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/cvs/deliantra/server/socket/request.C
Revision: 1.30
Committed: Thu Dec 14 00:01:37 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +3 -2 lines
Log Message:
- further cleanup and rewrite
- fix a potential crash in "lock" and "mark" packets

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /**
25 * \file
26 * Client handling.
27 *
28 * \date 2003-12-02
29 *
30 * This file implements all of the goo on the server side for handling
31 * clients. It's got a bunch of global variables for keeping track of
32 * each of the clients.
33 *
34 * Note: All functions that are used to process data from the client
35 * have the prototype of (char *data, int datalen, int client_num). This
36 * way, we can use one dispatch table.
37 *
38 * esrv_map_new starts updating the map
39 *
40 * esrv_map_setbelow allows filling in all of the faces for the map.
41 * if a face has not already been sent to the client, it is sent now.
42 *
43 * mapcellchanged, compactlayer, compactstack, perform the map compressing
44 * operations
45 *
46 * esrv_map_doneredraw finishes the map update, and ships across the
47 * map updates.
48 *
49 */
50
51 #include <global.h>
52 #include <sproto.h>
53
54 #include <newclient.h>
55 #include <newserver.h>
56 #include <living.h>
57 #include <commands.h>
58
59 /* This block is basically taken from socket.c - I assume if it works there,
60 * it should work here.
61 */
62 #include <sys/types.h>
63 #include <sys/time.h>
64 #include <sys/socket.h>
65 #include <netinet/in.h>
66 #include <netdb.h>
67
68 #ifdef HAVE_UNISTD_H
69 # include <unistd.h>
70 #endif
71
72 #ifdef HAVE_SYS_TIME_H
73 # include <sys/time.h>
74 #endif
75
76 #include "sounds.h"
77
78 /**
79 * This table translates the attack numbers as used within the
80 * program to the value we use when sending STATS command to the
81 * client. If a value is -1, then we don't send that to the
82 * client.
83 */
84 short atnr_cs_stat[NROFATTACKS] = { CS_STAT_RES_PHYS,
85 CS_STAT_RES_MAG, CS_STAT_RES_FIRE, CS_STAT_RES_ELEC,
86 CS_STAT_RES_COLD, CS_STAT_RES_CONF, CS_STAT_RES_ACID,
87 CS_STAT_RES_DRAIN, -1 /* weaponmagic */ ,
88 CS_STAT_RES_GHOSTHIT, CS_STAT_RES_POISON,
89 CS_STAT_RES_SLOW, CS_STAT_RES_PARA, CS_STAT_TURN_UNDEAD,
90 CS_STAT_RES_FEAR, -1 /* Cancellation */ ,
91 CS_STAT_RES_DEPLETE, CS_STAT_RES_DEATH,
92 -1 /* Chaos */ , -1 /* Counterspell */ ,
93 -1 /* Godpower */ , CS_STAT_RES_HOLYWORD,
94 CS_STAT_RES_BLIND,
95 -1, /* Internal */
96 -1, /* life stealing */
97 -1 /* Disease - not fully done yet */
98 };
99
100 static void
101 socket_map_scroll (NewSocket * ns, int dx, int dy)
102 {
103 struct Map newmap;
104 int x, y, mx, my;
105
106 {
107 char buf[MAXSOCKBUF];
108
109 sprintf (buf, "map_scroll %d %d", dx, dy);
110 Write_String_To_Socket (ns, buf, strlen (buf));
111 }
112
113 /* If we are using the Map1aCmd, we may in fact send
114 * head information that is outside the viewable map.
115 * So set the mx,my to the max value we want to
116 * look for. Removed code to do so - it caused extra
117 * complexities for the client, and probably doesn't make
118 * that much difference in bandwidth.
119 */
120 mx = ns->mapx;
121 my = ns->mapy;
122
123 if (ns->mapmode == Map1aCmd)
124 {
125 mx += MAX_HEAD_OFFSET;
126 my += MAX_HEAD_OFFSET;
127 }
128
129 /* the x and y here are coordinates for the new map, i.e. if we moved
130 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
131 * if the destination x or y coordinate is outside the viewable
132 * area, we clear the values - otherwise, the old values
133 * are preserved, and the check_head thinks it needs to clear them.
134 */
135 for (x = 0; x < mx; x++)
136 {
137 for (y = 0; y < my; y++)
138 {
139 if (x >= ns->mapx || y >= ns->mapy)
140 /* clear cells outside the viewable area */
141 memset (&newmap.cells[x][y], 0, sizeof (struct MapCell));
142 else if ((x + dx) < 0 || (x + dx) >= ns->mapx || (y + dy) < 0 || (y + dy) >= ns->mapy)
143 /* clear newly visible tiles within the viewable area */
144 memset (&(newmap.cells[x][y]), 0, sizeof (struct MapCell));
145 else
146 memcpy (&(newmap.cells[x][y]), &(ns->lastmap.cells[x + dx][y + dy]), sizeof (struct MapCell));
147 }
148 }
149
150 memcpy (&(ns->lastmap), &newmap, sizeof (struct Map));
151
152 /* Make sure that the next "map1" command will be sent (even if it is
153 * empty).
154 */
155 ns->sent_scroll = 1;
156 }
157
158 static void
159 clear_map (player *pl)
160 {
161 NewSocket & socket = pl->socket;
162
163 memset (&socket.lastmap, 0, sizeof (socket.lastmap));
164
165 if (socket.newmapcmd == 1)
166 Write_String_To_Socket (&socket, "newmap", 6);
167
168 socket.update_look = 1;
169 socket.look_position = 0;
170 }
171
172 /** check for map change and send new map data */
173 static void
174 check_map_change (player *pl)
175 {
176 NewSocket & socket = pl->socket;
177 object *ob = pl->ob;
178 char buf[MAX_BUF]; /* eauugggh */
179
180 if (socket.current_map != ob->map)
181 {
182 socket.current_map = ob->map;
183
184 clear_map (pl);
185
186 if (socket.mapinfocmd)
187 {
188 if (ob->map && ob->map->path[0])
189 {
190 int flags = 0;
191
192 if (ob->map->tile_path[0])
193 flags |= 1;
194 if (ob->map->tile_path[1])
195 flags |= 2;
196 if (ob->map->tile_path[2])
197 flags |= 4;
198 if (ob->map->tile_path[3])
199 flags |= 8;
200
201 snprintf (buf, MAX_BUF, "mapinfo - spatial %d %d %d %d %d %s",
202 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y, ob->map->width, ob->map->height, ob->map->path);
203 }
204 else
205 snprintf (buf, MAX_BUF, "mapinfo current");
206
207 Write_String_To_Socket (&socket, buf, strlen (buf));
208 }
209 }
210 else if (socket.current_x != ob->x || socket.current_y != ob->y)
211 {
212 int dx = ob->x - socket.current_x;
213 int dy = ob->y - socket.current_y;
214
215 if (socket.buggy_mapscroll && (abs (dx) > 8 || abs (dy) > 8))
216 clear_map (pl); // current (<= 1.9.1) clients have unchecked buffer overflows
217 else
218 {
219 socket_map_scroll (&socket, ob->x - socket.current_x, ob->y - socket.current_y);
220 socket.update_look = 1;
221 socket.look_position = 0;
222 }
223 }
224
225 socket.current_x = ob->x;
226 socket.current_y = ob->y;
227 }
228
229 void
230 ExtCmd (char *buf, int len, player *pl)
231 {
232 INVOKE_PLAYER (EXTCMD, pl, ARG_DATA (buf, len));
233 }
234
235 void
236 MapInfoCmd (char *buf, int len, player *pl)
237 {
238 // <mapinfo tag spatial tile-path
239 // >mapinfo tag spatial flags x y w h hash
240
241 char bigbuf[MAX_BUF], *token;
242
243 token = buf;
244 // copy token
245 if (!(buf = strchr (buf, ' ')))
246 return;
247
248 *buf++ = 0;
249
250 if (!strncmp (buf, "spatial ", 8))
251 {
252 buf += 8;
253
254 // initial map and its origin
255 maptile *map = pl->ob->map;
256 sint16 dx, dy;
257 int mapx = pl->socket.mapx / 2 - pl->ob->x;
258 int mapy = pl->socket.mapy / 2 - pl->ob->y;
259 int max_distance = 8; // limit maximum path length to something generous
260
261 while (*buf && map && max_distance)
262 {
263 int dir = *buf++;
264
265 switch (dir)
266 {
267 case '1':
268 dx = 0;
269 dy = -1;
270 map = get_map_from_coord (map, &dx, &dy);
271 map && (mapy -= map->height);
272 break;
273 case '2':
274 mapx += map->width;
275 dx = map->width;
276 dy = 0;
277 map = get_map_from_coord (map, &dx, &dy);
278 break;
279 case '3':
280 mapy += map->height;
281 dx = 0;
282 dy = map->height;
283 map = get_map_from_coord (map, &dx, &dy);
284 break;
285 case '4':
286 dx = -1;
287 dy = 0;
288 map = get_map_from_coord (map, &dx, &dy);
289 map && (mapx -= map->width);
290 break;
291 }
292
293 --max_distance;
294 }
295
296 if (!max_distance)
297 snprintf (bigbuf, MAX_BUF, "mapinfo %s error", token);
298 else if (map && map->path[0])
299 {
300 int flags = 0;
301
302 if (map->tile_path[0])
303 flags |= 1;
304 if (map->tile_path[1])
305 flags |= 2;
306 if (map->tile_path[2])
307 flags |= 4;
308 if (map->tile_path[3])
309 flags |= 8;
310
311 snprintf (bigbuf, MAX_BUF, "mapinfo %s spatial %d %d %d %d %d %s", token, flags, mapx, mapy, map->width, map->height, map->path);
312 }
313 else
314 snprintf (bigbuf, MAX_BUF, "mapinfo %s nomap", token);
315 }
316 else
317 snprintf (bigbuf, MAX_BUF, "mapinfo %s unsupported", token);
318
319 Write_String_To_Socket (&pl->socket, bigbuf, strlen (bigbuf));
320 }
321
322 /** This is the Setup cmd - easy first implementation */
323 void
324 SetUp (char *buf, int len, NewSocket * ns)
325 {
326 int s, slen;
327 char *cmd, *param, cmdback[HUGE_BUF];
328
329 /* run through the cmds of setup
330 * syntax is setup <cmdname1> <parameter> <cmdname2> <parameter> ...
