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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.61 by root, Mon Jan 8 18:18:36 2007 UTC vs.
Revision 1.76 by root, Wed Mar 14 13:05:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel 5 * Copyright (C) 2001 Mark Wedel
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author 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.
28 * 28 *
36 * have the prototype of (char *data, int datalen, int client_num). This 36 * have the prototype of (char *data, int datalen, int client_num). This
37 * way, we can use one dispatch table. 37 * way, we can use one dispatch table.
38 * 38 *
39 * esrv_map_new starts updating the map 39 * esrv_map_new starts updating the map
40 * 40 *
41 * esrv_map_setbelow allows filling in all of the faces for the map.
42 * if a face has not already been sent to the client, it is sent now.
43 *
44 */ 41 */
45 42
46#include <global.h> 43#include <global.h>
47#include <sproto.h> 44#include <sproto.h>
48 45
101 * that much difference in bandwidth. 98 * that much difference in bandwidth.
102 */ 99 */
103 mx = ns->mapx; 100 mx = ns->mapx;
104 my = ns->mapy; 101 my = ns->mapy;
105 102
106 if (ns->mapmode == Map1aCmd)
107 {
108 mx += MAX_HEAD_OFFSET;
109 my += MAX_HEAD_OFFSET;
110 }
111
112 /* the x and y here are coordinates for the new map, i.e. if we moved 103 /* the x and y here are coordinates for the new map, i.e. if we moved
113 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason, 104 * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
114 * if the destination x or y coordinate is outside the viewable 105 * if the destination x or y coordinate is outside the viewable
115 * area, we clear the values - otherwise, the old values 106 * area, we clear the values - otherwise, the old values
116 * are preserved, and the check_head thinks it needs to clear them. 107 * are preserved, and the check_head thinks it needs to clear them.
147 pl->ns->send_packet ("newmap"); 138 pl->ns->send_packet ("newmap");
148 139
149 pl->ns->floorbox_reset (); 140 pl->ns->floorbox_reset ();
150} 141}
151 142
152/** check for map change and send new map data */ 143/** check for map/region change and send new map data */
153static void 144static void
154check_map_change (player *pl) 145check_map_change (player *pl)
155{ 146{
156 client &socket = *pl->ns; 147 client &socket = *pl->ns;
157 object *ob = pl->ob; 148 object *ob = pl->ob;
201 } 192 }
202 } 193 }
203 194
204 socket.current_x = ob->x; 195 socket.current_x = ob->x;
205 socket.current_y = ob->y; 196 socket.current_y = ob->y;
197
198 region *reg = ob->region ();
199 if (socket.current_region != reg)
200 {
201 socket.current_region = reg;
202 socket.send_packet_printf ("drawinfo 0 You are now %s.\n(use whereami for more details)", &reg->longname);
203 }
206} 204}
207 205
208/** 206/**
209 * RequestInfo is sort of a meta command. There is some specific 207 * RequestInfo is sort of a meta command. There is some specific
210 * request of information, but we call other functions to provide 208 * request of information, but we call other functions to provide
433 } 431 }
434 else if (!strcmp (cmd, "newmapcmd")) 432 else if (!strcmp (cmd, "newmapcmd"))
435 { 433 {
436 ns->newmapcmd = atoi (param); 434 ns->newmapcmd = atoi (param);
437 safe_strcat (cmdback, param, &slen, HUGE_BUF); 435 safe_strcat (cmdback, param, &slen, HUGE_BUF);
438// } else if (!strcmp(cmd,"plugincmd")) {
439// ns->plugincmd = atoi(param);
440// safe_strcat(cmdback, param, &slen, HUGE_BUF);
441 } 436 }
442 else if (!strcmp (cmd, "mapinfocmd")) 437 else if (!strcmp (cmd, "mapinfocmd"))
443 { 438 {
444 ns->mapinfocmd = atoi (param); 439 ns->mapinfocmd = atoi (param);
445 safe_strcat (cmdback, "1", &slen, HUGE_BUF); 440 safe_strcat (cmdback, "1", &slen, HUGE_BUF);
464 char tmpbuf[20]; 459 char tmpbuf[20];
465 int q = atoi (param); 460 int q = atoi (param);
466 461
467 if (is_valid_faceset (q)) 462 if (is_valid_faceset (q))
468 ns->faceset = q; 463 ns->faceset = q;
464
469 sprintf (tmpbuf, "%d", ns->faceset); 465 sprintf (tmpbuf, "%d", ns->faceset);
470 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF); 466 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
471 /* if the client is using faceset, it knows about image2 command */ 467 /* if the client is using faceset, it knows about image2 command */
472 ns->image2 = 1; 468 ns->image2 = 1;
473 } 469 }
501 if (*cp == 'x' || *cp == 'X') 497 if (*cp == 'x' || *cp == 'X')
502 { 498 {
503 y = atoi (cp + 1); 499 y = atoi (cp + 1);
504 break; 500 break;
505 } 501 }
502
506 if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y) 503 if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y)
507 { 504 {
508 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y); 505 sprintf (tmpbuf, " %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y);
509 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF); 506 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
510 } 507 }
687 684
688 ns->send_packet (cmdback); 685 ns->send_packet (cmdback);
689} 686}
690 687
691/** 688/**
692 * A lot like the old AskSmooth (in fact, now called by AskSmooth).
693 * Basically, it makes no sense to wait for the client to request a
694 * a piece of data from us that we know the client wants. So
695 * if we know the client wants it, might as well push it to the
696 * client.
697 */
698static void
699SendSmooth (client *ns, uint16 face)
700{
701 uint16 smoothface;
702
703 /* If we can't find a face, return and set it so we won't try to send this
704 * again.
