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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.100 by root, Mon May 28 21:22:26 2007 UTC vs.
Revision 1.101 by root, Sun Jun 3 17:05:36 2007 UTC

145/** check for map/region change and send new map data */ 145/** check for map/region change and send new map data */
146static void 146static void
147check_map_change (player *pl) 147check_map_change (player *pl)
148{ 148{
149 client &socket = *pl->ns; 149 client &socket = *pl->ns;
150 object *ob = pl->ob; 150 object *ob = pl->observe;
151 char buf[MAX_BUF]; /* eauugggh */
152 151
153 if (socket.current_map != ob->map || socket.force_newmap) 152 if (socket.current_map != ob->map || socket.force_newmap)
154 { 153 {
155 clear_map (pl); 154 clear_map (pl);
156 socket.current_map = ob->map; 155 socket.current_map = ob->map;
164 if (ob->map->tile_path[0]) flags |= 1; 163 if (ob->map->tile_path[0]) flags |= 1;
165 if (ob->map->tile_path[1]) flags |= 2; 164 if (ob->map->tile_path[1]) flags |= 2;
166 if (ob->map->tile_path[2]) flags |= 4; 165 if (ob->map->tile_path[2]) flags |= 4;
167 if (ob->map->tile_path[3]) flags |= 8; 166 if (ob->map->tile_path[3]) flags |= 8;
168 167
169 snprintf (buf, MAX_BUF, "mapinfo - spatial %d %d %d %d %d %s", 168 socket.send_packet_printf ("mapinfo - spatial %d %d %d %d %d %s",
170 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y, ob->map->width, ob->map->height, &ob->map->path); 169 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y,
170 ob->map->width, ob->map->height, &ob->map->path);
171 } 171 }
172 else 172 else
173 snprintf (buf, MAX_BUF, "mapinfo current");
174
175 socket.send_packet (buf); 173 socket.send_packet ("mapinfo current");
176 } 174 }
177 } 175 }
178 else if (socket.current_x != ob->x || socket.current_y != ob->y) 176 else if (socket.current_x != ob->x || socket.current_y != ob->y)
179 { 177 {
180 int dx = ob->x - socket.current_x; 178 int dx = ob->x - socket.current_x;
793 791
794 client *ns = pl->ns; 792 client *ns = pl->ns;
795 if (!ns) 793 if (!ns)
796 return; 794 return;
797 795
798 object *ob = pl->ob; 796 object *ob = pl->observe;
799 if (!ob) 797 if (!ob)
800 return; 798 return;
801 799
802 packet sl ("stats"); 800 packet sl ("stats");
803 801
1010{ 1008{
1011 prefetch_surrounding_maps (op->map, 3); 1009 prefetch_surrounding_maps (op->map, 3);
1012} 1010}
1013 1011
1014/** 1012/**
1015 * This function uses the new map1 protocol command to send the map 1013 * Draws client map.
1016 * to the client. It is necessary because the old map command supports
1017 * a maximum map size of 15x15.
1018 * This function is much simpler than the old one. This is because
1019 * the old function optimized to send as few face identifiers as possible,
1020 * at the expense of sending more coordinate location (coordinates were
1021 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1022 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1023 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1024 * and use the other 4 bits for other informatiion. For full documentation
1025 * of what we send, see the doc/Protocol file.
1026 * I will describe internally what we do:
1027 * the ns->lastmap shows how the map last looked when sent to the client.
1028 * in the lastmap structure, there is a cells array, which is set to the
1029 * maximum viewable size (As set in config.h).
1030 * in the cells, there are faces and a count value.
1031 * we use the count value to hold the darkness value. If -1, then this space
1032 * is not viewable.
1033 * we use faces[0] faces[1] faces[2] to hold what the three layers
1034 * look like.
1035 */ 1014 */
1036void 1015void
1037draw_client_map1 (object *pl) 1016draw_client_map (player *pl)
1038{ 1017{
1018 object *ob = pl->observe;
1019 if (!ob->active)
1020 return;
1021
1022 maptile *plmap = ob->map;
1023
1024 /* If player is just joining the game, he isn't here yet, so the map
1025 * can get swapped out. If so, don't try to send them a map. All will
1026 * be OK once they really log in.