331 *
332 * we send the status of the cmd back, or a FALSE is the cmd is the server unknown
333 * The client then must sort this out
334 */
335
336 LOG (llevInfo, "Get SetupCmd:: %s\n", buf);
337 strcpy (cmdback, "setup");
338 for (s = 0; s < len;)
339 {
340
341 cmd = &buf[s];
342
343 /* find the next space, and put a null there */
344 for (; buf[s] && buf[s] != ' '; s++);
345 buf[s++] = 0;
346 while (buf[s] == ' ')
347 s++;
348
349 if (s >= len)
350 break;
351
352 param = &buf[s];
353
354 for (; buf[s] && buf[s] != ' '; s++);
355 buf[s++] = 0;
356 while (buf[s] == ' ')
357 s++;
358
359 slen = strlen (cmdback);
360 safe_strcat (cmdback, " ", &slen, HUGE_BUF);
361 safe_strcat (cmdback, cmd, &slen, HUGE_BUF);
362 safe_strcat (cmdback, " ", &slen, HUGE_BUF);
363
364 if (!strcmp (cmd, "sound"))
365 {
366 ns->sound = atoi (param);
367 safe_strcat (cmdback, param, &slen, HUGE_BUF);
368 }
369 else if (!strcmp (cmd, "exp64"))
370 {
371 ns->exp64 = atoi (param);
372 safe_strcat (cmdback, param, &slen, HUGE_BUF);
373 }
374 else if (!strcmp (cmd, "spellmon"))
375 {
376 ns->monitor_spells = atoi (param);
377 safe_strcat (cmdback, param, &slen, HUGE_BUF);
378 }
379 else if (!strcmp (cmd, "darkness"))
380 {
381 ns->darkness = atoi (param);
382 safe_strcat (cmdback, param, &slen, HUGE_BUF);
383 }
384 else if (!strcmp (cmd, "map1cmd"))
385 {
386 if (atoi (param))
387 ns->mapmode = Map1Cmd;
388 /* if beyond this size, need to use map1cmd no matter what */
389 if (ns->mapx > 11 || ns->mapy > 11)
390 ns->mapmode = Map1Cmd;
391 safe_strcat (cmdback, ns->mapmode == Map1Cmd ? "1" : "0", &slen, HUGE_BUF);
392 }
393 else if (!strcmp (cmd, "map1acmd"))
394 {
395 if (atoi (param))
396 ns->mapmode = Map1aCmd;
397 /* if beyond this size, need to use map1acmd no matter what */
398 if (ns->mapx > 11 || ns->mapy > 11)
399 ns->mapmode = Map1aCmd;
400 safe_strcat (cmdback, ns->mapmode == Map1aCmd ? "1" : "0", &slen, HUGE_BUF);
401 }
402 else if (!strcmp (cmd, "newmapcmd"))
403 {
404 ns->newmapcmd = atoi (param);
405 safe_strcat (cmdback, param, &slen, HUGE_BUF);
406 // } else if (!strcmp(cmd,"plugincmd")) {
407 // ns->plugincmd = atoi(param);
408 // safe_strcat(cmdback, param, &slen, HUGE_BUF);
409 }
410 else if (!strcmp (cmd, "mapinfocmd"))
411 {
412 ns->mapinfocmd = atoi (param);
413 safe_strcat (cmdback, "1", &slen, HUGE_BUF);
414 }
415 else if (!strcmp (cmd, "extcmd"))
416 {
417 ns->extcmd = atoi (param);
418 safe_strcat (cmdback, "1", &slen, HUGE_BUF);
419 }
420 else if (!strcmp (cmd, "extmap"))
421 {
422 ns->extmap = atoi (param);
423 safe_strcat (cmdback, "1", &slen, HUGE_BUF);
424 }
425 else if (!strcmp (cmd, "facecache"))
426 {
427 ns->facecache = atoi (param);
428 safe_strcat (cmdback, param, &slen, HUGE_BUF);
429 }
430 else if (!strcmp (cmd, "faceset"))
431 {
432 char tmpbuf[20];
433 int q = atoi (param);
434
435 if (is_valid_faceset (q))
436 ns->faceset = q;
437 sprintf (tmpbuf, "%d", ns->faceset);
438 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
439 /* if the client is using faceset, it knows about image2 command */
440 ns->image2 = 1;
441 }
442 else if (!strcmp (cmd, "itemcmd"))
443 {
444 /* Version of the item protocol command to use. Currently,
445 * only supported versions are 1 and 2. Using a numeric
446 * value will make it very easy to extend this in the future.
447 */
448 char tmpbuf[20];
449 int q = atoi (param);
450
451 if (q < 1 || q > 2)
452 {
453 strcpy (tmpbuf, "FALSE");
454 }
455 else
456 {
457 ns->itemcmd = q;
458 sprintf (tmpbuf, "%d", ns->itemcmd);
459 }
460 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
461 }
462 else if (!strcmp (cmd, "mapsize"))
463 {
464 int x, y = 0;
465 char tmpbuf[MAX_BUF], *cp;
466
467 x = atoi (param);
468 for (cp = param; *cp != 0; cp++)
469 if (*cp == 'x' || *cp == 'X')
470 {
471 y = atoi (cp + 1);
472 break;
473 }
474 if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y)
475 {
476 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y);
477 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
478 }
479 else
480 {
481 ns->mapx = x;
482 ns->mapy = y;
483 /* better to send back what we are really using and not the
484 * param as given to us in case it gets parsed differently.
485 */
486 sprintf (tmpbuf, "%dx%d", x, y);
487 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
488 /* If beyond this size and still using orig map command, need to
489 * go to map1cmd.
490 */
491 if ((x > 11 || y > 11) && ns->mapmode == Map0Cmd)
492 ns->mapmode = Map1Cmd;
493 }
494 }
495 else if (!strcmp (cmd, "extendedMapInfos"))
496 {
497 /* Added by tchize
498 * prepare to use the mapextended command
499 */
500 char tmpbuf[20];
501
502 ns->ext_mapinfos = (atoi (param));
503 sprintf (tmpbuf, "%d", ns->ext_mapinfos);
504 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
505 }
506 else if (!strcmp (cmd, "extendedTextInfos"))
507 {
508 /* Added by tchize
509 * prepare to use the extended text commands
510 * Client toggle this to non zero to get exttext
511 */
512 char tmpbuf[20];
513
514 ns->has_readable_type = (atoi (param));
515 sprintf (tmpbuf, "%d", ns->has_readable_type);
516 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
517 }
518 else
519 {
520 /* Didn't get a setup command we understood -
521 * report a failure to the client.
522 */
523 safe_strcat (cmdback, "FALSE", &slen, HUGE_BUF);
524 }
525 } /* for processing all the setup commands */
526 LOG (llevInfo, "SendBack SetupCmd:: %s\n", cmdback);
527 Write_String_To_Socket (ns, cmdback, strlen (cmdback));
528 }
529
530 /**
531 * The client has requested to be added to the game.
532 * This is what takes care of it. We tell the client how things worked out.
533 * I am not sure if this file is the best place for this function. however,
534 * it either has to be here or init_sockets needs to be exported.
535 */
536 void
537 AddMeCmd (char *buf, int len, NewSocket * ns)
538 {
539 Settings oldsettings;
540
541 oldsettings = settings;
542 if (ns->status != Ns_Add || add_player (ns))
543 {
544 Write_String_To_Socket (ns, "addme_failed", 12);
545 }
546 else
547 {
548 /* Basically, the add_player copies the socket structure into
549 * the player structure, so this one (which is from init_sockets)
550 * is not needed anymore. The write below should still work, as the
551 * stuff in ns is still relevant.
552 */
553 Write_String_To_Socket (ns, "addme_success", 13);
554 socket_info.nconns--;
555 ns->status = Ns_Avail;
556 }
557 settings = oldsettings;
558 }
559
560 /** Reply to ExtendedInfos command */
561 void
562 ToggleExtendedInfos (char *buf, int len, NewSocket * ns)
563 {
564 char cmdback[MAX_BUF];
565 char command[50];
566 int info, nextinfo;
567
568 cmdback[0] = '\0';
569 nextinfo = 0;
570
571 while (1)
572 {
573 /* 1. Extract an info */
574 info = nextinfo;
575
576 while ((info < len) && (buf[info] == ' '))
577 info++;
578
579 if (info >= len)
580 break;
581
582 nextinfo = info + 1;
583
584 while ((nextinfo < len) && (buf[nextinfo] != ' '))
585 nextinfo++;
586
587 if (nextinfo - info >= 49) /*Erroneous info asked */
588 continue;
589
590 strncpy (command, &(buf[info]), nextinfo - info);
591
592 /* 2. Interpret info */
593 if (!strcmp ("smooth", command))
594 /* Toggle smoothing */
595 ns->EMI_smooth = !ns->EMI_smooth;
596 else
597 /*bad value */;
598
599 /*3. Next info */
600 }
601
602 strcpy (cmdback, "ExtendedInfoSet");
603
604 if (ns->EMI_smooth)
605 {
606 strcat (cmdback, " ");
607 strcat (cmdback, "smoothing");
608 }
609
610 Write_String_To_Socket (ns, cmdback, strlen (cmdback));
611 }
612
613 /*
614 #define MSG_TYPE_BOOK 1
615 #define MSG_TYPE_CARD 2
616 #define MSG_TYPE_PAPER 3
617 #define MSG_TYPE_SIGN 4
618 #define MSG_TYPE_MONUMENT 5
619 #define MSG_TYPE_SCRIPTED_DIALOG 6*/
620
621 /** Reply to ExtendedInfos command */
622 void
623 ToggleExtendedText (char *buf, int len, NewSocket * ns)
624 {
625 char cmdback[MAX_BUF];
626 char temp[10];
627 char command[50];
628 int info, nextinfo, i, flag;
629
630 cmdback[0] = '\0';
631
632 nextinfo = 0;
633 while (1)
634 {
635 /* 1. Extract an info */
636 info = nextinfo;
637
638 while ((info < len) && (buf[info] == ' '))
639 info++;
640
641 if (info >= len)
642 break;
643
644 nextinfo = info + 1;
645
646 while ((nextinfo < len) && (buf[nextinfo] != ' '))
647 nextinfo++;
648
649 if (nextinfo - info >= 49) /*Erroneous info asked */
650 continue;
651
652 strncpy (command, &(buf[info]), nextinfo - info);
653 command[nextinfo - info] = '\0';
654 /* 2. Interpret info */
655 i = sscanf (command, "%d", &flag);
656
657 if ((i == 1) && (flag > 0) && (flag <= MSG_TYPE_LAST))
658 ns->supported_readables |= (1 << flag);
659 /*3. Next info */
660 }
661
662 /* Send resulting state */
663 strcpy (cmdback, "ExtendedTextSet");
664
665 for (i = 0; i <= MSG_TYPE_LAST; i++)
666 if (ns->supported_readables & (1 << i))
667 {
668 strcat (cmdback, " ");
669 snprintf (temp, sizeof (temp), "%d", i);
670 strcat (cmdback, temp);
671 }
672
673 Write_String_To_Socket (ns, cmdback, strlen (cmdback));
674 }
675
676 /**
677 * A lot like the old AskSmooth (in fact, now called by AskSmooth).