705 */
706 if ((!FindSmooth (face, &smoothface)) && (!FindSmooth (smooth_face->number, &smoothface)))
707 {
708
709 LOG (llevError, "could not findsmooth for %d. Neither default (%s)\n", face, &smooth_face->name);
710 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
711 return;
712 }
713
714 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
715 esrv_send_face (ns, smoothface, 0);
716
717 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
718
719 packet sl ("smooth");
720
721 sl << uint16 (face)
722 << uint16 (smoothface);
723
724 ns->send_packet (sl);
725}
726
727 /**
728 * Tells client the picture it has to use 689 * Tells client the picture it has to use
729 * to smooth a picture number given as argument. 690 * to smooth a picture number given as argument.
730 */ 691 */
731void 692void
732AskSmooth (char *buf, int len, client *ns) 693AskSmooth (char *buf, int len, client *ns)
733{ 694{
734 SendSmooth (ns, atoi (buf)); 695 ns->send_face (atoi (buf));
735} 696}
736 697
737/** 698/**
738 * This handles the general commands from the client (ie, north, fire, cast, 699 * This handles the general commands from the client (ie, north, fire, cast,
739 * etc.) 700 * etc.)
798 * commands. 759 * commands.
799 */ 760 */
800 pl->count = 0; 761 pl->count = 0;
801 762
802 //TODO: schmorp thinks whatever this calculates, it makes no sense at all 763 //TODO: schmorp thinks whatever this calculates, it makes no sense at all
803 int time = FABS (pl->ob->speed) < 0.001 764 int time = fabs (pl->ob->speed) < 0.001
804 ? time = MAX_TIME * 100 765 ? time = MAX_TIME * 100
805 : time = (int) (MAX_TIME / FABS (pl->ob->speed)); 766 : time = (int) (MAX_TIME / fabs (pl->ob->speed));
806 767
807 /* Send confirmation of command execution now */ 768 /* Send confirmation of command execution now */
808 packet sl ("comc"); 769 packet sl ("comc");
809 sl << uint16 (cmdid) << uint32 (time); 770 sl << uint16 (cmdid) << uint32 (time);
810 pl->ns->send_packet (sl); 771 pl->ns->send_packet (sl);
875 836
876 ns->cs_version = atoi (buf); 837 ns->cs_version = atoi (buf);
877 ns->sc_version = ns->cs_version; 838 ns->sc_version = ns->cs_version;
878 839
879 LOG (llevDebug, "connection from client <%s>\n", buf); 840 LOG (llevDebug, "connection from client <%s>\n", buf);
880
881 841
882 //TODO: should log here just for statistics 842 //TODO: should log here just for statistics
883 843
884 //if (VERSION_CS != ns->cs_version) 844 //if (VERSION_CS != ns->cs_version)
885 // unchecked; 845 // unchecked;
1104{ 1064{
1105 packet sl ("player"); 1065 packet sl ("player");
1106 1066
1107 sl << uint32 (pl->ob->count) 1067 sl << uint32 (pl->ob->count)
1108 << uint32 (weight) 1068 << uint32 (weight)
1109 << uint32 (pl->ob->face->number) 1069 << uint32 (pl->ob->face)
1110 << data8 (pl->ob->name); 1070 << data8 (pl->ob->name);
1111 1071
1112 pl->ns->last_weight = weight; 1072 pl->ns->last_weight = weight;
1113 pl->ns->send_packet (sl); 1073 pl->ns->send_packet (sl);
1114 SET_FLAG (pl->ob, FLAG_CLIENT_SENT); 1074 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1115} 1075}
1116
1117/**
1118 * Need to send an animation sequence to the client.
1119 * We will send appropriate face commands to the client if we haven't
1120 * sent them the face yet (this can become quite costly in terms of
1121 * how much we are sending - on the other hand, this should only happen
1122 * when the player logs in and picks stuff up.
1123 */
1124void
1125esrv_send_animation (client * ns, short anim_num)
1126{
1127 /* Do some checking on the anim_num we got. Note that the animations
1128 * are added in contigous order, so if the number is in the valid
1129 * range, it must be a valid animation.
1130 */
1131 if (anim_num < 0 || anim_num > num_animations)
1132 {
1133 LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
1134 return;
1135 }
1136
1137 packet sl ("anim");
1138
1139 sl << uint16 (anim_num)
1140 << uint16 (0); /* flags - not used right now */
1141
1142 /* Build up the list of faces. Also, send any information (ie, the
1143 * the face itself) down to the client.
1144 */
1145 for (int i = 0; i < animations[anim_num].num_animations; i++)
1146 {
1147 if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE))
1148 esrv_send_face (ns, animations[anim_num].faces[i], 0);
1149
1150 sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */
1151 }
1152
1153 ns->send_packet (sl);
1154
1155 ns->anims_sent[anim_num] = 1;
1156}
1157
1158 1076
1159/****************************************************************************** 1077/******************************************************************************
1160 * 1078 *
1161 * Start of map related commands. 1079 * Start of map related commands.
1162 * 1080 *
1163 ******************************************************************************/ 1081 ******************************************************************************/
1164 1082
1165/**
1166 * This adds face_num to a map cell at x,y. If the client doesn't have
1167 * the face yet, we will also send it.
