/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/**
* \file
* Client handling.
*
* \date 2003-12-02
*
* This file implements all of the goo on the server side for handling
* clients. It's got a bunch of global variables for keeping track of
* each of the clients.
*
* Note: All functions that are used to process data from the client
* have the prototype of (char *data, int datalen, int client_num). This
* way, we can use one dispatch table.
*
* esrv_map_new starts updating the map
*
*/
#include
#include
#include
#include
/* This block is basically taken from socket.c - I assume if it works there,
* it should work here.
*/
#include
#include
#include
#include
#include
#include
#include
#include "sounds.h"
/**
* This table translates the attack numbers as used within the
* program to the value we use when sending STATS command to the
* client. If a value is -1, then we don't send that to the
* client.
*/
short atnr_cs_stat[NROFATTACKS] = { CS_STAT_RES_PHYS,
CS_STAT_RES_MAG, CS_STAT_RES_FIRE, CS_STAT_RES_ELEC,
CS_STAT_RES_COLD, CS_STAT_RES_CONF, CS_STAT_RES_ACID,
CS_STAT_RES_DRAIN, -1 /* weaponmagic */ ,
CS_STAT_RES_GHOSTHIT, CS_STAT_RES_POISON,
CS_STAT_RES_SLOW, CS_STAT_RES_PARA, CS_STAT_TURN_UNDEAD,
CS_STAT_RES_FEAR, -1 /* Cancellation */ ,
CS_STAT_RES_DEPLETE, CS_STAT_RES_DEATH,
-1 /* Chaos */ , -1 /* Counterspell */ ,
-1 /* Godpower */ , CS_STAT_RES_HOLYWORD,
CS_STAT_RES_BLIND,
-1, /* Internal */
-1, /* life stealing */
-1 /* Disease - not fully done yet */
};
static void
socket_map_scroll (client *ns, int dx, int dy)
{
struct Map newmap;
int x, y, mx, my;
ns->send_packet_printf ("map_scroll %d %d", dx, dy);
/* If we are using the Map1aCmd, we may in fact send
* head information that is outside the viewable map.
* So set the mx,my to the max value we want to
* look for. Removed code to do so - it caused extra
* complexities for the client, and probably doesn't make
* that much difference in bandwidth.
*/
mx = ns->mapx;
my = ns->mapy;
/* the x and y here are coordinates for the new map, i.e. if we moved
* (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
* if the destination x or y coordinate is outside the viewable
* area, we clear the values - otherwise, the old values
* are preserved, and the check_head thinks it needs to clear them.
*/
for (x = 0; x < mx; x++)
{
for (y = 0; y < my; y++)
{
if (x >= ns->mapx || y >= ns->mapy)
/* clear cells outside the viewable area */
memset (&newmap.cells[x][y], 0, sizeof (struct MapCell));
else if ((x + dx) < 0 || (x + dx) >= ns->mapx || (y + dy) < 0 || (y + dy) >= ns->mapy)
/* clear newly visible tiles within the viewable area */
memset (&(newmap.cells[x][y]), 0, sizeof (struct MapCell));
else
memcpy (&(newmap.cells[x][y]), &(ns->lastmap.cells[x + dx][y + dy]), sizeof (struct MapCell));
}
}
memcpy (&(ns->lastmap), &newmap, sizeof (struct Map));
/* Make sure that the next "map1" command will be sent (even if it is
* empty).
*/
ns->sent_scroll = 1;
}
static void
clear_map (player *pl)
{
pl->ns->mapinfo_queue_clear ();
memset (&pl->ns->lastmap, 0, sizeof (pl->ns->lastmap));
pl->ns->force_newmap = false;
if (pl->ns->newmapcmd == 1)
pl->ns->send_packet ("newmap");
pl->ns->floorbox_reset ();
}
static void
send_map_info (player *pl)
{
client &socket = *pl->ns;
object *ob = pl->observe;
if (socket.mapinfocmd)
{
if (ob->map && ob->map->path[0])
{
int flags = 0;
if (ob->map->tile_path[0]) flags |= 1;
if (ob->map->tile_path[1]) flags |= 2;
if (ob->map->tile_path[2]) flags |= 4;
if (ob->map->tile_path[3]) flags |= 8;
socket.send_packet_printf ("mapinfo - spatial %d %d %d %d %d %s",
flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y,
ob->map->width, ob->map->height, &ob->map->path);
}
else
socket.send_packet ("mapinfo current");
}
}
/** check for map/region change and send new map data */
static void
check_map_change (player *pl)
{
client &socket = *pl->ns;
object *ob = pl->observe;
region *reg = ob->region ();
if (socket.current_region != reg)
{
INVOKE_PLAYER (REGION_CHANGE, pl, ARG_REGION (reg), ARG_REGION (socket.current_region));
socket.current_region = reg;
}
// first try to aovid a full newmap on tiled map scrolls
if (socket.current_map != ob->map && !socket.force_newmap)
{
rv_vector rv;
get_rangevector_from_mapcoord (socket.current_map, socket.current_x, socket.current_y, ob, &rv, 0);
// manhattan distance is very handy here
if (rv.distance < 8) // 8 works nicely for speed << 70 and buggy gcfclient
{
socket.current_map = ob->map;
socket.current_x = ob->x;
socket.current_y = ob->y;
socket_map_scroll (&socket, rv.distance_x, rv.distance_y);
socket.floorbox_reset ();
send_map_info (pl);
}
}
if (socket.current_map != ob->map || socket.force_newmap)
{
clear_map (pl);
socket.current_map = ob->map;
send_map_info (pl);
}
else if (socket.current_x != ob->x || socket.current_y != ob->y)
{
int dx = ob->x - socket.current_x;
int dy = ob->y - socket.current_y;
if (socket.buggy_mapscroll && (abs (dx) > 8 || abs (dy) > 8))
clear_map (pl); // current (<= 1.9.1) clients have unchecked buffer overflows
else
{
socket_map_scroll (&socket, ob->x - socket.current_x, ob->y - socket.current_y);
socket.floorbox_reset ();
}
}
socket.current_x = ob->x;
socket.current_y = ob->y;
}
/**
* RequestInfo is sort of a meta command. There is some specific
* request of information, but we call other functions to provide
* that information.
