/* * static char *rcsid_init_c = * "$Id: request.C,v 1.8 2006/08/24 10:58:39 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel Copyright (C) 1992 Frank Tore Johansen This program 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 this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The author can be reached via e-mail to crossfire-devel@real-time.com */ /** * \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 * * esrv_map_setbelow allows filling in all of the faces for the map. * if a face has not already been sent to the client, it is sent now. * * mapcellchanged, compactlayer, compactstack, perform the map compressing * operations * * esrv_map_doneredraw finishes the map update, and ships across the * map updates. * * esrv_map_scroll tells the client to scroll the map, and does similarily * for the locally cached copy. */ #include #include #include #include #include #include /* This block is basically taken from socket.c - I assume if it works there, * it should work here. */ #ifndef WIN32 /* ---win32 exclude unix headers */ #include #include #include #include #include #endif /* win32 */ #ifdef HAVE_UNISTD_H #include #endif #ifdef HAVE_SYS_TIME_H #include #endif #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 (NewSocket *ns, int dx, int dy) { struct Map newmap; int x,y, mx, my; { char buf[MAXSOCKBUF]; sprintf(buf,"map_scroll %d %d", dx, dy); Write_String_To_Socket(ns, buf, strlen (buf)); } /* 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; if (ns->mapmode == Map1aCmd) { mx += MAX_HEAD_OFFSET; my += MAX_HEAD_OFFSET; } /* 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= 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) { NewSocket &socket = pl->socket; memset (&socket.lastmap, 0, sizeof (socket.lastmap)); if (socket.newmapcmd == 1) Write_String_To_Socket (&socket, "newmap", 6); socket.update_look = 1; socket.look_position = 0; } /** check for map change and send new map data */ static void check_map_change (player *pl) { NewSocket &socket = pl->socket; object *ob = pl->ob; char buf[MAX_BUF]; /* eauugggh */ if (socket.current_map != ob->map) { socket.current_map = ob->map; clear_map (pl); 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"); Write_String_To_Socket (&socket, buf, strlen (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.update_look = 1; socket.look_position = 0; } } socket.current_x = ob->x; socket.current_y = ob->y; } void ExtCmd (char *buf, int len, player *pl) { execute_global_event (EVENT_EXTCMD, pl, buf, len); } void MapInfoCmd (char *buf, int len, player *pl) { // mapinfo tag spatial flags x y w h hash char bigbuf[MAX_BUF], *cp, *token; token = buf; // copy token if (!(buf = strchr (buf, ' '))) return; *buf++ = 0; if (!strncmp (buf, "spatial ", 8)) { buf += 8; // initial map and its origin mapstruct *map = pl->ob->map; sint16 dx, dy; int mapx = pl->socket.mapx / 2 - pl->ob->x; int mapy = pl->socket.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 = get_map_from_coord (map, &dx, &dy); map && (mapy -= map->height); break; case '2': mapx += map->width; dx = map->width; dy = 0; map = get_map_from_coord (map, &dx, &dy); break; case '3': mapy += map->height; dx = 0; dy = map->height; map = get_map_from_coord (map, &dx, &dy); break; case '4': dx = -1; dy = 0; map = get_map_from_coord (map, &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); Write_String_To_Socket (&pl->socket, bigbuf, strlen (bigbuf)); } /** This is the Setup cmd - easy first implementation */ void SetUp(char *buf, int len, NewSocket *ns) { int s, slen; char *cmd, *param, cmdback[HUGE_BUF]; /* run through the cmds of setup * syntax is setup ... * * we send the status of the cmd back, or a FALSE is the cmd is the server unknown * The client then must sort this out */ LOG(llevInfo,"Get SetupCmd:: %s\n", buf); strcpy(cmdback,"setup"); for(s=0;s=len) break; param = &buf[s]; for(;buf[s] && buf[s] != ' ';s++) ; buf[s++]=0; while (buf[s] == ' ') s++; slen = strlen(cmdback); safe_strcat(cmdback, " ", &slen, HUGE_BUF); safe_strcat(cmdback, cmd, &slen, HUGE_BUF); safe_strcat(cmdback, " ", &slen, HUGE_BUF); if (!strcmp(cmd,"sound")) { ns->sound = atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd,"exp64")) { ns->exp64 = atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd, "spellmon")) { ns->monitor_spells = atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd,"darkness")) { ns->darkness = atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd,"map1cmd")) { if (atoi(param)) ns->mapmode = Map1Cmd; /* if beyond this size, need to use map1cmd no matter what */ if (ns->mapx>11 || ns->mapy>11) ns->mapmode = Map1Cmd; safe_strcat(cmdback, ns->mapmode == Map1Cmd?"1":"0", &slen, HUGE_BUF); } else if (!strcmp(cmd,"map1acmd")) { if (atoi(param)) ns->mapmode = Map1aCmd; /* if beyond this size, need to use map1acmd no matter what */ if (ns->mapx>11 || ns->mapy>11) ns->mapmode = Map1aCmd; safe_strcat(cmdback, ns->mapmode == Map1aCmd?"1":"0", &slen, HUGE_BUF); } else if (!strcmp(cmd,"newmapcmd")) { ns->newmapcmd= atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); // } else if (!strcmp(cmd,"plugincmd")) { // ns->plugincmd = atoi(param); // safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd,"mapinfocmd")) { ns->mapinfocmd = atoi(param); safe_strcat(cmdback, "1", &slen, HUGE_BUF); } else if (!strcmp(cmd,"extcmd")) { ns->extcmd = atoi(param); safe_strcat(cmdback, "1", &slen, HUGE_BUF); } else if (!strcmp(cmd,"extmap")) { ns->extmap = atoi(param); safe_strcat(cmdback, "1", &slen, HUGE_BUF); } else if (!strcmp(cmd,"facecache")) { ns->facecache = atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd,"faceset")) { char tmpbuf[20]; int q = atoi(param); if (is_valid_faceset(q)) ns->faceset=q; sprintf(tmpbuf,"%d", ns->faceset); safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF); /* if the client is using faceset, it knows about image2 command */ ns->image2=1; } else if (!strcmp(cmd,"itemcmd")) { /* Version of the item protocol command to use. Currently, * only supported versions are 1 and 2. Using a numeric * value will make it very easy to extend this in the future. */ char tmpbuf[20]; int q = atoi(param); if (q<1 || q>2) { strcpy(tmpbuf,"FALSE"); } else { ns->itemcmd = q; sprintf(tmpbuf,"%d", ns->itemcmd); } safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF); } else if (!strcmp(cmd,"mapsize")) { int x, y=0; char tmpbuf[MAX_BUF], *cp; x = atoi(param); for (cp = param; *cp!