/* * static char *rcsid_init_c = * "$Id: request.c 5149 2006-12-02 19:17:49Z ryo_saeba $"; */ /* 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. * * compactstack, perform the map compressing * operations * * 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 #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 */ }; /** This is the Setup cmd - easy first implementation */ void set_up_cmd(char *buf, int len, socket_struct *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; safe_strcat(cmdback, ns->mapmode == Map1aCmd?"1":"0", &slen, HUGE_BUF); } else if (!strcmp(cmd,"map2cmd")) { if (atoi(param)) ns->mapmode = Map2Cmd; safe_strcat(cmdback, ns->mapmode == Map2Cmd?"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,"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 if (!strcmp(cmd,"tick")) { ns->tick = atoi(param); safe_strcat(cmdback, param, &slen, HUGE_BUF); } else if (!strcmp(cmd,"bot")) { ns->is_bot = ( atoi(param) != 0 ? 1 : 0 ); safe_strcat(cmdback, ns->is_bot ? "1" : "0", &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 add_me_cmd(char *buf, int len, socket_struct *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); if (ns->mapmode < Map1Cmd) { /* The space in the link isn't correct, but in my quick test with client 1.1.0, * it didn't print it out correctly when done as a single line. */ char *buf= "drawinfo 3 Warning: Your client is too old to receive map data. Please update to a new client at http://sourceforge.net/project/showfiles.php ?group_id=13833"; Write_String_To_Socket(ns, buf, strlen(buf)); } socket_info.nconns--; ns->status = Ns_Avail; } settings=oldsettings; } /** Reply to ExtendedInfos command */ void toggle_extended_infos_cmd(char *buf, int len, socket_struct *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)); } /** Reply to ExtendedInfos command */ void toggle_extended_text_cmd(char *buf, int len, socket_struct *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 ask_smooth_cmd(char *buf, int len, socket_struct *ns){ uint16 facenbr; facenbr=atoi (buf); send_smooth(ns, facenbr); } /** * This handles the general commands from the client (ie, north, fire, cast, * etc.) */ void player_cmd(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,"player_cmd: 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 player_cmd above, but is called with the * 'ncom' method which gives more information back to the client so it * can throttle. */ void new_player_cmd(uint8 *buf, int len, player *pl) { int time,repeat; short packet; char command[MAX_BUF]; SockList sl; if (len < 7) { LOG(llevDebug,"Corrupt ncom command - not long enough - discarding\n"); 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(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, 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 = (uint8*)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 reply_cmd(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: case ST_CHANGE_PASSWORD_OLD: case ST_CHANGE_PASSWORD_NEW: case ST_CHANGE_PASSWORD_CONFIRM: 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 version_cmd(char *buf, int len,socket_struct *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); /* 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 set_sound_cmd(char *buf, int len, socket_struct *ns) { ns->sound = atoi(buf); } /** client wants the map resent */ void map_redraw_cmd(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 } /** Newmap command */ void map_newmap_cmd( player *pl) { /* If getting a newmap command, this scroll information * is no longer relevant. */ if (pl->socket.mapmode == Map2Cmd) { pl->socket.map_scroll_x = 0; pl->socket.map_scroll_y = 0; } if( pl->socket.newmapcmd == 1) { memset(&pl->socket.lastmap, 0, sizeof(pl->socket.lastmap)); Write_String_To_Socket( &pl->socket, "newmap", 6); } } /** * Moves an object (typically, container to inventory). * syntax is: move (to) (tag) (nrof) */ void move_cmd(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(socket_struct *ns, uint8 