*/
void
RequestInfo (char *buf, int len, client *ns)
{
char *params;
/* find the first space, make it null, and update the
* params pointer.
*/
for (params = buf; *params; params++)
if (*params == ' ')
{
*params++ = 0;
break;
}
if (!strcmp (buf, "image_info"))
send_image_info (ns, params);
else if (!strcmp (buf, "image_sums"))
send_image_sums (ns, params);
else if (!strcmp (buf, "skill_info"))
send_skill_info (ns, params);
else if (!strcmp (buf, "spell_paths"))
send_spell_paths (ns, params);
else
{
// undo tokenisation above and send replyinfo with the request unchanged
if (*params)
*--params = ' ';
ns->send_packet_printf ("replyinfo %s", buf);
}
}
void
ExtCmd (char *buf, int len, player *pl)
{
INVOKE_PLAYER (EXTCMD, pl, ARG_DATA (buf, len));
}
void
ExtiCmd (char *buf, int len, client *ns)
{
INVOKE_CLIENT (EXTICMD, ns, ARG_DATA (buf, len));
}
void
client::mapinfo_queue_clear ()
{
for (auto (i, mapinfo_queue.begin ()); i != mapinfo_queue.end (); ++i)
free (*i);
mapinfo_queue.clear ();
}
bool
client::mapinfo_try (char *buf)
{
char *token = buf;
buf += strlen (buf) + 9;
// initial map and its origin
maptile *map = pl->observe->map;
int mapx = pl->ns->mapx / 2 - pl->observe->x;
int mapy = pl->ns->mapy / 2 - pl->observe->y;
int max_distance = 8; // limit maximum path length to something generous
while (*buf && map && max_distance)
{
int dir = *buf++ - '1';
if (dir >= 0 && dir <= 3)
{
if (!map->tile_path [dir])
map = 0;
else if (map->tile_available (dir, false))
{
maptile *neigh = map->tile_map [dir];
switch (dir)
{
case 0: mapy -= neigh->height; break;
case 2: mapy += map ->height; break;
case 3: mapx -= neigh->width ; break;
case 1: mapx += map ->width ; break;
}
map = neigh;
--max_distance;
}
else
return 0;
}
else
max_distance = 0;
}
if (!max_distance)
send_packet_printf ("mapinfo %s error", token);
else if (!map || !map->path)
send_packet_printf ("mapinfo %s nomap", token);
else
{
int flags = 0;
if (map->tile_path[0]) flags |= 1;
if (map->tile_path[1]) flags |= 2;
if (map->tile_path[2]) flags |= 4;
if (map->tile_path[3]) flags |= 8;
send_packet_printf ("mapinfo %s spatial %d %d %d %d %d %s", token, flags, mapx, mapy, map->width, map->height, &map->path);
}
return 1;
}
void
client::mapinfo_queue_run ()
{
if (mapinfo_queue.empty () || !pl)
return;
for (int i = 0; i < mapinfo_queue.size (); ++i)
if (mapinfo_try (mapinfo_queue [i]))
{
free (mapinfo_queue [i]);
mapinfo_queue.erase (i);
}
else
++i;
}
void
MapInfoCmd (char *buf, int len, player *pl)
{
// mapinfo tag spatial flags x y w h hash
char *token = buf;
if (!(buf = strchr (buf, ' ')))
return;
if (!strncmp (buf, " spatial ", 9))
{
char *copy = strdup (token);
copy [buf - token] = 0;
#if 0
// this makes only sense when we flush the buffer immediately
if (pl->ns->mapinfo_try (copy))
free (copy);
else
#endif
pl->ns->mapinfo_queue.push_back (copy);
}
else
pl->ns->send_packet_printf ("mapinfo %s unsupported", token);
}
/** This is the Setup cmd */
void
SetUp (char *buf, int len, client * ns)
{
INVOKE_CLIENT (SETUP, ns, ARG_DATA (buf, len));
}
/**
* The client has requested to be added to the game.
* This is what takes care of it. We tell the client how things worked out.
* I am not sure if this file is the best place for this function. however,
* it either has to be here or init_sockets needs to be exported.
