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/cvs/deliantra/server/socket/request.C
Revision: 1.176
Committed: Thu Apr 29 15:59:10 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.175: +3 -12 lines
Log Message:
cleanup

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 //+GPL
26
27 /**
28 * \file
29 * Client handling.
30 *
31 * \date 2003-12-02
32 *
33 * This file implements all of the goo on the server side for handling
34 * clients. It's got a bunch of global variables for keeping track of
35 * each of the clients.
36 *
37 * Note: All functions that are used to process data from the client
38 * have the prototype of (char *data, int datalen, int client_num). This
39 * way, we can use one dispatch table.
40 *
41 * esrv_map_new starts updating the map
42 *
43 */
44
45 #include <global.h>
46 #include <sproto.h>
47
48 #include <living.h>
49
50 /* This block is basically taken from socket.c - I assume if it works there,
51 * it should work here.
52 */
53 #include <sys/types.h>
54 #include <sys/time.h>
55 #include <sys/socket.h>
56 #include <netinet/in.h>
57 #include <netdb.h>
58
59 #include <unistd.h>
60 #include <sys/time.h>
61
62 #include "sounds.h"
63
64 /**
65 * This table translates the attack numbers as used within the
66 * program to the value we use when sending STATS command to the
67 * client. If a value is -1, then we don't send that to the
68 * client.
69 */
70 static short atnr_cs_stat[NROFATTACKS] =
71 {
72 CS_STAT_RES_PHYS,
73 CS_STAT_RES_MAG,
74 CS_STAT_RES_FIRE,
75 CS_STAT_RES_ELEC,
76 CS_STAT_RES_COLD,
77 CS_STAT_RES_CONF,
78 CS_STAT_RES_ACID,
79 CS_STAT_RES_DRAIN,
80 -1 /* weaponmagic */,
81 CS_STAT_RES_GHOSTHIT,
82 CS_STAT_RES_POISON,
83 CS_STAT_RES_SLOW,
84 CS_STAT_RES_PARA,
85 CS_STAT_TURN_UNDEAD,
86 CS_STAT_RES_FEAR,
87 -1 /* Cancellation */,
88 CS_STAT_RES_DEPLETE,
89 CS_STAT_RES_DEATH,
90 -1 /* Chaos */,
91 -1 /* Counterspell */,
92 -1 /* Godpower */,
93 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 (client *ns, int dx, int dy)
102 {
103 struct Map newmap;
104 int x, y, mx, my;
105
106 ns->send_packet_printf ("map_scroll %d %d", dx, dy);
107
108 /* If we are using the Map1aCmd, we may in fact send
109 * head information that is outside the viewable map.
110 * So set the mx,my to the max value we want to
111 * look for. Removed code to do so - it caused extra
112 * complexities for the client, and probably doesn't make
113 * that much difference in bandwidth.
114 */
115 mx = ns->mapx;
116 my = ns->mapy;
117
118 /* the x and y here are coordinates for the new map, i.e. if we moved
119 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
120 * if the destination x or y coordinate is outside the viewable
121 * area, we clear the values - otherwise, the old values
122 * are preserved, and the check_head thinks it needs to clear them.
123 */
124 for (x = 0; x < mx; x++)
125 for (y = 0; y < my; y++)
126 if (x >= ns->mapx || y >= ns->mapy)
127 /* clear cells outside the viewable area */
128 memset (&newmap.cells[x][y], 0, sizeof (struct MapCell));
129 else if ((x + dx) < 0 || (x + dx) >= ns->mapx || (y + dy) < 0 || (y + dy) >= ns->mapy)
130 /* clear newly visible tiles within the viewable area */
131 memset (&(newmap.cells[x][y]), 0, sizeof (struct MapCell));
132 else
133 memcpy (&(newmap.cells[x][y]), &(ns->lastmap.cells[x + dx][y + dy]), sizeof (struct MapCell));
134
135 memcpy (&(ns->lastmap), &newmap, sizeof (struct Map));
136
137 /* Make sure that the next "map1" command will be sent (even if it is
138 * empty).