flags, const 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=malloc(MAXSOCKSENDBUF); 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=malloc(MAXSOCKSENDBUF); 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(socket_struct *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 = malloc(MAXSOCKSENDBUF); 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. * ******************************************************************************/ /** Clears a map cell */ static void map_clearcell(struct map_cell_struct *cell, int face, int count) { cell->darkness=count; memset(cell->faces, face, sizeof(cell->faces)); } #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y) /* 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 * MAP_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) * MAP_LAYERS] || heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + 1] || heads[(ay * MAX_HEAD_POS + ax) * MAP_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 inline int check_head(SockList *sl, socket_struct *ns, int ax, int ay, int layer) { short face_num; if (heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer]) face_num = heads[(ay * MAX_HEAD_POS + ax) * MAP_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) * MAP_LAYERS + layer] = NULL; ns->lastmap.cells[ax][ay].faces[layer] = face_num; return 1; } return 0; /* No change */ } /* This adds an object to the heads array. * sx are the map coordinates relative to the client/ * the newmap/heads array. ob is the object encountered * on sx, sy. * returns the face number to draw, 0 if nothing to * draw for this space. */ static uint16 add_head(object *ob, int sx, int sy, int p_layer) { object *head; int bx, by, i; uint16 face_num=0; 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,"add_head: 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) * MAP_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) * MAP_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) * MAP_LAYERS + p_layer] == NULL) { heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + p_layer] = head; } else for (i=0; imore) { for (i=0; ihead) ob=ob->head; if (ob == head) { heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer] = NULL; head = NULL; } } } ob = head; if (!ob) ob = GET_MAP_FACE_OBJ(mp, mx, my, m_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))) { face_num=add_head(ob, sx, sy, p_layer); } else { /* In this case, we are already at the lower right or single part object, * so nothing special */ face_num = ob->face->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) * MAP_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 && p_layer > 0 && heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer -1]) { face_num = heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_layer -1]->face->number; heads[(sy * MAX_HEAD_POS + sx) * MAP_LAYERS + p_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 && p_layer+1lastmap.cells[sx][sy].faces[p_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[p_layer] != face_num) { ns->lastmap.cells[sx][sy].faces[p_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, socket_struct *ns, mapstruct *mp, int mx, int my, int sx, int sy, int m_layer, int p_layer) { object *ob; int smoothlevel; /* old face_num;*/ ob = GET_MAP_FACE_OBJ(mp, mx, my, m_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)) send_smooth(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[p_layer] != smoothlevel) { ns->lastmap.cells[sx][sy].smooth[p_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. */ static int get_extended_mapinfo_size(socket_struct* 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, b_layer, m_layer, t_layer, o_layer,n_layer, face; SockList sl, esl; /*For extended Map info*/ uint16 mask,emask, ewhatstart,ewhatflag; uint8 eentrysize, extendedinfos; mapstruct *m; object *m_ob, *t_ob, *ob; sl.buf=malloc(MAXSOCKSENDBUF); if (pl->contr->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 (pl->contr->socket.ext_mapinfos){ esl.buf=malloc(MAXSOCKSENDBUF); strcpy((char*)esl.buf,"mapextended "); esl.len=strlen((char*)esl.buf); extendedinfos=EMI_NOREDRAW; if (pl->contr->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=get_extended_mapinfo_size(&(pl->contr->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 * MAP_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+(pl->contr->socket.mapx+1)/2; max_y = pl->y+(pl->contr->socket.mapy+1)/2; if (pl->contr->socket.mapmode == Map1aCmd) { max_x += MAX_HEAD_OFFSET; max_y += MAX_HEAD_OFFSET; } for(y=pl->y-pl->contr->socket.mapy/2; yx-pl->contr->socket.mapx/2;x= pl->contr->socket.mapx || ay >= pl->contr->socket.mapy) { int i, got_one; oldlen = sl.len; SockList_AddShort(&sl, mask); if (check_head(&sl, &pl->contr->socket, ax, ay, 2)) mask |= 0x4; if (check_head(&sl, &pl->contr->socket, ax, ay, 1)) mask |= 0x2; if (check_head(&sl, &pl->contr->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 (pl->contr->socket.lastmap.cells[ax][ay].darkness != -1) { SockList_AddShort(&sl, mask); map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],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; #if 0 /* First thing we do is blank out this space (clear it) * if not already done. If the client is using darkness, and * this space is at the edge, we also include the darkness. */ if (d==4) { if (pl->contr->socket.darkness && pl->contr->socket.lastmap.cells[ax][ay].darkness != d) { mask |= 8; SockList_AddShort(&sl, mask); SockList_AddChar(&sl, 0); } count = d; } else #endif { SockList_AddShort(&sl, mask); if (pl->contr->socket.lastmap.cells[ax][ay].darkness != -1) need_send=1; count = -1; } if (pl->contr->socket.mapmode == Map1aCmd && have_head(ax, ay)) { /* Now check to see if any heads need to be sent */ if (check_head(&sl, &pl->contr->socket, ax, ay, 2)) mask |= 0x4; if (check_head(&sl, &pl->contr->socket, ax, ay, 1)) mask |= 0x2; if (check_head(&sl, &pl->contr->socket, ax, ay, 0)) mask |= 0x1; pl->contr->socket.lastmap.cells[ax][ay].darkness = count; } else { struct map_cell_struct *cell = &pl->contr->socket.lastmap.cells[ax][ay]; /* 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(&pl->contr->socket.lastmap.cells[ax][ay], 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 (pl->contr->socket.ext_mapinfos) SockList_AddShort(&esl, emask); /* Darkness changed */ if (pl->contr->socket.lastmap.cells[ax][ay].darkness != d && pl->contr->socket.darkness) { pl->contr->socket.lastmap.cells[ax][ay].darkness = d; mask |= 0x8; /* darkness bit */ /* Protocol defines 255 full bright, 0 full dark. * We currently don't have that many darkness ranges, * so we current what limited values we do have. */ if (d==0) SockList_AddChar(&sl, 255); else if (d==1) SockList_AddChar(&sl, 191); else if (d==2) SockList_AddChar(&sl, 127); else if (d==3) SockList_AddChar(&sl, 63); } else { /* need to reset from -1 so that if it does become blocked again, * the code that deals with that can detect that it needs to tell * the client that this space is now blocked. */ pl->contr->socket.lastmap.cells[ax][ay].darkness = d; } b_layer = 0; for (o_layer=0; o_layer < MAP_LAYERS; o_layer++) { if (GET_MAP_FACE_OBJ(m, nx, ny, o_layer)) { b_layer = o_layer; break; } } /* Floor face */ if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, b_layer, 2)) mask |= 0x4; if (pl->contr->socket.EMI_smooth) if (update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, b_layer, 2)){ emask |= 0x4; } m_layer=0; t_layer=0; n_layer=0; /* o_layer is set above */ for (; o_layer < MAP_LAYERS; o_layer++) { if ((ob=GET_MAP_FACE_OBJ(m, nx, ny, o_layer))!