*/
void
AddMeCmd (char *buf, int len, client *ns)
{
INVOKE_CLIENT (ADDME, ns, ARG_DATA (buf, len));
}
/** Reply to ExtendedInfos command */
void
ToggleExtendedInfos (char *buf, int len, client * ns)
{
char cmdback[MAX_BUF];
char command[50];
int info, nextinfo;
cmdback[0] = '\0';
nextinfo = 0;
while (1)
{
/* 1. Extract an info */
info = nextinfo;
while ((info < len) && (buf[info] == ' '))
info++;
if (info >= len)
break;
nextinfo = info + 1;
while ((nextinfo < len) && (buf[nextinfo] != ' '))
nextinfo++;
if (nextinfo - info >= 49) /*Erroneous info asked */
continue;
strncpy (command, &(buf[info]), nextinfo - info);
/* 2. Interpret info */
if (!strcmp ("smooth", command))
/* Toggle smoothing */
ns->EMI_smooth = !ns->EMI_smooth;
else
/*bad value */;
/*3. Next info */
}
strcpy (cmdback, "ExtendedInfoSet");
if (ns->EMI_smooth)
{
strcat (cmdback, " ");
strcat (cmdback, "smoothing");
}
ns->send_packet (cmdback);
}
/*
#define MSG_TYPE_BOOK 1
#define MSG_TYPE_CARD 2
#define MSG_TYPE_PAPER 3
#define MSG_TYPE_SIGN 4
#define MSG_TYPE_MONUMENT 5
#define MSG_TYPE_SCRIPTED_DIALOG 6*/
/** Reply to ExtendedInfos command */
void
ToggleExtendedText (char *buf, int len, client * ns)
{
char cmdback[MAX_BUF];
char temp[10];
char command[50];
int info, nextinfo, i, flag;
cmdback[0] = '\0';
nextinfo = 0;
while (1)
{
/* 1. Extract an info */
info = nextinfo;
while ((info < len) && (buf[info] == ' '))
info++;
if (info >= len)
break;
nextinfo = info + 1;
while ((nextinfo < len) && (buf[nextinfo] != ' '))
nextinfo++;
if (nextinfo - info >= 49) /*Erroneous info asked */
continue;
strncpy (command, &(buf[info]), nextinfo - info);
command[nextinfo - info] = '\0';
/* 2. Interpret info */
i = sscanf (command, "%d", &flag);
if ((i == 1) && (flag > 0) && (flag <= MSG_TYPE_LAST))
ns->supported_readables |= (1 << flag);
/*3. Next info */
}
/* Send resulting state */
strcpy (cmdback, "ExtendedTextSet");
for (i = 0; i <= MSG_TYPE_LAST; i++)
if (ns->supported_readables & (1 << i))
{
strcat (cmdback, " ");
snprintf (temp, sizeof (temp), "%d", i);
strcat (cmdback, temp);
}
ns->send_packet (cmdback);
}
/**
* This handles the general commands from the client (ie, north, fire, cast,
* etc.)
*/
void
PlayerCmd (char *buf, int len, player *pl)
{
/* Check if there is a count. In theory, a zero count could also be
* sent, so check for that also.
*/
if (atoi (buf) || buf[0] == '0')
{
pl->count = atoi ((char *) buf);
buf = strchr (buf, ' '); /* advance beyond the numbers */
if (!buf)
return;
buf++;
}
execute_newserver_command (pl->ob, (char *) buf);
/* Perhaps something better should be done with a left over count.
* Cleaning up the input should probably be done first - all actions
* for the command that issued the count should be done before any other
* commands.
*/
pl->count = 0;
}
/**
* This handles the general commands from the client (ie, north, fire, cast,
* etc.). It is a lot like PlayerCmd above, but is called with the
* 'ncom' method which gives more information back to the client so it
* can throttle.
*/
void
NewPlayerCmd (char *buf, int len, player *pl)
{
if (len <= 6)
{
LOG (llevDebug, "%s: corrupt ncom command <%s>: not long enough (%d) - discarding\n", pl->ns->host, buf, len);
return;
}
uint16 cmdid = net_uint16 ((uint8 *)buf);
sint32 repeat = net_sint32 ((uint8 *)buf + 2);
/* -1 is special - no repeat, but don't update */
if (repeat != -1)
pl->count = repeat;
buf += 6; //len -= 6;
execute_newserver_command (pl->ob, buf);
/* Perhaps something better should be done with a left over count.
* Cleaning up the input should probably be done first - all actions
* for the command that issued the count should be done before any other
* commands.
*/
pl->count = 0;
//TODO: schmorp thinks whatever this calculates, it makes no sense at all
int time = fabs (pl->ob->speed) < 0.001
? time = MAX_TIME * 100
: time = (int) (MAX_TIME / fabs (pl->ob->speed));
/* Send confirmation of command execution now */
packet sl ("comc");
sl << uint16 (cmdid) << uint32 (time);
pl->ns->send_packet (sl);
}
/** This is a reply to a previous query. */
void
ReplyCmd (char *buf, int len, client *ns)
{
if (ns->state == ST_CUSTOM)
{
INVOKE_CLIENT (REPLY, ns, ARG_DATA (buf, len));
return;
}
if (!ns->pl)
return; //TODO: depends on the exact reply we are after
//TODO: but right now, we always have a ns->pl
player *pl = ns->pl;
/* This is to synthesize how the data would be stored if it
* was normally entered. A bit of a hack, and should be cleaned up
* once all the X11 code is removed from the server.
*
* We pass 13 to many of the functions because this way they
* think it was the carriage return that was entered, and the
* function then does not try to do additional input.