1168 */
1169static void
1170esrv_map_setbelow (client * ns, int x, int y, short face_num, struct Map *newmap)
1171{
1172 if (newmap->cells[x][y].count >= MAP_LAYERS)
1173 {
1174 //TODO: one or the other, can't both have abort and return, verify and act
1175 LOG (llevError, "Too many faces in map cell %d %d\n", x, y);
1176 return;
1177 abort ();
1178 }
1179
1180 newmap->cells[x][y].faces[newmap->cells[x][y].count] = face_num;
1181 newmap->cells[x][y].count++;
1182
1183 if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE))
1184 esrv_send_face (ns, face_num, 0);
1185}
1186
1187/** Clears a map cell */ 1083/** Clears a map cell */
1188static void 1084static void
1189map_clearcell (struct MapCell *cell, int face0, int face1, int face2, int count) 1085map_clearcell (struct MapCell *cell, int count)
1190{ 1086{
1191 cell->faces[0] = face0; 1087 cell->faces[0] = 0;
1192 cell->faces[1] = face1; 1088 cell->faces[1] = 0;
1193 cell->faces[2] = face2; 1089 cell->faces[2] = 0;
1090 cell->smooth[0] = 0;
1091 cell->smooth[1] = 0;
1092 cell->smooth[2] = 0;
1194 cell->count = count; 1093 cell->count = count;
1195 cell->stat_hp = 0; 1094 cell->stat_hp = 0;
1196 cell->flags = 0; 1095 cell->flags = 0;
1197 cell->player = 0; 1096 cell->player = 0;
1198} 1097}
1199 1098
1200#define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
1201#define MAX_LAYERS 3 1099#define MAX_LAYERS 3
1202
1203/* Using a global really isn't a good approach, but saves the over head of
1204 * allocating and deallocating such a block of data each time run through,
1205 * and saves the space of allocating this in the socket object when we only
1206 * need it for this cycle. If the server is ever threaded, this needs to be
1207 * re-examined.
1208 */
1209static object *heads[MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS];
1210
1211/**
1212 * Returns true if any of the heads for this
1213 * space is set. Returns false if all are blank - this is used
1214 * for empty space checking.
1215 */
1216static inline int
1217have_head (int ax, int ay)
1218{
1219 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS] ||
1220 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 1] || heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 2])
1221 return 1;
1222
1223 return 0;
1224}
1225
1226/**
1227 * check_head is a bit simplistic version of update_space below.
1228 * basically, it only checks the that the head on space ax,ay at layer
1229 * needs to get sent - if so, it adds the data, sending the head
1230 * if needed, and returning 1. If this no data needs to get
1231 * sent, it returns zero.
1232 */
1233static int
1234check_head (packet &sl, client &ns, int ax, int ay, int layer)
1235{
1236 short face_num;
1237
1238 if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer])
1239 face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face->number;
1240 else
1241 face_num = 0;
1242
1243 if (face_num != ns.lastmap.cells[ax][ay].faces[layer])
1244 {
1245 sl << uint16 (face_num);
1246 if (face_num && !(ns.faces_sent[face_num] & NS_FACESENT_FACE))
1247 esrv_send_face (&ns, face_num, 0);
1248
1249 heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer] = NULL;
1250 ns.lastmap.cells[ax][ay].faces[layer] = face_num;
1251 return 1;
1252 }
1253
1254 return 0; /* No change */
1255}
1256 1100
1257/** 1101/**
1258 * Removes the need to replicate the same code for each layer. 1102 * Removes the need to replicate the same code for each layer.
1259 * this returns true if this space is now in fact different than 1103 * this returns true if this space is now in fact different than
1260 * it was. 1104 * it was.
1261 * sl is the socklist this data is going into. 1105 * sl is the socklist this data is going into.
1262 * ns is the socket we are working on - all the info we care 1106 * ns is the socket we are working on - all the info we care
1263 * about is in this socket structure, so now need not pass the 1107 * about is in this socket structure, so now need not pass the
1264 * entire player object. 1108 * entire player object.
1265 * mx and my are map coordinate offsets for map mp
1266 * sx and sy are the offsets into the socket structure that
1267 * holds the old values.
1268 * layer is the layer to update, with 2 being the floor and 0 the 1109 * layer is the layer to update, with 2 being the floor and 0 the
1269 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ) 1110 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ)
1270 * take. Interesting to note that before this function, the map1 function 1111 * take. Interesting to note that before this function, the map1 function
1271 * numbers the spaces differently - I think this was a leftover from 1112 * numbers the spaces differently - I think this was a leftover from
1272 * the map command, where the faces stack up. Sinces that is no longer 1113 * the map command, where the faces stack up. Sinces that is no longer
1273 * the case, it seems to make more sense to have these layer values 1114 * the case, it seems to make more sense to have these layer values
1274 * actually match. 1115 * actually match.
1275 */ 1116 */
1276static int 1117static int
1277update_space (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer) 1118update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer)
1278{ 1119{
1279 object *ob, *head; 1120 object *ob = ms.faces_obj [layer];
1280 uint16 face_num;
1281 int bx, by, i;
1282
1283 /* If there is a multipart object stored away, treat that as more important.
1284 * If not, then do the normal processing.
1285 */
1286 head = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer];
1287
1288 /* Check to see if this head is part of the set of objects
1289 * we would normally send for this space. If so, then
1290 * don't use the head value. We need to do the check
1291 * here and not when setting up the heads[] value for two reasons -
1292 * 1) the heads[] values will get used even if the space is not visible.
1293 * 2) its possible the head is not on the same map as a part, and I'd
1294 * rather not need to do the map translation overhead.
1295 * 3) We need to do some extra checking to make sure that we will
1296 * otherwise send the image as this layer, eg, either it matches
1297 * the head value, or is not multipart.
1298 */
1299 if (head && !head->more)
1300 {
1301 for (i = 0; i < MAP_LAYERS; i++)
1302 {
1303 ob = GET_MAP_FACE_OBJ (mp, mx, my, i);
1304 if (!ob)
1305 continue;
1306
1307 if (ob->head)
1308 ob = ob->head;
1309
1310 if (ob == head)
1311 {
1312 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer] = NULL;
1313 head = NULL;
1314 break;
1315 }
1316 }
1317 }
1318
1319 ob = head;
1320 if (!ob)
1321 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1322 1121
1323 /* If there is no object for this space, or if the face for the object 1122 /* If there is no object for this space, or if the face for the object
1324 * is the blank face, set the face number to zero. 1123 * is the blank face, set the face number to zero.
