/* * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2001,2007 Mark Wedel * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * for more details. * * You should have received a copy of the GNU General Public License along * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * The authors can be reached via e-mail to */ /** * \file * Client handling. * * \date 2003-12-02 * * This file implements all of the goo on the server side for handling * clients. It's got a bunch of global variables for keeping track of * each of the clients. * * Note: All functions that are used to process data from the client * have the prototype of (char *data, int datalen, int client_num). This * way, we can use one dispatch table. * * esrv_map_new starts updating the map * */ #include #include #include #include /* This block is basically taken from socket.c - I assume if it works there, * it should work here. */ #include #include #include #include #include #include #include #include "sounds.h" /** * This table translates the attack numbers as used within the * program to the value we use when sending STATS command to the * client. If a value is -1, then we don't send that to the * client. */ short atnr_cs_stat[NROFATTACKS] = { CS_STAT_RES_PHYS, CS_STAT_RES_MAG, CS_STAT_RES_FIRE, CS_STAT_RES_ELEC, CS_STAT_RES_COLD, CS_STAT_RES_CONF, CS_STAT_RES_ACID, CS_STAT_RES_DRAIN, -1 /* weaponmagic */ , CS_STAT_RES_GHOSTHIT, CS_STAT_RES_POISON, CS_STAT_RES_SLOW, CS_STAT_RES_PARA, CS_STAT_TURN_UNDEAD, CS_STAT_RES_FEAR, -1 /* Cancellation */ , CS_STAT_RES_DEPLETE, CS_STAT_RES_DEATH, -1 /* Chaos */ , -1 /* Counterspell */ , -1 /* Godpower */ , CS_STAT_RES_HOLYWORD, CS_STAT_RES_BLIND, -1, /* Internal */ -1, /* life stealing */ -1 /* Disease - not fully done yet */ }; static void socket_map_scroll (client *ns, int dx, int dy) { struct Map newmap; int x, y, mx, my; ns->send_packet_printf ("map_scroll %d %d", dx, dy); /* If we are using the Map1aCmd, we may in fact send * head information that is outside the viewable map. * So set the mx,my to the max value we want to * look for. Removed code to do so - it caused extra * complexities for the client, and probably doesn't make * that much difference in bandwidth. */ mx = ns->mapx; my = ns->mapy; /* the x and y here are coordinates for the new map, i.e. if we moved * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason, * if the destination x or y coordinate is outside the viewable * area, we clear the values - otherwise, the old values * are preserved, and the check_head thinks it needs to clear them. */ for (x = 0; x < mx; x++) { for (y = 0; y < my; y++) { if (x >= ns->mapx || y >= ns->mapy) /* clear cells outside the viewable area */ memset (&newmap.cells[x][y], 0, sizeof (struct MapCell)); else if ((x + dx) < 0 || (x + dx) >= ns->mapx || (y + dy) < 0 || (y + dy) >= ns->mapy) /* clear newly visible tiles within the viewable area */ memset (&(newmap.cells[x][y]), 0, sizeof (struct MapCell)); else memcpy (&(newmap.cells[x][y]), &(ns->lastmap.cells[x + dx][y + dy]), sizeof (struct MapCell)); } } memcpy (&(ns->lastmap), &newmap, sizeof (struct Map)); /* Make sure that the next "map1" command will be sent (even if it is * empty). */ ns->sent_scroll = 1; } static void clear_map (player *pl) { memset (&pl->ns->lastmap, 0, sizeof (pl->ns->lastmap)); pl->ns->force_newmap = false; if (pl->ns->newmapcmd == 1) pl->ns->send_packet ("newmap"); pl->ns->floorbox_reset (); } /** check for map/region change and send new map data */ static void check_map_change (player *pl) { client &socket = *pl->ns; object *ob = pl->ob; char buf[MAX_BUF]; /* eauugggh */ if (socket.current_map != ob->map || socket.force_newmap) { clear_map (pl); socket.current_map = ob->map; if (socket.mapinfocmd) { if (ob->map && ob->map->path[0]) { int flags = 0; if (ob->map->tile_path[0]) flags |= 1; if (ob->map->tile_path[1]) flags |= 2; if (ob->map->tile_path[2]) flags |= 4; if (ob->map->tile_path[3]) flags |= 8; snprintf (buf, MAX_BUF, "mapinfo - spatial %d %d %d %d %d %s", flags, socket.mapx / 2 - ob->x, socket.mapy / 2 - ob->y, ob->map->width, ob->map->height, &ob->map->path); } else snprintf (buf, MAX_BUF, "mapinfo current"); socket.send_packet (buf); } } else if (socket.current_x != ob->x || socket.current_y != ob->y) { int dx = ob->x - socket.current_x; int dy = ob->y - socket.current_y; if (socket.buggy_mapscroll && (abs (dx) > 8 || abs (dy) > 8)) clear_map (pl); // current (<= 1.9.1) clients have unchecked buffer overflows else { socket_map_scroll (&socket, ob->x - socket.current_x, ob->y - socket.current_y); socket.floorbox_reset (); } } socket.current_x = ob->x; socket.current_y = ob->y; region *reg = ob->region (); if (socket.current_region != reg) { socket.current_region = reg; socket.send_packet_printf ("drawinfo 0 You are now %s.