16 (mask); 1321 sl << uint16 (mask);
1760 if (lastcell.count != -1) 1323 if (lastcell.count != -1)
1761 need_send = 1; 1324 need_send = 1;
1762 1325
1763 count = -1; 1326 count = -1;
1764 1327
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 */ 1328 /* properly clear a previously sent big face */
1778 if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0 1329 if (lastcell.faces[0] || lastcell.faces[1] || lastcell.faces[2]
1779 || lastcell.stat_hp || lastcell.flags || lastcell.player) 1330 || lastcell.stat_hp || lastcell.flags || lastcell.player)
1780 need_send = 1; 1331 need_send = 1;
1781 1332
1782 map_clearcell (&lastcell, 0, 0, 0, count); 1333 map_clearcell (&lastcell, count);
1783 }
1784 1334
1785 if ((mask & 0xf) || need_send) 1335 if ((mask & 0xf) || need_send)
1786 sl[oldlen + 1] = mask & 0xff; 1336 sl[oldlen + 1] = mask & 0xff;
1787 else 1337 else
1788 sl.reset (oldlen); 1338 sl.reset (oldlen);
1789 } 1339 }
1790 else 1340 else
1791 { 1341 {
1792 m->touch ();
1793
1794 /* In this block, the space is visible or there are head objects 1342 /* In this block, the space is visible.
1795 * we need to send.
1796 */ 1343 */
1797 1344
1798 /* Rather than try to figure out what everything that we might 1345 /* Rather than try to figure out what everything that we might
1799 * need to send is, then form the packet after that, 1346 * need to send is, then form the packet after that,
1800 * we presume that we will in fact form a packet, and update 1347 * we presume that we will in fact form a packet, and update
1803 * is done. 1350 * is done.
1804 * I think this is simpler than doing a bunch of checks to see 1351 * I think this is simpler than doing a bunch of checks to see
1805 * what if anything we need to send, setting the bits, then 1352 * what if anything we need to send, setting the bits, then
1806 * doing those checks again to add the real data. 1353 * doing those checks again to add the real data.
1807 */ 1354 */
1808 oldlen = sl.length (); 1355 oldlen = sl.length ();
1809 mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1810 eoldlen = esl.length (); 1356 eoldlen = esl.length ();
1811 emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1357
1812 sl << uint16 (mask); 1358 sl << uint16 (mask);
1813
1814 if (socket.ext_mapinfos)
1815 esl << uint16 (emask);
1816 1359
1817 unsigned char dummy; 1360 unsigned char dummy;
1818 unsigned char *last_ext = &dummy; 1361 unsigned char *last_ext = &dummy;
1819 1362
1820 /* Darkness changed */ 1363 /* Darkness changed */
1832 sl << uint8 (255 - 64 * d); 1375 sl << uint8 (255 - 64 * d);
1833 } 1376 }
1834 1377
1835 lastcell.count = d; 1378 lastcell.count = d;
1836 1379
1380 mapspace &ms = m->at (nx, ny);
1381
1837 if (socket.extmap) 1382 if (socket.extmap)
1838 { 1383 {
1839 uint8 stat_hp = 0; 1384 uint8 stat_hp = 0;
1840 uint8 stat_width = 0; 1385 uint8 stat_width = 0;
1841 uint8 flags = 0; 1386 uint8 flags = 0;
1842 UUID player = 0; 1387 UUID player = 0;
1843 1388
1844 // send hp information, if applicable 1389 // send hp information, if applicable
1845 if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0)) 1390 if (object *op = ms.faces_obj [0])
1846 { 1391 {
1847 if (op->head || op->invisible) 1392 if (op->head || op->invisible)
1848 ; // do not show 1393 ; // do not show
1849 else if (op->type == PLAYER 1394 else if (op->type == PLAYER
1850 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR)) 1395 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR))
1904 sl << uint8 (8) << uint8 (flags); 1449 sl << uint8 (8) << uint8 (flags);
1905 } 1450 }
1906 } 1451 }
1907 1452
1908 /* Floor face */ 1453 /* Floor face */
1909 if (update_space (sl, socket, m, nx, ny, ax, ay, 2)) 1454 if (update_space (sl, socket, ms, lastcell, 2))
