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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.66 by root, Thu Feb 15 04:04:23 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
100 * complexities for the client, and probably doesn't make 97 * complexities for the client, and probably doesn't make
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
106 if (ns->mapmode == Map1aCmd)
107 {
108 mx += MAX_HEAD_OFFSET;
109 my += MAX_HEAD_OFFSET;
110 }
111 102
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
440 } 431 }
441 else if (!strcmp (cmd, "newmapcmd")) 432 else if (!strcmp (cmd, "newmapcmd"))
442 { 433 {
443 ns->newmapcmd = atoi (param); 434 ns->newmapcmd = atoi (param);
444 safe_strcat (cmdback, param, &slen, HUGE_BUF); 435 safe_strcat (cmdback, param, &slen, HUGE_BUF);
445// } else if (!strcmp(cmd,"plugincmd")) {
446// ns->plugincmd = atoi(param);
447// safe_strcat(cmdback, param, &slen, HUGE_BUF);
448 } 436 }
449 else if (!strcmp (cmd, "mapinfocmd")) 437 else if (!strcmp (cmd, "mapinfocmd"))
450 { 438 {
451 ns->mapinfocmd = atoi (param); 439 ns->mapinfocmd = atoi (param);
452 safe_strcat (cmdback, "1", &slen, HUGE_BUF); 440 safe_strcat (cmdback, "1", &slen, HUGE_BUF);
508 if (*cp == 'x' || *cp == 'X') 496 if (*cp == 'x' || *cp == 'X')
509 { 497 {
510 y = atoi (cp + 1); 498 y = atoi (cp + 1);
511 break; 499 break;
512 } 500 }
501
513 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)
514 { 503 {
515 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y); 504 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y);
516 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF); 505 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
517 } 506 }
694 683
695 ns->send_packet (cmdback); 684 ns->send_packet (cmdback);
696} 685}
697 686
698/** 687/**
699 * A lot like the old AskSmooth (in fact, now called by AskSmooth).
700 * Basically, it makes no sense to wait for the client to request a
701 * a piece of data from us that we know the client wants. So
702 * if we know the client wants it, might as well push it to the
703 * client.
704 */
705static void
706SendSmooth (client *ns, uint16 face)
707{
708 uint16 smoothface;
709
710 /* If we can't find a face, return and set it so we won't try to send this
711 * again.
712 */
713 if ((!FindSmooth (face, &smoothface)) && (!FindSmooth (smooth_face->number, &smoothface)))
714 {
715
716 LOG (llevError, "could not findsmooth for %d. Neither default (%s)\n", face, &smooth_face->name);
717 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
718 return;
719 }
720
721 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
722 esrv_send_face (ns, smoothface, 0);
723
724 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
725
726 packet sl ("smooth");
727
728 sl << uint16 (face)
729 << uint16 (smoothface);
730
731 ns->send_packet (sl);
732}
733
734 /**
735 * Tells client the picture it has to use 688 * Tells client the picture it has to use
736 * to smooth a picture number given as argument. 689 * to smooth a picture number given as argument.
737 */ 690 */
738void 691void
739AskSmooth (char *buf, int len, client *ns) 692AskSmooth (char *buf, int len, client *ns)
740{ 693{
741 SendSmooth (ns, atoi (buf)); 694 ns->send_face (atoi (buf));
742} 695}
743 696
744/** 697/**
745 * 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,
746 * etc.) 699 * etc.)
882 835
883 ns->cs_version = atoi (buf); 836 ns->cs_version = atoi (buf);
884 ns->sc_version = ns->cs_version; 837 ns->sc_version = ns->cs_version;
885 838
886 LOG (llevDebug, "connection from client <%s>\n", buf); 839 LOG (llevDebug, "connection from client <%s>\n", buf);
887
888 840
889 //TODO: should log here just for statistics 841 //TODO: should log here just for statistics
890 842
891 //if (VERSION_CS != ns->cs_version) 843 //if (VERSION_CS != ns->cs_version)
892 // unchecked; 844 // unchecked;
1111{ 1063{
1112 packet sl ("player"); 1064 packet sl ("player");
1113 1065
1114 sl << uint32 (pl->ob->count) 1066 sl << uint32 (pl->ob->count)
1115 << uint32 (weight) 1067 << uint32 (weight)
1116 << uint32 (pl->ob->face->number) 1068 << uint32 (pl->ob->face)
1117 << data8 (pl->ob->name); 1069 << data8 (pl->ob->name);
1118 1070
1119 pl->ns->last_weight = weight; 1071 pl->ns->last_weight = weight;
1120 pl->ns->send_packet (sl); 1072 pl->ns->send_packet (sl);
1121 SET_FLAG (pl->ob, FLAG_CLIENT_SENT); 1073 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1122} 1074}
1123
1124/**
1125 * Need to send an animation sequence to the client.
