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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.95 by root, Thu May 3 09:29:45 2007 UTC vs.
Revision 1.102 by root, Sun Jun 3 17:42:39 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel 5 * Copyright (©) 2001,2007 Mark Wedel
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/** 25/**
26 * \file 26 * \file
27 * Client handling. 27 * Client handling.
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;
735rangetostring (player *pl, char *obuf) 733rangetostring (player *pl, char *obuf)
736{ 734{
737 dynbuf_text buf; 735 dynbuf_text buf;
738 736
739 if (pl->ranged_ob) 737 if (pl->ranged_ob)
740 buf << " Range: " << pl->ranged_ob->name; 738 buf << " Range" << (pl->ob->current_weapon == pl->ranged_ob ? "*" : "") << ": " << pl->ranged_ob->name;
741 739
742 if (pl->combat_ob) 740 if (pl->combat_ob)
743 buf << " Combat: " << pl->combat_ob->name; 741 buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name;
744 742
743 //TODO: remove this when slot system is working, this is only for debugging
744 if (pl->ob->chosen_skill)
745 buf << " Skill*: " << pl->ob->chosen_skill->name;
746
747 //TODO: maybe golem should become the current_weapon, quite simply?
745 if (pl->golem) 748 if (pl->golem)
746 buf << " Golem: " << pl->golem->name; 749 buf << " Golem*: " << pl->golem->name;
747 750
748 buf.linearise (obuf); 751 buf.linearise (obuf);
749 obuf [buf.size ()] = 0; 752 obuf [buf.size ()] = 0;
750} 753}
751 754
762#define AddIfShort(Old,New,Type) if (Old != New) {\ 765#define AddIfShort(Old,New,Type) if (Old != New) {\
763 Old = New; \ 766 Old = New; \
764 sl << uint8 (Type) << uint16 (New); \ 767 sl << uint8 (Type) << uint16 (New); \
765 } 768 }
766 769
767#define AddIfFloat(Old,New,Type) if (Old != New) {\ 770#define AddIfFloat(Old,New,Type,mult) if (Old != New) {\
768 Old = New; \ 771 Old = New; \
769 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI); \ 772 sl << uint8 (Type) << uint32 (New*FLOAT_MULTI*mult); \
770 } 773 }
771 774
772#define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\ 775#define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\
773 free(Old); Old = strdup (New);\ 776 free(Old); Old = strdup (New);\
774 sl << uint8 (Type) << data8 (New); \ 777 sl << uint8 (Type) << data8 (New); \
788 791
789 client *ns = pl->ns; 792 client *ns = pl->ns;
790 if (!ns) 793 if (!ns)
791 return; 794 return;
792 795
793 object *ob = pl->ob; 796 object *ob = pl->observe;
794 if (!ob) 797 if (!ob)
795 return; 798 return;
796 799
797 packet sl ("stats"); 800 packet sl ("stats");
798 801
827 AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64); 830 AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64);
828 AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL); 831 AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL);
829 AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC); 832 AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC);
830 AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC); 833 AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC);
831 AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM); 834 AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM);
832 AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED); 835 AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED, 1.f/TICK);
833 AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD); 836 AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD);
834 AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP); 837 AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP, 1.f/TICK);
835 AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM); 838 AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM);
836 839
837 flags = 0; 840 flags = 0;
838 841
839 if (pl->fire_on) 842 if (pl->fire_on)
1005{ 1008{
1006 prefetch_surrounding_maps (op->map, 3); 1009 prefetch_surrounding_maps (op->map, 3);
1007} 1010}
1008 1011
1009/** 1012/**
1010 * This function uses the new map1 protocol command to send the map 1013 * Draws client map.
1011 * to the client. It is necessary because the old map command supports
1012 * a maximum map size of 15x15.
1013 * This function is much simpler than the old one. This is because
1014 * the old function optimized to send as few face identifiers as possible,
1015 * at the expense of sending more coordinate location (coordinates were
1016 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1017 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1018 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1019 * and use the other 4 bits for other informatiion. For full documentation
1020 * of what we send, see the doc/Protocol file.
1021 * I will describe internally what we do:
1022 * the ns->lastmap shows how the map last looked when sent to the client.
1023 * in the lastmap structure, there is a cells array, which is set to the
1024 * maximum viewable size (As set in config.h).
1025 * in the cells, there are faces and a count value.
1026 * we use the count value to hold the darkness value. If -1, then this space
1027 * is not viewable.
1028 * we use faces[0] faces[1] faces[2] to hold what the three layers
1029 * look like.