\n(use whereami for more details)", ®->longname); } } /** * RequestInfo is sort of a meta command. There is some specific * request of information, but we call other functions to provide * that information. */ void RequestInfo (char *buf, int len, client * ns) { char *params = NULL, *cp; /* No match */ char bigbuf[MAX_BUF]; int slen; /* Set up replyinfo before we modify any of the buffers - this is used * if we don't find a match. */ strcpy (bigbuf, "replyinfo "); slen = strlen (bigbuf); safe_strcat (bigbuf, buf, &slen, MAX_BUF); /* find the first space, make it null, and update the * params pointer. */ for (cp = buf; *cp != '\0'; cp++) if (*cp == ' ') { *cp = '\0'; params = cp + 1; break; } if (!strcmp (buf, "image_info")) send_image_info (ns, params); else if (!strcmp (buf, "image_sums")) send_image_sums (ns, params); else if (!strcmp (buf, "skill_info")) send_skill_info (ns, params); else if (!strcmp (buf, "spell_paths")) send_spell_paths (ns, params); else ns->send_packet (bigbuf, len); } void ExtCmd (char *buf, int len, player *pl) { INVOKE_PLAYER (EXTCMD, pl, ARG_DATA (buf, len)); } void ExtiCmd (char *buf, int len, client *ns) { INVOKE_CLIENT (EXTICMD, ns, ARG_DATA (buf, len)); } void MapInfoCmd (char *buf, int len, player *pl) { // mapinfo tag spatial flags x y w h hash char bigbuf[MAX_BUF], *token; token = buf; // copy token if (!(buf = strchr (buf, ' '))) return; *buf++ = 0; if (!strncmp (buf, "spatial ", 8)) { buf += 8; // initial map and its origin maptile *map = pl->ob->map; sint16 dx, dy; int mapx = pl->ns->mapx / 2 - pl->ob->x; int mapy = pl->ns->mapy / 2 - pl->ob->y; int max_distance = 8; // limit maximum path length to something generous while (*buf && map && max_distance) { int dir = *buf++; switch (dir) { case '1': dx = 0; dy = -1; map = map->xy_find (dx, dy); map && (mapy -= map->height); break; case '2': mapx += map->width; dx = map->width; dy = 0; map = map->xy_find (dx, dy); break; case '3': mapy += map->height; dx = 0; dy = map->height; map = map->xy_find (dx, dy); break; case '4': dx = -1; dy = 0; map = map->xy_find (dx, dy); map && (mapx -= map->width); break; } --max_distance; } if (!max_distance) snprintf (bigbuf, MAX_BUF, "mapinfo %s error", token); else if (map && map->path[0]) { int flags = 0; if (map->tile_path[0]) flags |= 1; if (map->tile_path[1]) flags |= 2; if (map->tile_path[2]) flags |= 4; if (map->tile_path[3]) flags |= 8; snprintf (bigbuf, MAX_BUF, "mapinfo %s spatial %d %d %d %d %d %s", token, flags, mapx, mapy, map->width, map->height, &map->path); } else snprintf (bigbuf, MAX_BUF, "mapinfo %s nomap", token); } else snprintf (bigbuf, MAX_BUF, "mapinfo %s unsupported", token); pl->ns->send_packet (bigbuf); } /** This is the Setup cmd */ void SetUp (char *buf, int len, client * ns) { INVOKE_CLIENT (SETUP, ns, ARG_DATA (buf, len)); } /** * The client has requested to be added to the game. * This is what takes care of it. We tell the client how things worked out. * I am not sure if this file is the best place for this function. however, * it either has to be here or init_sockets needs to be exported. */ void AddMeCmd (char *buf, int len, client *ns) { INVOKE_CLIENT (ADDME, ns, ARG_DATA (buf, len)); } /** Reply to ExtendedInfos command */ void ToggleExtendedInfos (char *buf, int len, client * ns) { char cmdback[MAX_BUF]; char command[50]; int info, nextinfo; cmdback[0] = '\0'; nextinfo = 0; while (1) { /* 1. Extract an info */ info = nextinfo; while ((info < len) && (buf[info] == ' ')) info++; if (info >= len) break; nextinfo = info + 1; while ((nextinfo < len) && (buf[nextinfo] != ' ')) nextinfo++; if (nextinfo - info >= 49) /*Erroneous info asked */ continue; strncpy (command, &(buf[info]), nextinfo - info); /* 2. Interpret info */ if (!strcmp ("smooth", command)) /* Toggle smoothing */ ns->EMI_smooth = !ns->EMI_smooth; else /*bad value */; /*3. Next info */ } strcpy (cmdback, "ExtendedInfoSet"); if (ns->EMI_smooth) { strcat (cmdback, " "); strcat (cmdback, "smoothing"); } ns->send_packet (cmdback); } /* #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2 #define MSG_TYPE_PAPER 3 #define MSG_TYPE_SIGN 4 #define MSG_TYPE_MONUMENT 5 #define MSG_TYPE_SCRIPTED_DIALOG 6*/ /** Reply to ExtendedInfos command */ void ToggleExtendedText (char *buf, int len, client * ns) { char cmdback[MAX_BUF]; char temp[10]; char command[50]; int info, nextinfo, i, flag; cmdback[0] = '\0'; nextinfo = 0; while (1) { /* 1. Extract an info */ info = nextinfo; while ((info < len) && (buf[info] == ' ')) info++; if (info >= len) break; nextinfo = info + 1; while ((nextinfo < len) && (buf[nextinfo] != ' ')) nextinfo++; if (nextinfo - info >= 49) /*Erroneous info asked */ continue; strncpy (command, &(buf[info]), nextinfo - info); command[nextinfo - info] = '\0'; /* 2. Interpret info */ i = sscanf (command, "%d", &flag); if ((i == 1) && (flag > 0) && (flag <= MSG_TYPE_LAST)) ns->supported_readables |= (1 << flag); /*3. Next info */ } /* Send resulting state */ strcpy (cmdback, "ExtendedTextSet"); for (i = 0; i <= MSG_TYPE_LAST; i++) if (ns->supported_readables & (1 << i)) { strcat (cmdback, " "); snprintf (temp, sizeof (temp), "%d", i); strcat (cmdback, temp); } ns->send_packet (cmdback); } /** * client requested an image. send it rate-limited * before flushing. */ void AskFaceCmd (char *buf, int len, client *ns) { ns->askface.push_back (atoi (buf)); } /** * Tells client the picture it has to use * to smooth a picture number given as argument. */ void AskSmooth (char *buf, int len, client *ns) { ns->send_face (atoi (buf)); ns->flush_fx (); } /** * This handles the general commands from the client (ie, north, fire, cast, * etc.) */ void PlayerCmd (char *buf, int len, player *pl) { /* Check if there is a count. In theory, a zero count could also be * sent, so check for that also. */ if (atoi (buf) || buf[0] == '0') { pl->count = atoi ((char *) buf); buf = strchr (buf, ' '); /* advance beyond the numbers */ if (!buf) return; buf++; } execute_newserver_command (pl->ob, (char *) buf); /* Perhaps something better should be done with a left over count. * Cleaning up the input should probably be done first - all actions * for the command that issued the count should be done before any other * commands. */ pl->count = 0; } /** * This handles the general commands from the client (ie, north, fire, cast, * etc.). It is a lot like PlayerCmd above, but is called with the * 'ncom' method which gives more information back to the client so it * can throttle. */ void NewPlayerCmd (char *buf, int len, player *pl) { if (len <= 6) { LOG (llevDebug, "Corrupt ncom command <%s> not long enough - discarding\n", buf); return; } uint16 cmdid = net_uint16 ((uint8 *)buf); sint32 repeat = net_sint32 ((uint8 *)buf + 2); /* -1 is special - no repeat, but don't update */ if (repeat != -1) pl->count = repeat; buf += 6; //len -= 6; execute_newserver_command (pl->ob, buf); /* Perhaps something better should be done with a left over count. * Cleaning up the input should probably be done first - all actions * for the command that issued the count should be done before any other * commands. */ pl->count = 0; //TODO: schmorp thinks whatever this calculates, it makes no sense at all int time = fabs (pl->ob->speed) < 0.001 ? time = MAX_TIME * 100 : time = (int) (MAX_TIME / fabs (pl->ob->speed)); /* Send confirmation of command execution now */ packet sl ("comc"); sl << uint16 (cmdid) << uint32 (time); pl->ns->send_packet (sl); } /** This is a reply to a previous query. */ void ReplyCmd (char *buf, int len, client *ns) { if (ns->state == ST_CUSTOM) { INVOKE_CLIENT (REPLY, ns, ARG_DATA (buf, len)); return; } if (!ns->pl) return; //TODO: depends on the exact reply we are after //TODO: but right now, we always have a ns->pl player *pl = ns->pl; /* This is to synthesize how the data would be stored if it * was normally entered. A bit of a hack, and should be cleaned up * once all the X11 code is removed from the server. * * We pass 13 to many of the functions because this way they * think it was the carriage return that was entered, and the * function then does not try to do additional input. */ snprintf (pl->write_buf, sizeof (pl->write_buf), ":%s", buf); /* this avoids any hacking here */ switch (ns->state) { case ST_PLAYING: LOG (llevError, "Got reply message with ST_PLAYING input state\n"); break; case ST_GET_PARTY_PASSWORD: /* Get password for party */ receive_party_password (pl->ob, 13); break; default: LOG (llevError, "Unknown input state: %d\n", ns->state); } } /** * Client tells its version. If there is a mismatch, we close the * socket. In real life, all we should care about is the client having * something older than the server. If we assume the client will be * backwards compatible, having it be a later version should not be a * problem. */ void VersionCmd (char *buf, int len, client * ns) { if (!buf) { LOG (llevError, "CS: received corrupted version command\n"); return; } ns->cs_version = atoi (buf); ns->sc_version = ns->cs_version; LOG (llevDebug, "connection from client <%s>\n", buf); //TODO: should log here just for statistics //if (VERSION_CS != ns->cs_version) // unchecked; char *cp = strchr (buf + 1, ' '); if (!cp) return; ns->sc_version = atoi (cp); //if (VERSION_SC != ns->sc_version) // unchecked; cp = strchr (cp + 1, ' '); if (cp) { ns->version = cp + 1; if (ns->sc_version < 1026) ns->send_packet_printf ("drawinfo %d %s", NDI_RED, "**** VERSION WARNING ****\n**** CLIENT IS TOO OLD!! UPDATE THE CLIENT!! ****"); } } /** sound related functions. */ void SetSound (char *buf, int len, client * ns) { ns->sound = atoi (buf); } /** client