1126 * We will send appropriate face commands to the client if we haven't
1127 * sent them the face yet (this can become quite costly in terms of
1128 * how much we are sending - on the other hand, this should only happen
1129 * when the player logs in and picks stuff up.
1130 */
1131void
1132esrv_send_animation (client * ns, short anim_num)
1133{
1134 /* Do some checking on the anim_num we got. Note that the animations
1135 * are added in contigous order, so if the number is in the valid
1136 * range, it must be a valid animation.
1137 */
1138 if (anim_num < 0 || anim_num > num_animations)
1139 {
1140 LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
1141 return;
1142 }
1143
1144 packet sl ("anim");
1145
1146 sl << uint16 (anim_num)
1147 << uint16 (0); /* flags - not used right now */
1148
1149 /* Build up the list of faces. Also, send any information (ie, the
1150 * the face itself) down to the client.
1151 */
1152 for (int i = 0; i < animations[anim_num].num_animations; i++)
1153 {
1154 if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE))
1155 esrv_send_face (ns, animations[anim_num].faces[i], 0);
1156
1157 sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */
1158 }
1159
1160 ns->send_packet (sl);
1161
1162 ns->anims_sent[anim_num] = 1;
1163}
1164
1165 1075
1166/****************************************************************************** 1076/******************************************************************************
1167 * 1077 *
1168 * Start of map related commands. 1078 * Start of map related commands.
1169 * 1079 *
1170 ******************************************************************************/ 1080 ******************************************************************************/
1171 1081
1172/**
1173 * This adds face_num to a map cell at x,y. If the client doesn't have
1174 * the face yet, we will also send it.
1175 */
1176static void
1177esrv_map_setbelow (client * ns, int x, int y, short face_num, struct Map *newmap)
1178{
1179 if (newmap->cells[x][y].count >= MAP_LAYERS)
1180 {
1181 //TODO: one or the other, can't both have abort and return, verify and act
1182 LOG (llevError, "Too many faces in map cell %d %d\n", x, y);
1183 return;
1184 abort ();
1185 }
1186
1187 newmap->cells[x][y].faces[newmap->cells[x][y].count] = face_num;
1188 newmap->cells[x][y].count++;
1189
1190 if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE))
1191 esrv_send_face (ns, face_num, 0);
1192}
1193
1194/** Clears a map cell */ 1082/** Clears a map cell */
1195static void 1083static void
1196map_clearcell (struct MapCell *cell, int face0, int face1, int face2, int count) 1084map_clearcell (struct MapCell *cell, int count)
1197{ 1085{
1198 cell->faces[0] = face0; 1086 cell->faces[0] = 0;
1199 cell->faces[1] = face1; 1087 cell->faces[1] = 0;
1200 cell->faces[2] = face2; 1088 cell->faces[2] = 0;
1089 cell->smooth[0] = 0;
1090 cell->smooth[1] = 0;
1091 cell->smooth[2] = 0;
1201 cell->count = count; 1092 cell->count = count;
1202 cell->stat_hp = 0; 1093 cell->stat_hp = 0;
1203 cell->flags = 0; 1094 cell->flags = 0;
1204 cell->player = 0; 1095 cell->player = 0;
1205} 1096}
1206 1097
1207#define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
1208#define MAX_LAYERS 3 1098#define MAX_LAYERS 3
1209
1210/* Using a global really isn't a good approach, but saves the over head of
1211 * allocating and deallocating such a block of data each time run through,
1212 * and saves the space of allocating this in the socket object when we only
1213 * need it for this cycle. If the server is ever threaded, this needs to be
1214 * re-examined.
1215 */
1216static object *heads[MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS];
1217
1218/**
1219 * Returns true if any of the heads for this
1220 * space is set. Returns false if all are blank - this is used
1221 * for empty space checking.
1222 */
1223static inline int
1224have_head (int ax, int ay)
1225{
1226 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS] ||
1227 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 1] || heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 2])
1228 return 1;
1229
1230 return 0;
1231}
1232
1233/**
1234 * check_head is a bit simplistic version of update_space below.
1235 * basically, it only checks the that the head on space ax,ay at layer
1236 * needs to get sent - if so, it adds the data, sending the head
1237 * if needed, and returning 1. If this no data needs to get
1238 * sent, it returns zero.