139 */
140 ns->sent_scroll = 1;
141 }
142
143 static void
144 clear_map (player *pl)
145 {
146 pl->ns->mapinfo_queue_clear ();
147
148 memset (&pl->ns->lastmap, 0, sizeof (pl->ns->lastmap));
149
150 pl->ns->force_newmap = false;
151
152 if (pl->ns->newmapcmd == 1)
153 pl->ns->send_packet ("newmap");
154
155 pl->ns->floorbox_reset ();
156 }
157
158 static void
159 send_map_info (player *pl)
160 {
161 client &socket = *pl->ns;
162 object *ob = pl->viewpoint;
163
164 if (socket.mapinfocmd)
165 {
166 if (ob->map && ob->map->path[0])
167 {
168 int flags = 0;
169
170 if (ob->map->tile_path[0]) flags |= 1;
171 if (ob->map->tile_path[1]) flags |= 2;
172 if (ob->map->tile_path[2]) flags |= 4;
173 if (ob->map->tile_path[3]) flags |= 8;
174
175 socket.send_packet_printf ("mapinfo - spatial %d %d %d %d %d %s",
176 flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y,
177 ob->map->width, ob->map->height, &ob->map->path);
178 }
179 else
180 socket.send_packet ("mapinfo current");
181 }
182 }
183
184 /** check for map/region change and send new map data */
185 static void
186 check_map_change (player *pl)
187 {
188 client &socket = *pl->ns;
189 object *ob = pl->viewpoint;
190
191 region *reg = ob->region ();
192 if (socket.current_region != reg)
193 {
194 INVOKE_PLAYER (REGION_CHANGE, pl, ARG_REGION (reg), ARG_REGION (socket.current_region));
195 socket.current_region = reg;
196 }
197
198 // first try to aovid a full newmap on tiled map scrolls
199 if (socket.current_map != ob->map && !socket.force_newmap)
200 {
201 rv_vector rv;
202
203 get_rangevector_from_mapcoord (socket.current_map, socket.current_x, socket.current_y, ob, &rv, 0);
204
205 // manhattan distance is very handy here
206 if (rv.distance < 8) // 8 works nicely for speed << 70 and buggy gcfclient
207 {
208 socket.current_map = ob->map;
209 socket.current_x = ob->x;
210 socket.current_y = ob->y;
211
212 socket_map_scroll (&socket, rv.distance_x, rv.distance_y);
213 socket.floorbox_reset ();
214 send_map_info (pl);
215 }
216 }
217
218 if (socket.current_map != ob->map || socket.force_newmap)
219 {
220 clear_map (pl);
221 socket.current_map = ob->map;
222 send_map_info (pl);
223 }
224 else if (socket.current_x != ob->x || socket.current_y != ob->y)
225 {
226 int dx = ob->x - socket.current_x;
227 int dy = ob->y - socket.current_y;
228
229 socket_map_scroll (&socket, ob->x - socket.current_x, ob->y - socket.current_y);
230 socket.floorbox_reset ();
231 }
232
233 socket.current_x = ob->x;
234 socket.current_y = ob->y;
235 }
236
237 /**
238 * This sends the skill number to name mapping. We ignore
239 * the params - we always send the same info no matter what.
240 */
241 static void
242 send_skill_info (client *ns, char *params)
243 {
244 packet sl;
245 sl << "replyinfo skill_info\n";
246
247 for (int i = 0; i < skillvec.size (); ++i)
248 sl.printf ("%d:%s\n", CS_STAT_SKILLINFO + i, &skillvec [i]->name);
249
250 if (sl.length () > MAXSOCKBUF)
251 cleanup ("buffer overflow in send_skill_info!");
252
253 ns->send_packet (sl);
254 }
255
256 /**
257 * This sends the spell path to name mapping. We ignore
258 * the params - we always send the same info no matter what.
259 */
260 static void
261 send_spell_paths (client * ns, char *params)
262 {
263 packet sl;
264
265 sl << "replyinfo spell_paths\n";
266
267 for (int i = 0; i < NRSPELLPATHS; i++)
268 sl.printf ("%d:%s\n", 1 << i, spellpathnames[i]);
269
270 if (sl.length () > MAXSOCKBUF)
271 cleanup ("buffer overflow in send_spell_paths!");
272
273 ns->send_packet (sl);
274 }
275
276 /**
277 * RequestInfo is sort of a meta command. There is some specific
278 * request of information, but we call other functions to provide
279 * that information.
280 */
281 void
282 RequestInfo (char *buf, int len, client *ns)
283 {
284 char *params;
285
286 /* find the first space, make it null, and update the
287 * params pointer.
288 */
289 for (params = buf; *params; params++)
290 if (*params == ' ')
291 {
292 *params++ = 0;
293 break;
294 }
295
296 if (!strcmp (buf, "skill_info"))
297 send_skill_info (ns, params);
298 else if (!strcmp (buf, "spell_paths"))
299 send_spell_paths (ns, params);
300 else
301 {
302 // undo tokenisation above and send replyinfo with the request unchanged
303 if (*params)
304 *--params = ' ';
305
306 ns->send_packet_printf ("replyinfo %s", buf);
307 }
308 }
309
310 void
311 ExtCmd (char *buf, int len, player *pl)
312 {
313 INVOKE_PLAYER (EXTCMD, pl, ARG_DATA (buf, len));
314 }
315
316 void
317 ExtiCmd (char *buf, int len, client *ns)
318 {
319 INVOKE_CLIENT (EXTICMD, ns, ARG_DATA (buf, len));
320 }
321
322 //-GPL
323
324 void
325 client::mapinfo_queue_clear ()
326 {
327 for (auto (i, mapinfo_queue.begin ()); i != mapinfo_queue.end (); ++i)
328 free (*i);
329
330 mapinfo_queue.clear ();
331 }
332
333 bool
334 client::mapinfo_try (char *buf)
335 {
336 char *token = buf;
337 buf += strlen (buf) + 9;
338
339 // initial map and its origin
340 maptile *map = pl->viewpoint->map;
341 int mapx = pl->ns->mapx / 2 - pl->viewpoint->x;
342 int mapy = pl->ns->mapy / 2 - pl->viewpoint->y;
343 int max_distance = 8; // limit maximum path length to something generous
344
345 while (*buf && map && max_distance)
346 {
347 int dir = *buf++ - '1';
348
349 if (dir >= 0 && dir <= 3)