678 * Basically, it makes no sense to wait for the client to request a
679 * a piece of data from us that we know the client wants. So
680 * if we know the client wants it, might as well push it to the
681 * client.
682 */
683 static void
684 SendSmooth (NewSocket * ns, uint16 face)
685 {
686 uint16 smoothface;
687
688 /* If we can't find a face, return and set it so we won't try to send this
689 * again.
690 */
691 if ((!FindSmooth (face, &smoothface)) && (!FindSmooth (smooth_face->number, &smoothface)))
692 {
693
694 LOG (llevError, "could not findsmooth for %d. Neither default (%s)\n", face, &smooth_face->name);
695 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
696 return;
697 }
698
699 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
700 esrv_send_face (ns, smoothface, 0);
701
702 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
703
704 SockList sl (MAXSOCKBUF);
705
706 sl << "smooth "
707 << uint16 (face)
708 << uint16 (smoothface);
709
710 Send_With_Handling (ns, &sl);
711 sl.free ();
712 }
713
714 /**
715 * Tells client the picture it has to use
716 * to smooth a picture number given as argument.
717 */
718 void
719 AskSmooth (char *buf, int len, NewSocket * ns)
720 {
721 uint16 facenbr;
722
723 facenbr = atoi (buf);
724 SendSmooth (ns, facenbr);
725 }
726
727 /**
728 * This handles the general commands from the client (ie, north, fire, cast,
729 * etc.)
730 */
731 void
732 PlayerCmd (char *buf, int len, player *pl)
733 {
734
735 /* The following should never happen with a proper or honest client.
736 * Therefore, the error message doesn't have to be too clear - if
737 * someone is playing with a hacked/non working client, this gives them
738 * an idea of the problem, but they deserve what they get
739 */
740 if (pl->state != ST_PLAYING)
741 {
742 new_draw_info_format (NDI_UNIQUE, 0, pl->ob, "You can not issue commands - state is not ST_PLAYING (%s)", buf);
743 return;
744 }
745 /* Check if there is a count. In theory, a zero count could also be
746 * sent, so check for that also.
747 */
748 if (atoi (buf) || buf[0] == '0')
749 {
750 pl->count = atoi ((char *) buf);
751 buf = strchr (buf, ' '); /* advance beyond the numbers */
752 if (!buf)
753 {
754 #ifdef ESRV_DEBUG
755 LOG (llevDebug, "PlayerCmd: Got count but no command.\n");
756 #endif
757 return;
758 }
759 buf++;
760 }
761 /* This should not happen anymore. */
762 if (pl->ob->speed_left < -1.0)
763 {
764 LOG (llevError, "Player has negative time - shouldn't do command.\n");
765 }
766 /* In c_new.c */
767 execute_newserver_command (pl->ob, (char *) buf);
768 /* Perhaps something better should be done with a left over count.
769 * Cleaning up the input should probably be done first - all actions
770 * for the command that issued the count should be done before any other
771 * commands.
772 */
773
774 pl->count = 0;
775
776 }
777
778
779 /**
780 * This handles the general commands from the client (ie, north, fire, cast,
781 * etc.). It is a lot like PlayerCmd above, but is called with the
782 * 'ncom' method which gives more information back to the client so it
783 * can throttle.
784 */
785 void
786 NewPlayerCmd (uint8 * buf, int len, player *pl)
787 {
788 int time, repeat;
789 char command[MAX_BUF];
790 short packet;
791
792 if (len < 7)
793 {
794 LOG (llevDebug, "Corrupt ncom command <%s> not long enough - discarding\n", buf);
795 return;
796 }
797
798 packet = net_uint16 (buf);
799 repeat = net_uint32 (buf + 2);
800
801 /* -1 is special - no repeat, but don't update */
802 if (repeat != -1)
803 pl->count = repeat;
804
805 if ((len - 4) >= MAX_BUF)
806 len = MAX_BUF - 5;
807
808 strncpy ((char *) command, (char *) buf + 6, len - 4);
809 command[len - 4] = '\0';
810
811 /* The following should never happen with a proper or honest client.
812 * Therefore, the error message doesn't have to be too clear - if
813 * someone is playing with a hacked/non working client, this gives them
814 * an idea of the problem, but they deserve what they get
815 */
816 if (pl->state != ST_PLAYING)
817 {
818 new_draw_info_format (NDI_UNIQUE, 0, pl->ob, "You can not issue commands - state is not ST_PLAYING (%s)", buf);
819 return;
820 }
821
822 /* This should not happen anymore. */
823 if (pl->ob->speed_left < -1.0)
824 LOG (llevError, "Player has negative time - shouldn't do command.\n");
825
826 /* In c_new.c */
827 execute_newserver_command (pl->ob, (char *) command);
828 /* Perhaps something better should be done with a left over count.
829 * Cleaning up the input should probably be done first - all actions
830 * for the command that issued the count should be done before any other
831 * commands.
832 */
833 pl->count = 0;
834
835 if (FABS (pl->ob->speed) < 0.001)
836 time = MAX_TIME * 100;
837 else
838 time = (int) (MAX_TIME / FABS (pl->ob->speed));
839
840 /* Send confirmation of command execution now */
841
842 SockList sl (MAXSOCKBUF);
843 sl << "comc " << uint16 (packet) << uint32 (time);
844 Send_With_Handling (&pl->socket, &sl);
845 sl.free ();
846 }
847
848
849 /** This is a reply to a previous query. */
850 void
851 ReplyCmd (char *buf, int len, player *pl)
852 {
853 /* This is to synthesize how the data would be stored if it
854 * was normally entered. A bit of a hack, and should be cleaned up
855 * once all the X11 code is removed from the server.
856 *
857 * We pass 13 to many of the functions because this way they
858 * think it was the carriage return that was entered, and the
859 * function then does not try to do additional input.
860 */
861 snprintf (pl->write_buf, sizeof (pl->write_buf), ":%s", buf);
862
863 /* this avoids any hacking here */
864
865 switch (pl->state)
866 {
867 case ST_PLAYING:
868 LOG (llevError, "Got reply message with ST_PLAYING input state\n");
869 break;
870
871 case ST_PLAY_AGAIN:
872 /* We can check this for return value (2==quit). Maybe we
873 * should, and do something appropriate?
874 */
875 receive_play_again (pl->ob, buf[0]);
876 break;
877
878 case ST_ROLL_STAT:
879 key_roll_stat (pl->ob, buf[0]);
880 break;
881
882 case ST_CHANGE_CLASS:
883
884 key_change_class (pl->ob, buf[0]);
885 break;
886
887 case ST_CONFIRM_QUIT:
888 key_confirm_quit (pl->ob, buf[0]);
889 break;
890
891 case ST_CONFIGURE:
892 LOG (llevError, "In client input handling, but into configure state\n");
893 pl->state = ST_PLAYING;
894 break;
895
896 case ST_GET_NAME:
897 receive_player_name (pl->ob, 13);
898 break;
899
900 case ST_GET_PASSWORD:
901 case ST_CONFIRM_PASSWORD:
902 receive_player_password (pl->ob, 13);
903 break;
904
905 case ST_GET_PARTY_PASSWORD: /* Get password for party */
906 receive_party_password (pl->ob, 13);
907 break;
908
909 default:
910 LOG (llevError, "Unknown input state: %d\n", pl->state);
911 }
912 }
913
914 /**
915 * Client tells its version. If there is a mismatch, we close the
916 * socket. In real life, all we should care about is the client having
917 * something older than the server. If we assume the client will be
918 * backwards compatible, having it be a later version should not be a
919 * problem.
920 */
921 void
922 VersionCmd (char *buf, int len, NewSocket * ns)
923 {
924 char *cp;
925 char version_warning[256];
926
927 if (!buf)
928 {
929 LOG (llevError, "CS: received corrupted version command\n");
930 return;
931 }
932
933 ns->cs_version = atoi (buf);
934 ns->sc_version = ns->cs_version;
935 if (VERSION_CS != ns->cs_version)
936 {
937 #ifdef ESRV_DEBUG
938 LOG (llevDebug, "CS: csversion mismatch (%d,%d)\n", VERSION_CS, ns->cs_version);
939 #endif
940 }
941 cp = strchr (buf + 1, ' ');
942 if (!cp)
943 return;
944 ns->sc_version = atoi (cp);
945 if (VERSION_SC != ns->sc_version)
946 {
947 #ifdef ESRV_DEBUG
948 LOG (llevDebug, "CS: scversion mismatch (%d,%d)\n", VERSION_SC, ns->sc_version);
949 #endif
950 }
951 cp = strchr (cp + 1, ' ');
952 if (cp)
953 {
954 LOG (llevDebug, "CS: connection from client of type <%s>, ip %s\n", cp, ns->host);
955
956 snprintf (ns->client, sizeof (ns->client), "%s", cp + 1);
957
958 /* This is first implementation - i skip all beta DX clients with it
959 * Add later stuff here for other clients
960 */
961
962 /* these are old dxclients */
963 /* Version 1024 added support for singular + plural name values -
964 * requiing this minimal value reduces complexity of that code, and it
965 * has been around for a long time.
966 */
967 if (ns->sc_version < 1026)
968 {
969 sprintf (version_warning, "drawinfo %d %s", NDI_RED,
970 "**** VERSION WARNING ****\n**** CLIENT IS TOO OLD!! UPDATE THE CLIENT!! ****");
971 Write_String_To_Socket (ns, version_warning, strlen (version_warning));
972 }
973
974 }
975 }
976
977 /** sound related functions. */
978
979 void
980 SetSound (char *buf, int len, NewSocket * ns)
981 {
982 ns->sound = atoi (buf);
983 }
984
985 /** client wants the map resent */
986
987 void
988 MapRedrawCmd (char *buf, int len, player *pl)
989 {
990
991 /* This function is currently disabled; just clearing the map state results in
992 * display errors. It should clear the cache and send a newmap command.
993 * Unfortunately this solution does not work because some client versions send
994 * a mapredraw command after receiving a newmap command.
995 */
996 #if 0
997 /* Okay, this is MAJOR UGLY. but the only way I know how to
998 * clear the "cache"
999 */
1000 memset (&pl->socket.lastmap, 0, sizeof (struct Map));
1001 draw_client_map (pl->ob);
1002 #endif
1003 }
1004
1005 /**
1006 * Moves an object (typically, container to inventory).
1007 * syntax is: move (to) (tag) (nrof)
1008 */
1009 void
1010 MoveCmd (char *buf, int len, player *pl)
1011 {
1012 int vals[3], i;
1013
1014 /* A little funky here. We only cycle for 2 records, because
1015 * we obviously am not going to find a space after the third
1016 * record. Perhaps we should just replace this with a
1017 * sscanf?