1239 */
1240static int
1241check_head (packet &sl, client &ns, int ax, int ay, int layer)
1242{
1243 short face_num;
1244
1245 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer])
1246 face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face->number;
1247 else
1248 face_num = 0;
1249
1250 if (face_num != ns.lastmap.cells[ax][ay].faces[layer])
1251 {
1252 sl << uint16 (face_num);
1253 if (face_num && !(ns.faces_sent[face_num] & NS_FACESENT_FACE))
1254 esrv_send_face (&ns, face_num, 0);
1255
1256 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer] = NULL;
1257 ns.lastmap.cells[ax][ay].faces[layer] = face_num;
1258 return 1;
1259 }
1260
1261 return 0; /* No change */
1262}
1263 1099
1264/** 1100/**
1265 * Removes the need to replicate the same code for each layer. 1101 * Removes the need to replicate the same code for each layer.
1266 * 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
1267 * it was. 1103 * it was.
1268 * sl is the socklist this data is going into. 1104 * sl is the socklist this data is going into.
1269 * 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
1270 * 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
1271 * entire player object. 1107 * entire player object.
1272 * mx and my are map coordinate offsets for map mp
1273 * sx and sy are the offsets into the socket structure that
1274 * holds the old values.
1275 * 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
1276 * 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)
1277 * take. Interesting to note that before this function, the map1 function 1110 * take. Interesting to note that before this function, the map1 function
1278 * numbers the spaces differently - I think this was a leftover from 1111 * numbers the spaces differently - I think this was a leftover from
1279 * 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
1280 * 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
1281 * actually match. 1114 * actually match.
1282 */ 1115 */
1283static int 1116static int
1284update_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)
1285{ 1118{
1286 object *ob, *head; 1119 object *ob = ms.faces_obj [layer];
1287 uint16 face_num;
1288 int bx, by, i;
1289
1290 /* If there is a multipart object stored away, treat that as more important.
1291 * If not, then do the normal processing.
1292 */
1293 head = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer];
1294
1295 /* Check to see if this head is part of the set of objects
1296 * we would normally send for this space. If so, then
1297 * don't use the head value. We need to do the check
1298 * here and not when setting up the heads[] value for two reasons -
1299 * 1) the heads[] values will get used even if the space is not visible.
1300 * 2) its possible the head is not on the same map as a part, and I'd
1301 * rather not need to do the map translation overhead.
1302 * 3) We need to do some extra checking to make sure that we will
1303 * otherwise send the image as this layer, eg, either it matches
1304 * the head value, or is not multipart.
1305 */
1306 if (head && !head->more)
1307 {
1308 for (i = 0; i < MAP_LAYERS; i++)
1309 {
1310 ob = GET_MAP_FACE_OBJ (mp, mx, my, i);
1311 if (!ob)
1312 continue;
1313
1314 if (ob->head)
1315 ob = ob->head;
1316
1317 if (ob == head)
1318 {
1319 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer] = NULL;
1320 head = NULL;
1321 break;
1322 }
1323 }
1324 }
1325
1326 ob = head;
1327 if (!ob)
1328 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1329 1120
1330 /* 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
1331 * is the blank face, set the face number to zero. 1122 * is the blank face, set the face number to zero.
1332 * 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
1333 * precedence over the other object for this space. 1124 * precedence over the other object for this space.
1334 * otherwise, we do special head processing 1125 * otherwise, we do special head processing
1335 */ 1126 */
1336 if (!ob || ob->face == blank_face) 1127 uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
1337 face_num = 0;
1338 else if (head)
1339 {
1340 /* if this is a head that had previously been stored */
1341 face_num = ob->face->number;
1342 }
1343 else
1344 {
1345 /* if the faces for the different parts of a multipart object
1346 * are the same, we only want to send the bottom right most
1347 * portion of the object. That info is in the tail_.. values
1348 * of the head. Note that for the head itself, ob->head will
1349 * be null, so we only do this block if we are working on
1350 * a tail piece.
1351 */
1352
1353 /* tail_x and tail_y will only be set in the head object. If
1354 * this is the head object and these are set, we proceed
1355 * with logic to only send bottom right. Similarly, if
1356 * this is one of the more parts but the head has those values
1357 * set, we want to do the processing. There can be cases where
1358 * the head is not visible but one of its parts is, so we just
1359 * can always expect that ob->arch->tail_x will be true for all
1360 * object we may want to display.