=NULL) { if (((ob->arch->tail_x || ob->arch->tail_y) || (ob->head && (ob->head->arch->tail_x || ob->head->arch->tail_y))) && ob->more) { face = add_head(ob, ax, ay, 1); if (!face) continue; } else if (!m_layer) { m_layer = o_layer; m_ob = ob; } else if (!t_layer) { t_layer = o_layer; t_ob = ob; } else { /* Both layers are full */ /* We want to take this object if it has a higher * visibility. But we also want to keep the stacking * the same. We replace the object with the lower * visibility. If replace what is currently * the middle object, we push the top object * to the middle, and new object becomes the * top. */ if (m_ob->face->visibility >= t_ob->face->visibility) { if (ob->face->visibility >= t_ob->face->visibility) { if (t_ob->type == PLAYER) { m_ob = t_ob; m_layer = t_layer; } t_ob = ob; t_layer = o_layer; } } else if (ob->face->visibility >= m_ob->face->visibility) { if (m_ob->type != PLAYER) { m_ob = t_ob; m_layer = t_layer; } t_ob = ob; t_layer = o_layer; } } } else { /* this is a layer that doesn't have any face - * with the new stacking code, we can't ever be sure * what layer doesn't have a face, yet we need to pass * this in to update_space to it clears out old entries. */ n_layer = o_layer; } } /* If the top layer isn't set it, set it to the middle * layer, and clear the middle layer. This makes drawing * work better relating to stacking of big images and * players & monsters. */ if (!t_layer) { if (m_layer) { t_layer = m_layer; m_layer = n_layer; } else t_layer = n_layer; } if (!m_layer) m_layer = n_layer; /* Middle face */ if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, m_layer, 1)) mask |= 0x2; if (pl->contr->socket.EMI_smooth && update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, m_layer, 1)) emask |= 0x2; /* Special logic to always send player */ if(nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1)) { if (pl->contr->socket.lastmap.cells[ax][ay].faces[0] != pl->face->number) { pl->contr->socket.lastmap.cells[ax][ay].faces[0] = pl->face->number; mask |= 0x1; if (!(pl->contr->socket.faces_sent[pl->face->number] &NS_FACESENT_FACE)) esrv_send_face(&pl->contr->socket, pl->face->number, 0); SockList_AddShort(&sl, pl->face->number); } } /* Top face */ else { if (update_space(&sl, &pl->contr->socket, m, nx, ny, ax, ay, t_layer, 0)) mask |= 0x1; if (pl->contr->socket.EMI_smooth && update_smooth(&esl, &pl->contr->socket, m, nx, ny, ax, ay, t_layer, 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 (pl->contr->socket.ext_mapinfos){ if (!(sl.len>startlen || pl->contr->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(&pl->contr->socket, &esl); } } if (sl.len>startlen || pl->contr->socket.sent_scroll) { Send_With_Handling(&pl->contr->socket, &sl); pl->contr->socket.sent_scroll = 0; } if (pl->contr->socket.ext_mapinfos){ free(esl.buf); } free(sl.buf); } /**************************************************************************** * This block is for map2 drawing related commands. * Note that the map2 still uses other functions. * ***************************************************************************/ /* object 'ob' at 'ax,ay' on 'layer' is visible to the client. * This function does the following things: * If is_head head is set, this means this is from the heads[] array, * so don't try to store it away again - just send it and update * our look faces. * * 1) If a multipart object and we are not at the lower right corner, * store this info away for later use. * 2) Check to see if this face has been sent to the client. If not, * we add data to the socklist, update the last map, and send any * other data the client will need (smoothing table, image data, etc) * 3) Return 1 if function increased socket. * 4) has_obj is increased by one if there are visible objects on this * this space, whether or not we sent them. Basically, if has_obj * is 0, we can clear info about this space. It could be set to 1 * with the function returning zero - this means there are objects * on the space we have already sent to the client. */ static int map2_add_ob(int ax, int ay, int layer, object *ob, SockList *sl, socket_struct *ns, int *has_obj, int is_head) { uint16 face_num; uint8 nlayer, smoothlevel=0; object *head; head = ob->head; if (!head) head = ob; face_num = ob->face->number; /* This is a multipart object, and we are not at the lower right corner. * So we need to store away the lower right corner. */ if (!is_head && head && (head->arch->tail_x || head->arch->tail_y) && (head->arch->tail_x != ob->arch->clone.x || (head->arch->tail_y != ob->arch->clone.y))) { int bx, by, l; /* 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 = ax + head->arch->tail_x - ob->arch->clone.x; by = ay + 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 < ax || by < ay) { LOG(llevError,"map2_add_ob: bx (%d) or by (%d) is less than ax (%d) or ay (%d)\n", bx, by, ax, ay); face_num = 0; } /* the target position must be within +/-1 of our current * layer as the layers are defined. We are basically checking * to see if we have already stored this object away. */ for (l = layer-1; l<=layer+1; l++) { if (l<0 || l>= MAP_LAYERS) continue; if (heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + l] == head) break; } /* Didn't find it. So we need to store it away. Try to store it * on our original layer, and then move up a layer. */ if (l == (layer+2)) { if (!heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + layer]) heads[(by * MAX_HEAD_POS + bx) * MAP_LAYERS + layer] = head; else if ((layer + 1) animation_id | (1 << 15); if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_SYNC)) face_num |= ANIM_SYNC; else if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM)) face_num |= ANIM_RANDOM; } /* Since face_num includes the bits for the animation tag, * and we will store that away in the faces[] array, below * check works fine _except_ for the case where animation * speed chances. */ if (ns->lastmap.cells[ax][ay].faces[layer] != face_num) { uint8 len, anim_speed=0, i; /* This block takes care of sending the actual face to the client. */ ns->lastmap.cells[ax][ay].faces[layer] = face_num; /* Now form the data packet */ nlayer = 0x10 + layer; len = 2; if (!MAP_NOSMOOTH(ob->map)) { smoothlevel = ob->smoothlevel; if (smoothlevel) len++; } if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_SYNC) || QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM)) { len++; /* 1/0.004 == 250, so this is a good cap for an upper limit */ if (FABS(ob->speed)<0.004) anim_speed=255; else if (FABS(ob->speed)>=1.0) anim_speed=1; else anim_speed = (int) (1.0/FABS(ob->speed)); if (!ns->anims_sent[ob->animation_id]) esrv_send_animation(ns, ob->animation_id); /* If smoothing, need to send smoothing information for all faces in the * the animation sequence. Since smoothlevel is an object attribute, * it applies to all faces. */ if (smoothlevel) { for (i=0; i < NUM_ANIMATIONS(ob); i++) { if (!(ns->faces_sent[animations[ob->animation_id].faces[i]] & NS_FACESENT_SMOOTH)) send_smooth(ns, animations[ob->animation_id].faces[i]); } } } else if (!(ns->faces_sent[face_num] & NS_FACESENT_FACE)) { esrv_send_face(ns, face_num, 0); } if (smoothlevel && !(ns->faces_sent[ob->face->number] & NS_FACESENT_SMOOTH)) send_smooth(ns, ob->face->number); /* Length of packet */ nlayer |= len << 5; SockList_AddChar(sl, nlayer); SockList_AddShort(sl, face_num); if (anim_speed) SockList_AddChar(sl, anim_speed); if (smoothlevel) SockList_AddChar(sl, smoothlevel); return 1; } /* Face is different */ } return 0; } /* This function is used see if a layer needs to be cleared. * It updates the socklist, and returns 1 if the update is * needed, 0 otherwise. */ static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns) { int nlayer; if (ns->lastmap.cells[ax][ay].faces[layer] != 0) { /* Now form the data packet */ nlayer = 0x10 + layer + (2 << 5); SockList_AddChar(sl, nlayer); SockList_AddShort(sl, 0); ns->lastmap.cells[ax][ay].faces[layer] = 0; return 1; } return 0; } /* * This function is used to check a space (ax, ay) whose only * data we may care about are any heads. Basically, this * space is out of direct view. This is only used with the * Map2 protocol */ static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns) { int layer, got_one=0, del_one=0, oldlen, has_obj=0; uint16 coord; coord = ((ax + MAP2_COORD_OFFSET) & 0x3f) << 10 | ((ay + MAP2_COORD_OFFSET)& 0x3f) << 4; oldlen = sl->len; SockList_AddShort(sl, coord); for (layer=0; layer < MAP_LAYERS; layer++) { if (heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer]) { /* in this context, got_one should always increase * because heads should always point to data to really send. */ got_one += map2_add_ob(ax, ay, layer, heads[(ay * MAX_HEAD_POS + ax) * MAP_LAYERS + layer], sl, ns, &has_obj, 1); } else { del_one += map2_delete_layer(ax, ay, layer, sl, ns); } } /* Note - if/when lighting information is added, some code is * needed here - lighting sources that are out of sight may still * extend into the viewable area. */ /* If nothing to do for this space, we * can erase the coordinate bytes */ if (!del_one && !got_one) { sl->len = oldlen; } else if (del_one && !has_obj) { /* If we're only deleting faces and not adding, and there * are not any faces on the space we care about, * more efficient * to send 0 as the type/len field. */ sl->len = oldlen +2; /* 2 bytes for coordinate */ SockList_AddChar(sl, 0); /* Clear byte */ SockList_AddChar(sl, 255); /* Termination byte */ map_clearcell(&ns->lastmap.cells[ax][ay],0,0); } else { SockList_AddChar(sl, 255); /* Termination byte */ } } void draw_client_map2(object *pl) { int x,y,ax, ay, d, startlen, max_x, max_y, oldlen, layer; sint16 nx, ny; SockList sl; uint16 coord; mapstruct *m; object *ob; sl.buf=malloc(MAXSOCKSENDBUF); strcpy((char*)sl.buf,"map2 "); sl.len=strlen((char*)sl.buf); startlen = sl.len; /* Init data to zero */ memset(heads, 0, sizeof(object *) * MAX_HEAD_POS * MAX_HEAD_POS * MAP_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+(pl->contr->socket.mapx+1)/2 + MAX_HEAD_OFFSET; max_y = pl->y+(pl->contr->socket.mapy+1)/2 + MAX_HEAD_OFFSET; /* Handle map scroll */ if (pl->contr->socket.map_scroll_x || pl->contr->socket.map_scroll_y) { coord = ((pl->contr->socket.map_scroll_x + MAP2_COORD_OFFSET) & 0x3f) << 10 | ((pl->contr->socket.map_scroll_y + MAP2_COORD_OFFSET) & 0x3f) << 4 | 1; pl->contr->socket.map_scroll_x=0; pl->contr->socket.map_scroll_y=0; SockList_AddShort(&sl, coord); } for(y=(pl->y - pl->contr->socket.mapy / 2); y< max_y; y++, ay++) { ax=0; for(x=(pl->x - pl->contr->socket.mapx / 2); x< max_x ; x++,ax++) { /* If this space is out of the normal viewable area, we only check * the heads value. This is used to handle big images - if they * extend to a viewable portion, we need to send just the * lower right corner. */ if (ax >= pl->contr->socket.mapx || ay >= pl->contr->socket.mapy) { check_space_for_heads(ax, ay, &sl, &pl->contr->socket); } else { /* This space is within the viewport of the client. Due to * walls or darkness, it may still not be visible. */ /* Meaning of d: * 0 - object is in plain sight, full brightness. * 1 - MAX_DARKNESS - how dark the space is - higher * value is darker space. If level is at max darkness, * you can't see the space (too dark) * 100 - space is blocked from sight. */ d = pl->contr->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); coord = ((ax + MAP2_COORD_OFFSET) & 0x3f) << 10 | ((ay + MAP2_COORD_OFFSET) & 0x3f) << 4; 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 (pl->contr->socket.lastmap.cells[ax][ay].darkness != 0) { SockList_AddShort(&sl, coord); SockList_AddChar(&sl, 0); SockList_AddChar(&sl, 255); /* Termination byte */ map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],0,0); } } else if (d>=MAX_LIGHT_RADII) { /* This block deals with spaces that are not visible due to * darkness or walls. Still need to send the heads for this space */ check_space_for_heads(ax, ay, &sl, &pl->contr->socket); } else { int have_darkness=0, has_obj=0, got_one=0, del_one=0, g1; /* 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.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; SockList_AddShort(&sl, coord); /* Darkness changed */ if (pl->contr->socket.lastmap.cells[ax][ay].darkness != d && pl->contr->socket.darkness) { pl->contr->socket.lastmap.cells[ax][ay].darkness = d; SockList_AddChar(&sl, 0x1 | 1 << 5); /* Darkness tag & length*/ SockList_AddChar(&sl, 255 - d * (256 / MAX_LIGHT_RADII)); have_darkness = 1; } for (layer=0; layer < MAP_LAYERS; layer++) { ob = GET_MAP_FACE_OBJ(m, nx, ny, layer); /* Special case: send player itself if invisible */ if ( !ob && x == pl->x && y == pl->y && ( pl->invisible & (pl->invisible < 50 ? 