1325 * else if we have the stored head object for this space, that takes 1124 * else if we have the stored head object for this space, that takes
1326 * precedence over the other object for this space. 1125 * precedence over the other object for this space.
1327 * otherwise, we do special head processing 1126 * otherwise, we do special head processing
1328 */ 1127 */
1329 if (!ob || ob->face == blank_face) 1128 uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
1330 face_num = 0;
1331 else if (head)
1332 {
1333 /* if this is a head that had previously been stored */
1334 face_num = ob->face->number;
1335 }
1336 else
1337 {
1338 /* if the faces for the different parts of a multipart object
1339 * are the same, we only want to send the bottom right most
1340 * portion of the object. That info is in the tail_.. values
1341 * of the head. Note that for the head itself, ob->head will
1342 * be null, so we only do this block if we are working on
1343 * a tail piece.
1344 */
1345
1346 /* tail_x and tail_y will only be set in the head object. If
1347 * this is the head object and these are set, we proceed
1348 * with logic to only send bottom right. Similarly, if
1349 * this is one of the more parts but the head has those values
1350 * set, we want to do the processing. There can be cases where
1351 * the head is not visible but one of its parts is, so we just
1352 * can always expect that ob->arch->tail_x will be true for all
1353 * object we may want to display.
1354 */
1355 if ((ob->arch->tail_x || ob->arch->tail_y) || (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y)))
1356 {
1357
1358 if (ob->head)
1359 head = ob->head;
1360 else
1361 head = ob;
1362
1363 /* Basically figure out where the offset is from where we are right
1364 * now. the ob->arch->clone.{x,y} values hold the offset that this current
1365 * piece is from the head, and the tail is where the tail is from the
1366 * head. Note that bx and by will equal sx and sy if we are already working
1367 * on the bottom right corner. If ob is the head, the clone values
1368 * will be zero, so the right thing will still happen.
1369 */
1370 bx = sx + head->arch->tail_x - ob->arch->clone.x;
1371 by = sy + head->arch->tail_y - ob->arch->clone.y;
1372
1373 /* I don't think this can ever happen, but better to check for it just
1374 * in case.
1375 */
1376 if (bx < sx || by < sy)
1377 {
1378 LOG (llevError, "update_space: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n", bx, by, sx, sy);
1379 face_num = 0;
1380 }
1381 /* single part object, multipart object with non merged faces,
1382 * of multipart object already at lower right.
1383 */
1384 else if (bx == sx && by == sy)
1385 {
1386 face_num = ob->face->number;
1387
1388 /* if this face matches one stored away, clear that one away.
1389 * this code relies on the fact that the map1 commands
1390 * goes from 2 down to 0.
1391 */
1392 for (i = 0; i < MAP_LAYERS; i++)
1393 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] &&
1394 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i]->face->number == face_num)
1395 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL;
1396 }
1397 else
1398 {
1399 /* If this head is stored away, clear it - otherwise,
1400 * there can be cases where a object is on multiple layers -
1401 * we only want to send it once.
1402 */
1403 face_num = head->face->number;
1404 for (i = 0; i < MAP_LAYERS; i++)
1405 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] &&
1406 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i]->face->number == face_num)
1407 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL;
1408
1409 /* First, try to put the new head on the same layer. If that is used up,
1410 * then find another layer.
1411 */
1412 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] == NULL)
1413 {
1414 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] = head;
1415 }
1416 else
1417 for (i = 0; i < MAX_LAYERS; i++)
1418 {
1419 if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == NULL ||
1420 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] == head)
1421 {
1422 heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = head;
1423 }
1424 }
1425 face_num = 0; /* Don't send this object - we'll send the head later */
1426 }
1427 }
1428 else
1429 {
1430 /* In this case, we are already at the lower right or single part object,
1431 * so nothing special
1432 */
1433 face_num = ob->face->number;
1434
1435 /* clear out any head entries that have the same face as this one */
1436 for (bx = 0; bx < layer; bx++)
1437 if (heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] &&
1438 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx]->face->number == face_num)
1439 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL;
1440 }
1441 } /* else not already head object or blank face */
1442
1443 /* This is a real hack. Basically, if we have nothing to send for this layer,
1444 * but there is a head on the next layer, send that instead.
1445 * Without this, what happens is you can get the case where the player stands
1446 * on the same space as the head. However, if you have overlapping big objects
1447 * of the same type, what happens then is it doesn't think it needs to send
1448 * This tends to make stacking also work/look better.
1449 */
1450 if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1])
1451 {
1452 face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1]->face->number;
1453 heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer - 1] = NULL;
1454 }
1455
1456 /* Another hack - because of heads and whatnot, this face may match one
1457 * we already sent for a lower layer. In that case, don't send
1458 * this one.
1459 */
1460 if (face_num && layer + 1 < MAP_LAYERS && ns.lastmap.cells[sx][sy].faces[layer + 1] == face_num)
1461 face_num = 0;
1462 1129
1463 /* We've gotten what face we want to use for the object. Now see if 1130 /* We've gotten what face we want to use for the object. Now see if
1464 * if it has changed since we last sent it to the client. 1131 * if it has changed since we last sent it to the client.
1465 */ 1132 */
1466 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) 1133 if (lastcell.faces[layer] != face_num)
1467 { 1134 {
1468 ns.lastmap.cells[sx][sy].faces[layer] = face_num; 1135 lastcell.faces[layer] = face_num;
1136
1469 if (!(ns.faces_sent[face_num] & NS_FACESENT_FACE)) 1137 if (!ns.faces_sent[face_num])
1138 if (ob)
1139 ns.send_faces (ob);
1140 else
1470 esrv_send_face (&ns, face_num, 0); 1141 ns.send_face (face_num);
1471 1142
1472 sl << uint16 (face_num); 1143 sl << uint16 (face_num);
1473 return 1;
1474 }
1475
1476 /* Nothing changed */
1477 return 0;
1478}
1479
1480/**
1481 * This function is mainly a copy of update_space,
1482 * except it handles update of the smoothing updates,
1483 * not the face updates.
