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/cvs/deliantra/server/socket/request.C
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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.68 by root, Sun Mar 4 19:36:12 2007 UTC vs.
Revision 1.69 by root, Sun Mar 11 02:12:45 2007 UTC

1108{ 1108{
1109 packet sl ("player"); 1109 packet sl ("player");
1110 1110
1111 sl << uint32 (pl->ob->count) 1111 sl << uint32 (pl->ob->count)
1112 << uint32 (weight) 1112 << uint32 (weight)
1113 << uint32 (pl->ob->face->number) 1113 << uint32 (pl->ob->face)
1114 << data8 (pl->ob->name); 1114 << data8 (pl->ob->name);
1115 1115
1116 pl->ns->last_weight = weight; 1116 pl->ns->last_weight = weight;
1117 pl->ns->send_packet (sl); 1117 pl->ns->send_packet (sl);
1118 SET_FLAG (pl->ob, FLAG_CLIENT_SENT); 1118 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1216check_head (packet &sl, client &ns, int ax, int ay, int layer) 1216check_head (packet &sl, client &ns, int ax, int ay, int layer)
1217{ 1217{
1218 short face_num; 1218 short face_num;
1219 1219
1220 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]) 1220 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer])
1221 face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face->number; 1221 face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face;
1222 else 1222 else
1223 face_num = 0; 1223 face_num = 0;
1224 1224
1225 if (face_num != ns.lastmap.cells[ax][ay].faces[layer]) 1225 if (face_num != ns.lastmap.cells[ax][ay].faces[layer])
1226 { 1226 {
1311 if (!ob || ob->face == blank_face) 1311 if (!ob || ob->face == blank_face)
1312 face_num = 0; 1312 face_num = 0;
1313 else if (head) 1313 else if (head)
1314 { 1314 {
1315 /* if this is a head that had previously been stored */ 1315 /* if this is a head that had previously been stored */
1316 face_num = ob->face->number; 1316 face_num = ob->face;
1317 } 1317 }
1318 else 1318 else
1319 { 1319 {
1320 /* if the faces for the different parts of a multipart object 1320 /* if the faces for the different parts of a multipart object
1321 * are the same, we only want to send the bottom right most 1321 * are the same, we only want to send the bottom right most
1363 /* single part object, multipart object with non merged faces, 1363 /* single part object, multipart object with non merged faces,
1364 * of multipart object already at lower right. 1364 * of multipart object already at lower right.
1365 */ 1365 */
1366 else if (bx == sx && by == sy) 1366 else if (bx == sx && by == sy)
1367 { 1367 {
1368 face_num = ob->face->number; 1368 face_num = ob->face;
1369 1369
1370 /* if this face matches one stored away, clear that one away. 1370 /* if this face matches one stored away, clear that one away.
1371 * this code relies on the fact that the map1 commands 1371 * this code relies on the fact that the map1 commands
1372 * goes from 2 down to 0. 1372 * goes from 2 down to 0.
1373 */ 1373 */
1374 for (i = 0; i < MAP_LAYERS; i++) 1374 for (i = 0; i < MAP_LAYERS; i++)
1375 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] && 1375 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] &&
1376 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face->number == face_num) 1376 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face == face_num)
1377 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL; 1377 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL;
1378 } 1378 }
1379 else 1379 else
1380 { 1380 {
1381 /* If this head is stored away, clear it - otherwise, 1381 /* If this head is stored away, clear it - otherwise,
1382 * there can be cases where a object is on multiple layers - 1382 * there can be cases where a object is on multiple layers -
1383 * we only want to send it once. 1383 * we only want to send it once.
1384 */ 1384 */
1385 face_num = head->face->number; 1385 face_num = head->face;
1386 for (i = 0; i < MAP_LAYERS; i++) 1386 for (i = 0; i < MAP_LAYERS; i++)
1387 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] && 1387 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] &&
1388 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face->number == face_num) 1388 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face == face_num)
1389 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL; 1389 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL;
1390 1390
1391 /* First, try to put the new head on the same layer. If that is used up, 1391 /* First, try to put the new head on the same layer. If that is used up,
1392 * then find another layer. 1392 * then find another layer.
1393 */ 1393 */
1410 else 1410 else
1411 { 1411 {
1412 /* In this case, we are already at the lower right or single part object, 1412 /* In this case, we are already at the lower right or single part object,
1413 * so nothing special 1413 * so nothing special
1414 */ 1414 */
1415 face_num = ob->face->number; 1415 face_num = ob->face;
1416 1416
1417 /* clear out any head entries that have the same face as this one */ 1417 /* clear out any head entries that have the same face as this one */
1418 for (bx = 0; bx < layer; bx++) 1418 for (bx = 0; bx < layer; bx++)
1419 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] && 1419 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] &&
1420 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face->number == face_num) 1420 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face == face_num)
1421 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL; 1421 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL;
1422 } 1422 }
1423 } /* else not already head object or blank face */ 1423 } /* else not already head object or blank face */
1424 1424
1425 /* This is a real hack. Basically, if we have nothing to send for this layer, 1425 /* This is a real hack. Basically, if we have nothing to send for this layer,
1429 * of the same type, what happens then is it doesn't think it needs to send 1429 * of the same type, what happens then is it doesn't think it needs to send
1430 * This tends to make stacking also work/look better. 1430 * This tends to make stacking also work/look better.