350 {
351 if (!map->tile_path [dir])
352 map = 0;
353 else if (map->tile_available (dir, false))
354 {
355 maptile *neigh = map->tile_map [dir];
356
357 switch (dir)
358 {
359 case 0: mapy -= neigh->height; break;
360 case 2: mapy += map ->height; break;
361 case 3: mapx -= neigh->width ; break;
362 case 1: mapx += map ->width ; break;
363 }
364
365 map = neigh;
366 --max_distance;
367 }
368 else
369 return 0;
370 }
371 else
372 max_distance = 0;
373 }
374
375 if (!max_distance)
376 send_packet_printf ("mapinfo %s error", token);
377 else if (!map || !map->path)
378 send_packet_printf ("mapinfo %s nomap", token);
379 else
380 {
381 int flags = 0;
382
383 if (map->tile_path[0]) flags |= 1;
384 if (map->tile_path[1]) flags |= 2;
385 if (map->tile_path[2]) flags |= 4;
386 if (map->tile_path[3]) flags |= 8;
387
388 send_packet_printf ("mapinfo %s spatial %d %d %d %d %d %s", token, flags, mapx, mapy, map->width, map->height, &map->path);
389 }
390
391 return 1;
392 }
393
394 void
395 client::mapinfo_queue_run ()
396 {
397 if (mapinfo_queue.empty () || !pl)
398 return;
399
400 for (int i = 0; i < mapinfo_queue.size (); ++i)
401 if (mapinfo_try (mapinfo_queue [i]))
402 {
403 free (mapinfo_queue [i]);
404 mapinfo_queue.erase (i);
405 }
406 else
407 ++i;
408 }
409
410 void
411 MapInfoCmd (char *buf, int len, player *pl)
412 {
413 // <mapinfo tag spatial tile-path
414 // >mapinfo tag spatial flags x y w h hash
415
416 char *token = buf;
417
418 if (!(buf = strchr (buf, ' ')))
419 return;
420
421 if (!strncmp (buf, " spatial ", 9))
422 {
423 char *copy = strdup (token);
424 copy [buf - token] = 0;
425
426 #if 0
427 // this makes only sense when we flush the buffer immediately
428 if (pl->ns->mapinfo_try (copy))
429 free (copy);
430 else
431 #endif
432 pl->ns->mapinfo_queue.push_back (copy);
433 }
434 else
435 pl->ns->send_packet_printf ("mapinfo %s unsupported", token);
436 }
437
438 /** This is the Setup cmd */
439 void
440 SetUp (char *buf, int len, client * ns)
441 {
442 INVOKE_CLIENT (SETUP, ns, ARG_DATA (buf, len));
443 }
444
445 /**
446 * The client has requested to be added to the game.
447 * This is what takes care of it. We tell the client how things worked out.
448 * I am not sure if this file is the best place for this function. however,
449 * it either has to be here or init_sockets needs to be exported.
450 */
451 void
452 AddMeCmd (char *buf, int len, client *ns)
453 {
454 INVOKE_CLIENT (ADDME, ns, ARG_DATA (buf, len));
455 }
456
457 //+GPL
458
459 /**
460 * This handles the general commands from the client (ie, north, fire, cast,
461 * etc.)
462 */
463 void
464 PlayerCmd (char *buf, int len, player *pl)
465 {
466 /* Check if there is a count. In theory, a zero count could also be
467 * sent, so check for that also.
468 */
469 if (atoi (buf) || buf[0] == '0')
470 {
471 pl->count = atoi ((char *) buf);
472
473 buf = strchr (buf, ' '); /* advance beyond the numbers */
474 if (!buf)
475 return;
476
477 buf++;
478 }
479
480 execute_newserver_command (pl->ob, (char *)buf);
481
482 /* Perhaps something better should be done with a left over count.
483 * Cleaning up the input should probably be done first - all actions
484 * for the command that issued the count should be done before any other
485 * commands.
486 */
487 pl->count = 0;
488 }
489
490 /**
491 * This handles the general commands from the client (ie, north, fire, cast,
492 * etc.). It is a lot like PlayerCmd above, but is called with the
493 * 'ncom' method which gives more information back to the client so it
494 * can throttle.
495 */
496 void
497 NewPlayerCmd (char *buf, int len, player *pl)
498 {
499 if (len <= 6)
500 {
501 LOG (llevDebug, "%s: corrupt ncom command <%s>: not long enough (%d) - discarding\n", pl->ns->host, buf, len);
502 return;
503 }
504
505 uint16 cmdid = net_uint16 ((uint8 *)buf);
506 sint32 repeat = net_sint32 ((uint8 *)buf + 2);
507
508 /* -1 is special - no repeat, but don't update */
509 if (repeat != -1)
510 pl->count = repeat;
511
512 buf += 6; //len -= 6;
513
514 execute_newserver_command (pl->ob, buf);
515
516 /* Perhaps something better should be done with a left over count.
517 * Cleaning up the input should probably be done first - all actions
518 * for the command that issued the count should be done before any other
519 * commands.
520 */
521 pl->count = 0;
522
523 //TODO: schmorp thinks whatever this calculates, it makes no sense at all
524 int time = pl->ob->has_active_speed ()
525 ? (int) (MAX_TIME / pl->ob->speed)
526 : MAX_TIME * 100;
527
528 /* Send confirmation of command execution now */
529 packet sl ("comc");
530 sl << uint16 (cmdid) << uint32 (time);
531 pl->ns->send_packet (sl);
532 }
533
534 /** This is a reply to a previous query. */
535 void
536 ReplyCmd (char *buf, int len, client *ns)
537 {
538 if (ns->state == ST_CUSTOM)
539 {
540 INVOKE_CLIENT (REPLY, ns, ARG_DATA (buf, len));
541 return;
542 }
543
544 if (!ns->pl)
545 return; //TODO: depends on the exact reply we are after
546 //TODO: but right now, we always have a ns->pl
547
548 player *pl = ns->pl;
549
550 /* This is to synthesize how the data would be stored if it
551 * was normally entered. A bit of a hack, and should be cleaned up
552 * once all the X11 code is removed from the server.