1018 */
1019 for (i = 0; i < 2; i++)
1020 {
1021 vals[i] = atoi (buf);
1022 if (!(buf = strchr (buf, ' ')))
1023 {
1024 LOG (llevError, "Incomplete move command: %s\n", buf);
1025 return;
1026 }
1027 buf++;
1028 }
1029 vals[2] = atoi (buf);
1030
1031 /* LOG(llevDebug,"Move item %d (nrof=%d) to %d.\n", vals[1], vals[2], vals[0]);*/
1032 esrv_move_object (pl->ob, vals[0], vals[1], vals[2]);
1033 }
1034
1035
1036
1037 /******************************************************************************
1038 *
1039 * Start of commands the server sends to the client.
1040 *
1041 ******************************************************************************/
1042
1043 /**
1044 * Asks the client to query the user. This way, the client knows
1045 * it needs to send something back (vs just printing out a message)
1046 */
1047 void
1048 send_query (NewSocket * ns, uint8 flags, char *text)
1049 {
1050 char buf[MAX_BUF];
1051
1052 sprintf (buf, "query %d %s", flags, text ? text : "");
1053 Write_String_To_Socket (ns, buf, strlen (buf));
1054 }
1055
1056 #define AddIfInt64(Old,New,Type) if (Old != New) {\
1057 Old = New; \
1058 sl << uint8 (Type) << uint64 (New); \
1059 }
1060
1061 #define AddIfInt(Old,New,Type) if (Old != New) {\
1062 Old = New; \
1063 sl << uint8 (Type) << uint32 (New); \
1064 }
1065
1066 #define AddIfShort(Old,New,Type) if (Old != New) {\
1067 Old = New; \
1068 sl << uint8 (Type) << uint16 (New); \
1069 }
1070
1071 #define AddIfFloat(Old,New,Type) if (Old != New) {\
1072 Old = New; \
1073 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI); \
1074 }
1075
1076 #define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
1077 free(Old); Old = strdup (New);\
1078 sl << uint8 (Type) << data8 (New); \
1079 }
1080
1081 /**
1082 * Sends a statistics update. We look at the old values,
1083 * and only send what has changed. Stat mapping values are in newclient.h
1084 * Since this gets sent a lot, this is actually one of the few binary
1085 * commands for now.
1086 */
1087 void
1088 esrv_update_stats (player *pl)
1089 {
1090 char buf[MAX_BUF];
1091 uint16 flags;
1092
1093 SockList sl (MAXSOCKBUF);
1094 sl << "stats ";
1095
1096 if (pl->ob != NULL)
1097 {
1098 AddIfShort (pl->last_stats.hp, pl->ob->stats.hp, CS_STAT_HP);
1099 AddIfShort (pl->last_stats.maxhp, pl->ob->stats.maxhp, CS_STAT_MAXHP);
1100 AddIfShort (pl->last_stats.sp, pl->ob->stats.sp, CS_STAT_SP);
1101 AddIfShort (pl->last_stats.maxsp, pl->ob->stats.maxsp, CS_STAT_MAXSP);
1102 AddIfShort (pl->last_stats.grace, pl->ob->stats.grace, CS_STAT_GRACE);
1103 AddIfShort (pl->last_stats.maxgrace, pl->ob->stats.maxgrace, CS_STAT_MAXGRACE);
1104 AddIfShort (pl->last_stats.Str, pl->ob->stats.Str, CS_STAT_STR);
1105 AddIfShort (pl->last_stats.Int, pl->ob->stats.Int, CS_STAT_INT);
1106 AddIfShort (pl->last_stats.Pow, pl->ob->stats.Pow, CS_STAT_POW);
1107 AddIfShort (pl->last_stats.Wis, pl->ob->stats.Wis, CS_STAT_WIS);
1108 AddIfShort (pl->last_stats.Dex, pl->ob->stats.Dex, CS_STAT_DEX);
1109 AddIfShort (pl->last_stats.Con, pl->ob->stats.Con, CS_STAT_CON);
1110 AddIfShort (pl->last_stats.Cha, pl->ob->stats.Cha, CS_STAT_CHA);
1111 }
1112
1113 if (pl->socket.exp64)
1114 {
1115 uint8 s;
1116
1117 for (s = 0; s < NUM_SKILLS; s++)
1118 {
1119 if (pl->last_skill_ob[s] && pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp)
1120 {
1121 /* Always send along the level if exp changes. This is only
1122 * 1 extra byte, but keeps processing simpler.
1123 */
1124 sl << uint8 (s + CS_STAT_SKILLINFO)
1125 << uint8 (pl->last_skill_ob[s]->level)
1126 << uint64 (pl->last_skill_ob[s]->stats.exp);
1127
1128 pl->last_skill_exp[s] = pl->last_skill_ob[s]->stats.exp;
1129 }
1130 }
1131 }
1132
1133 if (pl->socket.exp64)
1134 { AddIfInt64 (pl->last_stats.exp, pl->ob->stats.exp, CS_STAT_EXP64) }
1135 else
1136 { AddIfInt (pl->last_stats.exp, (int) pl->ob->stats.exp, CS_STAT_EXP) }
1137
1138 AddIfShort (pl->last_level, (char) pl->ob->level, CS_STAT_LEVEL);
1139 AddIfShort (pl->last_stats.wc, pl->ob->stats.wc, CS_STAT_WC);
1140 AddIfShort (pl->last_stats.ac, pl->ob->stats.ac, CS_STAT_AC);
1141 AddIfShort (pl->last_stats.dam, pl->ob->stats.dam, CS_STAT_DAM);
1142 AddIfFloat (pl->last_speed, pl->ob->speed, CS_STAT_SPEED);
1143 AddIfShort (pl->last_stats.food, pl->ob->stats.food, CS_STAT_FOOD);
1144 AddIfFloat (pl->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP);
1145 AddIfInt (pl->last_weight_limit, (sint32) weight_limit[pl->ob->stats.Str], CS_STAT_WEIGHT_LIM);
1146 flags = 0;
1147
1148 if (pl->fire_on)
1149 flags |= SF_FIREON;
1150
1151 if (pl->run_on)
1152 flags |= SF_RUNON;
1153
1154 AddIfShort (pl->last_flags, flags, CS_STAT_FLAGS);
1155
1156 if (pl->socket.sc_version < 1025)
1157 { AddIfShort (pl->last_resist[ATNR_PHYSICAL], pl->ob->resist[ATNR_PHYSICAL], CS_STAT_ARMOUR) }
1158 else
1159 {
1160 int i;
1161
1162 for (i = 0; i < NROFATTACKS; i++)
1163 {
1164 /* Skip ones we won't send */
1165 if (atnr_cs_stat[i] == -1)
1166 continue;
1167
1168 AddIfShort (pl->last_resist[i], pl->ob->resist[i], (char) atnr_cs_stat[i]);
1169 }
1170 }
1171
1172 if (pl->socket.monitor_spells)
1173 {
1174 AddIfInt (pl->last_path_attuned, pl->ob->path_attuned, CS_STAT_SPELL_ATTUNE);
1175 AddIfInt (pl->last_path_repelled, pl->ob->path_repelled, CS_STAT_SPELL_REPEL);
1176 AddIfInt (pl->last_path_denied, pl->ob->path_denied, CS_STAT_SPELL_DENY);
1177 }
1178
1179 rangetostring (pl->ob, buf); /* we want use the new fire & run system in new client */
1180 AddIfString (pl->socket.stats.range, buf, CS_STAT_RANGE);
1181 set_title (pl->ob, buf);
1182 AddIfString (pl->socket.stats.title, buf, CS_STAT_TITLE);
1183
1184 /* Only send it away if we have some actual data */
1185 if (sl.len > 6)
1186 {
1187 #ifdef ESRV_DEBUG
1188 LOG (llevDebug, "Sending stats command, %d bytes long.\n", sl.len);
1189 #endif
1190 Send_With_Handling (&pl->socket, &sl);
1191 }
1192
1193 sl.free ();
1194 }
1195
1196 /**
1197 * Tells the client that here is a player it should start using.
1198 */
1199 void
1200 esrv_new_player (player *pl, uint32 weight)
1201 {
1202 pl->last_weight = weight;
1203
1204 SockList sl (MAXSOCKBUF);
1205 sl << "player ";
1206
1207 sl << uint32 (pl->ob->count)
1208 << uint32 (weight)
1209 << uint32 (pl->ob->face->number)
1210 << data8 (pl->ob->name);
1211
1212 Send_With_Handling (&pl->socket, &sl);
1213 sl.free ();
1214 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1215 }
1216
1217 /**
1218 * Need to send an animation sequence to the client.
1219 * We will send appropriate face commands to the client if we haven't
1220 * sent them the face yet (this can become quite costly in terms of
1221 * how much we are sending - on the other hand, this should only happen
1222 * when the player logs in and picks stuff up.
1223 */
1224 void
1225 esrv_send_animation (NewSocket * ns, short anim_num)
1226 {
1227 int i;
1228
1229 /* Do some checking on the anim_num we got. Note that the animations
1230 * are added in contigous order, so if the number is in the valid
1231 * range, it must be a valid animation.
1232 */
1233 if (anim_num < 0 || anim_num > num_animations)
1234 {
1235 LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
1236 return;
1237 }
1238
1239 SockList sl (MAXSOCKBUF);
1240
1241 sl << "anim "
1242 << uint16 (anim_num)
1243 << uint16 (0); /* flags - not used right now */
1244
1245 /* Build up the list of faces. Also, send any information (ie, the
1246 * the face itself) down to the client.
1247 */
1248 for (i = 0; i < animations[anim_num].num_animations; i++)
1249 {
1250 if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE))
1251 esrv_send_face (ns, animations[anim_num].faces[i], 0);
1252 sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */
1253 }
1254
1255 Send_With_Handling (ns, &sl);
1256 sl.free ();
1257
1258 ns->anims_sent[anim_num] = 1;
1259 }
1260
1261
1262 /******************************************************************************
1263 *
1264 * Start of map related commands.
1265 *
1266 ******************************************************************************/
1267
1268 /**
1269 * This adds face_num to a map cell at x,y. If the client doesn't have
1270 * the face yet, we will also send it.