1027 */
1028 if (!plmap || plmap->in_memory != MAP_IN_MEMORY)
1029 return;
1030
1039 int x, y, ax, ay, startlen, max_x, max_y, oldlen; 1031 int x, y, ax, ay, startlen, max_x, max_y, oldlen;
1040 sint16 nx, ny; 1032 sint16 nx, ny;
1041 int estartlen, eoldlen; 1033 int estartlen, eoldlen;
1042 uint8 eentrysize; 1034 uint8 eentrysize;
1043 uint16 ewhatstart, ewhatflag; 1035 uint16 ewhatstart, ewhatflag;
1044 uint8 extendedinfos; 1036 uint8 extendedinfos;
1045 maptile *m; 1037 maptile *m;
1046 1038
1047 client &socket = *pl->contr->ns;
1048
1049 if (!pl->active)
1050 return;
1051
1052 check_map_change (pl->contr); 1039 check_map_change (pl);
1053 prefetch_surrounding_maps (pl); 1040 prefetch_surrounding_maps (pl->ob);
1041
1042 /* do LOS after calls to update_position */
1043 if (pl->do_los)
1044 {
1045 update_los (ob);
1046 pl->do_los = 0;
1047 }
1048
1049 /**
1050 * This function uses the new map1 protocol command to send the map
1051 * to the client. It is necessary because the old map command supports
1052 * a maximum map size of 15x15.
1053 * This function is much simpler than the old one. This is because
1054 * the old function optimized to send as few face identifiers as possible,
1055 * at the expense of sending more coordinate location (coordinates were
1056 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1057 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1058 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1059 * and use the other 4 bits for other informatiion. For full documentation
1060 * of what we send, see the doc/Protocol file.
1061 * I will describe internally what we do:
1062 * the ns->lastmap shows how the map last looked when sent to the client.
1063 * in the lastmap structure, there is a cells array, which is set to the
1064 * maximum viewable size (As set in config.h).
1065 * in the cells, there are faces and a count value.
1066 * we use the count value to hold the darkness value. If -1, then this space
1067 * is not viewable.
1068 * we use faces[0] faces[1] faces[2] to hold what the three layers
1069 * look like.
1070 */
1071
1072 client &socket = *pl->ns;
1054 1073
1055 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a"); 1074 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a");
1056 packet esl; 1075 packet esl;
1057 1076
1058 startlen = sl.length (); 1077 startlen = sl.length ();
1082 ay = 0; 1101 ay = 0;
1083 1102
1084 /* We could do this logic as conditionals in the if statement, 1103 /* We could do this logic as conditionals in the if statement,
1085 * but that started to get a bit messy to look at. 1104 * but that started to get a bit messy to look at.
1086 */ 1105 */
1087 max_x = pl->x + (socket.mapx + 1) / 2; 1106 max_x = ob->x + (socket.mapx + 1) / 2;
1088 max_y = pl->y + (socket.mapy + 1) / 2; 1107 max_y = ob->y + (socket.mapy + 1) / 2;
1089 1108
1090 maptile *plmap = pl->map;
1091
1092 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) 1109 for (y = ob->y - socket.mapy / 2; y < max_y; y++, ay++)
1093 { 1110 {
1094 ax = 0; 1111 ax = 0;
1095 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) 1112 for (x = ob->x - socket.mapx / 2; x < max_x; x++, ax++)
1096 { 1113 {
1097 int emask, mask; 1114 int emask, mask;
1098 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1115 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1099 1116
1100 MapCell &lastcell = socket.lastmap.cells[ax][ay]; 1117 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1121 continue; 1138 continue;
1122 } 1139 }
1123 1140
1124 m->touch (); 1141 m->touch ();
1125 1142
1126 int d = pl->contr->blocked_los[ax][ay]; 1143 int d = ob->contr->blocked_los[ax][ay];
1127 1144
1128 if (d > 3) 1145 if (d > 3)
1129 { 1146 {
1130 1147
1131 int need_send = 0, count; 1148 int need_send = 0, count;
1220 } 1237 }
1221 1238
1222 if (op->msg && op->msg[0] == '@') 1239 if (op->msg && op->msg[0] == '@')
1223 flags |= 1; 1240 flags |= 1;
1224 1241
1225 if (op->type == PLAYER && op != pl) 1242 if (op->type == PLAYER && op != ob)