*/
snprintf (pl->write_buf, sizeof (pl->write_buf), ":%s", buf);
/* this avoids any hacking here */
switch (ns->state)
{
case ST_PLAYING:
LOG (llevError, "Got reply message with ST_PLAYING input state\n");
break;
case ST_GET_PARTY_PASSWORD: /* Get password for party */
receive_party_password (pl->ob, 13);
break;
default:
LOG (llevError, "Unknown input state: %d\n", ns->state);
}
}
/**
* Client tells its version. If there is a mismatch, we close the
* socket. In real life, all we should care about is the client having
* something older than the server. If we assume the client will be
* backwards compatible, having it be a later version should not be a
* problem.
*/
void
VersionCmd (char *buf, int len, client * ns)
{
if (!buf)
{
LOG (llevError, "CS: received corrupted version command\n");
return;
}
ns->cs_version = atoi (buf);
ns->sc_version = ns->cs_version;
LOG (llevDebug, "connection from client <%s>\n", buf);
//TODO: should log here just for statistics
//if (VERSION_CS != ns->cs_version)
// unchecked;
char *cp = strchr (buf + 1, ' ');
if (!cp)
return;
ns->sc_version = atoi (cp);
//if (VERSION_SC != ns->sc_version)
// unchecked;
cp = strchr (cp + 1, ' ');
if (cp)
{
ns->version = cp + 1;
if (ns->sc_version < 1026)
ns->send_packet_printf ("drawinfo %d %s", NDI_RED,
"**** VERSION WARNING ****\n**** CLIENT IS TOO OLD!! UPDATE THE CLIENT!! ****");
}
}
/** sound related functions. */
void
SetSound (char *buf, int len, client * ns)
{
ns->sound = atoi (buf);
}
/** client wants the map resent */
void
MapRedrawCmd (char *buf, int len, player *pl)
{
/* This function is currently disabled; just clearing the map state results in
* display errors. It should clear the cache and send a newmap command.
* Unfortunately this solution does not work because some client versions send
* a mapredraw command after receiving a newmap command.
*/
}
/**
* Moves an object (typically, container to inventory).
* syntax is: move (to) (tag) (nrof)
*/
void
MoveCmd (char *buf, int len, player *pl)
{
int to, tag, nrof;
if (3 != sscanf (buf, "%d %d %d", &to, &tag, &nrof))
{
LOG (llevError, "Incomplete move command: %s\n", buf);
return;
}
esrv_move_object (pl->ob, to, tag, nrof);
}
/******************************************************************************
*
* Start of commands the server sends to the client.
*
******************************************************************************/
/**
* Asks the client to query the user. This way, the client knows
* it needs to send something back (vs just printing out a message)
*/
void
send_query (client *ns, uint8 flags, const char *text)
{
ns->send_packet_printf ("query %d %s", flags, text ? text : "");
}
/**
* Get player's current range attack in obuf.
*/
static void
rangetostring (player *pl, char *obuf)
{
dynbuf_text buf;
if (pl->ranged_ob)
buf << " Range" << (pl->ob->current_weapon == pl->ranged_ob ? "*" : "") << ": " << pl->ranged_ob->name;
if (pl->combat_ob)
buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name;
#if 0
//TODO: remove this when slot system is working, this is only for debugging
if (pl->ob->chosen_skill)
buf << " Skill*: " << pl->ob->chosen_skill->name;
#endif
//TODO: maybe golem should become the current_weapon, quite simply?
if (pl->golem)
buf << " Golem*: " << pl->golem->name;
buf << '\0';
buf.linearise (obuf);
}
#define AddIfInt64(Old,New,Type) if (Old != New) {\
Old = New; \
sl << uint8 (Type) << uint64 (New); \
}
#define AddIfInt(Old,New,Type) if (Old != New) {\
Old = New; \
sl << uint8 (Type) << uint32 (New); \
}
#define AddIfShort(Old,New,Type) if (Old != New) {\
Old = New; \
sl << uint8 (Type) << uint16 (New); \
}
#define AddIfFloat(Old,New,Type,mult) if (Old != New) {\
Old = New; \
sl << uint8 (Type) << uint32 (New*FLOAT_MULTI*mult); \
}
#define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
free(Old); Old = strdup (New);\
sl << uint8 (Type) << data8 (New); \
}
/**
* Sends a statistics update. We look at the old values,
* and only send what has changed. Stat mapping values are in newclient.h
* Since this gets sent a lot, this is actually one of the few binary
* commands for now.
*/
void
esrv_update_stats (player *pl)
{
char buf[MAX_BUF];
uint16 flags;
client *ns = pl->ns;
if (!ns)
return;
object *ob = pl->observe;
if (!ob)
return;
player *opl = ob->contr ? static_cast(ob->contr) : pl;
packet sl ("stats");
AddIfShort (ns->last_stats.hp, ob->stats.hp, CS_STAT_HP);
AddIfShort (ns->last_stats.maxhp, ob->stats.maxhp, CS_STAT_MAXHP);
AddIfShort (ns->last_stats.sp, ob->stats.sp, CS_STAT_SP);
AddIfShort (ns->last_stats.maxsp, ob->stats.maxsp, CS_STAT_MAXSP);
AddIfShort (ns->last_stats.grace, ob->stats.grace, CS_STAT_GRACE);
AddIfShort (ns->last_stats.maxgrace, ob->stats.maxgrace, CS_STAT_MAXGRACE);
AddIfShort (ns->last_stats.Str, ob->stats.Str, CS_STAT_STR);
AddIfShort (ns->last_stats.Dex, ob->stats.Dex, CS_STAT_DEX);
AddIfShort (ns->last_stats.Con, ob->stats.Con, CS_STAT_CON);
AddIfShort (ns->last_stats.Int, ob->stats.Int, CS_STAT_INT);
AddIfShort (ns->last_stats.Wis, ob->stats.Wis, CS_STAT_WIS);
AddIfShort (ns->last_stats.Pow, ob->stats.Pow, CS_STAT_POW);
AddIfShort (ns->last_stats.Cha, ob->stats.Cha, CS_STAT_CHA);
for (int s = 0; s < NUM_SKILLS; s++)
if (object *skill = opl->last_skill_ob[s])
if (skill->stats.exp != ns->last_skill_exp [s])
{
ns->last_skill_exp [s] = skill->stats.exp;
/* Always send along the level if exp changes. This is only
* 1 extra byte, but keeps processing simpler.