1271 */
1272 static void
1273 esrv_map_setbelow (NewSocket * ns, int x, int y, short face_num, struct Map *newmap)
1274 {
1275 if (newmap->cells[x][y].count >= MAP_LAYERS)
1276 {
1277 LOG (llevError, "Too many faces in map cell %d %d\n", x, y);
1278 return;
1279 abort ();
1280 }
1281
1282 newmap->cells[x][y].faces[newmap->cells[x][y].count] = face_num;
1283 newmap->cells[x][y].count++;
1284
1285 if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE))
1286 esrv_send_face (ns, face_num, 0);
1287 }
1288
1289 struct LayerCell
1290 {
1291 uint16 xy;
1292 short face;
1293 };
1294
1295 struct MapLayer
1296 {
1297 int count;
1298 struct LayerCell lcells[MAP_CLIENT_X * MAP_CLIENT_Y];
1299 };
1300
1301 /** Checkes if map cells have changed */
1302 static int
1303 mapcellchanged (NewSocket * ns, int i, int j, struct Map *newmap)
1304 {
1305 int k;
1306
1307 if (ns->lastmap.cells[i][j].count != newmap->cells[i][j].count)
1308 return 1;
1309 for (k = 0; k < newmap->cells[i][j].count; k++)
1310 {
1311 if (ns->lastmap.cells[i][j].faces[k] != newmap->cells[i][j].faces[k])
1312 {
1313 return 1;
1314 }
1315 }
1316 return 0;
1317 }
1318
1319 /**
1320 * Basically, what this does is pack the data into layers.
1321 * cnum is the client number, cur is the the buffer we put all of
1322 * this data into. we return the end of the data. layers is
1323 * how many layers of data we should back.
1324 */
1325 static uint8 *
1326 compactlayer (NewSocket * ns, unsigned char *cur, int numlayers, struct Map *newmap)
1327 {
1328 int x, y, k;
1329 int face;
1330 unsigned char *fcur;
1331 struct MapLayer layers[MAP_LAYERS];
1332
1333 for (k = 0; k < MAP_LAYERS; k++)
1334 layers[k].count = 0;
1335 fcur = cur;
1336 for (x = 0; x < ns->mapx; x++)
1337 {
1338 for (y = 0; y < ns->mapy; y++)
1339 {
1340 if (!mapcellchanged (ns, x, y, newmap))
1341 continue;
1342 if (newmap->cells[x][y].count == 0)
1343 {
1344 *cur = x * ns->mapy + y; /* mark empty space */
1345 cur++;
1346 continue;
1347 }
1348 for (k = 0; k < newmap->cells[x][y].count; k++)
1349 {
1350 layers[k].lcells[layers[k].count].xy = x * ns->mapy + y;
1351 layers[k].lcells[layers[k].count].face = newmap->cells[x][y].faces[k];
1352 layers[k].count++;
1353 }
1354 }
1355 }
1356 /* If no data, return now. */
1357 if (fcur == cur && layers[0].count == 0)
1358 return cur;
1359 *cur = 255; /* mark end of explicitly cleared cells */
1360 cur++;
1361 /* First pack by layers. */
1362 for (k = 0; k < numlayers; k++)
1363 {
1364 if (layers[k].count == 0)
1365 break; /* once a layer is entirely empty, no layer below it can
1366 have anything in it either */
1367 /* Pack by entries in thie layer */
1368 for (x = 0; x < layers[k].count;)
1369 {
1370 fcur = cur;
1371 *cur = layers[k].lcells[x].face >> 8;
1372 cur++;
1373 *cur = layers[k].lcells[x].face & 0xFF;
1374 cur++;
1375 face = layers[k].lcells[x].face;
1376 /* Now, we back the redundant data into 1 byte xy pairings */
1377 for (y = x; y < layers[k].count; y++)
1378 {
1379 if (layers[k].lcells[y].face == face)
1380 {
1381 *cur = (uint8) layers[k].lcells[y].xy;
1382 cur++;
1383 layers[k].lcells[y].face = -1;
1384 }
1385 }
1386 *(cur - 1) = *(cur - 1) | 128; /* mark for end of xy's; 11*11 < 128 */
1387 /* forward over the now redundant data */
1388 while (x < layers[k].count && layers[k].lcells[x].face == -1)
1389 x++;
1390 }
1391 *fcur = *fcur | 128; /* mark for end of faces at this layer */
1392 }
1393 return cur;
1394 }
1395
1396 static void
1397 esrv_map_doneredraw (NewSocket * ns, struct Map *newmap)
1398 {
1399 static long frames, bytes, tbytes, tframes;
1400 char *cur;
1401
1402 SockList sl (MAXSOCKBUF);
1403 sl << "map ";
1404
1405 cur = (char *) compactlayer (ns, (unsigned char *) sl.buf + sl.len, MAP_LAYERS, newmap);
1406 sl.len = cur - (char *) sl.buf;
1407
1408 /* LOG(llevDebug, "Sending map command.\n");*/
1409
1410 if (sl.len > (int) strlen ("map ") || ns->sent_scroll)
1411 {
1412 /* All of this is just accounting stuff */
1413 if (tframes > 100)
1414 tframes = tbytes = 0;
1415
1416 tframes++;
1417 frames++;
1418 tbytes += sl.len;
1419 bytes += sl.len;
1420 memcpy (&ns->lastmap, newmap, sizeof (struct Map));
1421 Send_With_Handling (ns, &sl);
1422 ns->sent_scroll = 0;
1423 }
1424
1425 sl.free ();
1426 }
1427
1428
1429 /** Clears a map cell */
1430 static void
1431 map_clearcell (struct MapCell *cell, int face0, int face1, int face2, int count)
1432 {
1433 cell->faces[0] = face0;
1434 cell->faces[1] = face1;
1435 cell->faces[2] = face2;
1436 cell->count = count;
1437 cell->stat_hp = 0;
1438 cell->flags = 0;
1439 cell->player = 0;
1440 }
1441
1442 #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
1443 #define MAX_LAYERS 3
1444
1445 /* Using a global really isn't a good approach, but saves the over head of
1446 * allocating and deallocating such a block of data each time run through,
1447 * and saves the space of allocating this in the socket object when we only
1448 * need it for this cycle. If the serve is ever threaded, this needs to be
1449 * re-examined.
1450 */
1451
1452 static object *heads[MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS];
1453
1454 /**
1455 * Returns true if any of the heads for this
1456 * space is set. Returns false if all are blank - this is used
1457 * for empty space checking.
1458 */
1459 static inline int
1460 have_head (int ax, int ay)
1461 {
1462
1463 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS] ||
1464 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 1] || heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 2])
1465 return 1;
1466 return 0;
1467 }
1468
1469 /**
1470 * check_head is a bit simplistic version of update_space below.
1471 * basically, it only checks the that the head on space ax,ay at layer
1472 * needs to get sent - if so, it adds the data, sending the head
1473 * if needed, and returning 1. If this no data needs to get
1474 * sent, it returns zero.
1475 */
1476 static int
1477 check_head (SockList &sl, NewSocket &ns, int ax, int ay, int layer)
1478 {
1479 short face_num;
1480
1481 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer])
1482 face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face->number;
1483 else
1484 face_num = 0;
1485
1486 if (face_num != ns.lastmap.cells[ax][ay].faces[layer])
1487 {
1488 SockList_AddShort (&sl, face_num);
1489 if (face_num && !(ns.faces_sent[face_num] & NS_FACESENT_FACE))
1490 esrv_send_face (&ns, face_num, 0);
1491
1492 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer] = NULL;
1493 ns.lastmap.cells[ax][ay].faces[layer] = face_num;
1494 return 1;
1495 }
1496
1497 return 0; /* No change */
1498 }
1499
1500 /**
1501 * Removes the need to replicate the same code for each layer.
1502 * this returns true if this space is now in fact different than
1503 * it was.
1504 * sl is the socklist this data is going into.
1505 * ns is the socket we are working on - all the info we care
1506 * about is in this socket structure, so now need not pass the
1507 * entire player object.
1508 * mx and my are map coordinate offsets for map mp
1509 * sx and sy are the offsets into the socket structure that
1510 * holds the old values.
1511 * layer is the layer to update, with 2 being the floor and 0 the
1512 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ)
1513 * take. Interesting to note that before this function, the map1 function
1514 * numbers the spaces differently - I think this was a leftover from
1515 * the map command, where the faces stack up. Sinces that is no longer
1516 * the case, it seems to make more sense to have these layer values
1517 * actually match.
1518 */
1519
1520 static int
1521 update_space (SockList &sl, NewSocket &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1522 {
1523 object *ob, *head;
1524 uint16 face_num;
1525 int bx, by, i;
1526
1527 /* If there is a multipart object stored away, treat that as more important.
1528 * If not, then do the normal processing.
1529 */
1530 head = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer];
1531
1532 /* Check to see if this head is part of the set of objects
1533 * we would normally send for this space. If so, then
1534 * don't use the head value. We need to do the check
1535 * here and not when setting up the heads[] value for two reasons -
1536 * 1) the heads[] values will get used even if the space is not visible.
1537 * 2) its possible the head is not on the same map as a part, and I'd
1538 * rather not need to do the map translation overhead.
1539 * 3) We need to do some extra checking to make sure that we will
1540 * otherwise send the image as this layer, eg, either it matches
1541 * the head value, or is not multipart.
1542 */
1543 if (head && !head->more)
1544 {
1545 for (i = 0; i < MAP_LAYERS; i++)
1546 {
1547 ob = GET_MAP_FACE_OBJ (mp, mx, my, i);
1548 if (!ob)
1549 continue;
1550
1551 if (ob->head)
1552 ob = ob->head;
1553
1554 if (ob == head)
1555 {
1556 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer] = NULL;
1557 head = NULL;
1558 break;
1559 }
1560 }
1561 }
1562
1563 ob = head;
1564 if (!ob)
1565 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1566
1567 /* If there is no object for this space, or if the face for the object
1568 * is the blank face, set the face number to zero.
1569 * else if we have the stored head object for this space, that takes
1570 * precedence over the other object for this space.
1571 * otherwise, we do special head processing
1572 */
1573 if (!ob || ob->face == blank_face)
1574 face_num = 0;
1575 else if (head)
1576 {
1577 /* if this is a head that had previously been stored */
1578 face_num = ob->face->number;
1579 }
1580 else
1581 {
1582 /* if the faces for the different parts of a multipart object
1583 * are the same, we only want to send the bottom right most
1584 * portion of the object. That info is in the tail_.. values
1585 * of the head. Note that for the head itself, ob->head will
1586 * be null, so we only do this block if we are working on
1587 * a tail piece.
1588 */
1589
1590 /* tail_x and tail_y will only be set in the head object. If
1591 * this is the head object and these are set, we proceed
1592 * with logic to only send bottom right. Similarly, if
1593 * this is one of the more parts but the head has those values
1594 * set, we want to do the processing. There can be cases where
1595 * the head is not visible but one of its parts is, so we just
1596 * can always expect that ob->arch->tail_x will be true for all
1597 * object we may want to display.
1598 */
1599 if ((ob->arch->tail_x || ob->arch->tail_y) || (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y)))
1600 {
1601
1602 if (ob->head)
1603 head = ob->head;
1604 else
1605 head = ob;
1606
1607 /* Basically figure out where the offset is from where we are right
1608 * now. the ob->arch->clone.{x,y} values hold the offset that this current
1609 * piece is from the head, and the tail is where the tail is from the
1610 * head. Note that bx and by will equal sx and sy if we are already working
1611 * on the bottom right corner. If ob is the head, the clone values
1612 * will be zero, so the right thing will still happen.