1226 player = op->count; 1243 player = op->count;
1227 } 1244 }
1228 1245
1229 if (lastcell.stat_hp != stat_hp) 1246 if (lastcell.stat_hp != stat_hp)
1230 { 1247 {
1274 1291
1275 /* Middle face */ 1292 /* Middle face */
1276 if (update_space (sl, socket, ms, lastcell, 1)) 1293 if (update_space (sl, socket, ms, lastcell, 1))
1277 mask |= 0x2; 1294 mask |= 0x2;
1278 1295
1279 if (ms.player () == pl 1296 if (ms.player () == ob
1280 && (pl->invisible & (pl->invisible < 50 ? 1 : 7))) 1297 && (ob->invisible & (ob->invisible < 50 ? 1 : 7)))
1281 { 1298 {
1282 // force player to be visible to himself if invisible 1299 // force player to be visible to himself if invisible
1283 if (lastcell.faces[0] != pl->face) 1300 if (lastcell.faces[0] != ob->face)
1284 { 1301 {
1285 lastcell.faces[0] = pl->face; 1302 lastcell.faces[0] = ob->face;
1286 1303
1287 mask |= 0x1; 1304 mask |= 0x1;
1288 sl << uint16 (pl->face); 1305 sl << uint16 (ob->face);
1289 1306
1290 socket.send_faces (pl); 1307 socket.send_faces (ob);
1291 } 1308 }
1292 } 1309 }
1293 /* Top face */ 1310 /* Top face */
1294 else if (update_space (sl, socket, ms, lastcell, 0)) 1311 else if (update_space (sl, socket, ms, lastcell, 0))
1295 mask |= 0x1; 1312 mask |= 0x1;
1360 socket.send_packet (sl); 1377 socket.send_packet (sl);
1361 socket.sent_scroll = 0; 1378 socket.sent_scroll = 0;
1362 } 1379 }
1363} 1380}
1364 1381
1365/**
1366 * Draws client map.
1367 */
1368void
1369draw_client_map (object *pl)
1370{
1371 int i, j;
1372 sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */
1373 int mflags;
1374 struct Map newmap;
1375 maptile *m, *pm;
1376
1377 if (pl->type != PLAYER)
1378 {
1379 LOG (llevError, "draw_client_map called with non player/non eric-server\n");
1380 return;
1381 }
1382
1383 pm = pl->map;
1384
1385 /* If player is just joining the game, he isn't here yet, so the map
1386 * can get swapped out. If so, don't try to send them a map. All will
1387 * be OK once they really log in.
1388 */
1389 if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1390 return;
1391
1392 memset (&newmap, 0, sizeof (struct Map));
1393
1394 for (j = (pl->y - pl->contr->ns->mapy / 2); j < (pl->y + (pl->contr->ns->mapy + 1) / 2); j++)
1395 for (i = (pl->x - pl->contr->ns->mapx / 2); i < (pl->x + (pl->contr->ns->mapx + 1) / 2); i++)
1396 {
1397 ax = i;
1398 ay = j;
1399 m = pm;
1400 mflags = get_map_flags (m, &m, ax, ay, &ax, &ay);
1401
1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1404
1405 /* If a map is visible to the player, we don't want to swap it out
1406 * just to reload it. This should really call something like
1407 * swap_map, but this is much more efficient and 'good enough'
1408 */
1409 if (mflags & P_NEW_MAP)
1410 m->timeout = 50;
1411 }
1412
1413 /* do LOS after calls to update_position */
1414 if (pl->contr->do_los)
1415 {
1416 update_los (pl);
1417 pl->contr->do_los = 0;
1418 }
1419
1420 /* Big maps need a different drawing mechanism to work */
1421 draw_client_map1 (pl);
1422}
1423
1424
1425/*****************************************************************************/ 1382/*****************************************************************************/
1426
1427/* GROS: The following one is used to allow a plugin to send a generic cmd to*/ 1383/* GROS: The following one is used to allow a plugin to send a generic cmd to*/
1428
1429/* a player. Of course, the client need to know the command to be able to */ 1384/* a player. Of course, the client need to know the command to be able to */
1430
1431/* manage it ! */ 1385/* manage it ! */
1432
1433/*****************************************************************************/ 1386/*****************************************************************************/
1434void 1387void
1435send_plugin_custom_message (object *pl, char *buf) 1388send_plugin_custom_message (object *pl, char *buf)
1436{ 1389{
1437 pl->contr->ns->send_packet (buf); 1390 pl->contr->ns->send_packet (buf);

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