553 *
554 * We pass 13 to many of the functions because this way they
555 * think it was the carriage return that was entered, and the
556 * function then does not try to do additional input.
557 */
558 snprintf (pl->write_buf, sizeof (pl->write_buf), ":%s", buf);
559
560 /* this avoids any hacking here */
561
562 switch (ns->state)
563 {
564 case ST_PLAYING:
565 LOG (llevError, "Got reply message with ST_PLAYING input state\n");
566 break;
567
568 case ST_GET_PARTY_PASSWORD: /* Get password for party */
569 receive_party_password (pl->ob, 13);
570 break;
571
572 default:
573 LOG (llevError, "Unknown input state: %d\n", ns->state);
574 }
575 }
576
577 /**
578 * Client tells its version info.
579 */
580 void
581 VersionCmd (char *buf, int len, client *ns)
582 {
583 INVOKE_CLIENT (VERSION, ns, ARG_DATA (buf, len));
584 }
585
586 /** sound related functions. */
587 void
588 SetSound (char *buf, int len, client * ns)
589 {
590 ns->sound = atoi (buf);
591 }
592
593 /** client wants the map resent */
594 void
595 MapRedrawCmd (char *buf, int len, player *pl)
596 {
597 /* This function is currently disabled; just clearing the map state results in
598 * display errors. It should clear the cache and send a newmap command.
599 * Unfortunately this solution does not work because some client versions send
600 * a mapredraw command after receiving a newmap command.
601 */
602 }
603
604 /**
605 * Moves an object (typically, container to inventory).
606 * syntax is: move (to) (tag) (nrof)
607 */
608 void
609 MoveCmd (char *buf, int len, player *pl)
610 {
611 int to, tag, nrof;
612
613 if (3 != sscanf (buf, "%d %d %d", &to, &tag, &nrof))
614 {
615 LOG (llevError, "Incomplete move command: %s\n", buf);
616 return;
617 }
618
619 esrv_move_object (pl->ob, to, tag, nrof);
620 }
621
622 /******************************************************************************
623 *
624 * Start of commands the server sends to the client.
625 *
626 ******************************************************************************/
627
628 /**
629 * Asks the client to query the user. This way, the client knows
630 * it needs to send something back (vs just printing out a message)
631 */
632 void
633 send_query (client *ns, uint8 flags, const char *text)
634 {
635 ns->send_packet_printf ("query %d %s", flags, text ? text : "");
636 }
637
638 /**
639 * Get player's current range attack in obuf.
640 */
641 static void
642 rangetostring (player *pl, char *obuf)
643 {
644 dynbuf_text &buf = msg_dynbuf; buf.clear ();
645
646 #if 0
647 // print ranged/chosen_skill etc. objects every call
648 printf ("%s %s => %s (%s)\n",
649 pl->ranged_ob ? &pl->ranged_ob->name : "-",
650 pl->combat_ob ? &pl->combat_ob->name : "-",
651 pl->ob->current_weapon ? &pl->ob->current_weapon->name : "-",
652 pl->ob->chosen_skill ? &pl->ob->chosen_skill->name : "-"
653 );
654 #endif
655
656 if (pl->ranged_ob)
657 buf << " Range" << (pl->ob->current_weapon == pl->ranged_ob ? "*" : "") << ": " << pl->ranged_ob->name;
658
659 if (pl->combat_ob)
660 buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name;
661
662 #if 0
663 //TODO: remove this when slot system is working, this is only for debugging
664 if (pl->ob->chosen_skill)
665 buf << " Skill*: " << pl->ob->chosen_skill->name;
666 #endif
667
668 //TODO: maybe golem should become the current_weapon, quite simply?
669 if (pl->golem)
670 buf << " Golem*: " << pl->golem->name;
671
672 buf << '\0';
673 buf.linearise (obuf);
674 }
675
676 #define AddIfInt64(Old,New,Type) if (Old != New) {\
677 Old = New; \
678 sl << uint8 (Type) << uint64 (New); \
679 }
680
681 #define AddIfInt(Old,New,Type) if (Old != New) {\
682 Old = New; \
683 sl << uint8 (Type) << uint32 (New); \
684 }
685
686 #define AddIfShort(Old,New,Type) if (Old != New) {\
687 Old = New; \
688 sl << uint8 (Type) << uint16 (New); \
689 }
690
691 #define AddIfFloat(Old,New,Type,mult) if (Old != New) {\
692 Old = New; \
693 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI*mult); \
694 }
695
696 #define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
697 free(Old); Old = strdup (New);\
698 sl << uint8 (Type) << data8 (New); \
699 }
700
701 /**
702 * Sends a statistics update. We look at the old values,
703 * and only send what has changed. Stat mapping values are in newclient.h
704 * Since this gets sent a lot, this is actually one of the few binary
705 * commands for now.