1484 * Removes the need to replicate the same code for each layer.
1485 * this returns true if this smooth is now in fact different
1486 * than it was.
1487 * sl is the socklist this data is going into.
1488 * ns is the socket we are working on - all the info we care
1489 * about is in this socket structure, so know need to pass the
1490 * entire player object.
1491 * mx and my are map coordinate offsets for map mp
1492 * sx and sy are the offsets into the socket structure that
1493 * holds the old values.
1494 * layer is the layer to update, with 2 being the floor and 0 the
1495 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ
1496 * take.
1497 */
1498
1499static inline int
1500update_smooth (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1501{
1502 object *ob;
1503 int smoothlevel; /* old face_num; */
1504
1505 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1506
1507 /* If there is no object for this space, or if the face for the object
1508 * is the blank face, set the smoothlevel to zero.
1509 */
1510 if (!ob || ob->face == blank_face)
1511 smoothlevel = 0;
1512 else
1513 {
1514 smoothlevel = ob->smoothlevel;
1515 if (smoothlevel && !(ns.faces_sent[ob->face->number] & NS_FACESENT_SMOOTH))
1516 SendSmooth (&ns, ob->face->number);
1517 } /* else not already head object or blank face */
1518
1519 /* We've gotten what face we want to use for the object. Now see if
1520 * if it has changed since we last sent it to the client.
1521 */
1522 if (smoothlevel > 255)
1523 smoothlevel = 255;
1524 else if (smoothlevel < 0)
1525 smoothlevel = 0;
1526
1527 if (ns.lastmap.cells[sx][sy].smooth[layer] != smoothlevel)
1528 {
1529 ns.lastmap.cells[sx][sy].smooth[layer] = smoothlevel;
1530 sl << uint8 (smoothlevel);
1531 return 1; 1144 return 1;
1532 } 1145 }
1533 1146
1534 /* Nothing changed */ 1147 /* Nothing changed */
1535 return 0; 1148 return 0;
1550 if (ns->EMI_smooth) 1163 if (ns->EMI_smooth)
1551 result += 1; /*One byte for smoothlevel */ 1164 result += 1; /*One byte for smoothlevel */
1552 } 1165 }
1553 1166
1554 return result; 1167 return result;
1168}
1169
1170// prefetch (and touch) all maps within a specific distancd
1171static void
1172prefetch_surrounding_maps (maptile *map, int distance)
1173{
1174 map->last_access = runtime;
1175
1176 if (--distance)
1177 for (int dir = 4; --dir; )
1178 if (const shstr &path = map->tile_path [dir])
1179 if (maptile *&neigh = map->tile_map [dir])
1180 prefetch_surrounding_maps (neigh, distance);
1181 else
1182 neigh = maptile::find_async (path, map);
1183}
1184
1185// prefetch a generous area around the player
1186static void
1187prefetch_surrounding_maps (object *op)
1188{
1189 prefetch_surrounding_maps (op->map, 3);
1555} 1190}
1556 1191
1557/** 1192/**
1558 * This function uses the new map1 protocol command to send the map 1193 * This function uses the new map1 protocol command to send the map
1559 * to the client. It is necessary because the old map command supports 1194 * to the client. It is necessary because the old map command supports
1577 * look like. 1212 * look like.
1578 */ 1213 */
1579void 1214void
1580draw_client_map1 (object *pl) 1215draw_client_map1 (object *pl)
1581{ 1216{
1582 int x, y, ax, ay, d, startlen, max_x, max_y, oldlen; 1217 int x, y, ax, ay, startlen, max_x, max_y, oldlen;
1583 sint16 nx, ny; 1218 sint16 nx, ny;
1584 int estartlen, eoldlen; 1219 int estartlen, eoldlen;
1585 uint16 mask, emask;
1586 uint8 eentrysize; 1220 uint8 eentrysize;
1587 uint16 ewhatstart, ewhatflag; 1221 uint16 ewhatstart, ewhatflag;
1588 uint8 extendedinfos; 1222 uint8 extendedinfos;
1589 maptile *m; 1223 maptile *m;
1590 1224
1592 1226
1593 if (!pl->active) 1227 if (!pl->active)
1594 return; 1228 return;
1595 1229
1596 check_map_change (pl->contr); 1230 check_map_change (pl->contr);
1231 prefetch_surrounding_maps (pl);
1597 1232
1598 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a"); 1233 packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a");
1599 packet esl; 1234 packet esl;
1600 1235
1601 startlen = sl.length (); 1236 startlen = sl.length ();
1624 ewhatstart = 0; 1259 ewhatstart = 0;
1625 ewhatflag = 0; 1260 ewhatflag = 0;
1626 estartlen = 0; 1261 estartlen = 0;
1627 } 1262 }
1628 1263
1629 /* Init data to zero */
1630 memset (heads, 0, sizeof (object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS);
1631
1632 /* x,y are the real map locations. ax, ay are viewport relative 1264 /* x,y are the real map locations. ax, ay are viewport relative
1633 * locations. 1265 * locations.
1634 */ 1266 */
1635 ay = 0; 1267 ay = 0;
1636 1268
1638 * but that started to get a bit messy to look at. 1270 * but that started to get a bit messy to look at.