1613 */
1614 bx = sx + head->arch->tail_x - ob->arch->clone.x;
1615 by = sy + head->arch->tail_y - ob->arch->clone.y;
1616
1617 /* I don't think this can ever happen, but better to check for it just
1618 * in case.
1619 */
1620 if (bx < sx || by < sy)
1621 {
1622 LOG (llevError, "update_space: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n", bx, by, sx, sy);
1623 face_num = 0;
1624 }
1625 /* single part object, multipart object with non merged faces,
1626 * of multipart object already at lower right.
1627 */
1628 else if (bx == sx && by == sy)
1629 {
1630 face_num = ob->face->number;
1631
1632 /* if this face matches one stored away, clear that one away.
1633 * this code relies on the fact that the map1 commands
1634 * goes from 2 down to 0.
1635 */
1636 for (i = 0; i < MAP_LAYERS; i++)
1637 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] &&
1638 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face->number == face_num)
1639 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL;
1640 }
1641 else
1642 {
1643 /* If this head is stored away, clear it - otherwise,
1644 * there can be cases where a object is on multiple layers -
1645 * we only want to send it once.
1646 */
1647 face_num = head->face->number;
1648 for (i = 0; i < MAP_LAYERS; i++)
1649 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] &&
1650 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face->number == face_num)
1651 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL;
1652
1653 /* First, try to put the new head on the same layer. If that is used up,
1654 * then find another layer.
1655 */
1656 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] == NULL)
1657 {
1658 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] = head;
1659 }
1660 else
1661 for (i = 0; i < MAX_LAYERS; i++)
1662 {
1663 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == NULL ||
1664 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == head)
1665 {
1666 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = head;
1667 }
1668 }
1669 face_num = 0; /* Don't send this object - we'll send the head later */
1670 }
1671 }
1672 else
1673 {
1674 /* In this case, we are already at the lower right or single part object,
1675 * so nothing special
1676 */
1677 face_num = ob->face->number;
1678
1679 /* clear out any head entries that have the same face as this one */
1680 for (bx = 0; bx < layer; bx++)
1681 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] &&
1682 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face->number == face_num)
1683 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL;
1684 }
1685 } /* else not already head object or blank face */
1686
1687 /* This is a real hack. Basically, if we have nothing to send for this layer,
1688 * but there is a head on the next layer, send that instead.
1689 * Without this, what happens is you can get the case where the player stands
1690 * on the same space as the head. However, if you have overlapping big objects
1691 * of the same type, what happens then is it doesn't think it needs to send
1692 * This tends to make stacking also work/look better.
1693 */
1694 if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1])
1695 {
1696 face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]->face->number;
1697 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1] = NULL;
1698 }
1699
1700 /* Another hack - because of heads and whatnot, this face may match one
1701 * we already sent for a lower layer. In that case, don't send
1702 * this one.
1703 */
1704 if (face_num && layer + 1 < MAP_LAYERS && ns.lastmap.cells[sx][sy].faces[layer + 1] == face_num)
1705 face_num = 0;
1706
1707 /* We've gotten what face we want to use for the object. Now see if
1708 * if it has changed since we last sent it to the client.
1709 */
1710 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num)
1711 {
1712 ns.lastmap.cells[sx][sy].faces[layer] = face_num;
1713 if (!(ns.faces_sent[face_num] & NS_FACESENT_FACE))
1714 esrv_send_face (&ns, face_num, 0);
1715
1716 sl << uint16 (face_num);
1717 return 1;
1718 }
1719
1720 /* Nothing changed */
1721 return 0;
1722 }
1723
1724 /**
1725 * This function is mainly a copy of update_space,
1726 * except it handles update of the smoothing updates,
1727 * not the face updates.
1728 * Removes the need to replicate the same code for each layer.
1729 * this returns true if this smooth is now in fact different
1730 * than it was.
1731 * sl is the socklist this data is going into.
1732 * ns is the socket we are working on - all the info we care
1733 * about is in this socket structure, so know need to pass the
1734 * entire player object.
1735 * mx and my are map coordinate offsets for map mp
1736 * sx and sy are the offsets into the socket structure that
1737 * holds the old values.
1738 * layer is the layer to update, with 2 being the floor and 0 the
1739 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ
1740 * take.
1741 */
1742
1743 static inline int
1744 update_smooth (SockList &sl, NewSocket &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1745 {
1746 object *ob;
1747 int smoothlevel; /* old face_num; */
1748
1749 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1750
1751 /* If there is no object for this space, or if the face for the object
1752 * is the blank face, set the smoothlevel to zero.
1753 */
1754 if (!ob || ob->face == blank_face || MAP_NOSMOOTH (mp))
1755 smoothlevel = 0;
1756 else
1757 {
1758 smoothlevel = ob->smoothlevel;
1759 if (smoothlevel && !(ns.faces_sent[ob->face->number] & NS_FACESENT_SMOOTH))
1760 SendSmooth (&ns, ob->face->number);
1761 } /* else not already head object or blank face */
1762
1763 /* We've gotten what face we want to use for the object. Now see if
1764 * if it has changed since we last sent it to the client.
1765 */
1766 if (smoothlevel > 255)
1767 smoothlevel = 255;
1768 else if (smoothlevel < 0)
1769 smoothlevel = 0;
1770
1771 if (ns.lastmap.cells[sx][sy].smooth[layer] != smoothlevel)
1772 {
1773 ns.lastmap.cells[sx][sy].smooth[layer] = smoothlevel;
1774 sl << uint8 (smoothlevel);
1775 return 1;
1776 }
1777
1778 /* Nothing changed */
1779 return 0;
1780 }
1781
1782 /**
1783 * Returns the size of a data for a map square as returned by
1784 * mapextended. There are CLIENTMAPX*CLIENTMAPY*LAYERS entries
1785 * available.
1786 */
1787 int
1788 getExtendedMapInfoSize (NewSocket * ns)
1789 {
1790 int result = 0;
1791
1792 if (ns->ext_mapinfos)
1793 {
1794 if (ns->EMI_smooth)
1795 result += 1; /*One byte for smoothlevel */
1796 }
1797 return result;
1798 }
1799
1800 /**
1801 * This function uses the new map1 protocol command to send the map
1802 * to the client. It is necessary because the old map command supports
1803 * a maximum map size of 15x15.
1804 * This function is much simpler than the old one. This is because
1805 * the old function optimized to send as few face identifiers as possible,
1806 * at the expense of sending more coordinate location (coordinates were
1807 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1808 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1809 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1810 * and use the other 4 bits for other informatiion. For full documentation
1811 * of what we send, see the doc/Protocol file.
1812 * I will describe internally what we do:
1813 * the socket->lastmap shows how the map last looked when sent to the client.
1814 * in the lastmap structure, there is a cells array, which is set to the
1815 * maximum viewable size (As set in config.h).
1816 * in the cells, there are faces and a count value.
1817 * we use the count value to hold the darkness value. If -1, then this space
1818 * is not viewable.
1819 * we use faces[0] faces[1] faces[2] to hold what the three layers
1820 * look like.
1821 */
1822 void
1823 draw_client_map1 (object *pl)
1824 {
1825 int x, y, ax, ay, d, startlen, max_x, max_y, oldlen;
1826 sint16 nx, ny;
1827 int estartlen, eoldlen;
1828 uint16 mask, emask;
1829 uint8 eentrysize;
1830 uint16 ewhatstart, ewhatflag;
1831 uint8 extendedinfos;
1832 maptile *m;
1833
1834 NewSocket &socket = pl->contr->socket;
1835
1836 check_map_change (pl->contr);
1837
1838 SockList sl (MAXSOCKBUF);
1839 SockList esl (MAXSOCKBUF);
1840
1841 sl << (socket.mapmode == Map1Cmd ? "map1 " : "map1a ");
1842 startlen = sl.len;
1843
1844 /*Extendedmapinfo structure initialisation */
1845 if (socket.ext_mapinfos)
1846 {
1847 extendedinfos = EMI_NOREDRAW;
1848
1849 if (socket.EMI_smooth)
1850 extendedinfos |= EMI_SMOOTH;
1851
1852 ewhatstart = esl.len;
1853 ewhatflag = extendedinfos; /*The EMI_NOREDRAW bit
1854 could need to be taken away */
1855 eentrysize = getExtendedMapInfoSize (&socket);
1856 esl << "mapextended "
1857 << uint8 (extendedinfos)
1858 << uint8 (eentrysize);
1859 estartlen = esl.len;
1860 }
1861 else
1862 {
1863 /* suppress compiler warnings */
1864 ewhatstart = 0;
1865 ewhatflag = 0;
1866 estartlen = 0;
1867 }
1868
1869 /* Init data to zero */
1870 memset (heads, 0, sizeof (object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS);
1871
1872 /* x,y are the real map locations. ax, ay are viewport relative
1873 * locations.
1874 */
1875 ay = 0;
1876
1877 /* We could do this logic as conditionals in the if statement,
1878 * but that started to get a bit messy to look at.
1879 */
1880 max_x = pl->x + (socket.mapx + 1) / 2;
1881 max_y = pl->y + (socket.mapy + 1) / 2;
1882
1883 if (socket.mapmode == Map1aCmd)
1884 {
1885 max_x += MAX_HEAD_OFFSET;
1886 max_y += MAX_HEAD_OFFSET;
1887 }
1888
1889 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++)
1890 {
1891 ax = 0;
1892 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++)
1893 {
1894
1895 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1896
1897 /* If this space is out of the normal viewable area, we only check
1898 * the heads value ax or ay will only be greater than what
1899 * the client wants if using the map1a command - this is because
1900 * if the map1a command is not used, max_x and max_y will be
1901 * set to lower values.
1902 */
1903 if (ax >= socket.mapx || ay >= socket.mapy)
1904 {
1905 int i, got_one;
1906
1907 oldlen = sl.len;
1908
1909 sl << uint16 (mask);
1910
1911 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1912 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1913 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1914
1915 /* If all we are doing is sending 0 (blank) faces, we don't
1916 * actually need to send that - just the coordinates
1917 * with no faces tells the client to blank out the
1918 * space.