4 : 1) ) && ( layer == MAP_LAYER_LIVING1 || layer == MAP_LAYER_LIVING2 ) ) ob = pl; if (ob) { g1 = has_obj; got_one += map2_add_ob(ax, ay, layer, ob, &sl, &pl->contr->socket, &has_obj, 0); /* If we are just storing away the head for future use, then * effectively this space/layer is blank, and we should clear * it if needed. */ if (g1 == has_obj) del_one += map2_delete_layer(ax, ay, layer, &sl, &pl->contr->socket); } else { del_one += map2_delete_layer(ax, ay, layer, &sl, &pl->contr->socket); } } /* If nothing to do for this space, we * can erase the coordinate bytes */ if (!del_one && !got_one && !have_darkness) { sl.len = oldlen; } else if (del_one && !has_obj) { /* If we're only deleting faces and don't have any objs we care * about, just clear space. Note it is possible we may * have darkness, but if there is nothing on the space, darkness * isn't all that interesting - we can send it when an object * shows up. */ sl.len = oldlen +2; /* 2 bytes for coordinate */ SockList_AddChar(&sl, 0); /* Clear byte */ SockList_AddChar(&sl, 255); /* Termination byte */ map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay],0,0); } else { SockList_AddChar(&sl, 255); /* Termination byte */ } } } /* else this is a viewable space */ } /* for x loop */ } /* for y loop */ /* Only send this if there are in fact some differences. */ if (sl.len > startlen) { Send_With_Handling(&pl->contr->socket, &sl); pl->contr->socket.sent_scroll = 0; } free(sl.buf); } /** * Draws client map. */ void draw_client_map(object *pl) { int i,j; sint16 ax, ay; int mflags; 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; /* * This block just makes sure all the spaces are properly * updated in terms of what they look like. */ 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; } /* Big maps need a different drawing mechanism to work */ if (pl->contr->socket.mapmode == Map2Cmd) { draw_client_map2(pl); return; } else if (pl->contr->socket.mapmode == Map1Cmd || pl->contr->socket.mapmode == Map1aCmd) { draw_client_map1(pl); } /* Original map draw code used to be here */ } void esrv_map_scroll(socket_struct *ns,int dx,int dy) { struct Map newmap; int x,y, mx, my; char buf[MAXSOCKSENDBUF]; if (ns->mapmode == Map2Cmd) { ns->map_scroll_x += dx; ns->map_scroll_y += dy; } else { 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 map_cell_struct)); } 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 map_cell_struct)); } else { memcpy(&(newmap.cells[x][y]), &(ns->lastmap.cells[x+dx][y+dy]),sizeof(struct map_cell_struct)); } } } 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; } /** * 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 experience table the sever is using */ void send_exp_table(socket_struct *ns, char *params) { SockList sl; int i; extern sint64 *levels; sl.buf = malloc(MAXSOCKSENDBUF); strcpy((char*)sl.buf,"replyinfo exp_table\n"); sl.len = strlen((char*)sl.buf); SockList_AddShort(&sl, settings.max_level+1); for (i=1; i<= settings.max_level; i++) { if (sl.len+8 > MAXSOCKSENDBUF) { LOG(llevError, "Buffer overflow in send_exp_table, not sending all information\n"); break; } SockList_AddInt64(&sl, levels[i]); } Send_With_Handling(ns, &sl); free(sl.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(socket_struct *ns, char *params) { SockList sl; int i; sl.buf = malloc(MAXSOCKSENDBUF); strcpy((char*)sl.buf,"replyinfo skill_info\n"); sl.len = strlen((char*)sl.buf); for (i=1; i< NUM_SKILLS; i++) { int len; len = 16+strlen(skill_names[i]); /* upper bound for length */ if (sl.len+len > MAXSOCKSENDBUF) { LOG(llevError, "Buffer overflow in send_skill_info, not sending all skill information\n"); break; } sprintf((char*)sl.buf+sl.len, "%d:%s\n", i+CS_STAT_SKILLINFO, skill_names[i]); sl.len += strlen((char*)sl.buf+sl.len); } 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 (socket_struct *ns, char *params) { SockList sl; int i; sl.buf = malloc(MAXSOCKSENDBUF); strcpy((char*)sl.buf,"replyinfo spell_paths\n"); sl.len = strlen((char*)sl.buf); for(i=0; i MAXSOCKSENDBUF) { LOG(llevError, "Buffer overflow in send_spell_paths, not sending all spell information\n"); break; } sprintf((char*)sl.buf+sl.len, "%d:%s\n", 1<socket.monitor_spells) return; for (spell=pl->ob->inv; spell!