1361 */
1362 if ((ob->arch->tail_x || ob->arch->tail_y) || (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y)))
1363 {
1364
1365 if (ob->head)
1366 head = ob->head;
1367 else
1368 head = ob;
1369
1370 /* Basically figure out where the offset is from where we are right
1371 * now. the ob->arch->clone.{x,y} values hold the offset that this current
1372 * piece is from the head, and the tail is where the tail is from the
1373 * head. Note that bx and by will equal sx and sy if we are already working
1374 * on the bottom right corner. If ob is the head, the clone values
1375 * will be zero, so the right thing will still happen.
1376 */
1377 bx = sx + head->arch->tail_x - ob->arch->clone.x;
1378 by = sy + head->arch->tail_y - ob->arch->clone.y;
1379
1380 /* I don't think this can ever happen, but better to check for it just
1381 * in case.
1382 */
1383 if (bx < sx || by < sy)
1384 {
1385 LOG (llevError, "update_space: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n", bx, by, sx, sy);
1386 face_num = 0;
1387 }
1388 /* single part object, multipart object with non merged faces,
1389 * of multipart object already at lower right.
1390 */
1391 else if (bx == sx && by == sy)
1392 {
1393 face_num = ob->face->number;
1394
1395 /* if this face matches one stored away, clear that one away.
1396 * this code relies on the fact that the map1 commands
1397 * goes from 2 down to 0.
1398 */
1399 for (i = 0; i < MAP_LAYERS; i++)
1400 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] &&
1401 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face->number == face_num)
1402 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL;
1403 }
1404 else
1405 {
1406 /* If this head is stored away, clear it - otherwise,
1407 * there can be cases where a object is on multiple layers -
1408 * we only want to send it once.
1409 */
1410 face_num = head->face->number;
1411 for (i = 0; i < MAP_LAYERS; i++)
1412 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] &&
1413 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face->number == face_num)
1414 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL;
1415
1416 /* First, try to put the new head on the same layer. If that is used up,
1417 * then find another layer.
1418 */
1419 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] == NULL)
1420 {
1421 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] = head;
1422 }
1423 else
1424 for (i = 0; i < MAX_LAYERS; i++)
1425 {
1426 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == NULL ||
1427 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == head)
1428 {
1429 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = head;
1430 }
1431 }
1432 face_num = 0; /* Don't send this object - we'll send the head later */
1433 }
1434 }
1435 else
1436 {
1437 /* In this case, we are already at the lower right or single part object,
1438 * so nothing special
1439 */
1440 face_num = ob->face->number;
1441
1442 /* clear out any head entries that have the same face as this one */
1443 for (bx = 0; bx < layer; bx++)
1444 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] &&
1445 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face->number == face_num)
1446 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL;
1447 }
1448 } /* else not already head object or blank face */
1449
1450 /* This is a real hack. Basically, if we have nothing to send for this layer,
1451 * but there is a head on the next layer, send that instead.
1452 * Without this, what happens is you can get the case where the player stands
1453 * on the same space as the head. However, if you have overlapping big objects
1454 * of the same type, what happens then is it doesn't think it needs to send
1455 * This tends to make stacking also work/look better.
1456 */
1457 if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1])
1458 {
1459 face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]->face->number;
1460 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1] = NULL;
1461 }
1462
1463 /* Another hack - because of heads and whatnot, this face may match one
1464 * we already sent for a lower layer. In that case, don't send
1465 * this one.
1466 */
1467 if (face_num && layer + 1 < MAP_LAYERS && ns.lastmap.cells[sx][sy].faces[layer + 1] == face_num)
1468 face_num = 0;
1469 1128
1470 /* 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
1471 * 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.
1472 */ 1131 */
1473 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) 1132 if (lastcell.faces[layer] != face_num)
1474 { 1133 {
1475 ns.lastmap.cells[sx][sy].faces[layer] = face_num; 1134 lastcell.faces[layer] = face_num;
1135
1476 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
1477 esrv_send_face (&ns, face_num, 0); 1140 ns.send_face (face_num);
1478 1141
1479 sl << uint16 (face_num); 1142 sl << uint16 (face_num);
1480 return 1;
1481 }
1482
1483 /* Nothing changed */
1484 return 0;
1485}
1486
1487/**
1488 * This function is mainly a copy of update_space,
1489 * except it handles update of the smoothing updates,
1490 * not the face updates.
1491 * Removes the need to replicate the same code for each layer.
1492 * this returns true if this smooth is now in fact different
1493 * than it was.
1494 * sl is the socklist this data is going into.
