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Comparing deliantra/server/socket/request.C (file contents):
Revision 1.72 by root, Mon Mar 12 02:07:43 2007 UTC vs.
Revision 1.76 by root, Wed Mar 14 13:05:30 2007 UTC

459 char tmpbuf[20]; 459 char tmpbuf[20];
460 int q = atoi (param); 460 int q = atoi (param);
461 461
462 if (is_valid_faceset (q)) 462 if (is_valid_faceset (q))
463 ns->faceset = q; 463 ns->faceset = q;
464
464 sprintf (tmpbuf, "%d", ns->faceset); 465 sprintf (tmpbuf, "%d", ns->faceset);
465 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF); 466 safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF);
466 /* if the client is using faceset, it knows about image2 command */ 467 /* if the client is using faceset, it knows about image2 command */
467 ns->image2 = 1; 468 ns->image2 = 1;
468 } 469 }
683 684
684 ns->send_packet (cmdback); 685 ns->send_packet (cmdback);
685} 686}
686 687
687/** 688/**
688 * A lot like the old AskSmooth (in fact, now called by AskSmooth).
689 * Basically, it makes no sense to wait for the client to request a
690 * a piece of data from us that we know the client wants. So
691 * if we know the client wants it, might as well push it to the
692 * client.
693 */
694static void
695SendSmooth (client *ns, uint16 face)
696{
697 uint16 smoothface;
698
699 /* If we can't find a face, return and set it so we won't try to send this
700 * again.
701 */
702 if (!FindSmooth (face, &smoothface))
703 {
704
705 LOG (llevError, "could not findsmooth for %d.\n", face);
706 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
707 return;
708 }
709
710 if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE))
711 esrv_send_face (ns, smoothface, 0);
712
713 ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
714
715 packet sl ("smooth");
716
717 sl << uint16 (face)
718 << uint16 (smoothface);
719
720 ns->send_packet (sl);
721}
722
723/**
724 * Tells client the picture it has to use 689 * Tells client the picture it has to use
725 * to smooth a picture number given as argument. 690 * to smooth a picture number given as argument.
726 */ 691 */
727void 692void
728AskSmooth (char *buf, int len, client *ns) 693AskSmooth (char *buf, int len, client *ns)
729{ 694{
730 SendSmooth (ns, atoi (buf)); 695 ns->send_face (atoi (buf));
731} 696}
732 697
733/** 698/**
734 * 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,
735 * etc.) 700 * etc.)
1107 pl->ns->last_weight = weight; 1072 pl->ns->last_weight = weight;
1108 pl->ns->send_packet (sl); 1073 pl->ns->send_packet (sl);
1109 SET_FLAG (pl->ob, FLAG_CLIENT_SENT); 1074 SET_FLAG (pl->ob, FLAG_CLIENT_SENT);
1110} 1075}
1111 1076
1112/**
1113 * Need to send an animation sequence to the client.
1114 * We will send appropriate face commands to the client if we haven't
1115 * sent them the face yet (this can become quite costly in terms of
1116 * how much we are sending - on the other hand, this should only happen
1117 * when the player logs in and picks stuff up.
1118 */
1119void
1120esrv_send_animation (client * ns, short anim_num)
1121{
1122 /* Do some checking on the anim_num we got. Note that the animations
1123 * are added in contigous order, so if the number is in the valid
1124 * range, it must be a valid animation.
1125 */
1126 if (anim_num < 0 || anim_num > num_animations)
1127 {
1128 LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
1129 return;
1130 }
1131
1132 packet sl ("anim");
1133
1134 sl << uint16 (anim_num)
1135 << uint16 (0); /* flags - not used right now */
1136
1137 /* Build up the list of faces. Also, send any information (ie, the
1138 * the face itself) down to the client.
1139 */
1140 for (int i = 0; i < animations[anim_num].num_animations; i++)
1141 {
1142 if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE))
1143 esrv_send_face (ns, animations[anim_num].faces[i], 0);
1144
1145 sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */
1146 }
1147
1148 ns->send_packet (sl);
1149
1150 ns->anims_sent[anim_num] = 1;
1151}
1152
1153
1154/****************************************************************************** 1077/******************************************************************************
1155 * 1078 *
1156 * Start of map related commands. 1079 * Start of map related commands.