706 */
707 void
708 esrv_update_stats (player *pl)
709 {
710 client *ns = pl->ns;
711 if (!ns)
712 return;
713
714 object *ob = pl->observe;
715 if (!ob)
716 return;
717
718 player *opl = ob->contr ? static_cast<player *>(ob->contr) : pl;
719
720 packet sl ("stats");
721
722 AddIfShort (ns->last_stats.hp, ob->stats.hp, CS_STAT_HP);
723 AddIfShort (ns->last_stats.maxhp, ob->stats.maxhp, CS_STAT_MAXHP);
724 AddIfShort (ns->last_stats.sp, ob->stats.sp, CS_STAT_SP);
725 AddIfShort (ns->last_stats.maxsp, ob->stats.maxsp, CS_STAT_MAXSP);
726 AddIfShort (ns->last_stats.grace, ob->stats.grace, CS_STAT_GRACE);
727 AddIfShort (ns->last_stats.maxgrace, ob->stats.maxgrace, CS_STAT_MAXGRACE);
728 AddIfShort (ns->last_stats.Str, ob->stats.Str, CS_STAT_STR);
729 AddIfShort (ns->last_stats.Dex, ob->stats.Dex, CS_STAT_DEX);
730 AddIfShort (ns->last_stats.Con, ob->stats.Con, CS_STAT_CON);
731 AddIfShort (ns->last_stats.Int, ob->stats.Int, CS_STAT_INT);
732 AddIfShort (ns->last_stats.Wis, ob->stats.Wis, CS_STAT_WIS);
733 AddIfShort (ns->last_stats.Pow, ob->stats.Pow, CS_STAT_POW);
734 AddIfShort (ns->last_stats.Cha, ob->stats.Cha, CS_STAT_CHA);
735
736 for (int s = 0; s < CS_NUM_SKILLS; s++)
737 if (object *skill = opl->last_skill_ob [s])
738 if (skill->stats.exp != ns->last_skill_exp [s])
739 {
740 ns->last_skill_exp [s] = skill->stats.exp;
741
742 /* Always send along the level if exp changes. This is only
743 * 1 extra byte, but keeps processing simpler.
744 */
745 sl << uint8 (CS_STAT_SKILLINFO + s)
746 << uint8 (skill->level)
747 << uint64 (skill->stats.exp);
748 }
749
750 AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64);
751 AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL);
752 AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC);
753 AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC);
754 AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM);
755 AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED, 1.f / TICK);
756 AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD);
757 AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP, 1.f / TICK);
758 AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM);
759
760 int flags = (opl->fire_on ? SF_FIREON : 0)
761 | (opl->run_on ? SF_RUNON : 0);
762
763 AddIfShort (ns->last_flags, flags, CS_STAT_FLAGS);
764
765 for (int i = 0; i < NROFATTACKS; i++)
766 /* Skip ones we won't send */
767 if (atnr_cs_stat[i] >= 0)
768 AddIfShort (ns->last_resist[i], ob->resist[i], atnr_cs_stat[i]);
769
770 if (pl->ns->monitor_spells)
771 {
772 AddIfInt (ns->last_path_attuned, ob->path_attuned, CS_STAT_SPELL_ATTUNE);
773 AddIfInt (ns->last_path_repelled, ob->path_repelled, CS_STAT_SPELL_REPEL);
774 AddIfInt (ns->last_path_denied, ob->path_denied, CS_STAT_SPELL_DENY);
775 }
776
777 char buf[MAX_BUF];
778 rangetostring (opl, buf); /* we want use the new fire & run system in new client */
779 AddIfString (ns->stats.range, buf, CS_STAT_RANGE);
780 set_title (ob, buf);
781 AddIfString (ns->stats.title, buf, CS_STAT_TITLE);
782
783 /* Only send it away if we have some actual data */
784 if (sl.length () > 6)
785 ns->send_packet (sl);
786 }
787
788 /**
789 * Tells the client that here is a player it should start using.
790 */
791 void
792 esrv_new_player (player *pl)
793 {
794 sint32 weight = pl->ob->client_weight ();
795
796 packet sl ("player");
797
798 sl << uint32 (pl->ob->count)
799 << uint32 (weight)
800 << uint32 (pl->ob->face)
801 << data8 (pl->ob->name);
802
803 pl->ns->last_weight = weight;
804 pl->ns->send_packet (sl);
805 }
806
807 /******************************************************************************
808 *
809 * Start of map related commands.
810 *
811 ******************************************************************************/
812
813 /** Clears a map cell */
814 static void
815 map_clearcell (struct MapCell *cell, int count)
816 {
817 cell->faces[0] = 0;
818 cell->faces[1] = 0;
819 cell->faces[2] = 0;
820 cell->smooth[0] = 0;
821 cell->smooth[1] = 0;
822 cell->smooth[2] = 0;
823 cell->count = count;
824 cell->stat_hp = 0;
825 cell->flags = 0;
826 cell->player = 0;
827 }
828
829 #define MAX_LAYERS 3
830
831 /**
832 * Removes the need to replicate the same code for each layer.
833 * this returns true if this space is now in fact different than
834 * it was.
835 * sl is the socklist this data is going into.
836 * ns is the socket we are working on - all the info we care
837 * about is in this socket structure, so now need not pass the
838 * entire player object.