wants the map resent */ void MapRedrawCmd (char *buf, int len, player *pl) { /* This function is currently disabled; just clearing the map state results in * display errors. It should clear the cache and send a newmap command. * Unfortunately this solution does not work because some client versions send * a mapredraw command after receiving a newmap command. */ } /** * Moves an object (typically, container to inventory). * syntax is: move (to) (tag) (nrof) */ void MoveCmd (char *buf, int len, player *pl) { int vals[3], i; /* A little funky here. We only cycle for 2 records, because * we obviously are not going to find a space after the third * record. Perhaps we should just replace this with a * sscanf? */ for (i = 0; i < 2; i++) { vals[i] = atoi (buf); if (!(buf = strchr (buf, ' '))) { LOG (llevError, "Incomplete move command: %s\n", buf); return; } buf++; } vals[2] = atoi (buf); /* LOG(llevDebug,"Move item %d (nrof=%d) to %d.\n", vals[1], vals[2], vals[0]);*/ esrv_move_object (pl->ob, vals[0], vals[1], vals[2]); } /****************************************************************************** * * Start of commands the server sends to the client. * ******************************************************************************/ /** * Asks the client to query the user. This way, the client knows * it needs to send something back (vs just printing out a message) */ void send_query (client *ns, uint8 flags, const char *text) { ns->send_packet_printf ("query %d %s", flags, text ? text : ""); } /** * Get player's current range attack in obuf. */ static void rangetostring (player *pl, char *obuf) { dynbuf_text buf; if (pl->ranged_ob) buf << " Range" << (pl->ob->current_weapon == pl->ranged_ob ? "*" : "") << ": " << pl->ranged_ob->name; if (pl->combat_ob) buf << " Combat" << (pl->ob->current_weapon == pl->combat_ob ? "*" : "") << ": " << pl->combat_ob->name; //TODO: remove this when slot system is working, this is only for debugging if (pl->ob->chosen_skill) buf << " Skill*: " << pl->ob->chosen_skill->name; //TODO: maybe golem should become the current_weapon, quite simply? if (pl->golem) buf << " Golem*: " << pl->golem->name; buf.linearise (obuf); obuf [buf.size ()] = 0; } #define AddIfInt64(Old,New,Type) if (Old != New) {\ Old = New; \ sl << uint8 (Type) << uint64 (New); \ } #define AddIfInt(Old,New,Type) if (Old != New) {\ Old = New; \ sl << uint8 (Type) << uint32 (New); \ } #define AddIfShort(Old,New,Type) if (Old != New) {\ Old = New; \ sl << uint8 (Type) << uint16 (New); \ } #define AddIfFloat(Old,New,Type,mult) if (Old != New) {\ Old = New; \ sl << uint8 (Type) << uint32 (New*FLOAT_MULTI*mult); \ } #define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\ free(Old); Old = strdup (New);\ sl << uint8 (Type) << data8 (New); \ } /** * Sends a statistics update. We look at the old values, * and only send what has changed. Stat mapping values are in newclient.h * Since this gets sent a lot, this is actually one of the few binary * commands for now. */ void esrv_update_stats (player *pl) { char buf[MAX_BUF]; uint16 flags; client *ns = pl->ns; if (!ns) return; object *ob = pl->ob; if (!ob) return; packet sl ("stats"); AddIfShort (ns->last_stats.hp, ob->stats.hp, CS_STAT_HP); AddIfShort (ns->last_stats.maxhp, ob->stats.maxhp, CS_STAT_MAXHP); AddIfShort (ns->last_stats.sp, ob->stats.sp, CS_STAT_SP); AddIfShort (ns->last_stats.maxsp, ob->stats.maxsp, CS_STAT_MAXSP); AddIfShort (ns->last_stats.grace, ob->stats.grace, CS_STAT_GRACE); AddIfShort (ns->last_stats.maxgrace, ob->stats.maxgrace, CS_STAT_MAXGRACE); AddIfShort (ns->last_stats.Str, ob->stats.Str, CS_STAT_STR); AddIfShort (ns->last_stats.Dex, ob->stats.Dex, CS_STAT_DEX); AddIfShort (ns->last_stats.Con, ob->stats.Con, CS_STAT_CON); AddIfShort (ns->last_stats.Int, ob->stats.Int, CS_STAT_INT); AddIfShort (ns->last_stats.Wis, ob->stats.Wis, CS_STAT_WIS); AddIfShort (ns->last_stats.Pow, ob->stats.Pow, CS_STAT_POW); AddIfShort (ns->last_stats.Cha, ob->stats.Cha, CS_STAT_CHA); for (int s = 0; s < NUM_SKILLS; s++) if (object *skill = pl->last_skill_ob[s]) if (skill->stats.exp != ns->last_skill_exp [s]) { ns->last_skill_exp [s] = skill->stats.exp; /* Always send along the level if exp changes. This is only * 1 extra byte, but keeps processing simpler. */ sl << uint8 (s + CS_STAT_SKILLINFO) << uint8 (skill->level) << uint64 (skill->stats.exp); } AddIfInt64 (ns->last_stats.exp, ob->stats.exp, CS_STAT_EXP64); AddIfShort (ns->last_level, ob->level, CS_STAT_LEVEL); AddIfShort (ns->last_stats.wc, ob->stats.wc, CS_STAT_WC); AddIfShort (ns->last_stats.ac, ob->stats.ac, CS_STAT_AC); AddIfShort (ns->last_stats.dam, ob->stats.dam, CS_STAT_DAM); AddIfFloat (ns->last_speed, ob->speed, CS_STAT_SPEED, 1.f/TICK); AddIfShort (ns->last_stats.food, ob->stats.food, CS_STAT_FOOD); AddIfFloat (ns->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP, 1.f/TICK); AddIfInt (ns->last_weight_limit, weight_limit[ob->stats.Str], CS_STAT_WEIGHT_LIM); flags = 0; if (pl->fire_on) flags |= SF_FIREON; if (pl->run_on) flags |= SF_RUNON; AddIfShort (ns->last_flags, flags, CS_STAT_FLAGS); if (ns->sc_version < 1025) { AddIfShort (ns->last_resist[ATNR_PHYSICAL], ob->resist[ATNR_PHYSICAL], CS_STAT_ARMOUR) } else for (int i = 0; i < NROFATTACKS; i++) { /* Skip ones we won't send */ if (atnr_cs_stat[i] == -1) continue; AddIfShort (ns->last_resist[i], ob->resist[i], atnr_cs_stat[i]); } if (pl->ns->monitor_spells) { AddIfInt (ns->last_path_attuned, ob->path_attuned, CS_STAT_SPELL_ATTUNE); AddIfInt (ns->last_path_repelled, ob->path_repelled, CS_STAT_SPELL_REPEL); AddIfInt (ns->last_path_denied, ob->path_denied, CS_STAT_SPELL_DENY); } rangetostring (pl, buf); /* we want use the new fire & run system in new client */ AddIfString (ns->stats.range, buf, CS_STAT_RANGE); set_title (ob, buf); AddIfString (ns->stats.title, buf, CS_STAT_TITLE); /* Only send it away if we have some actual data */ if (sl.length () > 6) ns->send_packet (sl); } /** * Tells the client that here is a player it should start using. */ void esrv_new_player (player *pl, uint32 weight) { packet sl ("player"); sl << uint32 (pl->ob->count) << uint32 (weight) << uint32 (pl->ob->face) << data8 (pl->ob->name); pl->ns->last_weight = weight; pl->ns->send_packet (sl); SET_FLAG (pl->ob, FLAG_CLIENT_SENT); } /****************************************************************************** * * Start of map related commands. * ******************************************************************************/ /** Clears a map cell */ static void map_clearcell (struct MapCell *cell, int count) { cell->faces[0] = 0; cell->faces[1] = 0; cell->faces[2] = 0; cell->smooth[0] = 0; cell->smooth[1] = 0; cell->smooth[2] = 0; cell->count = count; cell->stat_hp = 0; cell->flags = 0; cell->player = 0; } #define MAX_LAYERS 3 /** * Removes the need to replicate the same code for each layer. * this returns true if this space is now in fact different than * it was. * sl is the socklist this data is going into. * ns is the socket we are working on - all the info we care * about is in this socket structure, so now need not pass the * entire player object. * layer is the layer to update, with 2 being the floor and 0 the * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ) * take. Interesting to note that before this function, the map1 function * numbers the spaces differently - I think this was a leftover from * the map command, where the faces stack up. Sinces that is no longer * the case, it seems to make more sense to have these layer values * actually match. */ static int update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer) { object *ob = ms.faces_obj [layer]; /* If there is no object for this space, or if the face for the object * is the blank face, set the face number to zero. * else if we have the stored head object for this space, that takes * precedence over the other object for this space. * otherwise, we do special head processing */ uint16 face_num = ob && ob->face != blank_face ? ob->face : 0; /* We've gotten what face we want to use for the object. Now see if * if it has changed since we last sent it to the client. */ if (lastcell.faces[layer] != face_num) { lastcell.faces[layer] = face_num; if (!ns.faces_sent[face_num]) if (ob) ns.send_faces (ob); else ns.send_face (face_num); sl << uint16 (face_num); return 1; } /* Nothing changed */ return 0; } /** * Returns the size of a data for a map square as returned by * mapextended. There are CLIENTMAPX*CLIENTMAPY*LAYERS entries * available. */ int getExtendedMapInfoSize (client * ns) { int result = 0; if (ns->ext_mapinfos) { if (ns->EMI_smooth) result += 1; /*One byte for smoothlevel */ } return result; } // prefetch (and touch) all maps within a specific distancd static void prefetch_surrounding_maps (maptile *map, int distance) { map->last_access = runtime; if (--distance) for (int dir = 4; --dir; ) if (const shstr &path = map->tile_path [dir]) if (maptile *&neigh = map->tile_map [dir]) prefetch_surrounding_maps (neigh, distance); else neigh = maptile::find_async (path, map); } // prefetch a generous area around the player static void prefetch_surrounding_maps (object *op) { prefetch_surrounding_maps (op->map, 3); } /** * This function uses the new map1 protocol command to send the map * to the client. It is necessary because the old map command supports * a maximum map size of 15x15. * This function is much simpler than the old one. This is because * the old function optimized to send as few face identifiers as possible, * at the expense of sending more coordinate location (coordinates were * only 1 byte, faces 2 