=0; cp++) if (*cp == 'x' || *cp == 'X') { y = atoi(cp+1); break; } if (x < 9 || y < 9 || x>MAP_CLIENT_X || y > MAP_CLIENT_Y) { sprintf(tmpbuf," %dx%d", MAP_CLIENT_X, MAP_CLIENT_Y); safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF); } else { ns->mapx = x; ns->mapy = y; /* better to send back what we are really using and not the * param as given to us in case it gets parsed differently. */ sprintf(tmpbuf,"%dx%d", x,y); safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF); /* If beyond this size and still using orig map command, need to * go to map1cmd. */ if ((x>11 || y>11) && ns->mapmode == Map0Cmd) ns->mapmode = Map1Cmd; } } else if (!strcmp(cmd,"extendedMapInfos")) { /* Added by tchize * prepare to use the mapextended command */ char tmpbuf[20]; ns->ext_mapinfos = (atoi(param)); sprintf(tmpbuf,"%d", ns->ext_mapinfos); safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF); } else if (!strcmp(cmd,"extendedTextInfos")) { /* Added by tchize * prepare to use the extended text commands * Client toggle this to non zero to get exttext */ char tmpbuf[20]; ns->has_readable_type = (atoi(param)); sprintf(tmpbuf,"%d", ns->has_readable_type); safe_strcat(cmdback, tmpbuf, &slen, HUGE_BUF); } else { /* Didn't get a setup command we understood - * report a failure to the client. */ safe_strcat(cmdback, "FALSE", &slen, HUGE_BUF); } } /* for processing all the setup commands */ LOG(llevInfo,"SendBack SetupCmd:: %s\n", cmdback); Write_String_To_Socket(ns, cmdback, strlen(cmdback)); } /** * 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, NewSocket *ns) { Settings oldsettings; oldsettings=settings; if (ns->status != Ns_Add || add_player(ns)) { Write_String_To_Socket(ns, "addme_failed",12); } else { /* Basically, the add_player copies the socket structure into * the player structure, so this one (which is from init_sockets) * is not needed anymore. The write below should still work, as the * stuff in ns is still relevant. */ Write_String_To_Socket(ns, "addme_success",13); socket_info.nconns--; ns->status = Ns_Avail; } settings=oldsettings; } /** Reply to ExtendedInfos command */ void ToggleExtendedInfos (char *buf, int len, NewSocket *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) break; nextinfo=info+1; while ( (nextinfo=49) /*Erroneous info asked*/ continue; strncpy (command,&(buf[info]),nextinfo-info); command[nextinfo-info]='\0'; /* 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"); } Write_String_To_Socket(ns, cmdback,strlen(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, NewSocket *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) break; nextinfo=info+1; while ( (nextinfo=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<supported_readables &(1<number, &smoothface))) { LOG(llevError,"could not findsmooth for %d. Neither default (%s)\n",face,smooth_face->name); ns->faces_sent[face] |= NS_FACESENT_SMOOTH; return; } if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE)) esrv_send_face(ns, smoothface, 0); ns->faces_sent[face] |= NS_FACESENT_SMOOTH; sl.buf=reply; strcpy((char*)sl.buf,"smooth "); sl.len=strlen((char*)sl.buf); SockList_AddShort(&sl, face); SockList_AddShort(&sl, smoothface); Send_With_Handling(ns, &sl); } /** * Tells client the picture it has to use * to smooth a picture number given as argument. */ void AskSmooth (char *buf, int len, NewSocket *ns){ uint16 facenbr; facenbr=atoi (buf); SendSmooth(ns, facenbr); } /** * This handles the general commands from the client (ie, north, fire, cast, * etc.) */ void PlayerCmd(char *buf, int len, player *pl) { /* The following should never happen with a proper or honest client. * Therefore, the error message doesn't have to be too clear - if * someone is playing with a hacked/non working client, this gives them * an idea of the problem, but they deserve what they get */ if (pl->state!=ST_PLAYING) { new_draw_info_format(NDI_UNIQUE, 0,pl->ob, "You can not issue commands - state is not ST_PLAYING (%s)", buf); return; } /* 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) { #ifdef ESRV_DEBUG LOG(llevDebug,"PlayerCmd: Got count but no command.\n"); #endif return; } buf++; } /* This should not happen anymore. */ if (pl->ob->speed_left<-1.0) { LOG(llevError,"Player has negative time - shouldn't do command.\n"); } /* In c_new.c */ 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(uint8 *buf, int len, player *pl) { int time,repeat; short packet; unsigned char command[MAX_BUF]; SockList sl; if (len < 7) { LOG(llevDebug,"Corrupt ncom command <%s> not long enough - discarding\n", buf); return; } packet = GetShort_String(buf); repeat = GetInt_String(buf+2); /* -1 is special - no repeat, but don't update */ if (repeat!=-1) { pl->count=repeat; } if ((len-4) >= MAX_BUF) len=MAX_BUF-5; strncpy((char*)command, (char*)buf+6, len-4); command[len-4]='\0'; /* The following should never happen with a proper or honest client. * Therefore, the error message doesn't have to be too clear - if * someone is playing with a hacked/non working client, this gives them * an idea of the problem, but they deserve what they get */ if (pl->state!