1919 */
1920 got_one = 0;
1921 for (i = oldlen + 2; i < sl.len; i++)
1922 if (sl.buf[i])
1923 got_one = 1;
1924
1925 if (got_one && (mask & 0xf))
1926 sl.buf[oldlen + 1] = mask & 0xff;
1927 else
1928 { /*either all faces blank, either no face at all */
1929 if (mask & 0xf) /*at least 1 face, we know it's blank, only send coordinates */
1930 sl.len = oldlen + 2;
1931 else
1932 sl.len = oldlen;
1933 }
1934
1935 /*What concerns extendinfos, nothing to be done for now
1936 * (perhaps effects layer later)
1937 */
1938 continue; /* don't do processing below */
1939 }
1940
1941 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1942
1943 d = pl->contr->blocked_los[ax][ay];
1944
1945 /* If the coordinates are not valid, or it is too dark to see,
1946 * we tell the client as such
1947 */
1948 nx = x;
1949 ny = y;
1950 m = get_map_from_coord (pl->map, &nx, &ny);
1951
1952 if (!m)
1953 {
1954 /* space is out of map. Update space and clear values
1955 * if this hasn't already been done. If the space is out
1956 * of the map, it shouldn't have a head
1957 */
1958 if (lastcell.count != -1)
1959 {
1960 sl << uint16 (mask);
1961 map_clearcell (&lastcell, 0, 0, 0, -1);
1962 }
1963 }
1964 else if (d > 3)
1965 {
1966 int need_send = 0, count;
1967
1968 /* This block deals with spaces that are not visible for whatever
1969 * reason. Still may need to send the head for this space.
1970 */
1971
1972 oldlen = sl.len;
1973
1974 sl << uint16 (mask);
1975
1976 if (lastcell.count != -1)
1977 need_send = 1;
1978
1979 count = -1;
1980
1981 if (socket.mapmode == Map1aCmd && have_head (ax, ay))
1982 {
1983 /* Now check to see if any heads need to be sent */
1984
1985 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1986 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1987 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1988
1989 lastcell.count = count;
1990 }
1991 else
1992 {
1993 /* properly clear a previously sent big face */
1994 if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0
1995 || lastcell.stat_hp || lastcell.flags || lastcell.player)
1996 need_send = 1;
1997
1998 map_clearcell (&lastcell, 0, 0, 0, count);
1999 }
2000
2001 if ((mask & 0xf) || need_send)
2002 sl.buf[oldlen + 1] = mask & 0xff;
2003 else
2004 sl.len = oldlen;
2005 }
2006 else
2007 {
2008 /* In this block, the space is visible or there are head objects
2009 * we need to send.
2010 */
2011
2012 /* Rather than try to figure out what everything that we might
2013 * need to send is, then form the packet after that,
2014 * we presume that we will in fact form a packet, and update
2015 * the bits by what we do actually send. If we send nothing,
2016 * we just back out sl.len to the old value, and no harm
2017 * is done.
2018 * I think this is simpler than doing a bunch of checks to see
2019 * what if anything we need to send, setting the bits, then
2020 * doing those checks again to add the real data.
2021 */
2022 oldlen = sl.len;
2023 mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
2024 eoldlen = esl.len;
2025 emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
2026 sl << uint16 (mask);
2027
2028 if (socket.ext_mapinfos)
2029 esl << uint16 (emask);
2030
2031 unsigned char dummy;
2032 unsigned char *last_ext = &dummy;
2033
2034 /* Darkness changed */
2035 if (lastcell.count != d && socket.darkness)
2036 {
2037 mask |= 0x8;
2038
2039 if (socket.extmap)
2040 {
2041 *last_ext |= 0x80;
2042 last_ext = sl.buf + sl.len;
2043 sl << uint8 (d);
2044 }
2045 else
2046 sl << uint8 (255 - 64 * d);
2047 }
2048
2049 lastcell.count = d;
2050
2051 if (socket.extmap)
2052 {
2053 uint8 stat_hp = 0;
2054 uint8 stat_width = 0;
2055 uint8 flags = 0;
2056 UUID player = 0;
2057
2058 // send hp information, if applicable
2059 if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0))
2060 {
2061 if (op->head || op->invisible)
2062 ; // do not show
2063 else if (op->type == PLAYER
2064 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR))
2065 {
2066 if (op->stats.maxhp > 0 && (unsigned) op->stats.maxhp > (unsigned) op->stats.hp)
2067 {
2068 stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp;
2069 stat_width = op->arch->tail_x;
2070 }
2071 }
2072
2073 if (op->msg && op->msg[0] == '@')
2074 flags |= 1;
2075
2076 if (op->type == PLAYER && op != pl)
2077 player = op->count;
2078 }
2079
2080 if (lastcell.stat_hp != stat_hp)
2081 {
2082 lastcell.stat_hp = stat_hp;
2083
2084 mask |= 0x8;
2085 *last_ext |= 0x80;
2086 last_ext = sl.buf + sl.len;
2087
2088 sl << uint8 (5) << uint8 (stat_hp);
2089
2090 if (stat_width > 1)
2091 {
2092 *last_ext |= 0x80;
2093 last_ext = sl.buf + sl.len;
2094
2095 sl << uint8 (6) << uint8 (stat_width);
2096 }
2097 }
2098
2099 if (lastcell.player != player)
2100 {
2101 lastcell.player = player;
2102
2103 mask |= 0x8;
2104 *last_ext |= 0x80;
2105 last_ext = sl.buf + sl.len;
2106
2107 sl << uint8 (0x47) << uint8 (8) << (uint64)player;
2108 }
2109
2110 if (lastcell.flags != flags)
2111 {
2112 lastcell.flags = flags;
2113
2114 mask |= 0x8;
2115 *last_ext |= 0x80;
2116 last_ext = sl.buf + sl.len;
2117
2118 sl << uint8 (8) << uint8 (flags);
2119 }
2120 }
2121
2122 /* Floor face */
2123 if (update_space (sl, socket, m, nx, ny, ax, ay, 2))
2124 mask |= 0x4;
2125
2126 if (socket.EMI_smooth)
2127 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 2))
2128 emask |= 0x4;
2129
2130 /* Middle face */
2131 if (update_space (sl, socket, m, nx, ny, ax, ay, 1))
2132 mask |= 0x2;
2133
2134 if (socket.EMI_smooth)
2135 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1))
2136 emask |= 0x2;
2137
2138 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
2139 {
2140 if (lastcell.faces[0] != pl->face->number)
2141 {
2142 lastcell.faces[0] = pl->face->number;
2143 mask |= 0x1;
2144
2145 if (!(socket.faces_sent[pl->face->number] & NS_FACESENT_FACE))
2146 esrv_send_face (&socket, pl->face->number, 0);
2147
2148 sl << uint16 (pl->face->number);
2149 }
2150 }
2151 else
2152 {
2153 /* Top face */
2154 if (update_space (sl, socket, m, nx, ny, ax, ay, 0))
2155 mask |= 0x1;
2156
2157 if (socket.EMI_smooth)
2158 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 0))
2159 emask |= 0x1;
2160 }
2161
2162 /* Check to see if we are in fact sending anything for this
2163 * space by checking the mask. If so, update the mask.
2164 * if not, reset the len to that from before adding the mask
2165 * value, so we don't send those bits.
2166 */
2167 if (mask & 0xf)
2168 sl.buf[oldlen + 1] = mask & 0xff;
2169 else
2170 sl.len = oldlen;
2171
2172 if (emask & 0xf)
2173 esl.buf[eoldlen + 1] = emask & 0xff;
2174 else
2175 esl.len = eoldlen;
2176 } /* else this is a viewable space */
2177 } /* for x loop */
2178 } /* for y loop */
2179
2180 /* Verify that we in fact do need to send this */
2181 if (socket.ext_mapinfos)
2182 {
2183 if (!(sl.len > startlen || socket.sent_scroll))
2184 {
2185 /* No map data will follow, so don't say the client
2186 * it doesn't need draw!
2187 */
2188 ewhatflag &= (~EMI_NOREDRAW);
2189 esl.buf[ewhatstart + 1] = ewhatflag & 0xff;
2190 }
2191
2192 if (esl.len > estartlen)
2193 Send_With_Handling (&socket, &esl);
2194 }
2195
2196 if (sl.len > startlen || socket.sent_scroll)
2197 {
2198 Send_With_Handling (&socket, &sl);
2199 socket.sent_scroll = 0;
2200 }
2201
2202 sl.free ();
2203 esl.free ();
2204 }
2205
2206 /**
2207 * Draws client map.
2208 */
2209 void
2210 draw_client_map (object *pl)
2211 {
2212 int i, j;
2213 sint16 ax, ay, nx, ny; /* ax and ay goes from 0 to max-size of arrays */
2214 New_Face *face, *floor;
2215 New_Face *floor2;
2216 int d, mflags;
2217 struct Map newmap;
2218 maptile *m, *pm;
2219
2220 if (pl->type != PLAYER)
2221 {
2222 LOG (llevError, "draw_client_map called with non player/non eric-server\n");
2223 return;
2224 }
2225
2226 pm = pl->map;
2227
2228 /* If player is just joining the game, he isn't here yet, so the map
2229 * can get swapped out. If so, don't try to send them a map. All will
2230 * be OK once they really log in.
2231 */
2232 if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
2233 return;
2234
2235 memset (&newmap, 0, sizeof (struct Map));
2236
2237 for (j = (pl->y - pl->contr->socket.mapy / 2); j < (pl->y + (pl->contr->socket.mapy + 1) / 2); j++)
2238 {
2239 for (i = (pl->x - pl->contr->socket.mapx / 2); i < (pl->x + (pl->contr->socket.mapx + 1) / 2); i++)
2240 {
2241 ax = i;
2242 ay = j;
2243 m = pm;
2244 mflags = get_map_flags (m, &m, ax, ay, &ax, &ay);
2245 if (mflags & P_OUT_OF_MAP)
2246 continue;
2247 if (mflags & P_NEED_UPDATE)
2248 update_position (m, ax, ay);
2249 /* If a map is visible to the player, we don't want to swap it out
2250 * just to reload it. This should really call something like
2251 * swap_map, but this is much more efficient and 'good enough'
2252 */
2253 if (mflags & P_NEW_MAP)
2254 m->timeout = 50;
2255 }
2256 }
2257 /* do LOS after calls to update_position */
2258 if (pl->contr->do_los)
2259 {
2260 update_los (pl);
2261 pl->contr->do_los = 0;
2262 }
2263
2264 if (pl->contr->socket.mapmode == Map1Cmd || pl->contr->socket.mapmode == Map1aCmd)
2265 {
2266 /* Big maps need a different drawing mechanism to work */
2267 draw_client_map1 (pl);
2268 return;
2269 }
2270
2271 if (pl->invisible & (pl->invisible < 50 ? 4 : 1))
2272 {
2273 esrv_map_setbelow (&pl->contr->socket, pl->contr->socket.mapx / 2, pl->contr->socket.mapy / 2, pl->face->number, &newmap);
2274 }
2275
2276 /* j and i are the y and x coordinates of the real map (which is
2277 * basically some number of spaces around the player)
2278 * ax and ay are values from within the viewport (ie, 0, 0 is upper
2279 * left corner) and are thus disconnected from the map values.