bytes, so this was a worthwhile savings). Since * we need 2 bytes for coordinates and 2 bytes for faces, such a trade off * maps no sense. Instead, we actually really only use 12 bits for coordinates, * and use the other 4 bits for other informatiion. For full documentation * of what we send, see the doc/Protocol file. * I will describe internally what we do: * the ns->lastmap shows how the map last looked when sent to the client. * in the lastmap structure, there is a cells array, which is set to the * maximum viewable size (As set in config.h). * in the cells, there are faces and a count value. * we use the count value to hold the darkness value. If -1, then this space * is not viewable. * we use faces[0] faces[1] faces[2] to hold what the three layers * look like. */ void draw_client_map1 (object *pl) { int x, y, ax, ay, startlen, max_x, max_y, oldlen; sint16 nx, ny; int estartlen, eoldlen; uint8 eentrysize; uint16 ewhatstart, ewhatflag; uint8 extendedinfos; maptile *m; client &socket = *pl->contr->ns; if (!pl->active) return; check_map_change (pl->contr); prefetch_surrounding_maps (pl); packet sl (socket.mapmode == Map1Cmd ? "map1" : "map1a"); packet esl; startlen = sl.length (); /*Extendedmapinfo structure initialisation */ if (socket.ext_mapinfos) { extendedinfos = EMI_NOREDRAW; if (socket.EMI_smooth) extendedinfos |= EMI_SMOOTH; ewhatstart = esl.length (); ewhatflag = extendedinfos; /*The EMI_NOREDRAW bit could need to be taken away */ eentrysize = getExtendedMapInfoSize (&socket); esl << "mapextended " << uint8 (extendedinfos) << uint8 (eentrysize); estartlen = esl.length (); } /* x,y are the real map locations. ax, ay are viewport relative * locations. */ ay = 0; /* We could do this logic as conditionals in the if statement, * but that started to get a bit messy to look at. */ max_x = pl->x + (socket.mapx + 1) / 2; max_y = pl->y + (socket.mapy + 1) / 2; maptile *plmap = pl->map; for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) { ax = 0; for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) { int emask, mask; emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; MapCell &lastcell = socket.lastmap.cells[ax][ay]; /* If the coordinates are not valid, or it is too dark to see, * we tell the client as such */ nx = x; ny = y; m = get_map_from_coord (plmap, &nx, &ny); if (!m) { /* space is out of map. Update space and clear values * if this hasn't already been done. If the space is out * of the map, it shouldn't have a head */ if (lastcell.count != -1) { sl << uint16 (mask); map_clearcell (&lastcell, -1); } continue; } m->touch (); int d = pl->contr->blocked_los[ax][ay]; if (d > 3) { int need_send = 0, count; /* This block deals with spaces that are not visible for whatever * reason. Still may need to send the head for this space. */ oldlen = sl.length (); sl << uint16 (mask); if (lastcell.count != -1) need_send = 1; count = -1; /* properly clear a previously sent big face */ if (lastcell.faces[0] || lastcell.faces[1] || lastcell.faces[2] || lastcell.stat_hp || lastcell.flags || lastcell.player) need_send = 1; map_clearcell (&lastcell, count); if ((mask & 0xf) || need_send) sl[oldlen + 1] = mask & 0xff; else sl.reset (oldlen); } else { /* In this block, the space is visible. */ /* Rather than try to figure out what everything that we might * need to send is, then form the packet after that, * we presume that we will in fact form a packet, and update * the bits by what we do actually send. If we send nothing, * we just back out sl.length () to the old value, and no harm * is done. * I think this is simpler than doing a bunch of checks to see * what if anything we need to send, setting the bits, then * doing those checks again to add the real data. */ oldlen = sl.length (); eoldlen = esl.length (); sl << uint16 (mask); unsigned char dummy; unsigned char *last_ext = &dummy; /* Darkness changed */ if (lastcell.count != d && socket.darkness) { mask |= 0x8; if (socket.extmap) { *last_ext |= 0x80; last_ext = &sl[sl.length ()]; sl << uint8 (d); } else sl << uint8 (255 - 64 * d); } lastcell.count = d; mapspace &ms = m->at (nx, ny); if (socket.extmap) { uint8 stat_hp = 0; uint8 stat_width = 0; uint8 flags = 0; tag_t player = 0; // send hp information, if applicable if (object *op = ms.faces_obj [0]) { if (op->head || op->invisible) ; // do not show else if (op->type == PLAYER || QUERY_FLAG (op, FLAG_MONSTER) || QUERY_FLAG (op, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_GENERATOR)) { if (op->stats.maxhp > 0 && (unsigned) op->stats.maxhp > (unsigned) op->stats.hp) { stat_hp = 255 - (op->stats.hp * 255 + 254) / op->stats.maxhp; stat_width = op->arch->tail_x; } } if (op->msg && op->msg[0] == '@') flags |= 1; if (op->type == PLAYER && op != pl) player = op->count; } if (lastcell.stat_hp != stat_hp) { lastcell.stat_hp = stat_hp; mask |= 0x8; *last_ext |= 0x80; last_ext = &sl[sl.length ()]; sl << uint8 (5) << uint8 (stat_hp); if (stat_width > 1) { *last_ext |= 0x80; last_ext = &sl[sl.length ()]; sl << uint8 (6) << uint8 (stat_width); } } if (lastcell.player != player) { lastcell.player = player; mask |= 0x8; *last_ext |= 0x80; last_ext = &sl[sl.length ()]; sl << uint8 (0x47) << uint8 (4) << (uint32)player; } if (lastcell.flags != flags) { lastcell.flags = flags; mask |= 0x8; *last_ext |= 0x80; last_ext = &sl[sl.length ()]; sl << uint8 (8) << uint8 (flags); } } /* Floor face */ if (update_space (sl, socket, ms, lastcell, 2)) mask |= 0x4; /* Middle face */ if (update_space (sl, socket, ms, lastcell, 1)) mask |= 0x2; if (ms.player () == pl && (pl->invisible & (pl->invisible < 50 ? 1 : 7))) { // force player to be visible to himself if invisible if (lastcell.faces[0] != pl->face) { lastcell.faces[0] = pl->face; mask |= 0x1; sl << uint16 (pl->face); socket.send_faces (pl); } } /* Top face */ else if (update_space (sl, socket, ms, lastcell, 0)) mask |= 0x1; /* Check to see if we are in fact sending anything for this * space by checking the mask. If so, update the mask. * if not, reset the len to that from before adding the mask * value, so we don't send those bits. */ if (mask & 0xf) sl[oldlen + 1] = mask & 0xff; else sl.reset (oldlen); if (socket.ext_mapinfos) esl << uint16 (emask); if (socket.EMI_smooth) { for (int layer = 2+1; layer--; ) { object *ob = ms.faces_obj [layer]; // If there is no object for this space, or if the face for the object // is the blank face, set the smoothlevel to zero. int smoothlevel = ob && ob->face != blank_face ? ob->smoothlevel : 0; // We've gotten what face we want to use for the object. Now see if // if it has changed since we last sent it to the client. if (lastcell.smooth[layer] != smoothlevel) { lastcell.smooth[layer] = smoothlevel; esl << uint8 (smoothlevel); emask |= 1 << layer; } } if (emask & 0xf) esl[eoldlen + 1] = emask & 0xff; else esl.reset (eoldlen); } } /* else this is a viewable space */ } /* for x loop */ } /* for y loop */ socket.flush_fx (); /* Verify that we in fact do need to send this */ if (socket.ext_mapinfos) { if (!(sl.length () > startlen || socket.sent_scroll)) { /* No map data will follow, so don't say the client * it doesn't need draw! */ ewhatflag &= ~EMI_NOREDRAW; esl[ewhatstart + 1] = ewhatflag & 0xff; } if (esl.length () > estartlen) socket.send_packet (esl); } if (sl.length () > startlen || socket.sent_scroll) { socket.send_packet (sl); socket.sent_scroll = 0; } } /** * Draws client map. */ void draw_client_map (object *pl) { int i, j; sint16 ax, ay; /* ax and ay goes from 0 to max-size of arrays */ int mflags; struct Map newmap; maptile *m, *pm; if (pl->type != PLAYER) { LOG (llevError, "draw_client_map called with non player/non eric-server\n"); return; } pm = pl->map; /* If player is just joining the game, he isn't here yet, so the map * can get swapped out. If so, don't try to send them a map. All will * be OK once they really log in. */ if (pm == NULL || pm->in_memory != MAP_IN_MEMORY) return; memset (&newmap, 0, sizeof (struct Map)); for (j = (pl->y - pl->contr->ns->mapy / 2); j < (pl->y + (pl->contr->ns->mapy + 1) / 2); j++) for (i = (pl->x - pl->contr->ns->mapx / 2); i < (pl->x + (pl->contr->ns->mapx + 1) / 2); i++) { ax = i; ay = j; m = pm; mflags = get_map_flags (m, &m, ax, ay, &ax, &ay); if (mflags & P_OUT_OF_MAP) continue; /* If a map is visible to the player, we don't want to swap it out * just to reload it. This should really call something like * swap_map, but this is much more efficient and 'good enough' */ if (mflags & P_NEW_MAP) m->timeout = 50; } /* do LOS after calls to update_position */ if (pl->contr->do_los) { update_los (pl); pl->contr->do_los = 0; } /* Big maps need a different drawing mechanism to work */ draw_client_map1 (pl); } /*****************************************************************************/ /* GROS: The following one is used to allow a plugin to send a generic cmd to*/ /* a player. Of course, the client need to know the command to be able to */ /* manage it ! */ /*****************************************************************************/ void send_plugin_custom_message (object *pl, char *buf) { pl->contr->ns->send_packet (buf); } /** * This sends the skill number to name mapping. We ignore * the params - we always send the same info no matter what. */ void send_skill_info (client *ns, char *params) { packet sl; sl << "replyinfo skill_info\n"; for (int i = 1; i < NUM_SKILLS; i++) sl.printf ("%d:%s\n", i + CS_STAT_SKILLINFO, &skill_names[i]); if (sl.length () >= MAXSOCKBUF) { LOG (llevError, "Buffer overflow in send_skill_info!