*/
sl << uint8 (s + CS_STAT_SKILLINFO)
<< uint8 (skill->level)
<< uint64 (skill->stats.exp);
}
AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64);
AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL);
AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC);
AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC);
AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM);
AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED, 1.f/TICK);
AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD);
AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP, 1.f/TICK);
AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM);
flags = 0;
if (opl->fire_on)
flags |= SF_FIREON;
if (opl->run_on)
flags |= SF_RUNON;
AddIfShort (ns->last_flags, flags, CS_STAT_FLAGS);
if (ns->sc_version < 1025)
{ AddIfShort (ns->last_resist[ATNR_PHYSICAL], ob->resist[ATNR_PHYSICAL], CS_STAT_ARMOUR) }
else
for (int i = 0; i < NROFATTACKS; i++)
{
/* Skip ones we won't send */
if (atnr_cs_stat[i] == -1)
continue;
AddIfShort (ns->last_resist[i], ob->resist[i], atnr_cs_stat[i]);
}
if (pl->ns->monitor_spells)
{
AddIfInt (ns->last_path_attuned, ob->path_attuned, CS_STAT_SPELL_ATTUNE);
AddIfInt (ns->last_path_repelled, ob->path_repelled, CS_STAT_SPELL_REPEL);
AddIfInt (ns->last_path_denied, ob->path_denied, CS_STAT_SPELL_DENY);
}
rangetostring (opl, buf); /* we want use the new fire & run system in new client */
AddIfString (ns->stats.range, buf, CS_STAT_RANGE);
set_title (ob, buf);
AddIfString (ns->stats.title, buf, CS_STAT_TITLE);
/* Only send it away if we have some actual data */
if (sl.length () > 6)
ns->send_packet (sl);
}
/**
* Tells the client that here is a player it should start using.
*/
void
esrv_new_player (player *pl)
{
sint32 weight = pl->ob->client_weight ();
packet sl ("player");
sl << uint32 (pl->ob->count)
<< uint32 (weight)
<< uint32 (pl->ob->face)
<< data8 (pl->ob->name);
pl->ns->last_weight = weight;
pl->ns->send_packet (sl);
SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
}
/******************************************************************************
*
* Start of map related commands.
*
******************************************************************************/
/** Clears a map cell */
static void
map_clearcell (struct MapCell *cell, int count)
{
cell->faces[0] = 0;
cell->faces[1] = 0;
cell->faces[2] = 0;
cell->smooth[0] = 0;
cell->smooth[1] = 0;
cell->smooth[2] = 0;
cell->count = count;
cell->stat_hp = 0;
cell->flags = 0;
cell->player = 0;
}
#define MAX_LAYERS 3
/**
* Removes the need to replicate the same code for each layer.
* this returns true if this space is now in fact different than
* it was.
* sl is the socklist this data is going into.
* ns is the socket we are working on - all the info we care
* about is in this socket structure, so now need not pass the
* entire player object.
* layer is the layer to update, with 2 being the floor and 0 the
* top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ)
* take. Interesting to note that before this function, the map1 function
* numbers the spaces differently - I think this was a leftover from
* the map command, where the faces stack up. Sinces that is no longer
* the case, it seems to make more sense to have these layer values
* actually match.
*/
static int
update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer)
{
object *ob = ms.faces_obj [layer];
/* If there is no object for this space, or if the face for the object
* is the blank face, set the face number to zero.
* else if we have the stored head object for this space, that takes
* precedence over the other object for this space.
* otherwise, we do special head processing
*/
uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
/* We've gotten what face we want to use for the object. Now see if
* if it has changed since we last sent it to the client.
*/
if (lastcell.faces[layer] != face_num)
{
lastcell.faces[layer] = face_num;
if (!ns.faces_sent[face_num])
if (ob)
ns.send_faces (ob);
else
ns.send_face (face_num, 10);
sl << uint16 (face_num);
return 1;
}
/* Nothing changed */
return 0;
}
/**
* Returns the size of a data for a map square as returned by
* mapextended. There are CLIENTMAPX*CLIENTMAPY*LAYERS entries
* available.
*/
int
getExtendedMapInfoSize (client * ns)
{
int result = 0;
if (ns->ext_mapinfos)
{
if (ns->EMI_smooth)
result += 1; /*One byte for smoothlevel */
}
return result;
}
// prefetch (and touch) all maps within a specific distancd
static void
prefetch_surrounding_maps (maptile *map, int distance)
{
map->last_access = runtime;
if (--distance)
for (int dir = 4; --dir; )
if (const shstr &path = map->tile_path [dir])
if (maptile *&neigh = map->tile_map [dir])
prefetch_surrounding_maps (neigh, distance);
else
neigh = maptile::find_async (path, map);
}
// prefetch a generous area around the player
static void
prefetch_surrounding_maps (object *op)
{
prefetch_surrounding_maps (op->map, 3);
}
/**
* Draws client map.