1639 */ 1271 */
1640 max_x = pl->x + (socket.mapx + 1) / 2; 1272 max_x = pl->x + (socket.mapx + 1) / 2;
1641 max_y = pl->y + (socket.mapy + 1) / 2; 1273 max_y = pl->y + (socket.mapy + 1) / 2;
1642 1274
1643 if (socket.mapmode == Map1aCmd) 1275 maptile *plmap = pl->map;
1644 {
1645 max_x += MAX_HEAD_OFFSET;
1646 max_y += MAX_HEAD_OFFSET;
1647 }
1648 1276
1649 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) 1277 for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++)
1650 { 1278 {
1651 ax = 0; 1279 ax = 0;
1652 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) 1280 for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++)
1653 { 1281 {
1282 int emask, mask;
1654 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1283 emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1655 1284
1656 /* If this space is out of the normal viewable area, we only check
1657 * the heads value ax or ay will only be greater than what
1658 * the client wants if using the map1a command - this is because
1659 * if the map1a command is not used, max_x and max_y will be
1660 * set to lower values.
1661 */
1662 if (ax >= socket.mapx || ay >= socket.mapy)
1663 {
1664 int i, got_one;
1665
1666 oldlen = sl.length ();
1667
1668 sl << uint16 (mask);
1669
1670 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1671 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1672 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1673
1674 /* If all we are doing is sending 0 (blank) faces, we don't
1675 * actually need to send that - just the coordinates
1676 * with no faces tells the client to blank out the
1677 * space.
1678 */
1679 got_one = 0;
1680 for (i = oldlen + 2; i < sl.length (); i++)
1681 if (sl[i])
1682 got_one = 1;
1683
1684 if (got_one && (mask & 0xf))
1685 sl[oldlen + 1] = mask & 0xff;
1686 else
1687 { /*either all faces blank, either no face at all */
1688 if (mask & 0xf) /*at least 1 face, we know it's blank, only send coordinates */
1689 sl.reset (oldlen + 2);
1690 else
1691 sl.reset (oldlen);
1692 }
1693
1694 /*What concerns extendinfos, nothing to be done for now
1695 * (perhaps effects layer later)
1696 */
1697 continue; /* don't do processing below */
1698 }
1699
1700 MapCell &lastcell = socket.lastmap.cells[ax][ay]; 1285 MapCell &lastcell = socket.lastmap.cells[ax][ay];
1701
1702 d = pl->contr->blocked_los[ax][ay];
1703 1286
1704 /* If the coordinates are not valid, or it is too dark to see, 1287 /* If the coordinates are not valid, or it is too dark to see,
1705 * we tell the client as such 1288 * we tell the client as such
1706 */ 1289 */
1707 nx = x; 1290 nx = x;
1708 ny = y; 1291 ny = y;
1709 m = get_map_from_coord (pl->map, &nx, &ny); 1292 m = get_map_from_coord (plmap, &nx, &ny);
1710 1293
1711 if (!m) 1294 if (!m)
1712 { 1295 {
1713 /* space is out of map. Update space and clear values 1296 /* space is out of map. Update space and clear values
1714 * if this hasn't already been done. If the space is out 1297 * if this hasn't already been done. If the space is out
1715 * of the map, it shouldn't have a head 1298 * of the map, it shouldn't have a head
1716 */ 1299 */
1717 if (lastcell.count != -1) 1300 if (lastcell.count != -1)
1718 { 1301 {
1719 sl << uint16 (mask); 1302 sl << uint16 (mask);
1720 map_clearcell (&lastcell, 0, 0, 0, -1); 1303 map_clearcell (&lastcell, -1);
1721 } 1304 }
1305
1306 continue;
1722 } 1307 }
1308
1309 m->touch ();
1310
1311 int d = pl->contr->blocked_los[ax][ay];
1312
1723 else if (d > 3) 1313 if (d > 3)
1724 { 1314 {
1725 m->touch ();
1726 1315
1727 int need_send = 0, count; 1316 int need_send = 0, count;
1728 1317
1729 /* This block deals with spaces that are not visible for whatever 1318 /* This block deals with spaces that are not visible for whatever
1730 * reason. Still may need to send the head for this space. 1319 * reason. Still may need to send the head for this space.
1731 */ 1320 */
1732 1321
1733 oldlen = sl.length (); 1322 oldlen = sl.length ();
1734 1323
1735 sl << uint16 (mask); 1324 sl << uint16 (mask);
1737 if (lastcell.count != -1) 1326 if (lastcell.count != -1)
1738 need_send = 1; 1327 need_send = 1;
1739 1328
1740 count = -1; 1329 count = -1;
1741 1330
1742 if (socket.mapmode == Map1aCmd && have_head (ax, ay))
1743 {
1744 /* Now check to see if any heads need to be sent */
1745
1746 if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4;
1747 if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2;
1748 if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1;
1749
1750 lastcell.count = count;
1751 }
1752 else
1753 {
1754 /* properly clear a previously sent big face */ 1331 /* properly clear a previously sent big face */
1755 if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0 1332 if (lastcell.faces[0] || lastcell.faces[1] || lastcell.faces[2]
1756 || lastcell.stat_hp || lastcell.flags || lastcell.player) 1333 || lastcell.stat_hp || lastcell.flags || lastcell.player)
1757 need_send = 1; 1334 need_send = 1;
1758 1335
1759 map_clearcell (&lastcell, 0, 0, 0, count); 1336 map_clearcell (&lastcell, count);
1760 }
1761 1337
1762 if ((mask & 0xf) || need_send) 1338 if ((mask & 0xf) || need_send)
1763 sl[oldlen + 1] = mask & 0xff; 1339 sl[oldlen + 1] = mask & 0xff;
1764 else 1340 else
1765 sl.reset (oldlen); 1341 sl.reset (oldlen);
1766 } 1342 }
1767 else 1343 else
1768 { 1344 {
1769 m->touch ();
1770
1771 /* In this block, the space is visible or there are head objects 1345 /* In this block, the space is visible.