\n"); fatal (0); } ns->send_packet (sl); } /** * This sends the spell path to name mapping. We ignore * the params - we always send the same info no matter what. */ void send_spell_paths (client * ns, char *params) { packet sl; sl << "replyinfo spell_paths\n"; for (int i = 0; i < NRSPELLPATHS; i++) sl.printf ("%d:%s\n", 1 << i, spellpathnames[i]); if (sl.length () >= MAXSOCKBUF) { LOG (llevError, "Buffer overflow in send_spell_paths!\n"); fatal (0); } ns->send_packet (sl); } /** * This looks for any spells the player may have that have changed their stats. * it then sends an updspell packet for each spell that has changed in this way */ void esrv_update_spells (player *pl) { if (!pl->ns) return; if (!pl->ns->monitor_spells) return; for (object *spell = pl->ob->inv; spell; spell = spell->below) { if (spell->type == SPELL) { int flags = 0; /* check if we need to update it */ if (spell->last_sp != SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA)) { spell->last_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA); flags |= UPD_SP_MANA; } if (spell->last_grace != SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE)) { spell->last_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE); flags |= UPD_SP_GRACE; } if (spell->last_eat != spell->stats.dam + SP_level_dam_adjust (pl->ob, spell)) { spell->last_eat = spell->stats.dam + SP_level_dam_adjust (pl->ob, spell); flags |= UPD_SP_DAMAGE; } if (flags) { packet sl; sl << "updspell " << uint8 (flags) << uint32 (spell->count); if (flags & UPD_SP_MANA ) sl << uint16 (spell->last_sp); if (flags & UPD_SP_GRACE ) sl << uint16 (spell->last_grace); if (flags & UPD_SP_DAMAGE) sl << uint16 (spell->last_eat); pl->ns->send_packet (sl); } } } } void esrv_remove_spell (player *pl, object *spell) { if (!pl->ns->monitor_spells) return; if (!pl || !spell || spell->env != pl->ob) { LOG (llevError, "Invalid call to esrv_remove_spell"); return; } packet sl ("delspell"); sl << uint32 (spell->count); pl->ns->send_packet (sl); } /* appends the spell *spell to the Socklist we will send the data to. */ static void append_spell (player *pl, packet &sl, object *spell) { int i, skill = 0; if (!(spell->name)) { LOG (llevError, "item number %d is a spell with no name.\n", spell->count); return; } /* store costs and damage in the object struct, to compare to later */ spell->last_sp = SP_level_spellpoint_cost (pl->ob, spell, SPELL_MANA); spell->last_grace = SP_level_spellpoint_cost (pl->ob, spell, SPELL_GRACE); spell->last_eat = spell->stats.dam + SP_level_dam_adjust (pl->ob, spell); /* figure out which skill it uses, if it uses one */ if (spell->skill) { for (i = 1; i < NUM_SKILLS; i++) if (!strcmp (spell->skill, skill_names[i])) { skill = i + CS_STAT_SKILLINFO; break; } } // spells better have a face if (!spell->face) { LOG (llevError, "%s: spell has no face, but face is mandatory.\n", &spell->name); spell->face = face_find ("burnout.x11", blank_face); } /* send the current values */ sl << uint32 (spell->count) << uint16 (spell->level) << uint16 (spell->casting_time) << uint16 (spell->last_sp) << uint16 (spell->last_grace) << uint16 (spell->last_eat) << uint8 (skill) << uint32 (spell->path_attuned) << uint32 (spell->face) << data8 (spell->name) << data16 (spell->msg); } /** * This tells the client to add the spell *ob, if *ob is NULL, then add * all spells in the player's inventory. */ void esrv_add_spells (player *pl, object *spell) { if (!pl) { LOG (llevError, "esrv_add_spells, tried to add a spell to a NULL player"); return; } if (!pl->ns->monitor_spells) return; packet sl ("addspell"); if (!spell) { for (spell = pl->ob->inv; spell; spell = spell->below) { /* were we to simply keep appending data here, we could exceed * MAXSOCKBUF if the player has enough spells to add, we know that * append_spells will always append 19 data bytes, plus 4 length * bytes and 3 strings (because that is the spec) so we need to * check that the length of those 3 strings, plus the 23 bytes, * won't take us over the length limit for the socket, if it does, * we need to send what we already have, and restart packet formation */ /* Seeing crashes by overflowed buffers. Quick arithemetic seems * to show add_spell is 26 bytes + 2 strings. However, the overun * is hundreds of bytes off, so correcting 22 vs 26 doesn't seem * like it will fix this */ if (spell->type != SPELL) continue; if (sl.length () >= (MAXSOCKBUF - (26 + strlen (spell->name) + (spell->msg ? strlen (spell->msg) : 0)))) { pl->ns->send_packet (sl); sl.reset (); sl << "addspell "; } append_spell (pl, sl, spell); } } else if (spell->type != SPELL) { LOG (llevError, "Asked to send a non-spell object as a spell"); return; } else append_spell (pl, sl, spell); if (sl.length () >= MAXSOCKBUF) { LOG (llevError, "Buffer overflow in esrv_add_spells!\n"); fatal (0); } /* finally, we can send the packet */ pl->ns->send_packet (sl); }