=ST_PLAYING) { new_draw_info_format(NDI_UNIQUE, 0,pl->ob, "You can not issue commands - state is not ST_PLAYING (%s)", buf); return; } /* This should not happen anymore. */ if (pl->ob->speed_left<-1.0) { LOG(llevError,"Player has negative time - shouldn't do command.\n"); } /* In c_new.c */ execute_newserver_command(pl->ob, (char*)command); /* 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; /* Send confirmation of command execution now */ sl.buf = command; strcpy((char*)sl.buf,"comc "); sl.len=5; SockList_AddShort(&sl,packet); if (FABS(pl->ob->speed) < 0.001) time=MAX_TIME * 100; else time = ( int )( MAX_TIME/ FABS(pl->ob->speed) ); SockList_AddInt(&sl,time); Send_With_Handling(&pl->socket, &sl); } /** This is a reply to a previous query. */ void ReplyCmd(char *buf, int len, player *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 (pl->state) { case ST_PLAYING: LOG(llevError,"Got reply message with ST_PLAYING input state\n"); break; case ST_PLAY_AGAIN: /* We can check this for return value (2==quit). Maybe we * should, and do something appropriate? */ receive_play_again(pl->ob, buf[0]); break; case ST_ROLL_STAT: key_roll_stat(pl->ob,buf[0]); break; case ST_CHANGE_CLASS: key_change_class(pl->ob, buf[0]); break; case ST_CONFIRM_QUIT: key_confirm_quit(pl->ob, buf[0]); break; case ST_CONFIGURE: LOG(llevError,"In client input handling, but into configure state\n"); pl->state = ST_PLAYING; break; case ST_GET_NAME: receive_player_name(pl->ob,13); break; case ST_GET_PASSWORD: case ST_CONFIRM_PASSWORD: receive_player_password(pl->ob,13); 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", pl->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,NewSocket *ns) { char *cp; char version_warning[256]; if (!buf) { LOG(llevError, "CS: received corrupted version command\n"); return; } ns->cs_version = atoi(buf); ns->sc_version = ns->cs_version; if (VERSION_CS != ns->cs_version) { #ifdef ESRV_DEBUG LOG(llevDebug, "CS: csversion mismatch (%d,%d)\n", VERSION_CS,ns->cs_version); #endif } cp = strchr(buf+1,' '); if (!cp) return; ns->sc_version = atoi(cp); if (VERSION_SC != ns->sc_version) { #ifdef ESRV_DEBUG LOG(llevDebug, "CS: scversion mismatch (%d,%d)\n",VERSION_SC,ns->sc_version); #endif } cp = strchr(cp+1, ' '); if (cp) { LOG(llevDebug,"CS: connection from client of type <%s>, ip %s\n", cp, ns->host); snprintf (ns->client, sizeof (ns->client), "%s", cp + 1); /* This is first implementation - i skip all beta DX clients with it * Add later stuff here for other clients */ /* these are old dxclients */ /* Version 1024 added support for singular + plural name values - * requiing this minimal value reduces complexity of that code, and it * has been around for a long time. */ if(!strcmp(" CF DX CLIENT", cp) || ns->sc_version < 1024 ) { sprintf(version_warning,"drawinfo %d %s", NDI_RED, "**** VERSION WARNING ****\n**** CLIENT IS TOO OLD!! UPDATE THE CLIENT!! ****"); Write_String_To_Socket(ns, version_warning, strlen(version_warning)); } } } /** sound related functions. */ void SetSound(char *buf, int len, NewSocket *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. */ #if 0 /* Okay, this is MAJOR UGLY. but the only way I know how to * clear the "cache" */ memset(&pl->socket.lastmap, 0, sizeof(struct Map)); draw_client_map(pl->ob); #endif } /** * 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 am 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(NewSocket *ns, uint8 flags, char *text) { char buf[MAX_BUF]; sprintf(buf,"query %d %s", flags, text?text:""); Write_String_To_Socket(ns, buf, strlen(buf)); } #define AddIfInt64(Old,New,Type) if (Old != New) {\ Old = New; \ SockList_AddChar(&sl, Type); \ SockList_AddInt64(&sl, New); \ } #define AddIfInt(Old,New,Type) if (Old != New) {\ Old = New; \ SockList_AddChar(&sl, Type); \ SockList_AddInt(&sl, New); \ } #define AddIfShort(Old,New,Type) if (Old != New) {\ Old = New; \ SockList_AddChar(&sl, Type); \ SockList_AddShort(&sl, New); \ } #define AddIfFloat(Old,New,Type) if (Old != New) {\ Old = New; \ SockList_AddChar(&sl, Type); \ SockList_AddInt(&sl,(long)(New*FLOAT_MULTI));\ } #define AddIfString(Old,New,Type) if (Old == NULL || strcmp(Old,New)) {\ if (Old) free(Old);\ Old = strdup_local(New);\ SockList_AddChar(&sl, Type); \ SockList_AddChar(&sl, ( char )strlen(New)); \ strcpy((char*)sl.buf + sl.len, New); \ sl.len += strlen(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) { SockList sl; char buf[MAX_BUF]; uint16 flags; sl.buf=(unsigned char*)malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"stats "); sl.len=strlen((char*)sl.buf); if(pl->ob != NULL) { AddIfShort(pl->last_stats.hp, pl->ob->stats.hp, CS_STAT_HP); AddIfShort(pl->last_stats.maxhp, pl->ob->stats.maxhp, CS_STAT_MAXHP); AddIfShort(pl->last_stats.sp, pl->ob->stats.sp, CS_STAT_SP); AddIfShort(pl->last_stats.maxsp, pl->ob->stats.maxsp, CS_STAT_MAXSP); AddIfShort(pl->last_stats.grace, pl->ob->stats.grace, CS_STAT_GRACE); AddIfShort(pl->last_stats.maxgrace, pl->ob->stats.maxgrace, CS_STAT_MAXGRACE); AddIfShort(pl->last_stats.Str, pl->ob->stats.Str, CS_STAT_STR); AddIfShort(pl->last_stats.Int, pl->ob->stats.Int, CS_STAT_INT); AddIfShort(pl->last_stats.Pow, pl->ob->stats.Pow, CS_STAT_POW); AddIfShort(pl->last_stats.Wis, pl->ob->stats.Wis, CS_STAT_WIS); AddIfShort(pl->last_stats.Dex, pl->ob->stats.Dex, CS_STAT_DEX); AddIfShort(pl->last_stats.Con, pl->ob->stats.Con, CS_STAT_CON); AddIfShort(pl->last_stats.Cha, pl->ob->stats.Cha, CS_STAT_CHA); } if(pl->socket.exp64) { uint8 s; for(s=0;slast_skill_ob[s] && pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp) { /* Always send along the level if exp changes. This is only * 1 extra byte, but keeps processing simpler. */ SockList_AddChar(&sl, ( char )( s + CS_STAT_SKILLINFO )); SockList_AddChar(&sl, ( char )pl->last_skill_ob[s]->level); SockList_AddInt64(&sl, pl->last_skill_ob[s]->stats.exp); pl->last_skill_exp[s] = pl->last_skill_ob[s]->stats.exp; } } } if (pl->socket.exp64) { AddIfInt64(pl->last_stats.exp, pl->ob->stats.exp, CS_STAT_EXP64); } else { AddIfInt(pl->last_stats.exp, ( int )pl->ob->stats.exp, CS_STAT_EXP); } AddIfShort(pl->last_level, ( char )pl->ob->level, CS_STAT_LEVEL); AddIfShort(pl->last_stats.wc, pl->ob->stats.wc, CS_STAT_WC); AddIfShort(pl->last_stats.ac, pl->ob->stats.ac, CS_STAT_AC); AddIfShort(pl->last_stats.dam, pl->ob->stats.dam, CS_STAT_DAM); AddIfFloat(pl->last_speed, pl->ob->speed, CS_STAT_SPEED); AddIfShort(pl->last_stats.food, pl->ob->stats.food, CS_STAT_FOOD); AddIfFloat(pl->last_weapon_sp, pl->weapon_sp, CS_STAT_WEAP_SP); AddIfInt(pl->last_weight_limit, (sint32)weight_limit[pl->ob->stats.Str], CS_STAT_WEIGHT_LIM); flags=0; if (pl->fire_on) flags |=SF_FIREON; if (pl->run_on) flags |= SF_RUNON; AddIfShort(pl->last_flags, flags, CS_STAT_FLAGS); if (pl->socket.sc_version<1025) { AddIfShort(pl->last_resist[ATNR_PHYSICAL], pl->ob->resist[ATNR_PHYSICAL], CS_STAT_ARMOUR); } else { int i; for (i=0; ilast_resist[i], pl->ob->resist[i], ( char )atnr_cs_stat[i]); } } if (pl->socket.monitor_spells) { AddIfInt(pl->last_path_attuned, pl->ob->path_attuned, CS_STAT_SPELL_ATTUNE); AddIfInt(pl->last_path_repelled, pl->ob->path_repelled, CS_STAT_SPELL_REPEL); AddIfInt(pl->last_path_denied, pl->ob->path_denied, CS_STAT_SPELL_DENY); } rangetostring(pl->ob, buf); /* we want use the new fire & run system in new client */ AddIfString(pl->socket.stats.range, buf, CS_STAT_RANGE); set_title(pl->ob, buf); AddIfString(pl->socket.stats.title, buf, CS_STAT_TITLE); /* Only send it away if we have some actual data */ if (sl.len>6) { #ifdef ESRV_DEBUG LOG(llevDebug,"Sending stats command, %d bytes long.\n", sl.len); #endif Send_With_Handling(&pl->socket, &sl); } free(sl.buf); } /** * Tells the client that here is a player it should start using. */ void esrv_new_player(player *pl, uint32 weight) { SockList sl; pl->last_weight = weight; sl.buf=(unsigned char*)malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"player "); sl.len=strlen((char*)sl.buf); SockList_AddInt(&sl, pl->ob->count); SockList_AddInt(&sl, weight); SockList_AddInt(&sl, pl->ob->face->number); SockList_AddChar(&sl, ( char )strlen(pl->ob->name)); strcpy((char*)sl.buf+sl.len, pl->ob->name); sl.len += strlen(pl->ob->name); Send_With_Handling(&pl->socket, &sl); free(sl.buf); SET_FLAG(pl->ob, FLAG_CLIENT_SENT); } /** * Need to send an animation sequence to the client. * We will send appropriate face commands to the client if we haven't * sent them the face yet (this can become quite costly in terms of * how much we are sending - on the other hand, this should only happen * when the player logs in and picks stuff up. */ void esrv_send_animation(NewSocket *ns, short anim_num) { SockList sl; int i; /* Do some checking on the anim_num we got. Note that the animations * are added in contigous order, so if the number is in the valid * range, it must be a valid animation. */ if (anim_num < 0 || anim_num > num_animations) { LOG(llevError,"esrv_send_anim (%d) out of bounds??\n",anim_num); return; } sl.buf = (unsigned char*) malloc(MAXSOCKBUF); strcpy((char*)sl.buf, "anim "); sl.len=5; SockList_AddShort(&sl, anim_num); SockList_AddShort(&sl, 0); /* flags - not used right now */ /* Build up the list of faces. Also, send any information (ie, the * the face itself) down to the client. */ for (i=0; ifaces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE)) esrv_send_face(ns,animations[anim_num].faces[i],0); SockList_AddShort(&sl, animations[anim_num].faces[i]); /* flags - not used right now */ } Send_With_Handling(ns, &sl); free(sl.buf); ns->anims_sent[anim_num] = 1; } /****************************************************************************** * * Start of map related commands. * ******************************************************************************/ /** * This adds face_num to a map cell at x,y. If the client doesn't have * the face yet, we will also send it. */ static void esrv_map_setbelow(NewSocket *ns, int x,int y, short face_num, struct Map *newmap) { if(newmap->cells[x][y].count >= MAP_LAYERS) { LOG(llevError,"Too many faces in map cell %d %d\n",x,y); return; abort(); } newmap->cells[x][y].faces[newmap->cells[x][y].count] = face_num; newmap->cells[x][y].count ++; if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE)) esrv_send_face(ns,face_num,0); } struct LayerCell { uint16 xy; short face; }; struct MapLayer { int count; struct LayerCell lcells[MAP_CLIENT_X * MAP_CLIENT_Y]; }; /** Checkes if map cells have changed */ static int mapcellchanged(NewSocket *ns,int i,int j, struct Map *newmap) { int k; if (ns->lastmap.cells[i][j].count != newmap->cells[i][j].count) return 1; for(k=0;kcells[i][j].count;k++) { if (ns->lastmap.cells[i][j].faces[k] != newmap->cells[i][j].faces[k]) { return 1; } } return 0; } /** * Basically, what this does is pack the data into layers. * cnum is the client number, cur is the the buffer we put all of * this data into. we return the end of the data. layers is * how many layers of data we should back. */ static uint8 *compactlayer(NewSocket *ns, unsigned char *cur, int numlayers, struct Map *newmap) { int x,y,k; int face; unsigned char *fcur; struct MapLayer layers[MAP_LAYERS]; for(k = 0;kmapx;x++) { for(y=0;ymapy;y++) { if (!mapcellchanged(ns,x,y,newmap)) continue; if (newmap->cells[x][y].count == 0) { *cur = x*ns->mapy+y; /* mark empty space */ cur++; continue; } for(k=0;kcells[x][y].count;k++) { layers[k].lcells[layers[k].count].xy = x*ns->mapy+y; layers[k].lcells[layers[k].count].face = newmap->cells[x][y].faces[k]; layers[k].count++; } } } /* If no data, return now. */ if (fcur == cur && layers[0].count == 0) return cur; *cur = 255; /* mark end of explicitly cleared cells */ cur++; /* First pack by layers. */ for(k=0;k> 8; cur++; *cur = layers[k].lcells[x].face & 0xFF; cur++; face = layers[k].lcells[x].face; /* Now, we back the redundant data into 1 byte xy pairings */ for(y=x;y( int )strlen("map ") || ns->sent_scroll) { /* All of this is just accounting stuff */ if (tframes>100) { tframes = tbytes = 0; } tframes++; frames++; tbytes += sl.len; bytes += sl.len; memcpy(&ns->lastmap,newmap,sizeof(struct Map)); Send_With_Handling(ns, &sl); ns->sent_scroll = 0; } free(sl.buf); } /** Clears a map cell */ static void map_clearcell(struct MapCell *cell, int face0, int face1, int face2, int count) { cell->faces[0] = face0; cell->faces[1] = face1; cell->faces[2] = face2; cell->count = count; cell->stat_hp = 0; } #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y) #define MAX_LAYERS 3 /* Using a global really isn't a good approach, but saves the over head of * allocating and deallocating such a block of data each time run through, * and saves the space of allocating this in the socket object when we only * need it for this cycle. If the serve is ever threaded, this needs to be * re-examined. */ static object *heads[MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS]; /** * Returns true if any of the heads for this * space is set. Returns false if all are blank - this is used * for empty space checking. */ static inline int have_head(int ax, int ay) { if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS] || heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 1] || heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + 2]) return 1; return 0; } /** * check_head is a bit simplistic version of update_space below. * basically, it only checks the that the head on space ax,ay at layer * needs to get sent - if so, it adds the data, sending the head * if needed, and returning 1. If this no data needs to get * sent, it returns zero. */ static int check_head (SockList &sl, NewSocket &ns, int ax, int ay, int layer) { short face_num; if (heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]) face_num = heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer]->face->number; else face_num = 0; if (face_num != ns.lastmap.cells[ax][ay].faces[layer]) { SockList_AddShort (&sl, face_num); if (face_num && !(ns.faces_sent[face_num] & NS_FACESENT_FACE)) esrv_send_face (&ns, face_num, 0); heads[(ay * MAX_HEAD_POS + ax) * MAX_LAYERS + layer] = NULL; ns.lastmap.cells[ax][ay].faces[layer] = face_num; return 1; } return 0; /* No change */ } /** * 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. * mx and my are map coordinate offsets for map mp * sx and sy are the offsets into the socket structure that * holds the old values. * 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(SockList *sl, NewSocket *ns, mapstruct *mp, int mx, int my, int sx, int sy, int layer) { object *ob, *head; uint16 face_num; int bx, by,i; /* If there is a multipart object stored away, treat that as more important. * If not, then do the normal processing. */ head = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer]; /* Check to see if this head is part of the set of objects * we would normally send for this space. If so, then * don't use the head value. We need to do the check * here and not when setting up the heads[] value for two reasons - * 1) the heads[] values will get used even if the space is not visible. * 2) its possible the head is not on the same map as a part, and I'd * rather not need to do the map translation overhead. * 3) We need to do some extra checking to make sure that we will * otherwise send the image as this layer, eg, either it matches * the head value, or is not multipart. */ if (head && !head->more) { for (i=0; ihead) ob=ob->head; if (ob == head) { heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer] = NULL; head = NULL; break; } } } ob = head; if (!ob) ob = GET_MAP_FACE_OBJ(mp, mx, my, 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 */ if (!ob || ob->face == blank_face) face_num=0; else if (head){ /* if this is a head that had previously been stored */ face_num = ob->face->number; } else { /* if the faces for the different parts of a multipart object * are the same, we only want to send the bottom right most * portion of the object. That info is in the tail_.. values * of the head. Note that for the head itself, ob->head will * be null, so we only do this block if we are working on * a tail piece. */ /* tail_x and tail_y will only be set in the head object. If * this is the head object and these are set, we proceed * with logic to only send bottom right. Similarly, if * this is one of the more parts but the head has those values * set, we want to do the processing. There can be cases where * the head is not visible but one of its parts is, so we just * can always expect that ob->arch->tail_x will be true for all * object we may want to display. */ if ((ob->arch->tail_x || ob->arch->tail_y) || (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y))) { if (ob->head) head = ob->head; else head = ob; /* Basically figure out where the offset is from where we are right * now. the ob->arch->clone.