1030 */ 1014 */
1031void 1015void
1032draw_client_map1 (object *pl) 1016draw_client_map (player *pl)
1033{ 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
1034 int x, y, ax, ay, startlen, max_x, max_y, oldlen; 1031 int x, y, ax, ay, startlen, max_x, max_y, oldlen;
1035 sint16 nx, ny; 1032 sint16 nx, ny;
1036 int estartlen, eoldlen; 1033 int estartlen, eoldlen;
1037 uint8 eentrysize; 1034 uint8 eentrysize;
1038 uint16 ewhatstart, ewhatflag; 1035 uint16 ewhatstart, ewhatflag;
1039 uint8 extendedinfos; 1036 uint8 extendedinfos;
1040 maptile *m; 1037 maptile *m;
1041 1038
1042 client &socket = *pl->contr->ns;
1043
1044 if (!pl->active)
1045 return;
1046
1047 check_map_change (pl->contr); 1039 check_map_change (pl);
1048 prefetch_surrounding_maps (pl); 1040 prefetch_surrounding_maps (pl->ob);
1041
1042 /* do LOS after calls to update_position */
1043 if (ob != pl->ob)
1044 clear_los (pl);
1045 else if (pl->do_los)
1046 {
1047 update_los (ob);
1048 pl->do_los = 0;
1049 }
1050
1051 /**
1052 * This function uses the new map1 protocol command to send the map
1053 * to the client. It is necessary because the old map command supports
1054 * a maximum map size of 15x15.
1055 * This function is much simpler than the old one. This is because
1056 * the old function optimized to send as few face identifiers as possible,
1057 * at the expense of sending more coordinate location (coordinates were
1058 * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since
1059 * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off
1060 * maps no sense. Instead, we actually really only use 12 bits for coordinates,
1061 * and use the other 4 bits for other informatiion. For full documentation
1062 * of what we send, see the doc/Protocol file.
1063 * I will describe internally what we do:
1064 * the ns->lastmap shows how the map last looked when sent to the client.
1065 * in the lastmap structure, there is a cells array, which is set to the
1066 * maximum viewable size (As set in config.h).
1067 * in the cells, there are faces and a count value.
1068 * we use the count value to hold the darkness value. If -1, then this space
1069 * is not viewable.
1070 * we use faces[0] faces[1] faces[2] to hold what the three layers
1071 * look like.
1072 */
1073
1074 client &socket = *pl->ns;
1049 1075
1050 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a"); 1076 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a");
1051 packet esl; 1077 packet esl;
1052 1078
1053 startlen = sl.length (); 1079 startlen = sl.length ();
1077 ay = 0; 1103 ay = 0;
1078 1104
1079 /* We could do this logic as conditionals in the if statement, 1105 /* We could do this logic as conditionals in the if statement,
1080 * but that started to get a bit messy to look at. 1106 * but that started to get a bit messy to look at.
1081 */ 1107 */
1082 max_x = pl->x + (socket.mapx + 1) / 2; 1108 max_x = ob->x + (socket.mapx + 1) / 2;
1083 max_y = pl->y + (socket.mapy + 1) / 2; 1109 max_y = ob->y + (socket.mapy + 1) / 2;
1084 1110
1085 maptile *plmap = pl->map;
1086
1087 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) 1111 for (y = ob->y - socket.mapy / 2; y < max_y; y++, ay++)
1088 { 1112 {
1089 ax = 0; 1113 ax = 0;
1090 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) 1114 for (x = ob->x - socket.mapx / 2; x < max_x; x++, ax++)
1091 { 1115 {
1092 int emask, mask; 1116 int emask, mask;
1093 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1117 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1094 1118
1095 MapCell &lastcell = socket.lastmap.cells[ax][ay]; 1119 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1116 continue; 1140 continue;
1117 } 1141 }
1118 1142
1119 m->touch (); 1143 m->touch ();
1120 1144
1121 int d = pl->contr->blocked_los[ax][ay]; 1145 int d = pl->blocked_los[ax][ay];
1122 1146
1123 if (d > 3) 1147 if (d > 3)
1124 { 1148 {
1125 1149
1126 int need_send = 0, count; 1150 int need_send = 0, count;
1215 } 1239 }
1216 1240
1217 if (op->msg && op->msg[0] == '@') 1241 if (op->msg && op->msg[0] == '@')
1218 flags |= 1; 1242 flags |= 1;
1219 1243
1220 if (op->type == PLAYER && op != pl) 1244 if (op->type == PLAYER && op != ob)
1221 player = op->count; 1245 player = op->count;
1222 } 1246 }
1223 1247
1224 if (lastcell.stat_hp != stat_hp) 1248 if (lastcell.stat_hp != stat_hp)