1910 mask |= 0x4; 1455 mask |= 0x4;
1911 1456
1912 if (socket.EMI_smooth)
1913 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 2))
1914 emask |= 0x4;
1915
1916 /* Middle face */ 1457 /* Middle face */
1917 if (update_space (sl, socket, m, nx, ny, ax, ay, 1)) 1458 if (update_space (sl, socket, ms, lastcell, 1))
1918 mask |= 0x2; 1459 mask |= 0x2;
1919 1460
1920 if (socket.EMI_smooth) 1461 if (ms.player () == pl
1921 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) 1462 && (pl->invisible & (pl->invisible < 50 ? 1 : 7)))
1922 emask |= 0x2;
1923
1924 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
1925 { 1463 {
1464 // force player to be visible to himself if invisible
1926 if (lastcell.faces[0] != pl->face->number) 1465 if (lastcell.faces[0] != pl->face)
1927 { 1466 {
1928 lastcell.faces[0] = pl->face->number; 1467 lastcell.faces[0] = pl->face;
1468
1929 mask |= 0x1; 1469 mask |= 0x1;
1930
1931 if (!(socket.faces_sent[pl->face->number] & NS_FACESENT_FACE))
1932 esrv_send_face (&socket, pl->face->number, 0);
1933
1934 sl << uint16 (pl->face->number); 1470 sl << uint16 (pl->face);
1471
1472 socket.send_faces (pl);
1935 } 1473 }
1936 } 1474 }
1937 else
1938 {
1939 /* Top face */ 1475 /* Top face */
1940 if (update_space (sl, socket, m, nx, ny, ax, ay, 0)) 1476 else if (update_space (sl, socket, ms, lastcell, 0))
1941 mask |= 0x1; 1477 mask |= 0x1;
1942
1943 if (socket.EMI_smooth)
1944 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 0))
1945 emask |= 0x1;
1946 } 1478
1947 1479
1948 /* Check to see if we are in fact sending anything for this 1480 /* Check to see if we are in fact sending anything for this
1949 * space by checking the mask. If so, update the mask. 1481 * space by checking the mask. If so, update the mask.
1950 * if not, reset the len to that from before adding the mask 1482 * if not, reset the len to that from before adding the mask
1951 * value, so we don't send those bits. 1483 * value, so we don't send those bits.
1953 if (mask & 0xf) 1485 if (mask & 0xf)
1954 sl[oldlen + 1] = mask & 0xff; 1486 sl[oldlen + 1] = mask & 0xff;
1955 else 1487 else
1956 sl.reset (oldlen); 1488 sl.reset (oldlen);
1957 1489
1490 if (socket.ext_mapinfos)
1491 esl << uint16 (emask);
1492
1493 if (socket.EMI_smooth)
1494 {
1495 for (int layer = 2+1; layer--; )
1496 {
1497 object *ob = ms.faces_obj [layer];
1498
1499 // If there is no object for this space, or if the face for the object
1500 // is the blank face, set the smoothlevel to zero.
1501 int smoothlevel = ob && ob->face != blank_face ? ob->smoothlevel : 0;
1502
1503 // We've gotten what face we want to use for the object. Now see if
1504 // if it has changed since we last sent it to the client.
1505 if (lastcell.smooth[layer] != smoothlevel)
1506 {
1507 lastcell.smooth[layer] = smoothlevel;
1508 esl << uint8 (smoothlevel);
1509 emask |= 1 << layer;
1510 }
1511 }
1512
1958 if (emask & 0xf) 1513 if (emask & 0xf)
1959 esl[eoldlen + 1] = emask & 0xff; 1514 esl[eoldlen + 1] = emask & 0xff;
1960 else 1515 else
1961 esl.reset (eoldlen); 1516 esl.reset (eoldlen);
1517 }
1962 } /* else this is a viewable space */ 1518 } /* else this is a viewable space */
1963 } /* for x loop */ 1519 } /* for x loop */
1964 } /* for y loop */ 1520 } /* for y loop */
1965 1521
1966 /* Verify that we in fact do need to send this */ 1522 /* Verify that we in fact do need to send this */
1969 if (!(sl.length () > startlen || socket.sent_scroll)) 1525 if (!(sl.length () > startlen || socket.sent_scroll))
1970 { 1526 {
1971 /* No map data will follow, so don't say the client 1527 /* No map data will follow, so don't say the client
1972 * it doesn't need draw! 1528 * it doesn't need draw!