{x,y} values hold the offset that this current * piece is from the head, and the tail is where the tail is from the * head. Note that bx and by will equal sx and sy if we are already working * on the bottom right corner. If ob is the head, the clone values * will be zero, so the right thing will still happen. */ bx = sx + head->arch->tail_x - ob->arch->clone.x; by = sy + head->arch->tail_y - ob->arch->clone.y; /* I don't think this can ever happen, but better to check for it just * in case. */ if (bx < sx || by < sy) { LOG(llevError,"update_space: bx (%d) or by (%d) is less than sx (%d) or sy (%d)\n", bx, by, sx, sy); face_num = 0; } /* single part object, multipart object with non merged faces, * of multipart object already at lower right. */ else if (bx == sx && by == sy) { face_num = ob->face->number; /* if this face matches one stored away, clear that one away. * this code relies on the fact that the map1 commands * goes from 2 down to 0. */ for (i=0; iface->number == face_num) heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + i] = NULL; } else { /* If this head is stored away, clear it - otherwise, * there can be cases where a object is on multiple layers - * we only want to send it once. */ face_num = head->face->number; for (i=0; iface->number == face_num) heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + i] = NULL; /* First, try to put the new head on the same layer. If that is used up, * then find another layer. */ if (heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] == NULL) { heads[(by * MAX_HEAD_POS + bx) * MAX_LAYERS + layer] = head; } else for (i=0; iface->number; /* clear out any head entries that have the same face as this one */ for (bx=0; bxface->number == face_num) heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + bx] = NULL; } } /* else not already head object or blank face */ /* This is a real hack. Basically, if we have nothing to send for this layer, * but there is a head on the next layer, send that instead. * Without this, what happens is you can get the case where the player stands * on the same space as the head. However, if you have overlapping big objects * of the same type, what happens then is it doesn't think it needs to send * This tends to make stacking also work/look better. */ if (!face_num && layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer -1]) { face_num = heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer -1]->face->number; heads[(sy * MAX_HEAD_POS + sx) * MAX_LAYERS + layer -1] = NULL; } /* Another hack - because of heads and whatnot, this face may match one * we already sent for a lower layer. In that case, don't send * this one. */ if (face_num && layer+1lastmap.cells[sx][sy].faces[layer+1] == face_num) { face_num = 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 (ns->lastmap.cells[sx][sy].faces[layer] != face_num) { ns->lastmap.cells[sx][sy].faces[layer] = face_num; if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE)) esrv_send_face(ns, face_num, 0); SockList_AddShort(sl, face_num); return 1; } /* Nothing changed */ return 0; } /** * This function is mainly a copy of update_space, * except it handles update of the smoothing updates, * not the face updates. * Removes the need to replicate the same code for each layer. * this returns true if this smooth 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 know need to pass the * entire player object. * mx and my are map coordinate offsets for map mp * sx and sy are the offsets into the socket structure that * holds the old values. * 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. */ static inline int update_smooth(SockList *sl, NewSocket *ns, mapstruct *mp, int mx, int my, int sx, int sy, int layer) { object *ob; int smoothlevel; /* old face_num;*/ ob = GET_MAP_FACE_OBJ(mp, mx, my, 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. */ if (!ob || ob->face == blank_face || MAP_NOSMOOTH(mp)) smoothlevel=0; else { smoothlevel = ob->smoothlevel; if (smoothlevel && !(ns->faces_sent[ob->face->number] & NS_FACESENT_SMOOTH)) SendSmooth(ns, ob->face->number); } /* else not already head object or blank face */ /* 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 (smoothlevel>255) smoothlevel=255; else if (smoothlevel<0) smoothlevel=0; if (ns->lastmap.cells[sx][sy].smooth[layer] != smoothlevel) { ns->lastmap.cells[sx][sy].smooth[layer] = smoothlevel; SockList_AddChar(sl, (uint8) (smoothlevel&0xFF)); 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(NewSocket* ns){ int result=0; if (ns->ext_mapinfos){ if (ns->EMI_smooth) result+=1; /*One byte for smoothlevel*/ } return result; } /** * 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 socket->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, d, startlen, max_x, max_y, oldlen; sint16 nx, ny; int estartlen, eoldlen; SockList sl; SockList esl; /*For extended Map info*/ uint16 mask,emask; uint8 eentrysize; uint16 ewhatstart,ewhatflag; uint8 extendedinfos; mapstruct *m; NewSocket &socket = pl->contr->socket; check_map_change (pl->contr); sl.buf=(unsigned char*)malloc(MAXSOCKBUF); if (socket.mapmode == Map1Cmd) strcpy((char*)sl.buf,"map1 "); else strcpy((char*)sl.buf,"map1a "); sl.len=strlen((char*)sl.buf); startlen = sl.len; /*Extendedmapinfo structure initialisation*/ if (socket.ext_mapinfos){ esl.buf=(unsigned char*)malloc(MAXSOCKBUF); strcpy((char*)esl.buf,"mapextended "); esl.len=strlen((char*)esl.buf); extendedinfos=EMI_NOREDRAW; if (socket.EMI_smooth) extendedinfos|=EMI_SMOOTH; ewhatstart=esl.len; ewhatflag=extendedinfos; /*The EMI_NOREDRAW bit could need to be taken away*/ SockList_AddChar(&esl, extendedinfos); eentrysize=getExtendedMapInfoSize(&socket); SockList_AddChar(&esl, eentrysize); estartlen = esl.len; } else { /* suppress compiler warnings */ ewhatstart = 0; ewhatflag = 0; estartlen = 0; } /* Init data to zero */ memset(heads, 0, sizeof(object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAX_LAYERS); /* 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; if (socket.mapmode == Map1aCmd) { max_x += MAX_HEAD_OFFSET; max_y += MAX_HEAD_OFFSET; } for(y=pl->y-socket.mapy/2; yx-socket.mapx/2;x= socket.mapx || ay >= socket.mapy) { int i, got_one; oldlen = sl.len; SockList_AddShort(&sl, mask); if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4; if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2; if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1; /* If all we are doing is sending 0 (blank) faces, we don't * actually need to send that - just the coordinates * with no faces tells the client to blank out the * space. */ got_one=0; for (i=oldlen+2; icontr->blocked_los[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(pl->map, &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) { SockList_AddShort(&sl, mask); map_clearcell(&lastcell,0,0,0,-1); } } else 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.len; SockList_AddShort(&sl, mask); if (lastcell.count != -1) need_send=1; count = -1; if (socket.mapmode == Map1aCmd && have_head(ax, ay)) { /* Now check to see if any heads need to be sent */ if (check_head (sl, socket, ax, ay, 2)) mask |= 0x4; if (check_head (sl, socket, ax, ay, 1)) mask |= 0x2; if (check_head (sl, socket, ax, ay, 0)) mask |= 0x1; lastcell.count = count; } else { struct MapCell *cell = &lastcell; /* properly clear a previously sent big face */ if(cell->faces[0] != 0 || cell->faces[1] != 0 || cell->faces[2] != 0) need_send = 1; map_clearcell(&lastcell, 0, 0, 0, count); } if ((mask & 0xf) || need_send) { sl.buf[oldlen+1] = mask & 0xff; } else { sl.len = oldlen; } } else { /* In this block, the space is visible or there are head objects * we need to send. */ /* 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.len 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.len; mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; eoldlen = esl.len; emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; SockList_AddShort(&sl, mask); if (socket.ext_mapinfos) SockList_AddShort(&esl, emask); 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.buf + sl.len; SockList_AddChar (&sl, d); } else SockList_AddChar (&sl, 255 - 64 * d); } lastcell.count = d; if (socket.extmap) { uint8 stat_hp = 0; uint8 stat_width = 0; tag_t player = 0; // send hp information, if applicable if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0)) { if (op->head || op->invisible) continue; 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->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.buf + sl.len; SockList_AddChar (&sl, 5); SockList_AddChar (&sl, stat_hp); if (stat_width > 1) { *last_ext |= 0x80; last_ext = sl.buf + sl.len; SockList_AddChar (&sl, 6); SockList_AddChar (&sl, stat_width); } } if (lastcell.player != player) { lastcell.player = player; mask |= 0x8; *last_ext |= 0x80; last_ext = sl.buf + sl.len; SockList_AddChar (&sl, 0x47); SockList_AddChar (&sl, 4); SockList_AddInt (&sl, player); } } /* Floor face */ if (update_space(&sl, &socket, m, nx, ny, ax, ay, 2)) mask |= 0x4; if (socket.EMI_smooth) if (update_smooth(&esl, &socket, m, nx, ny, ax, ay, 2)) emask |= 0x4; /* Middle face */ if (update_space(&sl, &socket, m, nx, ny, ax, ay, 1)) mask |= 0x2; if (socket.EMI_smooth) if (update_smooth(&esl, &socket, m, nx, ny, ax, ay, 1)) emask |= 0x2; if(nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1)) { if (lastcell.faces[0] != pl->face->number) { lastcell.faces[0] = pl->face->number; mask |= 0x1; if (!(socket.faces_sent[pl->face->number] &NS_FACESENT_FACE)) esrv_send_face(&socket, pl->face->number, 0); SockList_AddShort(&sl, pl->face->number); } } /* Top face */ else { if (update_space(&sl, &socket, m, nx, ny, ax, ay, 0)) mask |= 0x1; if (socket.EMI_smooth) if (update_smooth(&esl, &socket, m, nx, ny, ax, ay, 0)){ emask |= 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.buf[oldlen+1] = mask & 0xff; } else { sl.len = oldlen; } if (emask & 0xf) { esl.buf[eoldlen+1] = emask & 0xff; } else { esl.len = eoldlen; } } /* else this is a viewable space */ } /* for x loop */ } /* for y loop */ /* Verify that we in fact do need to send this */ if (socket.ext_mapinfos){ if (!(sl.len>startlen || socket.sent_scroll)){ /* No map data will follow, so don't say the client * it doesn't need draw! */ ewhatflag&=(~EMI_NOREDRAW); esl.buf[ewhatstart+1] = ewhatflag & 0xff; } if (esl.len>estartlen) { Send_With_Handling(&socket, &esl); } free(esl.buf); } if (sl.len>startlen || socket.sent_scroll) { Send_With_Handling(&socket, &sl); socket.sent_scroll = 0; } free(sl.buf); } /** * Draws client map. */ void draw_client_map(object *pl) { int i,j; sint16 ax, ay, nx, ny;/* ax and ay goes from 0 to max-size of arrays */ New_Face *face,*floor; New_Face *floor2; int d, mflags; struct Map newmap; mapstruct *m, *pm; if (pl->type != PLAYER) { LOG(llevError,"draw_client_map called with non player/non eric-server\n"); return; } if (pl->contr->transport) { pm = pl->contr->transport->map; } else 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->socket.mapy/2) ; j < (pl->y + (pl->contr->socket.mapy+1)/2); j++) { for(i = (pl->x - pl->contr->socket.mapx/2) ; i < (pl->x + (pl->contr->socket.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 (mflags & P_NEED_UPDATE) update_position(m, ax, ay); /* 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; } if (pl->contr->socket.mapmode == Map1Cmd || pl->contr->socket.mapmode == Map1aCmd) { /* Big maps need a different drawing mechanism to work */ draw_client_map1(pl); return; } if(pl->invisible & (pl->invisible < 50 ? 