1157 * 1080 *
1158 ******************************************************************************/ 1081 ******************************************************************************/
1159 1082
1160/** Clears a map cell */ 1083/** Clears a map cell */
1161static void 1084static void
1162map_clearcell (struct MapCell *cell, int count) 1085map_clearcell (struct MapCell *cell, int count)
1163{ 1086{
1164 cell->faces[0] = 0; 1087 cell->faces[0] = 0;
1165 cell->faces[1] = 0; 1088 cell->faces[1] = 0;
1166 cell->faces[2] = 0; 1089 cell->faces[2] = 0;
1090 cell->smooth[0] = 0;
1091 cell->smooth[1] = 0;
1092 cell->smooth[2] = 0;
1167 cell->count = count; 1093 cell->count = count;
1168 cell->stat_hp = 0; 1094 cell->stat_hp = 0;
1169 cell->flags = 0; 1095 cell->flags = 0;
1170 cell->player = 0; 1096 cell->player = 0;
1171} 1097}
1172 1098
1173#define MAX_LAYERS 3 1099#define MAX_LAYERS 3
1174 1100
1175/** 1101/**
1178 * it was. 1104 * it was.
1179 * sl is the socklist this data is going into. 1105 * sl is the socklist this data is going into.
1180 * 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
1181 * 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
1182 * entire player object. 1108 * entire player object.
1183 * mx and my are map coordinate offsets for map mp
1184 * sx and sy are the offsets into the socket structure that
1185 * holds the old values.
1186 * 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
1187 * 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)
1188 * take. Interesting to note that before this function, the map1 function 1111 * take. Interesting to note that before this function, the map1 function
1189 * numbers the spaces differently - I think this was a leftover from 1112 * numbers the spaces differently - I think this was a leftover from
1190 * 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
1191 * 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
1192 * actually match. 1115 * actually match.
1193 */ 1116 */
1194static int 1117static int
1195update_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)
1196{ 1119{
1197 uint16 face_num; 1120 object *ob = ms.faces_obj [layer];
1198 int bx, by, i;
1199
1200 object *ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1201 1121
1202 /* 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
1203 * is the blank face, set the face number to zero. 1123 * is the blank face, set the face number to zero.
1204 * 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
1205 * precedence over the other object for this space. 1125 * precedence over the other object for this space.
1206 * otherwise, we do special head processing 1126 * otherwise, we do special head processing
1207 */ 1127 */
1208 if (!ob || ob->face == blank_face) 1128 uint16 face_num = ob && ob->face != blank_face ? ob->face : 0;
1209 face_num = 0;
1210 else
1211 /* In this case, we are already at the lower right or single part object,
1212 * so nothing special
1213 */
1214 face_num = ob->face;
1215 1129
1216 /* 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
1217 * 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.
1218 */ 1132 */
1219 if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) 1133 if (lastcell.faces[layer] != face_num)
1220 { 1134 {
1221 ns.lastmap.cells[sx][sy].faces[layer] = face_num; 1135 lastcell.faces[layer] = face_num;
1136
1222 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
1223 esrv_send_face (&ns, face_num, 0); 1141 ns.send_face (face_num);
1224 1142
1225 sl << uint16 (face_num); 1143 sl << uint16 (face_num);
1226 return 1;
1227 }
1228
1229 /* Nothing changed */
1230 return 0;
1231}
1232
1233/**
1234 * This function is mainly a copy of update_space,
1235 * except it handles update of the smoothing updates,
1236 * not the face updates.
1237 * Removes the need to replicate the same code for each layer.
1238 * this returns true if this smooth is now in fact different
1239 * than it was.
1240 * sl is the socklist this data is going into.
1241 * ns is the socket we are working on - all the info we care
1242 * about is in this socket structure, so know need to pass the
1243 * entire player object.