*/
void
draw_client_map (player *pl)
{
object *ob = pl->observe;
if (!ob->active)
return;
maptile *plmap = ob->map;
/* If player is just joining the game, he isn't here yet, so the map
* can get swapped out. If so, don't try to send them a map. All will
* be OK once they really log in.
*/
if (!plmap || plmap->in_memory != MAP_ACTIVE)
return;
int x, y, ax, ay, startlen, max_x, max_y, oldlen;
int estartlen, eoldlen;
uint8 eentrysize;
uint16 ewhatstart, ewhatflag;
uint8 extendedinfos;
check_map_change (pl);
prefetch_surrounding_maps (pl->ob);
/* do LOS after calls to update_position */
if (ob != pl->ob)
clear_los (pl);
else if (pl->do_los)
{
update_los (ob);
pl->do_los = 0;
}
/**
* This function uses the new map1 protocol command to send the map
* to the client. It is necessary because the old map command supports
* a maximum map size of 15x15.
* This function is much simpler than the old one. This is because
* the old function optimized to send as few face identifiers as possible,
* at the expense of sending more coordinate location (coordinates were
* only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
* we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
* maps no sense. Instead, we actually really only use 12 bits for coordinates,
* and use the other 4 bits for other informatiion. For full documentation
* of what we send, see the doc/Protocol file.
* I will describe internally what we do:
* the ns->lastmap shows how the map last looked when sent to the client.
* in the lastmap structure, there is a cells array, which is set to the
* maximum viewable size (As set in config.h).
* in the cells, there are faces and a count value.
* we use the count value to hold the darkness value. If -1, then this space
* is not viewable.
* we use faces[0] faces[1] faces[2] to hold what the three layers
* look like.
*/
client &socket = *pl->ns;
packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a");
packet esl;
startlen = sl.length ();
/*Extendedmapinfo structure initialisation */
if (socket.ext_mapinfos)
{
extendedinfos = EMI_NOREDRAW;
if (socket.EMI_smooth)
extendedinfos |= EMI_SMOOTH;
ewhatstart = esl.length ();
ewhatflag = extendedinfos; /*The EMI_NOREDRAW bit
could need to be taken away */
eentrysize = getExtendedMapInfoSize (&socket);
esl << "mapextended "
<< uint8 (extendedinfos)
<< uint8 (eentrysize);
estartlen = esl.length ();
}
/* x,y are the real map locations. ax, ay are viewport relative
* locations.
*/
ay = 0;
/* We could do this logic as conditionals in the if statement,
* but that started to get a bit messy to look at.
*/
max_x = ob->x + (socket.mapx + 1) / 2;
max_y = ob->y + (socket.mapy + 1) / 2;
for (y = ob->y - socket.mapy / 2; y < max_y; y++, ay++)
{
sint16 nx, ny;
maptile *m = 0;
ax = 0;
for (x = ob->x - socket.mapx / 2; x < max_x; x++, ax++)
{
// check to see if we can simply go one right quickly
++nx;
if (m && nx >= m->width)
m = 0;
if (!m)
{
nx = x; ny = y; m = plmap;
if (xy_normalise (m, nx, ny))
m->touch ();
else
m = 0;
}
int emask, mask;
emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
MapCell &lastcell = socket.lastmap.cells[ax][ay];
/* If the coordinates are not valid, or it is too dark to see,
* we tell the client as such
*/
if (!m)
{
/* space is out of map. Update space and clear values
* if this hasn't already been done. If the space is out
* of the map, it shouldn't have a head
*/
if (lastcell.count != -1)
{
sl << uint16 (mask);
map_clearcell (&lastcell, -1);
}
continue;
}
int d = pl->blocked_los[ax][ay];
if (d > 3)
{
int need_send = 0, count;
/* This block deals with spaces that are not visible for whatever
* reason. Still may need to send the head for this space.
*/
oldlen = sl.length ();
sl << uint16 (mask);
if (lastcell.count != -1)
need_send = 1;
count = -1;
if (lastcell.faces[0] || lastcell.faces[1] || lastcell.faces[2]
|| lastcell.stat_hp || lastcell.flags || lastcell.player)
need_send = 1;
/* properly clear a previously sent big face */
map_clearcell (&lastcell, count);
if ((mask & 0xf) || need_send)
sl[oldlen + 1] = mask & 0xff;
else
sl.reset (oldlen);
}
else
{
/* In this block, the space is visible.
*/
/* Rather than try to figure out what everything that we might
* need to send is, then form the packet after that,
* we presume that we will in fact form a packet, and update
* the bits by what we do actually send. If we send nothing,
* we just back out sl.length () to the old value, and no harm
* is done.
* I think this is simpler than doing a bunch of checks to see
* what if anything we need to send, setting the bits, then
* doing those checks again to add the real data.