839 * layer is the layer to update, with 2 being the floor and 0 the
840 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ)
841 * take. Interesting to note that before this function, the map1 function
842 * numbers the spaces differently - I think this was a leftover from
843 * the map command, where the faces stack up. Sinces that is no longer
844 * the case, it seems to make more sense to have these layer values
845 * actually match.
846 */
847 static int
848 update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer)
849 {
850 object *ob = ms.faces_obj [layer];
851
852 /* If there is no object for this space, or if the face for the object
853 * is the blank face, set the face number to zero.
854 * else if we have the stored head object for this space, that takes
855 * precedence over the other object for this space.
856 * otherwise, we do special head processing
857 */
858 uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
859
860 /* We've gotten what face we want to use for the object. Now see if
861 * if it has changed since we last sent it to the client.
862 */
863 if (lastcell.faces[layer] != face_num)
864 {
865 lastcell.faces[layer] = face_num;
866
867 if (!ns.faces_sent[face_num])
868 if (ob)
869 ns.send_faces (ob);
870 else
871 ns.send_face (face_num, 10);
872
873 sl << uint16 (face_num);
874 return 1;
875 }
876
877 /* Nothing changed */
878 return 0;
879 }
880
881 //-GPL
882
883 // prefetch maps in an area of PREFETCH x PREFETCH around the player
884 #define PREFETCH 40
885
886 // prefetch a generous area around the player
887 static void
888 prefetch_surrounding_maps (object *op)
889 {
890 for (maprect *rect = op->map->split_to_tiles (mapwalk_buf,
891 op->x - PREFETCH , op->y - PREFETCH ,
892 op->x + PREFETCH + 1, op->y + PREFETCH + 1);
893 rect->m;
894 ++rect)
895 rect->m->touch ();
896 }
897
898 //+GPL
899
900 /**
901 * Draws client map.
902 */
903 void
904 draw_client_map (player *pl)
905 {
906 object *ob = pl->viewpoint;
907 if (!pl->observe->active)
908 return;
909
910 /* If player is just joining the game, he isn't here yet, so the map
911 * can get swapped out. If so, don't try to send them a map. All will
912 * be OK once they really log in.
913 */
914 if (!ob->map || ob->map->in_memory != MAP_ACTIVE)
915 return;
916
917 int startlen, oldlen;
918
919 check_map_change (pl);
920 prefetch_surrounding_maps (pl->ob);
921
922 /* do LOS after calls to update_position */
923 /* unfortunately, we need to udpate los when observing, currently */
924 if (pl->do_los || pl->viewpoint != pl->ob)
925 {
926 pl->do_los = 0;
927 pl->update_los ();
928 }
929
930 /**
931 * This function uses the new map1 protocol command to send the map
932 * to the client. It is necessary because the old map command supports
933 * a maximum map size of 15x15.
934 * This function is much simpler than the old one. This is because
935 * the old function optimized to send as few face identifiers as possible,
936 * at the expense of sending more coordinate location (coordinates were
937 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
938 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
939 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
940 * and use the other 4 bits for other informatiion. For full documentation
941 * of what we send, see the doc/Protocol file.
942 * I will describe internally what we do:
943 * the ns->lastmap shows how the map last looked when sent to the client.
944 * in the lastmap structure, there is a cells array, which is set to the
945 * maximum viewable size (As set in config.h).
946 * in the cells, there are faces and a count value.
947 * we use the count value to hold the darkness value. If -1, then this space
948 * is not viewable.
949 * we use faces[0] faces[1] faces[2] to hold what the three layers
950 * look like.
951 */
952
953 client &socket = *pl->ns;
954
955 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a");
956
957 startlen = sl.length ();
958
959 int hx = socket.mapx / 2;
960 int hy = socket.mapy / 2;
961
962 ordered_mapwalk_begin (ob, -hx, -hy, hx, hy)
963 int ax = dx + hx;
964 int ay = dy + hy;
965
966 int mask = (ax << 10) | (ay << 4);
967 MapCell &lastcell = socket.lastmap.cells[ax][ay];
968
969 /* If the coordinates are not valid, or it is too dark to see,
970 * we tell the client as such
971 */
972 if (!m)
973 {
974 /* space is out of map. Update space and clear values
975 * if this hasn't already been done. If the space is out
976 * of the map, it shouldn't have a head.
977 */
978 if (lastcell.count != -1)
979 {
980 sl << uint16 (mask);
981 map_clearcell (&lastcell, -1);
982 }
983
984 continue;
985 }
986
987 int d = pl->blocked_los_uc (dx, dy);
988
989 if (d > 3)
990 {
991 /* This block deals with spaces that are not visible for whatever
992 * reason. Still may need to send the head for this space.
993 */
994 if (lastcell.count != -1
995 || lastcell.faces[0]
996 || lastcell.faces[1]
997 || lastcell.faces[2]
998 || lastcell.stat_hp
999 || lastcell.flags
1000 || lastcell.player)
1001 sl << uint16 (mask);
1002
1003 /* properly clear a previously sent big face */
1004 map_clearcell (&lastcell, -1);
1005 }
1006 else
1007 {
1008 /* In this block, the space is visible.
1009 */
1010
1011 /* Rather than try to figure out what everything that we might
1012 * need to send is, then form the packet after that,
1013 * we presume that we will in fact form a packet, and update
1014 * the bits by what we do actually send. If we send nothing,
1015 * we just back out sl.length () to the old value, and no harm
1016 * is done.