2280 * Subtract 1 from the max values so that we properly handle cases where
2281 * player has specified an even map. Otherwise, we try to send them too
2282 * much, ie, if mapx is 10, we would try to send from -5 to 5, which is actually
2283 * 11 spaces. Now, we would send from -5 to 4, which is properly. If mapx is
2284 * odd, this still works fine.
2285 */
2286 ay = 0;
2287 for (j = pl->y - pl->contr->socket.mapy / 2; j <= pl->y + (pl->contr->socket.mapy - 1) / 2; j++, ay++)
2288 {
2289 ax = 0;
2290 for (i = pl->x - pl->contr->socket.mapx / 2; i <= pl->x + (pl->contr->socket.mapx - 1) / 2; i++, ax++)
2291 {
2292
2293 d = pl->contr->blocked_los[ax][ay];
2294 /* note the out_of_map and d>3 checks are both within the same
2295 * negation check.
2296 */
2297 nx = i;
2298 ny = j;
2299 m = get_map_from_coord (pm, &nx, &ny);
2300 if (m && d < 4)
2301 {
2302 face = GET_MAP_FACE (m, nx, ny, 0);
2303 floor2 = GET_MAP_FACE (m, nx, ny, 1);
2304 floor = GET_MAP_FACE (m, nx, ny, 2);
2305
2306 /* If all is blank, send a blank face. */
2307 if ((!face || face == blank_face) && (!floor2 || floor2 == blank_face) && (!floor || floor == blank_face))
2308 {
2309 esrv_map_setbelow (&pl->contr->socket, ax, ay, blank_face->number, &newmap);
2310 }
2311 else
2312 { /* actually have something interesting */
2313 /* send the darkness mask, if any. */
2314 if (d && pl->contr->socket.darkness)
2315 esrv_map_setbelow (&pl->contr->socket, ax, ay, dark_faces[d - 1]->number, &newmap);
2316
2317 if (face && face != blank_face)
2318 esrv_map_setbelow (&pl->contr->socket, ax, ay, face->number, &newmap);
2319 if (floor2 && floor2 != blank_face)
2320 esrv_map_setbelow (&pl->contr->socket, ax, ay, floor2->number, &newmap);
2321 if (floor && floor != blank_face)
2322 esrv_map_setbelow (&pl->contr->socket, ax, ay, floor->number, &newmap);
2323 }
2324 } /* Is a valid space */
2325 }
2326 }
2327
2328 esrv_map_doneredraw (&pl->contr->socket, &newmap);
2329
2330 check_map_change (pl->contr);
2331 }
2332
2333
2334 /*****************************************************************************/
2335
2336 /* GROS: The following one is used to allow a plugin to send a generic cmd to*/
2337
2338 /* a player. Of course, the client need to know the command to be able to */
2339
2340 /* manage it ! */
2341
2342 /*****************************************************************************/
2343 void
2344 send_plugin_custom_message (object *pl, char *buf)
2345 {
2346 cs_write_string (&pl->contr->socket, buf, strlen (buf));
2347 }
2348
2349 /**
2350 * This sends the skill number to name mapping. We ignore
2351 * the params - we always send the same info no matter what.
2352 */
2353 void
2354 send_skill_info (NewSocket *ns, char *params)
2355 {
2356 SockList sl (MAXSOCKBUF);
2357 sl << "replyinfo skill_info\n";
2358
2359 for (int i = 1; i < NUM_SKILLS; i++)
2360 sl.printf ("%d:%s\n", i + CS_STAT_SKILLINFO, &skill_names[i]);
2361
2362 if (sl.len >= MAXSOCKBUF)
2363 {
2364 LOG (llevError, "Buffer overflow in send_skill_info!\n");
2365 fatal (0);
2366 }
2367
2368 Send_With_Handling (ns, &sl);
2369 sl.free ();
2370 }
2371
2372 /**
2373 * This sends the spell path to name mapping. We ignore
2374 * the params - we always send the same info no matter what.
2375 */
2376 void
2377 send_spell_paths (NewSocket * ns, char *params)
2378 {
2379 SockList sl (MAXSOCKBUF);
2380
2381 sl << "replyinfo spell_paths\n";
2382
2383 for (int i = 0; i < NRSPELLPATHS; i++)
2384 sl.printf ("%d:%s\n", 1 << i, spellpathnames[i]);
2385
2386 if (sl.len >= MAXSOCKBUF)
2387 {
2388 LOG (llevError, "Buffer overflow in send_spell_paths!\n");
2389 fatal (0);
2390 }
2391
2392 Send_With_Handling (ns, &sl);
2393 sl.free ();
2394 }
2395
2396 /**
2397 * This looks for any spells the player may have that have changed their stats.
2398 * it then sends an updspell packet for each spell that has changed in this way
2399 */
2400 void
2401 esrv_update_spells (player *pl)
2402 {
2403 if (!pl->socket.monitor_spells)
2404 return;
2405
2406 for (object *spell = pl->ob->inv; spell; spell = spell->below)
2407 {
2408 if (spell->type == SPELL)
2409 {
2410 int flags = 0;
2411
2412 /* check if we need to update it */
2413 if (spell->last_sp != SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA))
2414 {
2415 spell->last_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
2416 flags |= UPD_SP_MANA;
2417 }
2418
2419 if (spell->last_grace != SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE))
2420 {
2421 spell->last_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
2422 flags |= UPD_SP_GRACE;
2423 }
2424
2425 if (spell->last_eat != spell->stats.dam + SP_level_dam_adjust (pl->ob, spell))
2426 {
2427 spell->last_eat = spell->stats.dam + SP_level_dam_adjust (pl->ob, spell);
2428 flags |= UPD_SP_DAMAGE;
2429 }
2430
2431 if (flags)
2432 {
2433 SockList sl (MAXSOCKBUF);
2434
2435 sl << "updspell "
2436 << uint8 (flags)
2437 << uint32 (spell->count);
2438
2439 if (flags & UPD_SP_MANA ) sl << uint16 (spell->last_sp);
2440 if (flags & UPD_SP_GRACE ) sl << uint16 (spell->last_grace);
2441 if (flags & UPD_SP_DAMAGE) sl << uint16 (spell->last_eat);
2442
2443 Send_With_Handling (&pl->socket, &sl);
2444 sl.free ();
2445 }
2446 }
2447 }
2448 }
2449
2450 void
2451 esrv_remove_spell (player *pl, object *spell)
2452 {
2453 if (!pl->socket.monitor_spells)
2454 return;
2455
2456 if (!pl || !spell || spell->env != pl->ob)
2457 {
2458 LOG (llevError, "Invalid call to esrv_remove_spell");
2459 return;
2460 }
2461
2462 SockList sl (MAXSOCKBUF);
2463
2464 sl << "delspell "
2465 << uint32 (spell->count);
2466
2467 Send_With_Handling (&pl->socket, &sl);
2468 sl.free ();
2469 }
2470
2471 /* appends the spell *spell to the Socklist we will send the data to. */
2472 static void
2473 append_spell (player *pl, SockList &sl, object *spell)
2474 {
2475 int len, i, skill = 0;
2476
2477 if (!(spell->name))
2478 {
2479 LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
2480 return;
2481 }
2482
2483 /* store costs and damage in the object struct, to compare to later */
2484 spell->last_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
2485 spell->last_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
2486 spell->last_eat = spell->stats.dam + SP_level_dam_adjust (pl->ob, spell);
2487
2488 /* figure out which skill it uses, if it uses one */
2489 if (spell->skill)
2490 {
2491 for (i = 1; i < NUM_SKILLS; i++)
2492 if (!strcmp (spell->skill, skill_names[i]))
2493 {
2494 skill = i + CS_STAT_SKILLINFO;
2495 break;
2496 }
2497 }
2498
2499 /* send the current values */
2500 sl << uint32 (spell->count)
2501 << uint16 (spell->level)
2502 << uint16 (spell->casting_time)
2503 << uint16 (spell->last_sp)
2504 << uint16 (spell->last_grace)
2505 << uint16 (spell->last_eat)
2506 << uint8 (skill)
2507 << uint32 (spell->path_attuned)
2508 << uint32 (spell->face ? spell->face->number : 0)
2509 << data8 (spell->name)
2510 << data16 (spell->msg);
2511 }
2512
2513 /**
2514 * This tells the client to add the spell *ob, if *ob is NULL, then add
2515 * all spells in the player's inventory.
2516 */
2517 void
2518 esrv_add_spells (player *pl, object *spell)
2519 {
2520 if (!pl)
2521 {
2522 LOG (llevError, "esrv_add_spells, tried to add a spell to a NULL player");
2523 return;
2524 }
2525
2526 if (!pl->socket.monitor_spells)
2527 return;
2528
2529 SockList sl (MAXSOCKBUF);
2530
2531 sl << "addspell ";
2532
2533 if (!spell)
2534 {
2535 for (spell = pl->ob->inv; spell != NULL; spell = spell->below)
2536 {
2537 /* were we to simply keep appending data here, we could exceed
2538 * MAXSOCKBUF if the player has enough spells to add, we know that
2539 * append_spells will always append 19 data bytes, plus 4 length
2540 * bytes and 3 strings (because that is the spec) so we need to
2541 * check that the length of those 3 strings, plus the 23 bytes,
2542 * won't take us over the length limit for the socket, if it does,
2543 * we need to send what we already have, and restart packet formation
2544 */
2545 /* Seeing crashes by overflowed buffers. Quick arithemetic seems
2546 * to show add_spell is 26 bytes + 2 strings. However, the overun
2547 * is hundreds of bytes off, so correcting 22 vs 26 doesn't seem
2548 * like it will fix this
2549 */
2550 if (spell->type != SPELL)
2551 continue;
2552
2553 if (sl.len >= (MAXSOCKBUF - (26 + strlen (spell->name) + (spell->msg ? strlen (spell->msg) : 0))))
2554 {
2555 Send_With_Handling (&pl->socket, &sl);
2556 strcpy ((char *) sl.buf, "addspell ");
2557 sl.len = strlen ((char *) sl.buf);
2558 }
2559
2560 append_spell (pl, sl, spell);
2561 }
2562 }
2563 else if (spell->type != SPELL)
2564 {
2565 LOG (llevError, "Asked to send a non-spell object as a spell");
2566 return;
2567 }
2568 else
2569 append_spell (pl, sl, spell);
2570
2571 if (sl.length () >= MAXSOCKBUF)
2572 {
2573 LOG (llevError, "Buffer overflow in esrv_add_spells!\n");
2574 fatal (0);
2575 }
2576
2577 /* finally, we can send the packet */
2578 Send_With_Handling (&pl->socket, &sl);
2579
2580 sl.free ();
2581 }
2582