*/
oldlen = sl.length ();
eoldlen = esl.length ();
sl << uint16 (mask);
unsigned char dummy;
unsigned char *last_ext = &dummy;
/* Darkness changed */
if (lastcell.count != d && socket.darkness)
{
mask |= 0x8;
if (socket.extmap)
{
*last_ext |= 0x80;
last_ext = &sl[sl.length ()];
sl << uint8 (d);
}
else
sl << uint8 (255 - 64 * d);
}
lastcell.count = d;
mapspace &ms = m->at (nx, ny);
ms.update ();
if (socket.extmap)
{
uint8 stat_hp = 0;
uint8 stat_width = 0;
uint8 flags = 0;
tag_t player = 0;
// send hp information, if applicable
if (object *op = ms.faces_obj [0])
if (op->is_head () && !op->invisible)
{
if (op->stats.maxhp > op->stats.hp
&& op->stats.maxhp > 0
&& (op->type == PLAYER
|| op->type == DOOR // does not work, have maxhp 0
|| QUERY_FLAG (op, FLAG_MONSTER)
|| QUERY_FLAG (op, FLAG_ALIVE)
|| QUERY_FLAG (op, FLAG_GENERATOR)))
{
stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp;
stat_width = op->arch->max_x - op->arch->x; //TODO: should be upper-left edge
}
if (op->has_dialogue ())
flags |= 1;
if (op->type == PLAYER)
player = ob == op ? pl->ob->count : op->count;
}
if (lastcell.stat_hp != stat_hp)
{
lastcell.stat_hp = stat_hp;
mask |= 0x8;
*last_ext |= 0x80;
last_ext = &sl[sl.length ()];
sl << uint8 (5) << uint8 (stat_hp);
if (stat_width > 1)
{
*last_ext |= 0x80;
last_ext = &sl[sl.length ()];
sl << uint8 (6) << uint8 (stat_width);
}
}
if (lastcell.player != player)
{
lastcell.player = player;
mask |= 0x8;
*last_ext |= 0x80;
last_ext = &sl[sl.length ()];
sl << uint8 (0x47) << uint8 (4) << (uint32)player;
}
if (lastcell.flags != flags)
{
lastcell.flags = flags;
mask |= 0x8;
*last_ext |= 0x80;
last_ext = &sl[sl.length ()];
sl << uint8 (8) << uint8 (flags);
}
}
/* Floor face */
if (update_space (sl, socket, ms, lastcell, 2))
mask |= 0x4;
/* Middle face */
if (update_space (sl, socket, ms, lastcell, 1))
mask |= 0x2;
if (ms.player () == ob
&& (ob->invisible & (ob->invisible < 50 ? 1 : 7)))
{
// force player to be visible to himself if invisible
if (lastcell.faces[0] != ob->face)
{
lastcell.faces[0] = ob->face;
mask |= 0x1;
sl << uint16 (ob->face);
socket.send_faces (ob);
}
}
/* Top face */
else if (update_space (sl, socket, ms, lastcell, 0))
mask |= 0x1;
/* Check to see if we are in fact sending anything for this
* space by checking the mask. If so, update the mask.
* if not, reset the len to that from before adding the mask
* value, so we don't send those bits.
*/
if (mask & 0xf)
sl[oldlen + 1] = mask & 0xff;
else
sl.reset (oldlen);
if (socket.ext_mapinfos)
esl << uint16 (emask);
if (socket.EMI_smooth)
{
for (int layer = 2+1; layer--; )
{
object *ob = ms.faces_obj [layer];
// If there is no object for this space, or if the face for the object
// is the blank face, set the smoothlevel to zero.
int smoothlevel = ob && ob->face != blank_face ? ob->smoothlevel : 0;
// We've gotten what face we want to use for the object. Now see if
// if it has changed since we last sent it to the client.
if (lastcell.smooth[layer] != smoothlevel)
{
lastcell.smooth[layer] = smoothlevel;
esl << uint8 (smoothlevel);
emask |= 1 << layer;
}
}
if (emask & 0xf)
esl[eoldlen + 1] = emask & 0xff;
else
esl.reset (eoldlen);
}
} /* else this is a viewable space */
} /* for x loop */
} /* for y loop */
socket.flush_fx ();
/* Verify that we in fact do need to send this */
if (socket.ext_mapinfos)
{
if (!(sl.length () > startlen || socket.sent_scroll))
{
/* No map data will follow, so don't say the client
* it doesn't need draw!
*/
ewhatflag &= ~EMI_NOREDRAW;
esl[ewhatstart + 1] = ewhatflag & 0xff;
}
if (esl.length () > estartlen)
socket.send_packet (esl);
}
if (sl.length () > startlen || socket.sent_scroll)
{
socket.send_packet (sl);
socket.sent_scroll = 0;
}
}
/*****************************************************************************/
/* GROS: The following one is used to allow a plugin to send a generic cmd to*/
/* a player. Of course, the client need to know the command to be able to */
/* manage it ! */
/*****************************************************************************/
void
send_plugin_custom_message (object *pl, char *buf)
{
pl->contr->ns->send_packet (buf);
}
/**
* This sends the skill number to name mapping. We ignore
* the params - we always send the same info no matter what.
*/
void
send_skill_info (client *ns, char *params)
{
packet sl;
sl << "replyinfo skill_info\n";
for (int i = 1; i < NUM_SKILLS; i++)
sl.printf ("%d:%s\n", i + CS_STAT_SKILLINFO, &skill_names[i]);
if (sl.length () > MAXSOCKBUF)
{
LOG (llevError, "Buffer overflow in send_skill_info!\n");
fatal (0);
}
ns->send_packet (sl);
}
/**
* This sends the spell path to name mapping. We ignore
* the params - we always send the same info no matter what.