1017 * I think this is simpler than doing a bunch of checks to see
1018 * what if anything we need to send, setting the bits, then
1019 * doing those checks again to add the real data.
1020 */
1021 oldlen = sl.length ();
1022
1023 sl << uint16 (mask);
1024
1025 unsigned char dummy;
1026 unsigned char *last_ext = &dummy;
1027
1028 /* Darkness changed */
1029 if (lastcell.count != d)
1030 {
1031 mask |= 0x8;
1032
1033 *last_ext |= 0x80;
1034 last_ext = &sl[sl.length ()];
1035 sl << uint8 (d);
1036 }
1037
1038 lastcell.count = d;
1039
1040 mapspace &ms = m->at (nx, ny);
1041 ms.update ();
1042
1043 // extmap handling
1044 uint8 stat_hp = 0;
1045 uint8 stat_width = 0;
1046 uint8 flags = 0;
1047 tag_t player = 0;
1048
1049 // send hp information, if applicable
1050 if (object *op = ms.faces_obj [0])
1051 if (op->is_head () && !op->invisible)
1052 {
1053 if (op->stats.maxhp > op->stats.hp
1054 && op->stats.maxhp > 0
1055 && (op->type == PLAYER
1056 || op->type == DOOR // does not work, have maxhp 0
1057 || op->flag [FLAG_MONSTER]
1058 || op->flag [FLAG_ALIVE]
1059 || op->flag [FLAG_GENERATOR]))
1060 {
1061 stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp;
1062 stat_width = op->arch->max_x - op->arch->x; //TODO: should be upper-left edge
1063 }
1064
1065 if (expect_false (op->has_dialogue ()))
1066 flags |= 1;
1067
1068 if (expect_false (op->type == PLAYER))
1069 player = op == ob ? pl->ob->count
1070 : op == pl->ob ? ob->count
1071 : op->count;
1072 }
1073
1074 if (expect_false (lastcell.stat_hp != stat_hp))
1075 {
1076 lastcell.stat_hp = stat_hp;
1077
1078 mask |= 0x8;
1079 *last_ext |= 0x80;
1080 last_ext = &sl[sl.length ()];
1081
1082 sl << uint8 (5) << uint8 (stat_hp);
1083
1084 if (stat_width > 1)
1085 {
1086 *last_ext |= 0x80;
1087 last_ext = &sl[sl.length ()];
1088
1089 sl << uint8 (6) << uint8 (stat_width);
1090 }
1091 }
1092
1093 if (expect_false (lastcell.player != player))
1094 {
1095 lastcell.player = player;
1096
1097 mask |= 0x8;
1098 *last_ext |= 0x80;
1099 last_ext = &sl[sl.length ()];
1100
1101 sl << uint8 (0x47) << uint8 (4) << (uint32)player;
1102 }
1103
1104 if (expect_false (lastcell.flags != flags))
1105 {
1106 lastcell.flags = flags;
1107
1108 mask |= 0x8;
1109 *last_ext |= 0x80;
1110 last_ext = &sl[sl.length ()];
1111
1112 sl << uint8 (8) << uint8 (flags);
1113 }
1114
1115 // faces
1116
1117 /* Floor face */
1118 if (update_space (sl, socket, ms, lastcell, 2))
1119 mask |= 0x4;
1120
1121 /* Middle face */
1122 if (update_space (sl, socket, ms, lastcell, 1))
1123 mask |= 0x2;
1124
1125 if (expect_false (ob->invisible)
1126 && ob->invisible & (ob->invisible < 50 ? 1 : 7)
1127 && ms.player () == ob)
1128 {
1129 // force player to be visible to himself if invisible
1130 if (lastcell.faces[0] != ob->face)
1131 {
1132 lastcell.faces[0] = ob->face;
1133
1134 mask |= 0x1;
1135 sl << uint16 (ob->face);
1136
1137 socket.send_faces (ob);
1138 }
1139 }
1140 /* Top face */
1141 else if (update_space (sl, socket, ms, lastcell, 0))
1142 mask |= 0x1;
1143
1144 /* Check to see if we are in fact sending anything for this
1145 * space by checking the mask. If so, update the mask.
1146 * if not, reset the len to that from before adding the mask
1147 * value, so we don't send those bits.
1148 */
1149 if (mask & 0xf)
1150 sl[oldlen + 1] = mask & 0xff;
1151 else
1152 sl.reset (oldlen);
1153 } /* else this is a viewable space */
1154 ordered_mapwalk_end
1155
1156 socket.flush_fx ();
1157
1158 if (sl.length () > startlen || socket.sent_scroll)
1159 {
1160 socket.send_packet (sl);
1161 socket.sent_scroll = 0;
1162 }
1163 }
1164
1165 /**
1166 * This looks for any spells the player may have that have changed their stats.