1431 */ 1431 */
1432 if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]) 1432 if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1])
1433 { 1433 {
1434 face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]->face->number; 1434 face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]->face;
1435 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1] = NULL; 1435 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1] = NULL;
1436 } 1436 }
1437 1437
1438 /* Another hack - because of heads and whatnot, this face may match one 1438 /* Another hack - because of heads and whatnot, this face may match one
1439 * we already sent for a lower layer. In that case, don't send 1439 * we already sent for a lower layer. In that case, don't send
1492 if (!ob || ob->face == blank_face) 1492 if (!ob || ob->face == blank_face)
1493 smoothlevel = 0; 1493 smoothlevel = 0;
1494 else 1494 else
1495 { 1495 {
1496 smoothlevel = ob->smoothlevel; 1496 smoothlevel = ob->smoothlevel;
1497 if (smoothlevel && !(ns.faces_sent[ob->face->number] & NS_FACESENT_SMOOTH)) 1497 if (smoothlevel && !(ns.faces_sent[ob->face] & NS_FACESENT_SMOOTH))
1498 SendSmooth (&ns, ob->face->number); 1498 SendSmooth (&ns, ob->face);
1499 } /* else not already head object or blank face */ 1499 } /* else not already head object or blank face */
1500 1500
1501 /* We've gotten what face we want to use for the object. Now see if 1501 /* We've gotten what face we want to use for the object. Now see if
1502 * if it has changed since we last sent it to the client. 1502 * if it has changed since we last sent it to the client.
1503 */ 1503 */
1903 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) 1903 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1))
1904 emask |= 0x2; 1904 emask |= 0x2;
1905 1905
1906 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1)) 1906 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
1907 { 1907 {
1908 if (lastcell.faces[0] != pl->face->number) 1908 if (lastcell.faces[0] != pl->face)
1909 { 1909 {
1910 lastcell.faces[0] = pl->face->number; 1910 lastcell.faces[0] = pl->face;
1911 mask |= 0x1; 1911 mask |= 0x1;
1912 1912
1913 if (!(socket.faces_sent[pl->face->number] & NS_FACESENT_FACE)) 1913 if (!(socket.faces_sent[pl->face] & NS_FACESENT_FACE))
1914 esrv_send_face (&socket, pl->face->number, 0); 1914 esrv_send_face (&socket, pl->face, 0);
1915 1915
1916 sl << uint16 (pl->face->number); 1916 sl << uint16 (pl->face);
1917 } 1917 }
1918 } 1918 }
1919 else 1919 else
1920 { 1920 {
1921 /* Top face */ 1921 /* Top face */
2189 skill = i + CS_STAT_SKILLINFO; 2189 skill = i + CS_STAT_SKILLINFO;
2190 break; 2190 break;
2191 } 2191 }
2192 } 2192 }
2193 2193
2194 // spells better have a face
2195 if (!spell->face)
2196 {
2197 LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
2198 spell->face = face_find ("burnout.x11", blank_face);
2199 }
2200
2194 /* send the current values */ 2201 /* send the current values */
2195 sl << uint32 (spell->count) 2202 sl << uint32 (spell->count)
2196 << uint16 (spell->level) 2203 << uint16 (spell->level)
2197 << uint16 (spell->casting_time) 2204 << uint16 (spell->casting_time)
2198 << uint16 (spell->last_sp) 2205 << uint16 (spell->last_sp)
2199 << uint16 (spell->last_grace) 2206 << uint16 (spell->last_grace)
2200 << uint16 (spell->last_eat) 2207 << uint16 (spell->last_eat)
2201 << uint8 (skill) 2208 << uint8 (skill)
2202 << uint32 (spell->path_attuned) 2209 << uint32 (spell->path_attuned)
2203 << uint32 (spell->face ? spell->face->number : 0) 2210 << uint32 (spell->face)
2204 << data8 (spell->name) 2211 << data8 (spell->name)
2205 << data16 (spell->msg); 2212 << data16 (spell->msg);
2206} 2213}
2207 2214
2208/** 2215/**
2223 2230
2224 packet sl ("addspell"); 2231 packet sl ("addspell");
2225 2232
2226 if (!spell) 2233 if (!spell)
2227 { 2234 {
2228 for (spell = pl->ob->inv; spell != NULL; spell = spell->below) 2235 for (spell = pl->ob->inv; spell; spell = spell->below)
2229 { 2236 {
2230 /* were we to simply keep appending data here, we could exceed 2237 /* were we to simply keep appending data here, we could exceed
2231 * MAXSOCKBUF if the player has enough spells to add, we know that 2238 * MAXSOCKBUF if the player has enough spells to add, we know that
2232 * append_spells will always append 19 data bytes, plus 4 length 2239 * append_spells will always append 19 data bytes, plus 4 length
2233 * bytes and 3 strings (because that is the spec) so we need to 2240 * bytes and 3 strings (because that is the spec) so we need to

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