*/
void
send_spell_paths (client * ns, char *params)
{
packet sl;
sl << "replyinfo spell_paths\n";
for (int i = 0; i < NRSPELLPATHS; i++)
sl.printf ("%d:%s\n", 1 << i, spellpathnames[i]);
if (sl.length () > MAXSOCKBUF)
{
LOG (llevError, "Buffer overflow in send_spell_paths!\n");
fatal (0);
}
ns->send_packet (sl);
}
/**
* This looks for any spells the player may have that have changed their stats.
* it then sends an updspell packet for each spell that has changed in this way
*/
void
esrv_update_spells (player *pl)
{
if (!pl->ns)
return;
if (!pl->ns->monitor_spells)
return;
for (object *spell = pl->ob->inv; spell; spell = spell->below)
{
if (spell->type == SPELL)
{
int flags = 0;
/* check if we need to update it */
if (spell->cached_sp != SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA))
{
spell->cached_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
flags |= UPD_SP_MANA;
}
if (spell->cached_grace != SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE))
{
spell->cached_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
flags |= UPD_SP_GRACE;
}
if (spell->cached_eat != spell->stats.dam + SP_level_dam_adjust (pl->ob, spell))
{
spell->cached_eat = spell->stats.dam + SP_level_dam_adjust (pl->ob, spell);
flags |= UPD_SP_DAMAGE;
}
if (flags)
{
packet sl;
sl << "updspell "
<< uint8 (flags)
<< uint32 (spell->count);
if (flags & UPD_SP_MANA ) sl << uint16 (spell->cached_sp);
if (flags & UPD_SP_GRACE ) sl << uint16 (spell->cached_grace);
if (flags & UPD_SP_DAMAGE) sl << uint16 (spell->cached_eat);
pl->ns->send_packet (sl);
}
}
}
}
void
esrv_remove_spell (player *pl, object *spell)
{
if (!pl->ns->monitor_spells)
return;
if (!pl || !spell || spell->env != pl->ob)
{
LOG (llevError, "Invalid call to esrv_remove_spell");
return;
}
packet sl ("delspell");
sl << uint32 (spell->count);
pl->ns->send_packet (sl);
}
/* appends the spell *spell to the Socklist we will send the data to. */
static void
append_spell (player *pl, packet &sl, object *spell)
{
int i, skill = 0;
if (!(spell->name))
{
LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
return;
}
/* store costs and damage in the object struct, to compare to later */
spell->cached_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
spell->cached_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
spell->cached_eat = spell->stats.dam + SP_level_dam_adjust (pl->ob, spell);
/* figure out which skill it uses, if it uses one */
if (spell->skill)
{
for (i = 1; i < NUM_SKILLS; i++)
if (!strcmp (spell->skill, skill_names[i]))
{
skill = i + CS_STAT_SKILLINFO;
break;
}
}
// spells better have a face
if (!spell->face)
{
LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
spell->face = face_find ("burnout.x11", blank_face);
}
pl->ns->send_face (spell->face);
/* send the current values */
sl << uint32 (spell->count)
<< uint16 (spell->level)
<< uint16 (spell->casting_time)
<< uint16 (spell->cached_sp)
<< uint16 (spell->cached_grace)
<< uint16 (spell->cached_eat)
<< uint8 (skill)
<< uint32 (spell->path_attuned)
<< uint32 (spell->face)
<< data8 (spell->name)
<< data16 (spell->msg);
}
/**
* This tells the client to add the spell *ob, if *ob is NULL, then add
* all spells in the player's inventory.
*/
void
esrv_add_spells (player *pl, object *spell)
{
if (!pl)
{
LOG (llevError, "esrv_add_spells, tried to add a spell to a NULL player");
return;
}
if (!pl->ns->monitor_spells)
return;
packet sl ("addspell");
if (!spell)
{
for (spell = pl->ob->inv; spell; spell = spell->below)
{
/* were we to simply keep appending data here, we could exceed
* MAXSOCKBUF if the player has enough spells to add, we know that
* append_spells will always append 19 data bytes, plus 4 length
* bytes and 3 strings (because that is the spec) so we need to
* check that the length of those 3 strings, plus the 23 bytes,
* won't take us over the length limit for the socket, if it does,
* we need to send what we already have, and restart packet formation
*/
if (spell->type != SPELL)
continue;
/* Seeing crashes by overflowed buffers. Quick arithemetic seems
* to show add_spell is 26 bytes + 2 strings. However, the overun
* is hundreds of bytes off, so correcting 22 vs 26 doesn't seem
* like it will fix this
*/
if (sl.length () > (MAXSOCKBUF - (26 + strlen (spell->name) + (spell->msg ? strlen (spell->msg) : 0))))
{
pl->ns->flush_fx ();
pl->ns->send_packet (sl);
sl.reset ();
sl << "addspell ";
}
append_spell (pl, sl, spell);
}
}
else if (spell->type != SPELL)
{
LOG (llevError, "Asked to send a non-spell object as a spell");
return;
}
else
append_spell (pl, sl, spell);
if (sl.length () > MAXSOCKBUF)
{
LOG (llevError, "Buffer overflow in esrv_add_spells!\n");
fatal (0);
}
/* finally, we can send the packet */
pl->ns->flush_fx ();
pl->ns->send_packet (sl);
}