1244 * mx and my are map coordinate offsets for map mp
1245 * sx and sy are the offsets into the socket structure that
1246 * holds the old values.
1247 * layer is the layer to update, with 2 being the floor and 0 the
1248 * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ
1249 * take.
1250 */
1251static inline int
1252update_smooth (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer)
1253{
1254 object *ob;
1255 int smoothlevel; /* old face_num; */
1256
1257 ob = GET_MAP_FACE_OBJ (mp, mx, my, layer);
1258
1259 /* If there is no object for this space, or if the face for the object
1260 * is the blank face, set the smoothlevel to zero.
1261 */
1262 if (!ob || ob->face == blank_face)
1263 smoothlevel = 0;
1264 else
1265 {
1266 smoothlevel = ob->smoothlevel;
1267 if (smoothlevel && !(ns.faces_sent[ob->face] & NS_FACESENT_SMOOTH))
1268 SendSmooth (&ns, ob->face);
1269 } /* else not already head object or blank face */
1270
1271 /* We've gotten what face we want to use for the object. Now see if
1272 * if it has changed since we last sent it to the client.
1273 */
1274 if (smoothlevel > 255)
1275 smoothlevel = 255;
1276 else if (smoothlevel < 0)
1277 smoothlevel = 0;
1278
1279 if (ns.lastmap.cells[sx][sy].smooth[layer] != smoothlevel)
1280 {
1281 ns.lastmap.cells[sx][sy].smooth[layer] = smoothlevel;
1282 sl << uint8 (smoothlevel);
1283 return 1; 1144 return 1;
1284 } 1145 }
1285 1146
1286 /* Nothing changed */ 1147 /* Nothing changed */
1287 return 0; 1148 return 0;
1409 * but that started to get a bit messy to look at. 1270 * but that started to get a bit messy to look at.
1410 */ 1271 */
1411 max_x = pl->x + (socket.mapx + 1) / 2; 1272 max_x = pl->x + (socket.mapx + 1) / 2;
1412 max_y = pl->y + (socket.mapy + 1) / 2; 1273 max_y = pl->y + (socket.mapy + 1) / 2;
1413 1274
1275 maptile *plmap = pl->map;
1276
1414 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++)
1415 { 1278 {
1416 ax = 0; 1279 ax = 0;
1417 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++)
1418 { 1281 {
1424 /* 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,
1425 * we tell the client as such 1288 * we tell the client as such
1426 */ 1289 */
1427 nx = x; 1290 nx = x;
1428 ny = y; 1291 ny = y;
1429 m = get_map_from_coord (pl->map, &nx, &ny); 1292 m = get_map_from_coord (plmap, &nx, &ny);
1430 1293
1431 if (!m) 1294 if (!m)
1432 { 1295 {
1433 /* space is out of map. Update space and clear values 1296 /* space is out of map. Update space and clear values
1434 * 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
1495 oldlen = sl.length (); 1358 oldlen = sl.length ();
1496 eoldlen = esl.length (); 1359 eoldlen = esl.length ();
1497 1360
1498 sl << uint16 (mask); 1361 sl << uint16 (mask);
1499 1362
1500 if (socket.ext_mapinfos)
1501 esl << uint16 (emask);
1502
1503 unsigned char dummy; 1363 unsigned char dummy;
1504 unsigned char *last_ext = &dummy; 1364 unsigned char *last_ext = &dummy;
1505 1365
1506 /* Darkness changed */ 1366 /* Darkness changed */
1507 if (lastcell.count != d && socket.darkness) 1367 if (lastcell.count != d && socket.darkness)
1518 sl << uint8 (255 - 64 * d); 1378 sl << uint8 (255 - 64 * d);
1519 } 1379 }
1520 1380
1521 lastcell.count = d; 1381 lastcell.count = d;
1522 1382
1383 mapspace &ms = m->at (nx, ny);
1384
1523 if (socket.extmap) 1385 if (socket.extmap)
1524 { 1386 {
1525 uint8 stat_hp = 0; 1387 uint8 stat_hp = 0;
1526 uint8 stat_width = 0; 1388 uint8 stat_width = 0;