1225 { 1249 {
1269 1293
1270 /* Middle face */ 1294 /* Middle face */
1271 if (update_space (sl, socket, ms, lastcell, 1)) 1295 if (update_space (sl, socket, ms, lastcell, 1))
1272 mask |= 0x2; 1296 mask |= 0x2;
1273 1297
1274 if (ms.player () == pl 1298 if (ms.player () == ob
1275 && (pl->invisible & (pl->invisible < 50 ? 1 : 7))) 1299 && (ob->invisible & (ob->invisible < 50 ? 1 : 7)))
1276 { 1300 {
1277 // force player to be visible to himself if invisible 1301 // force player to be visible to himself if invisible
1278 if (lastcell.faces[0] != pl->face) 1302 if (lastcell.faces[0] != ob->face)
1279 { 1303 {
1280 lastcell.faces[0] = pl->face; 1304 lastcell.faces[0] = ob->face;
1281 1305
1282 mask |= 0x1; 1306 mask |= 0x1;
1283 sl << uint16 (pl->face); 1307 sl << uint16 (ob->face);
1284 1308
1285 socket.send_faces (pl); 1309 socket.send_faces (ob);
1286 } 1310 }
1287 } 1311 }
1288 /* Top face */ 1312 /* Top face */
1289 else if (update_space (sl, socket, ms, lastcell, 0)) 1313 else if (update_space (sl, socket, ms, lastcell, 0))
1290 mask |= 0x1; 1314 mask |= 0x1;
1291
1292 1315
1293 /* Check to see if we are in fact sending anything for this 1316 /* Check to see if we are in fact sending anything for this
1294 * space by checking the mask. If so, update the mask. 1317 * space by checking the mask. If so, update the mask.
1295 * if not, reset the len to that from before adding the mask 1318 * if not, reset the len to that from before adding the mask
1296 * value, so we don't send those bits. 1319 * value, so we don't send those bits.
1355 socket.send_packet (sl); 1378 socket.send_packet (sl);
1356 socket.sent_scroll = 0; 1379 socket.sent_scroll = 0;
1357 } 1380 }
1358} 1381}
1359 1382
1360/**
1361 * Draws client map.
1362 */
1363void
1364draw_client_map (object *pl)
1365{
1366 int i, j;
1367 sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */
1368 int mflags;
1369 struct Map newmap;
1370 maptile *m, *pm;
1371
1372 if (pl->type != PLAYER)
1373 {
1374 LOG (llevError, "draw_client_map called with non player/non eric-server\n");
1375 return;
1376 }
1377
1378 pm = pl->map;
1379
1380 /* If player is just joining the game, he isn't here yet, so the map
1381 * can get swapped out. If so, don't try to send them a map. All will
1382 * be OK once they really log in.
1383 */
1384 if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1385 return;
1386
1387 memset (&newmap, 0, sizeof (struct Map));
1388
1389 for (j = (pl->y - pl->contr->ns->mapy / 2); j < (pl->y + (pl->contr->ns->mapy + 1) / 2); j++)
1390 for (i = (pl->x - pl->contr->ns->mapx / 2); i < (pl->x + (pl->contr->ns->mapx + 1) / 2); i++)
1391 {
1392 ax = i;
1393 ay = j;
1394 m = pm;
1395 mflags = get_map_flags (m, &m, ax, ay, &ax, &ay);
1396
1397 if (mflags & P_OUT_OF_MAP)
1398 continue;
1399
1400 /* If a map is visible to the player, we don't want to swap it out
1401 * just to reload it. This should really call something like
1402 * swap_map, but this is much more efficient and 'good enough'
1403 */
1404 if (mflags & P_NEW_MAP)
1405 m->timeout = 50;
1406 }
1407
1408 /* do LOS after calls to update_position */
1409 if (pl->contr->do_los)
1410 {
1411 update_los (pl);
1412 pl->contr->do_los = 0;
1413 }
1414
1415 /* Big maps need a different drawing mechanism to work */
1416 draw_client_map1 (pl);
1417}
1418
1419
1420/*****************************************************************************/ 1383/*****************************************************************************/
1421
1422/* GROS: The following one is used to allow a plugin to send a generic cmd to*/ 1384/* GROS: The following one is used to allow a plugin to send a generic cmd to*/
1423
1424/* a player. Of course, the client need to know the command to be able to */ 1385/* a player. Of course, the client need to know the command to be able to */
1425
1426/* manage it ! */ 1386/* manage it ! */
1427
1428/*****************************************************************************/ 1387/*****************************************************************************/
1429void 1388void
1430send_plugin_custom_message (object *pl, char *buf) 1389send_plugin_custom_message (object *pl, char *buf)
1431{ 1390{
1432 pl->contr->ns->send_packet (buf); 1391 pl->contr->ns->send_packet (buf);

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