1167 * it then sends an updspell packet for each spell that has changed in this way
1168 */
1169 void
1170 esrv_update_spells (player *pl)
1171 {
1172 if (!pl->ns)
1173 return;
1174
1175 pl->ns->update_spells = false;
1176
1177 if (!pl->ns->monitor_spells)
1178 return;
1179
1180 for (object *spell = pl->ob->inv; spell; spell = spell->below)
1181 if (spell->type == SPELL)
1182 {
1183 int flags = 0;
1184 int val;
1185
1186 /* check if we need to update it */
1187 val = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
1188 if (spell->cached_sp != val)
1189 {
1190 spell->cached_sp = val;
1191 flags |= UPD_SP_MANA;
1192 }
1193
1194 val = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
1195 if (spell->cached_grace != val)
1196 {
1197 spell->cached_grace = val;
1198 flags |= UPD_SP_GRACE;
1199 }
1200
1201 val = casting_level (pl->ob, spell);
1202 if (spell->cached_eat != val)
1203 {
1204 spell->cached_eat = val;
1205 flags |= UPD_SP_LEVEL;
1206 }
1207
1208 if (flags)
1209 {
1210 packet sl;
1211
1212 sl << "updspell "
1213 << uint8 (flags)
1214 << uint32 (spell->count);
1215
1216 if (flags & UPD_SP_MANA ) sl << uint16 (spell->cached_sp);
1217 if (flags & UPD_SP_GRACE) sl << uint16 (spell->cached_grace);
1218 if (flags & UPD_SP_LEVEL) sl << uint16 (spell->cached_eat);
1219
1220 pl->ns->send_packet (sl);
1221 }
1222 }
1223 }
1224
1225 void
1226 esrv_remove_spell (player *pl, object *spell)
1227 {
1228 if (!pl->ns->monitor_spells)
1229 return;
1230
1231 if (!pl || !spell || spell->env != pl->ob)
1232 {
1233 LOG (llevError, "Invalid call to esrv_remove_spell");
1234 return;
1235 }
1236
1237 packet sl ("delspell");
1238
1239 sl << uint32 (spell->count);
1240
1241 pl->ns->send_packet (sl);
1242 }
1243
1244 /* appends the spell *spell to the Socklist we will send the data to. */
1245 static void
1246 append_spell (player *pl, packet &sl, object *spell)
1247 {
1248 int i, skill = 0;
1249
1250 if (!(spell->name))
1251 {
1252 LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
1253 return;
1254 }
1255
1256 /* store costs and damage in the object struct, to compare to later */
1257 spell->cached_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA);
1258 spell->cached_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE);
1259 spell->cached_eat = casting_level (pl->ob, spell);
1260
1261 /* figure out which skill it uses, if it uses one */
1262 if (spell->skill)
1263 if (object *tmp = pl->find_skill (spell->skill))
1264 skill = CS_STAT_SKILLINFO + SKILL_INDEX (tmp);
1265
1266 // spells better have a face
1267 if (!spell->face)
1268 {
1269 LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
1270 spell->face = face_find ("burnout.x11", blank_face);
1271 }
1272
1273 pl->ns->send_face (spell->face);
1274
1275 /* send the current values */
1276 sl << uint32 (spell->count)
1277 << uint16 (spell->level)
1278 << uint16 (spell->casting_time)
1279 << uint16 (spell->cached_sp)
1280 << uint16 (spell->cached_grace)
1281 << uint16 (spell->cached_eat)
1282 << uint8 (skill)
1283 << uint32 (spell->path_attuned)
1284 << uint32 (spell->face)
1285 << data8 (spell->name)
1286 << data16 (spell->msg);
1287 }
1288
1289 /**
1290 * This tells the client to add the spell *ob, if *ob is NULL, then add
1291 * all spells in the player's inventory.
1292 */
1293 void
1294 esrv_add_spells (player *pl, object *spell)
1295 {
1296 if (!pl)
1297 {
1298 LOG (llevError, "esrv_add_spells, tried to add a spell to a NULL player");
1299 return;
1300 }
1301
1302 if (!pl->ns->monitor_spells)
1303 return;
1304
1305 packet sl ("addspell");
1306
1307 if (!spell)
1308 {
1309 for (spell = pl->ob->inv; spell; spell = spell->below)
1310 {
1311 /* were we to simply keep appending data here, we could exceed
1312 * MAXSOCKBUF if the player has enough spells to add, we know that
1313 * append_spells will always append 19 data bytes, plus 4 length
1314 * bytes and 3 strings (because that is the spec) so we need to
1315 * check that the length of those 3 strings, plus the 23 bytes,
1316 * won't take us over the length limit for the socket, if it does,
1317 * we need to send what we already have, and restart packet formation
1318 */
1319 if (spell->type != SPELL)
1320 continue;
1321
1322 /* Seeing crashes by overflowed buffers. Quick arithemetic seems
1323 * to show add_spell is 26 bytes + 2 strings. However, the overun
1324 * is hundreds of bytes off, so correcting 22 vs 26 doesn't seem
1325 * like it will fix this
1326 */
1327 if (sl.length () > (MAXSOCKBUF - (26 + strlen (spell->name) + (spell->msg ? strlen (spell->msg) : 0))))
1328 {
1329 pl->ns->flush_fx ();
1330 pl->ns->send_packet (sl);
1331
1332 sl.reset ();
1333 sl << "addspell ";
1334 }
1335
1336 append_spell (pl, sl, spell);
1337 }
1338 }
1339 else if (spell->type != SPELL)
1340 {
1341 LOG (llevError, "Asked to send a non-spell object as a spell");
1342 return;
1343 }
1344 else
1345 append_spell (pl, sl, spell);
1346
1347 if (sl.length () > MAXSOCKBUF)
1348 cleanup ("buffer overflow in esrv_add_spells!");
1349
1350 /* finally, we can send the packet */
1351 pl->ns->flush_fx ();
1352 pl->ns->send_packet (sl);
1353 }
1354
1355 //-GPL
1356