1527 uint8 flags = 0; 1389 uint8 flags = 0;
1528 UUID player = 0; 1390 UUID player = 0;
1529 1391
1530 // send hp information, if applicable 1392 // send hp information, if applicable
1531 if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0)) 1393 if (object *op = ms.faces_obj [0])
1532 { 1394 {
1533 if (op->head || op->invisible) 1395 if (op->head || op->invisible)
1534 ; // do not show 1396 ; // do not show
1535 else if (op->type == PLAYER 1397 else if (op->type == PLAYER
1536 || 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))
1590 sl << uint8 (8) << uint8 (flags); 1452 sl << uint8 (8) << uint8 (flags);
1591 } 1453 }
1592 } 1454 }
1593 1455
1594 /* Floor face */ 1456 /* Floor face */
1595 if (update_space (sl, socket, m, nx, ny, ax, ay, 2)) 1457 if (update_space (sl, socket, ms, lastcell, 2))
1596 mask |= 0x4; 1458 mask |= 0x4;
1597 1459
1598 if (socket.EMI_smooth)
1599 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 2))
1600 emask |= 0x4;
1601
1602 /* Middle face */ 1460 /* Middle face */
1603 if (update_space (sl, socket, m, nx, ny, ax, ay, 1)) 1461 if (update_space (sl, socket, ms, lastcell, 1))
1604 mask |= 0x2; 1462 mask |= 0x2;
1605 1463
1606 if (socket.EMI_smooth) 1464 if (ms.player () == pl
1607 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) 1465 && (pl->invisible & (pl->invisible < 50 ? 1 : 7)))
1608 emask |= 0x2;
1609
1610 if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1))
1611 { 1466 {
1467 // force player to be visible to himself if invisible
1612 if (lastcell.faces[0] != pl->face) 1468 if (lastcell.faces[0] != pl->face)
1613 { 1469 {
1614 lastcell.faces[0] = pl->face; 1470 lastcell.faces[0] = pl->face;
1471
1615 mask |= 0x1; 1472 mask |= 0x1;
1616
1617 if (!(socket.faces_sent[pl->face] & NS_FACESENT_FACE))
1618 esrv_send_face (&socket, pl->face, 0);
1619
1620 sl << uint16 (pl->face); 1473 sl << uint16 (pl->face);
1474
1475 socket.send_faces (pl);
1621 } 1476 }
1622 } 1477 }
1623 else
1624 {
1625 /* Top face */ 1478 /* Top face */
1626 if (update_space (sl, socket, m, nx, ny, ax, ay, 0)) 1479 else if (update_space (sl, socket, ms, lastcell, 0))
1627 mask |= 0x1; 1480 mask |= 0x1;
1628
1629 if (socket.EMI_smooth)
1630 if (update_smooth (esl, socket, m, nx, ny, ax, ay, 0))
1631 emask |= 0x1;
1632 } 1481
1633 1482
1634 /* 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
1635 * space by checking the mask. If so, update the mask. 1484 * space by checking the mask. If so, update the mask.
1636 * 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
1637 * value, so we don't send those bits. 1486 * value, so we don't send those bits.
1639 if (mask & 0xf) 1488 if (mask & 0xf)
1640 sl[oldlen + 1] = mask & 0xff; 1489 sl[oldlen + 1] = mask & 0xff;
1641 else 1490 else
1642 sl.reset (oldlen); 1491 sl.reset (oldlen);
1643 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
1644 if (emask & 0xf) 1516 if (emask & 0xf)
1645 esl[eoldlen + 1] = emask & 0xff; 1517 esl[eoldlen + 1] = emask & 0xff;
1646 else 1518 else
1647 esl.reset (eoldlen); 1519 esl.reset (eoldlen);
1520 }
1648 } /* else this is a viewable space */ 1521 } /* else this is a viewable space */
1649 } /* for x loop */ 1522 } /* for x loop */
1650 } /* for y loop */ 1523 } /* for y loop */
1651 1524
1652 /* Verify that we in fact do need to send this */ 1525 /* Verify that we in fact do need to send this */

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