1495 * ns is the socket we are working on - all the info we care
1496 * about is in this socket structure, so know need to pass the
1497 * entire player object.
1498 * mx and my are map coordinate offsets for map mp
1499 * sx and sy are the offsets into the socket structure that
1500 * holds the old values.
1501 * layer is the layer to update, with 2 being the floor and 0 the
1502 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ
1503 * take.
1504 */
1505
1506static inline int
1507update_smooth (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1508{
1509 object *ob;
1510 int smoothlevel; /* old face_num; */
1511
1512 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1513
1514 /* If there is no object for this space, or if the face for the object
1515 * is the blank face, set the smoothlevel to zero.
1516 */
1517 if (!ob || ob->face == blank_face)
1518 smoothlevel = 0;
1519 else
1520 {
1521 smoothlevel = ob->smoothlevel;
1522 if (smoothlevel && !(ns.faces_sent[ob->face->number] & NS_FACESENT_SMOOTH))
1523 SendSmooth (&ns, ob->face->number);
1524 } /* else not already head object or blank face */
1525
1526 /* We've gotten what face we want to use for the object. Now see if
1527 * if it has changed since we last sent it to the client.
1528 */
1529 if (smoothlevel > 255)
1530 smoothlevel = 255;
1531 else if (smoothlevel < 0)
1532 smoothlevel = 0;
1533
1534 if (ns.lastmap.cells[sx][sy].smooth[layer] != smoothlevel)
1535 {
1536 ns.lastmap.cells[sx][sy].smooth[layer] = smoothlevel;
1537 sl << uint8 (smoothlevel);
1538 return 1; 1143 return 1;
1539 } 1144 }
1540 1145
1541 /* Nothing changed */ 1146 /* Nothing changed */
1542 return 0; 1147 return 0;
1606 * look like. 1211 * look like.
1607 */ 1212 */
1608void 1213void
1609draw_client_map1 (object *pl) 1214draw_client_map1 (object *pl)
1610{ 1215{
1611 int x, y, ax, ay, d, startlen, max_x, max_y, oldlen; 1216 int x, y, ax, ay, startlen, max_x, max_y, oldlen;
1612 sint16 nx, ny; 1217 sint16 nx, ny;
1613 int estartlen, eoldlen; 1218 int estartlen, eoldlen;
1614 uint16 mask, emask;
1615 uint8 eentrysize; 1219 uint8 eentrysize;
1616 uint16 ewhatstart, ewhatflag; 1220 uint16 ewhatstart, ewhatflag;
1617 uint8 extendedinfos; 1221 uint8 extendedinfos;
1618 maptile *m; 1222 maptile *m;
1619 1223
1654 ewhatstart = 0; 1258 ewhatstart = 0;
1655 ewhatflag = 0; 1259 ewhatflag = 0;
1656 estartlen = 0; 1260 estartlen = 0;
1657 } 1261 }
1658 1262
1659 /* Init data to zero */
1660 memset (heads, 0, sizeof (object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS);
1661
1662 /* 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
1663 * locations. 1264 * locations.
1664 */ 1265 */
1665 ay = 0; 1266 ay = 0;
1666 1267
1668 * but that started to get a bit messy to look at. 1269 * but that started to get a bit messy to look at.
1669 */ 1270 */
1670 max_x = pl->x + (socket.mapx + 1) / 2; 1271 max_x = pl->x + (socket.mapx + 1) / 2;
1671 max_y = pl->y + (socket.mapy + 1) / 2; 1272 max_y = pl->y + (socket.mapy + 1) / 2;
1672 1273
1673 if (socket.mapmode == Map1aCmd)
1674 {
1675 max_x += MAX_HEAD_OFFSET;
1676 max_y += MAX_HEAD_OFFSET;
1677 }
1678
1679 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++)
1680 { 1275 {
1681 ax = 0; 1276 ax = 0;
1682 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++)
1683 { 1278 {
1279 int emask, mask;
1684 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1280 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1685 1281
1686 /* If this space is out of the normal viewable area, we only check
1687 * the heads value ax or ay will only be greater than what
1688 * the client wants if using the map1a command - this is because
1689 * if the map1a command is not used, max_x and max_y will be
1690 * set to lower values.
1691 */
1692 if (ax >= socket.mapx || ay >= socket.mapy)
1693 {
1694 int i, got_one;
1695
1696 oldlen = sl.length ();
1697
1698 sl << uint16 (mask);
1699
1700 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1701 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1702 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1703
1704 /* If all we are doing is sending 0 (blank) faces, we don't
1705 * actually need to send that - just the coordinates
1706 * with no faces tells the client to blank out the
1707 * space.