1973 */ 1529 */
1974 ewhatflag &= (~EMI_NOREDRAW); 1530 ewhatflag &= ~EMI_NOREDRAW;
1975 esl[ewhatstart + 1] = ewhatflag & 0xff; 1531 esl[ewhatstart + 1] = ewhatflag & 0xff;
1976 } 1532 }
1977 1533
1978 if (esl.length () > estartlen) 1534 if (esl.length () > estartlen)
1979 socket.send_packet (esl); 1535 socket.send_packet (esl);
1991 */ 1547 */
1992void 1548void
1993draw_client_map (object *pl) 1549draw_client_map (object *pl)
1994{ 1550{
1995 int i, j; 1551 int i, j;
1996 sint16 ax, ay, nx, ny; /* ax and ay goes from 0 to max-size of arrays */ 1552 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; 1553 int mflags;
2000 struct Map newmap; 1554 struct Map newmap;
2001 maptile *m, *pm; 1555 maptile *m, *pm;
2002 1556
2003 if (pl->type != PLAYER) 1557 if (pl->type != PLAYER)
2004 { 1558 {
2185 1739
2186/* appends the spell *spell to the Socklist we will send the data to. */ 1740/* appends the spell *spell to the Socklist we will send the data to. */
2187static void 1741static void
2188append_spell (player *pl, packet &sl, object *spell) 1742append_spell (player *pl, packet &sl, object *spell)
2189{ 1743{
2190 int len, i, skill = 0; 1744 int i, skill = 0;
2191 1745
2192 if (!(spell->name)) 1746 if (!(spell->name))
2193 { 1747 {
2194 LOG (llevError, "item number %d is a spell with no name.\n", spell->count); 1748 LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
2195 return; 1749 return;
2207 if (!strcmp (spell->skill, skill_names[i])) 1761 if (!strcmp (spell->skill, skill_names[i]))
2208 { 1762 {
2209 skill = i + CS_STAT_SKILLINFO; 1763 skill = i + CS_STAT_SKILLINFO;
2210 break; 1764 break;
2211 } 1765 }
1766 }
1767
1768 // spells better have a face
1769 if (!spell->face)
1770 {
1771 LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
1772 spell->face = face_find ("burnout.x11", blank_face);
2212 } 1773 }
2213 1774
2214 /* send the current values */ 1775 /* send the current values */
2215 sl << uint32 (spell->count) 1776 sl << uint32 (spell->count)
2216 << uint16 (spell->level) 1777 << uint16 (spell->level)
2218 << uint16 (spell->last_sp) 1779 << uint16 (spell->last_sp)
2219 << uint16 (spell->last_grace) 1780 << uint16 (spell->last_grace)
2220 << uint16 (spell->last_eat) 1781 << uint16 (spell->last_eat)
2221 << uint8 (skill) 1782 << uint8 (skill)
2222 << uint32 (spell->path_attuned) 1783 << uint32 (spell->path_attuned)
2223 << uint32 (spell->face ? spell->face->number : 0) 1784 << uint32 (spell->face)
2224 << data8 (spell->name) 1785 << data8 (spell->name)
2225 << data16 (spell->msg); 1786 << data16 (spell->msg);
2226} 1787}
2227 1788
2228/** 1789/**
2243 1804
2244 packet sl ("addspell"); 1805 packet sl ("addspell");
2245 1806
2246 if (!spell) 1807 if (!spell)
2247 { 1808 {
2248 for (spell = pl->ob->inv; spell != NULL; spell = spell->below) 1809 for (spell = pl->ob->inv; spell; spell = spell->below)
2249 { 1810 {
2250 /* were we to simply keep appending data here, we could exceed 1811 /* were we to simply keep appending data here, we could exceed
2251 * MAXSOCKBUF if the player has enough spells to add, we know that 1812 * MAXSOCKBUF if the player has enough spells to add, we know that
2252 * append_spells will always append 19 data bytes, plus 4 length 1813 * 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 1814 * bytes and 3 strings (because that is the spec) so we need to

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