=NULL; spell=spell->below) { if (spell->type == SPELL) { spell_info = get_client_spell_state(pl, spell); /* check if we need to update it*/ if (spell_info->last_sp != SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA)) { spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA); flags |= UPD_SP_MANA; } if (spell_info->last_grace != SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE)) { spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE); flags |= UPD_SP_GRACE; } if (spell_info->last_dam != spell->stats.dam+SP_level_dam_adjust(pl->ob, spell)) { spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell); flags |= UPD_SP_DAMAGE; } if (flags !=0) { sl.buf = malloc(MAXSOCKSENDBUF); 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_info->last_sp); if (flags & UPD_SP_GRACE) SockList_AddShort(&sl, spell_info->last_grace); if (flags & UPD_SP_DAMAGE) SockList_AddShort(&sl, spell_info->last_dam); 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\n"); return; } sl.buf = malloc(MAXSOCKSENDBUF); 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) { client_spell* spell_info; int len, i, skill=0; if (!(spell->name)) { LOG(llevError, "item number %d is a spell with no name.\n", spell->count); return; } spell_info = get_client_spell_state(pl, spell); 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_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA); spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE); spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell); /* send the current values */ SockList_AddShort(sl, spell_info->last_sp); SockList_AddShort(sl, spell_info->last_grace); SockList_AddShort(sl, spell_info->last_dam); /* 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 *spell, if spell 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\n"); return; } if (!pl->socket.monitor_spells) return; sl.buf = malloc(MAXSOCKSENDBUF); strcpy((char*)sl.buf,"addspell "); sl.len=strlen((char*)sl.buf); if (!spell) { for (spell=pl->ob->inv; spell!=NULL; spell=spell->below) { if (spell->type != SPELL) continue; /* were we to simply keep appending data here, we could exceed * MAXSOCKSENDBUF if the player has enough spells to add, we know that * append_spell will always append 23 data bytes, plus 3 length * bytes and 2 strings (because that is the spec) so we need to * check that the length of those 2 strings, plus the 26 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 */ if (sl.len > (MAXSOCKSENDBUF - (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\n"); return; } else append_spell(pl, &sl, spell); if (sl.len > MAXSOCKSENDBUF) { 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); } /* sends a 'tick' information to the client. * We also take the opportunity to toggle TCP_NODELAY - * this forces the data in the socket to be flushed sooner to the * client - otherwise, the OS tries to wait for full packets * and will this hold sending the data for some amount of time, * which thus adds some additional latency. */ void send_tick(player *pl) { SockList sl; int tmp; sl.buf=malloc(MAXSOCKSENDBUF); strcpy((char*)sl.buf,"tick "); sl.len=strlen((char*)sl.buf); SockList_AddInt(&sl, pticks); tmp = 1; if (setsockopt(pl->socket.fd, IPPROTO_TCP,TCP_NODELAY, &tmp, sizeof(tmp))) LOG(llevError,"send_tick: Unable to turn on TCP_NODELAY\n"); Send_With_Handling(&pl->socket, &sl); tmp = 0; if (setsockopt(pl->socket.fd, IPPROTO_TCP,TCP_NODELAY, &tmp, sizeof(tmp))) LOG(llevError,"send_tick: Unable to turn off TCP_NODELAY\n"); free(sl.buf); }