1708 */
1709 got_one = 0;
1710 for (i = oldlen + 2; i < sl.length (); i++)
1711 if (sl[i])
1712 got_one = 1;
1713
1714 if (got_one && (mask & 0xf))
1715 sl[oldlen + 1] = mask & 0xff;
1716 else
1717 { /*either all faces blank, either no face at all */
1718 if (mask & 0xf) /*at least 1 face, we know it's blank, only send coordinates */
1719 sl.reset (oldlen + 2);
1720 else
1721 sl.reset (oldlen);
1722 }
1723
1724 /*What concerns extendinfos, nothing to be done for now
1725 * (perhaps effects layer later)
1726 */
1727 continue; /* don't do processing below */
1728 }
1729
1730 MapCell &lastcell = socket.lastmap.cells[ax][ay]; 1282 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1731
1732 d = pl->contr->blocked_los[ax][ay];
1733 1283
1734 /* 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,
1735 * we tell the client as such 1285 * we tell the client as such
1736 */ 1286 */
1737 nx = x; 1287 nx = x;
1745 * of the map, it shouldn't have a head 1295 * of the map, it shouldn't have a head
1746 */ 1296 */
1747 if (lastcell.count != -1) 1297 if (lastcell.count != -1)
1748 { 1298 {
1749 sl << uint16 (mask); 1299 sl << uint16 (mask);
1750 map_clearcell (&lastcell, 0, 0, 0, -1); 1300 map_clearcell (&lastcell, -1);
1751 } 1301 }
1302
1303 continue;
1752 } 1304 }
1305
1306 m->touch ();
1307
1308 int d = pl->contr->blocked_los[ax][ay];
1309
1753 else if (d > 3) 1310 if (d > 3)
1754 { 1311 {
1755 m->touch ();
1756 1312
1757 int need_send = 0, count; 1313 int need_send = 0, count;
1758 1314
1759 /* This block deals with spaces that are not visible for whatever 1315 /* This block deals with spaces that are not visible for whatever
1760 * reason. Still may need to send the head for this space. 1316 * reason. Still may need to send the head for this space.
1761 */ 1317 */
1762 1318
1763 oldlen = sl.length (); 1319 oldlen = sl.length ();
1764 1320
1765 sl << uint16 (mask); 1321 sl << uint16 (mask);
1767 if (lastcell.count != -1) 1323 if (lastcell.count != -1)
1768 need_send = 1; 1324 need_send = 1;
1769 1325
1770 count = -1; 1326 count = -1;
1771 1327
1772 if (socket.mapmode == Map1aCmd && have_head (ax, ay))
1773 {
1774 /* Now check to see if any heads need to be sent */
1775
1776 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1777 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1778 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1779
1780 lastcell.count = count;
1781 }
1782 else
1783 {
1784 /* properly clear a previously sent big face */ 1328 /* properly clear a previously sent big face */
1785 if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0 1329 if (lastcell.faces[0] || lastcell.faces[1] || lastcell.faces[2]
1786 || lastcell.stat_hp || lastcell.flags || lastcell.player) 1330 || lastcell.stat_hp || lastcell.flags || lastcell.player)
1787 need_send = 1; 1331 need_send = 1;
1788 1332
1789 map_clearcell (&lastcell, 0, 0, 0, count); 1333 map_clearcell (&lastcell, count);
1790 }
1791 1334
1792 if ((mask & 0xf) || need_send) 1335 if ((mask & 0xf) || need_send)
1793 sl[oldlen + 1] = mask & 0xff; 1336 sl[oldlen + 1] = mask & 0xff;
1794 else 1337 else
1795 sl.reset (oldlen); 1338 sl.reset (oldlen);
1796 } 1339 }
1797 else 1340 else
1798 { 1341 {
1799 m->touch ();
1800
1801 /* In this block, the space is visible or there are head objects 1342 /* In this block, the space is visible.
1802 * we need to send.
1803 */ 1343 */
1804 1344
1805 /* Rather than try to figure out what everything that we might 1345 /* Rather than try to figure out what everything that we might
1806 * need to send is, then form the packet after that, 1346 * need to send is, then form the packet after that,
1807 * 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
1810 * is done. 1350 * is done.
1811 * 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
1812 * what if anything we need to send, setting the bits, then 1352 * what if anything we need to send, setting the bits, then
1813 * doing those checks again to add the real data. 1353 * doing those checks again to add the real data.