1772 * we need to send.
1773 */ 1346 */
1774 1347
1775 /* Rather than try to figure out what everything that we might 1348 /* Rather than try to figure out what everything that we might
1776 * need to send is, then form the packet after that, 1349 * need to send is, then form the packet after that,
1777 * we presume that we will in fact form a packet, and update 1350 * we presume that we will in fact form a packet, and update
1780 * is done. 1353 * is done.
1781 * I think this is simpler than doing a bunch of checks to see 1354 * I think this is simpler than doing a bunch of checks to see
1782 * what if anything we need to send, setting the bits, then 1355 * what if anything we need to send, setting the bits, then
1783 * doing those checks again to add the real data. 1356 * doing those checks again to add the real data.
1784 */ 1357 */
1785 oldlen = sl.length (); 1358 oldlen = sl.length ();
1786 mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4;
1787 eoldlen = esl.length (); 1359 eoldlen = esl.length ();
1788 emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; 1360
1789 sl << uint16 (mask); 1361 sl << uint16 (mask);
1790
1791 if (socket.ext_mapinfos)
1792 esl << uint16 (emask);
1793 1362
1794 unsigned char dummy; 1363 unsigned char dummy;
1795 unsigned char *last_ext = &dummy; 1364 unsigned char *last_ext = &dummy;
1796 1365
1797 /* Darkness changed */ 1366 /* Darkness changed */
1809 sl << uint8 (255 - 64 * d); 1378 sl << uint8 (255 - 64 * d);
1810 } 1379 }
1811 1380
1812 lastcell.count = d; 1381 lastcell.count = d;
1813 1382
1383 mapspace &ms = m->at (nx, ny);
1384
1814 if (socket.extmap) 1385 if (socket.extmap)
1815 { 1386 {
1816 uint8 stat_hp = 0; 1387 uint8 stat_hp = 0;
1817 uint8 stat_width = 0; 1388 uint8 stat_width = 0;
1818 uint8 flags = 0; 1389 uint8 flags = 0;
1819 UUID player = 0; 1390 UUID player = 0;
1820 1391
1821 // send hp information, if applicable 1392 // send hp information, if applicable
1822 if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0)) 1393 if (object *op = ms.faces_obj [0])
1823 { 1394 {
1824 if (op->head || op->invisible) 1395 if (op->head || op->invisible)
1825 ; // do not show 1396 ; // do not show
1826 else if (op->type == PLAYER 1397 else if (op->type == PLAYER
1827 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR)) 1398 || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR))
1881 sl << uint8 (8) << uint8 (flags); 1452 sl << uint8 (8) << uint8 (flags);
1882 } 1453 }
1883 } 1454 }
1884 1455
1885 /* Floor face */ 1456 /* Floor face */
1886 if (update_space (sl, socket, m, nx, ny, ax, ay, 2)) 1457 if (update_space (sl, socket, ms, lastcell, 2))
1887 mask |= 0x4; 1458 mask |= 0x4;
1888 1459
1889 if (socket.EMI_smooth)
1890 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 2))
1891 emask |= 0x4;
1892
1893 /* Middle face */ 1460 /* Middle face */
1894 if (update_space (sl, socket, m, nx, ny, ax, ay, 1)) 1461 if (update_space (sl, socket, ms, lastcell, 1))
1895 mask |= 0x2; 1462 mask |= 0x2;
1896 1463
1897 if (socket.EMI_smooth) 1464 if (ms.player () == pl
1898 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) 1465 && (pl->invisible & (pl->invisible < 50 ? 1 : 7)))
1899 emask |= 0x2;
1900
1901 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
1902 { 1466 {
1467 // force player to be visible to himself if invisible
1903 if (lastcell.faces[0] != pl->face->number) 1468 if (lastcell.faces[0] != pl->face)
1904 { 1469 {
1905 lastcell.faces[0] = pl->face->number; 1470 lastcell.faces[0] = pl->face;
1471
1906 mask |= 0x1; 1472 mask |= 0x1;
1907
1908 if (!(socket.faces_sent[pl->face->number] & NS_FACESENT_FACE))
1909 esrv_send_face (&socket, pl->face->number, 0);
1910
1911 sl << uint16 (pl->face->number); 1473 sl << uint16 (pl->face);
1474
1475 socket.send_faces (pl);
1912 } 1476 }
1913 } 1477 }
1914 else
1915 {
1916 /* Top face */ 1478 /* Top face */
1917 if (update_space (sl, socket, m, nx, ny, ax, ay, 0)) 1479 else if (update_space (sl, socket, ms, lastcell, 0))
1918 mask |= 0x1; 1480 mask |= 0x1;
1919
1920 if (socket.EMI_smooth)
1921 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 0))
1922 emask |= 0x1;
1923 } 1481
1924 1482
1925 /* Check to see if we are in fact sending anything for this 1483 /* Check to see if we are in fact sending anything for this
1926 * space by checking the mask. If so, update the mask. 1484 * space by checking the mask. If so, update the mask.
1927 * if not, reset the len to that from before adding the mask 1485 * if not, reset the len to that from before adding the mask
1928 * value, so we don't send those bits. 1486 * value, so we don't send those bits.
1930 if (mask & 0xf) 1488 if (mask & 0xf)
1931 sl[oldlen + 1] = mask & 0xff; 1489 sl[oldlen + 1] = mask & 0xff;
1932 else 1490 else
1933 sl.reset (oldlen); 1491 sl.reset (oldlen);
1934 1492
1493 if (socket.ext_mapinfos)
1494 esl << uint16 (emask);
1495
1496 if (socket.EMI_smooth)
1497 {
1498 for (int layer = 2+1; layer--; )
1499 {
1500 object *ob = ms.faces_obj [layer];
1501
1502 // If there is no object for this space, or if the face for the object
1503 // is the blank face, set the smoothlevel to zero.