4 : 1)) { esrv_map_setbelow(&pl->contr->socket,pl->contr->socket.mapx/2, pl->contr->socket.mapy/2,pl->face->number,&newmap); } /* j and i are the y and x coordinates of the real map (which is * basically some number of spaces around the player) * ax and ay are values from within the viewport (ie, 0, 0 is upper * left corner) and are thus disconnected from the map values. * Subtract 1 from the max values so that we properly handle cases where * player has specified an even map. Otherwise, we try to send them too * much, ie, if mapx is 10, we would try to send from -5 to 5, which is actually * 11 spaces. Now, we would send from -5 to 4, which is properly. If mapx is * odd, this still works fine. */ ay=0; for(j=pl->y-pl->contr->socket.mapy/2; j<=pl->y+(pl->contr->socket.mapy-1)/2;j++, ay++) { ax=0; for(i=pl->x-pl->contr->socket.mapx/2;i<=pl->x+(pl->contr->socket.mapx-1)/2;i++, ax++) { d = pl->contr->blocked_los[ax][ay]; /* note the out_of_map and d>3 checks are both within the same * negation check. */ nx = i; ny = j; m = get_map_from_coord(pm, &nx, &ny); if (m && d<4) { face = GET_MAP_FACE(m, nx, ny,0); floor2 = GET_MAP_FACE(m, nx, ny,1); floor = GET_MAP_FACE(m, nx, ny,2); /* If all is blank, send a blank face. */ if ((!face || face == blank_face) && (!floor2 || floor2 == blank_face) && (!floor || floor == blank_face)) { esrv_map_setbelow(&pl->contr->socket,ax,ay, blank_face->number,&newmap); } else { /* actually have something interesting */ /* send the darkness mask, if any. */ if (d && pl->contr->socket.darkness) esrv_map_setbelow(&pl->contr->socket,ax,ay, dark_faces[d-1]->number,&newmap); if (face && face != blank_face) esrv_map_setbelow(&pl->contr->socket,ax,ay, face->number,&newmap); if (floor2 && floor2 != blank_face) esrv_map_setbelow(&pl->contr->socket,ax,ay, floor2->number,&newmap); if (floor && floor != blank_face) esrv_map_setbelow(&pl->contr->socket,ax,ay, floor->number,&newmap); } } /* Is a valid space */ } } esrv_map_doneredraw(&pl->contr->socket, &newmap); check_map_change (pl->contr); } /*****************************************************************************/ /* 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) { cs_write_string(&pl->contr->socket,buf,strlen(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(NewSocket *ns, char *params) { SockList sl; int i; sl.buf = (unsigned char*) malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"replyinfo skill_info\n"); for (i=1; i< NUM_SKILLS; i++) { sprintf((char*)sl.buf + strlen((char*)sl.buf), "%d:%s\n", i + CS_STAT_SKILLINFO, skill_names[i]); } sl.len = strlen((char*)sl.buf); if (sl.len >= MAXSOCKBUF) { LOG(llevError,"Buffer overflow in send_skill_info!\n"); fatal(0); } Send_With_Handling(ns, &sl); free(sl.buf); } /** * 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 (NewSocket *ns, char *params) { SockList sl; int i; sl.buf = (unsigned char*) malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"replyinfo spell_paths\n"); for(i=0; i= MAXSOCKBUF) { LOG(llevError,"Buffer overflow in send_spell_paths!\n"); fatal(0); } Send_With_Handling(ns, &sl); free(sl.buf); } /** * 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) { SockList sl; int flags=0; object *spell; if (!pl->socket.monitor_spells) return; for (spell=pl->ob->inv; spell!=NULL; spell=spell->below) { if (spell->type == SPELL) { /* 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 !=0) { sl.buf =(unsigned char*) malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"updspell "); sl.len=strlen((char*)sl.buf); SockList_AddChar(&sl, flags); SockList_AddInt(&sl, spell->count); if (flags & UPD_SP_MANA) SockList_AddShort(&sl, spell->last_sp); if (flags & UPD_SP_GRACE) SockList_AddShort(&sl, spell->last_grace); if (flags & UPD_SP_DAMAGE) SockList_AddShort(&sl, spell->last_eat); flags = 0; Send_With_Handling(&pl->socket, &sl); free(sl.buf); } } } } void esrv_remove_spell(player *pl, object *spell) { SockList sl; if (!pl->socket.monitor_spells) return; if (!pl || !spell || spell->env != pl->ob) { LOG(llevError, "Invalid call to esrv_remove_spell"); return; } sl.buf = (unsigned char*) malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"delspell "); sl.len=strlen((char*)sl.buf); SockList_AddInt(&sl, spell->count); Send_With_Handling(&pl->socket, &sl); free(sl.buf); } /* appends the spell *spell to the Socklist we will send the data to. */ static void append_spell (player *pl, SockList *sl, object *spell) { int len, i, skill=0; if (!(spell->name)) { LOG(llevError, "item number %d is a spell with no name.\n", spell->count); return; } SockList_AddInt(sl, spell->count); SockList_AddShort(sl, spell->level); SockList_AddShort(sl, spell->casting_time); /* 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); /* send the current values */ SockList_AddShort(sl, spell->last_sp); SockList_AddShort(sl, spell->last_grace); SockList_AddShort(sl, spell->last_eat); /* 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; } } SockList_AddChar(sl, skill); SockList_AddInt(sl, spell->path_attuned); SockList_AddInt(sl, (spell->face)?spell->face->number:0); len = strlen(spell->name); SockList_AddChar(sl, (char)len); memcpy(sl->buf+sl->len, spell->name, len); sl->len+=len; if (!spell->msg) { SockList_AddShort(sl, 0); } else { len = strlen(spell->msg); SockList_AddShort(sl, len); memcpy(sl->buf+sl->len, spell->msg, len); sl->len+=len; } } /** * 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) { SockList sl; if (!pl) { LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player"); return; } if (!pl->socket.monitor_spells) return; sl.buf = (unsigned char*) malloc(MAXSOCKBUF); strcpy((char*)sl.buf,"addspell "); sl.len=strlen((char*)sl.buf); if (!spell) { for (spell=pl->ob->inv; spell!=NULL; 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.len >= (MAXSOCKBUF - (26 + strlen(spell->name) + (spell->msg?strlen(spell->msg):0)))) { Send_With_Handling(&pl->socket, &sl); strcpy((char*)sl.buf,"addspell "); sl.len=strlen((char*)sl.buf); } 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.len >= MAXSOCKBUF) { LOG(llevError,"Buffer overflow in esrv_add_spells!\n"); fatal(0); } /* finally, we can send the packet */ Send_With_Handling(&pl->socket, &sl); free(sl.buf); }