1814 */ 1354 */
1815 oldlen = sl.length (); 1355 oldlen = sl.length ();
1816 mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1817 eoldlen = esl.length (); 1356 eoldlen = esl.length ();
1818 emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1357
1819 sl << uint16 (mask); 1358 sl << uint16 (mask);
1820
1821 if (socket.ext_mapinfos)
1822 esl << uint16 (emask);
1823 1359
1824 unsigned char dummy; 1360 unsigned char dummy;
1825 unsigned char *last_ext = &dummy; 1361 unsigned char *last_ext = &dummy;
1826 1362
1827 /* Darkness changed */ 1363 /* Darkness changed */
1839 sl << uint8 (255 - 64 * d); 1375 sl << uint8 (255 - 64 * d);
1840 } 1376 }
1841 1377
1842 lastcell.count = d; 1378 lastcell.count = d;
1843 1379
1380 mapspace &ms = m->at (nx, ny);
1381
1844 if (socket.extmap) 1382 if (socket.extmap)
1845 { 1383 {
1846 uint8 stat_hp = 0; 1384 uint8 stat_hp = 0;
1847 uint8 stat_width = 0; 1385 uint8 stat_width = 0;
1848 uint8 flags = 0; 1386 uint8 flags = 0;
1849 UUID player = 0; 1387 UUID player = 0;
1850 1388
1851 // send hp information, if applicable 1389 // send hp information, if applicable
1852 if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0)) 1390 if (object *op = ms.faces_obj [0])
1853 { 1391 {
1854 if (op->head || op->invisible) 1392 if (op->head || op->invisible)
1855 ; // do not show 1393 ; // do not show
1856 else if (op->type == PLAYER 1394 else if (op->type == PLAYER
1857 || 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))
1911 sl << uint8 (8) << uint8 (flags); 1449 sl << uint8 (8) << uint8 (flags);
1912 } 1450 }
1913 } 1451 }
1914 1452
1915 /* Floor face */ 1453 /* Floor face */
1916 if (update_space (sl, socket, m, nx, ny, ax, ay, 2)) 1454 if (update_space (sl, socket, ms, lastcell, 2))
1917 mask |= 0x4; 1455 mask |= 0x4;
1918 1456
1919 if (socket.EMI_smooth)
1920 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 2))
1921 emask |= 0x4;
1922
1923 /* Middle face */ 1457 /* Middle face */
1924 if (update_space (sl, socket, m, nx, ny, ax, ay, 1)) 1458 if (update_space (sl, socket, ms, lastcell, 1))
1925 mask |= 0x2; 1459 mask |= 0x2;
1926 1460
1927 if (socket.EMI_smooth) 1461 if (ms.player () == pl
1928 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) 1462 && (pl->invisible & (pl->invisible < 50 ? 1 : 7)))
1929 emask |= 0x2;
1930
1931 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
1932 { 1463 {
1464 // force player to be visible to himself if invisible
1933 if (lastcell.faces[0] != pl->face->number) 1465 if (lastcell.faces[0] != pl->face)
1934 { 1466 {
1935 lastcell.faces[0] = pl->face->number; 1467 lastcell.faces[0] = pl->face;
1468
1936 mask |= 0x1; 1469 mask |= 0x1;
1937
1938 if (!(socket.faces_sent[pl->face->number] & NS_FACESENT_FACE))
1939 esrv_send_face (&socket, pl->face->number, 0);
1940
1941 sl << uint16 (pl->face->number); 1470 sl << uint16 (pl->face);
1471
1472 socket.send_faces (pl);
1942 } 1473 }
1943 } 1474 }
1944 else
1945 {
1946 /* Top face */ 1475 /* Top face */
1947 if (update_space (sl, socket, m, nx, ny, ax, ay, 0)) 1476 else if (update_space (sl, socket, ms, lastcell, 0))
1948 mask |= 0x1; 1477 mask |= 0x1;
1949
1950 if (socket.EMI_smooth)
1951 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 0))
1952 emask |= 0x1;
1953 } 1478
1954 1479
1955 /* 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
1956 * space by checking the mask. If so, update the mask. 1481 * space by checking the mask. If so, update the mask.
1957 * 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
1958 * value, so we don't send those bits. 1483 * value, so we don't send those bits.