1504 int smoothlevel = ob && ob->face != blank_face ? ob->smoothlevel : 0;
1505
1506 // We've gotten what face we want to use for the object. Now see if
1507 // if it has changed since we last sent it to the client.
1508 if (lastcell.smooth[layer] != smoothlevel)
1509 {
1510 lastcell.smooth[layer] = smoothlevel;
1511 esl << uint8 (smoothlevel);
1512 emask |= 1 << layer;
1513 }
1514 }
1515
1935 if (emask & 0xf) 1516 if (emask & 0xf)
1936 esl[eoldlen + 1] = emask & 0xff; 1517 esl[eoldlen + 1] = emask & 0xff;
1937 else 1518 else
1938 esl.reset (eoldlen); 1519 esl.reset (eoldlen);
1520 }
1939 } /* else this is a viewable space */ 1521 } /* else this is a viewable space */
1940 } /* for x loop */ 1522 } /* for x loop */
1941 } /* for y loop */ 1523 } /* for y loop */
1942 1524
1943 /* Verify that we in fact do need to send this */ 1525 /* Verify that we in fact do need to send this */
1946 if (!(sl.length () > startlen || socket.sent_scroll)) 1528 if (!(sl.length () > startlen || socket.sent_scroll))
1947 { 1529 {
1948 /* No map data will follow, so don't say the client 1530 /* No map data will follow, so don't say the client
1949 * it doesn't need draw! 1531 * it doesn't need draw!
1950 */ 1532 */
1951 ewhatflag &= (~EMI_NOREDRAW); 1533 ewhatflag &= ~EMI_NOREDRAW;
1952 esl[ewhatstart + 1] = ewhatflag & 0xff; 1534 esl[ewhatstart + 1] = ewhatflag & 0xff;
1953 } 1535 }
1954 1536
1955 if (esl.length () > estartlen) 1537 if (esl.length () > estartlen)
1956 socket.send_packet (esl); 1538 socket.send_packet (esl);
1968 */ 1550 */
1969void 1551void
1970draw_client_map (object *pl) 1552draw_client_map (object *pl)
1971{ 1553{
1972 int i, j; 1554 int i, j;
1973 sint16 ax, ay, nx, ny; /* ax and ay goes from 0 to max-size of arrays */ 1555 sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */
1974 New_Face *face, *floor;
1975 New_Face *floor2;
1976 int d, mflags; 1556 int mflags;
1977 struct Map newmap; 1557 struct Map newmap;
1978 maptile *m, *pm; 1558 maptile *m, *pm;
1979 1559
1980 if (pl->type != PLAYER) 1560 if (pl->type != PLAYER)
1981 { 1561 {
2162 1742
2163/* appends the spell *spell to the Socklist we will send the data to. */ 1743/* appends the spell *spell to the Socklist we will send the data to. */
2164static void 1744static void
2165append_spell (player *pl, packet &sl, object *spell) 1745append_spell (player *pl, packet &sl, object *spell)
2166{ 1746{
2167 int len, i, skill = 0; 1747 int i, skill = 0;
2168 1748
2169 if (!(spell->name)) 1749 if (!(spell->name))
2170 { 1750 {
2171 LOG (llevError, "item number %d is a spell with no name.\n", spell->count); 1751 LOG (llevError, "item number %d is a spell with no name.\n", spell->count);
2172 return; 1752 return;
2184 if (!strcmp (spell->skill, skill_names[i])) 1764 if (!strcmp (spell->skill, skill_names[i]))
2185 { 1765 {
2186 skill = i + CS_STAT_SKILLINFO; 1766 skill = i + CS_STAT_SKILLINFO;
2187 break; 1767 break;
2188 } 1768 }
1769 }
1770
1771 // spells better have a face
1772 if (!spell->face)
1773 {
1774 LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name);
1775 spell->face = face_find ("burnout.x11", blank_face);
2189 } 1776 }
2190 1777
2191 /* send the current values */ 1778 /* send the current values */
2192 sl << uint32 (spell->count) 1779 sl << uint32 (spell->count)
2193 << uint16 (spell->level) 1780 << uint16 (spell->level)
2195 << uint16 (spell->last_sp) 1782 << uint16 (spell->last_sp)
2196 << uint16 (spell->last_grace) 1783 << uint16 (spell->last_grace)
2197 << uint16 (spell->last_eat) 1784 << uint16 (spell->last_eat)
2198 << uint8 (skill) 1785 << uint8 (skill)
2199 << uint32 (spell->path_attuned) 1786 << uint32 (spell->path_attuned)
2200 << uint32 (spell->face ? spell->face->number : 0) 1787 << uint32 (spell->face)
2201 << data8 (spell->name) 1788 << data8 (spell->name)
2202 << data16 (spell->msg); 1789 << data16 (spell->msg);
2203} 1790}
2204 1791
2205/** 1792/**
2220 1807
2221 packet sl ("addspell"); 1808 packet sl ("addspell");
2222 1809
2223 if (!spell) 1810 if (!spell)
2224 { 1811 {
2225 for (spell = pl->ob->inv; spell != NULL; spell = spell->below) 1812 for (spell = pl->ob->inv; spell; spell = spell->below)
2226 { 1813 {
2227 /* were we to simply keep appending data here, we could exceed 1814 /* were we to simply keep appending data here, we could exceed
2228 * MAXSOCKBUF if the player has enough spells to add, we know that 1815 * MAXSOCKBUF if the player has enough spells to add, we know that
2229 * append_spells will always append 19 data bytes, plus 4 length 1816 * append_spells will always append 19 data bytes, plus 4 length
2230 * bytes and 3 strings (because that is the spec) so we need to 1817 * bytes and 3 strings (because that is the spec) so we need to

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