1960 if (mask & 0xf) 1485 if (mask & 0xf)
1961 sl[oldlen + 1] = mask & 0xff; 1486 sl[oldlen + 1] = mask & 0xff;
1962 else 1487 else
1963 sl.reset (oldlen); 1488 sl.reset (oldlen);
1964 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
1965 if (emask & 0xf) 1513 if (emask & 0xf)
1966 esl[eoldlen + 1] = emask & 0xff; 1514 esl[eoldlen + 1] = emask & 0xff;
1967 else 1515 else
1968 esl.reset (eoldlen); 1516 esl.reset (eoldlen);
1517 }
1969 } /* else this is a viewable space */ 1518 } /* else this is a viewable space */
1970 } /* for x loop */ 1519 } /* for x loop */
1971 } /* for y loop */ 1520 } /* for y loop */
1972 1521
1973 /* Verify that we in fact do need to send this */ 1522 /* Verify that we in fact do need to send this */
1976 if (!(sl.length () > startlen || socket.sent_scroll)) 1525 if (!(sl.length () > startlen || socket.sent_scroll))
1977 { 1526 {
1978 /* No map data will follow, so don't say the client 1527 /* No map data will follow, so don't say the client
1979 * it doesn't need draw! 1528 * it doesn't need draw!
1980 */ 1529 */
1981 ewhatflag &= (~EMI_NOREDRAW); 1530 ewhatflag &= ~EMI_NOREDRAW;
1982 esl[ewhatstart + 1] = ewhatflag & 0xff; 1531 esl[ewhatstart + 1] = ewhatflag & 0xff;
1983 } 1532 }
1984 1533
1985 if (esl.length () > estartlen) 1534 if (esl.length () > estartlen)
1986 socket.send_packet (esl); 1535 socket.send_packet (esl);
1998 */ 1547 */
1999void 1548void
2000draw_client_map (object *pl) 1549draw_client_map (object *pl)
2001{ 1550{
2002 int i, j; 1551 int i, j;
2003 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 */
2004 facetile *face, *floor;
2005 facetile *floor2;
2006 int d, mflags; 1553 int mflags;
2007 struct Map newmap; 1554 struct Map newmap;
2008 maptile *m, *pm; 1555 maptile *m, *pm;
2009 1556
2010 if (pl->type != PLAYER) 1557 if (pl->type != PLAYER)
2011 { 1558 {
2192 1739
2193/* 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. */
2194static void 1741static void
2195append_spell (player *pl, packet &sl, object *spell) 1742append_spell (player *pl, packet &sl, object *spell)
2196{ 1743{
2197 int len, i, skill = 0; 1744 int i, skill = 0;
2198 1745
2199 if (!(spell->name)) 1746 if (!(spell->name))
2200 { 1747 {
2201 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);
2202 return; 1749 return;
2214 if (!strcmp (spell->skill, skill_names[i])) 1761 if (!strcmp (spell->skill, skill_names[i]))
2215 { 1762 {
2216 skill = i + CS_STAT_SKILLINFO; 1763 skill = i + CS_STAT_SKILLINFO;
2217 break; 1764 break;
2218 } 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);
2219 } 1773 }
2220 1774
2221 /* send the current values */ 1775 /* send the current values */
2222 sl << uint32 (spell->count) 1776 sl << uint32 (spell->count)
2223 << uint16 (spell->level) 1777 << uint16 (spell->level)
2225 << uint16 (spell->last_sp) 1779 << uint16 (spell->last_sp)
2226 << uint16 (spell->last_grace) 1780 << uint16 (spell->last_grace)
2227 << uint16 (spell->last_eat) 1781 << uint16 (spell->last_eat)
2228 << uint8 (skill) 1782 << uint8 (skill)
2229 << uint32 (spell->path_attuned) 1783 << uint32 (spell->path_attuned)
2230 << uint32 (spell->face ? spell->face->number : 0) 1784 << uint32 (spell->face)
2231 << data8 (spell->name) 1785 << data8 (spell->name)
2232 << data16 (spell->msg); 1786 << data16 (spell->msg);
2233} 1787}
2234 1788
2235/** 1789/**
2250 1804
2251 packet sl ("addspell"); 1805 packet sl ("addspell");
2252 1806
2253 if (!spell) 1807 if (!spell)
2254 { 1808 {
2255 for (spell = pl->ob->inv; spell != NULL; spell = spell->below) 1809 for (spell = pl->ob->inv; spell; spell = spell->below)
2256 { 1810 {
2257 /* were we to simply keep appending data here, we could exceed 1811 /* were we to simply keep appending data here, we could exceed
2258 * 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
2259 * append_spells will always append 19 data bytes, plus 4 length 1813 * append_spells will always append 19 data bytes, plus 4 length
2260 * 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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