Crossfire Server, Trunk  R21017
request.c
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
42 #include "global.h"
43 
44 #include <assert.h>
45 #include <stdlib.h>
46 #include <string.h>
47 #include <sys/time.h>
48 #include <unistd.h>
49 
50 /* This block is basically taken from socket.c - I assume if it works there,
51  * it should work here.
52  */
53 #ifndef WIN32 /* ---win32 exclude unix headers */
54 #include <sys/types.h>
55 #include <netinet/in.h>
56 #include <netinet/tcp.h>
57 #include <netdb.h>
58 #endif /* win32 */
59 
60 #include "commands.h"
61 #include "living.h"
62 #include "newserver.h"
63 #include "shared/newclient.h"
64 #include "sounds.h"
65 #include "sproto.h"
66 
73 static const short atnr_cs_stat[NROFATTACKS] = {
78  CS_STAT_RES_DRAIN, -1 /* weaponmagic */,
82  CS_STAT_RES_FEAR, -1 /* Cancellation */,
84  -1 /* Chaos */, -1 /* Counterspell */,
85  -1 /* Godpower */, CS_STAT_RES_HOLYWORD,
87  -1, /* Internal */
88  -1, /* life stealing */
89  -1 /* Disease - not fully done yet */
90 };
91 
93 void set_up_cmd(char *buf, int len, socket_struct *ns) {
94  int s = 0;
95  char *cmd, *param;
96  SockList sl;
97 
98  if (len <= 0 || !buf) {
99  LOG(llevDebug, "IP '%s' sent bogus set_up_cmd information\n", ns->host);
100  return;
101  }
102 
103  /* run through the cmds of setup
104  * syntax is setup <cmdname1> <parameter> <cmdname2> <parameter> ...
105  *
106  * we send the status of the cmd back, or a FALSE is the cmd
107  * is the server unknown
108  * The client then must sort this out
109  */
110 
111  LOG(llevDebug, "setup: %s\n", buf);
112  SockList_Init(&sl);
113  SockList_AddString(&sl, "setup");
114  while (s < len) {
115  cmd = &buf[s];
116 
117  /* find the next space, and put a null there */
118  for (; buf[s] && buf[s] != ' '; s++)
119  ;
120  if (s >= len)
121  break;
122  buf[s++] = 0;
123 
124  while (buf[s] == ' ')
125  s++;
126  if (s >= len)
127  break;
128  param = &buf[s];
129 
130  for (; buf[s] && buf[s] != ' '; s++)
131  ;
132  buf[s++] = 0;
133 
134  while (s < len && buf[s] == ' ')
135  s++;
136 
137  SockList_AddPrintf(&sl, " %s ", cmd);
138 
139  if (!strcmp(cmd, "sound2")) {
140  ns->sound = atoi(param)&(SND_EFFECTS|SND_MUSIC|SND_MUTE);
141  SockList_AddString(&sl, param);
142  } else if (!strcmp(cmd, "spellmon")) {
143  int monitor_spells;
144 
145  monitor_spells = atoi(param);
146  if (monitor_spells < 0 || monitor_spells > 2) {
147  SockList_AddString(&sl, "FALSE");
148  } else {
149  ns->monitor_spells = monitor_spells;
150  SockList_AddPrintf(&sl, "%d", monitor_spells);
151  }
152  } else if (!strcmp(cmd, "darkness")) {
153  int darkness;
154 
155  darkness = atoi(param);
156  if (darkness != 0 && darkness != 1) {
157  SockList_AddString(&sl, "FALSE");
158  } else {
159  ns->darkness = darkness;
160  SockList_AddPrintf(&sl, "%d", darkness);
161  }
162  } else if (!strcmp(cmd, "map2cmd")) {
163  int map2cmd;
164 
165  map2cmd = atoi(param);
166  if (map2cmd != 1) {
167  SockList_AddString(&sl, "FALSE");
168  } else {
169  SockList_AddString(&sl, "1");
170  }
171  } else if (!strcmp(cmd, "facecache")) {
172  int facecache;
173 
174  facecache = atoi(param);
175  if (facecache != 0 && facecache != 1) {
176  SockList_AddString(&sl, "FALSE");
177  } else {
178  ns->facecache = facecache;
179  SockList_AddPrintf(&sl, "%d", facecache);
180  }
181  } else if (!strcmp(cmd, "faceset")) {
182  int q = atoi(param);
183 
184  if (is_valid_faceset(q))
185  ns->faceset = q;
186  SockList_AddPrintf(&sl, "%d", ns->faceset);
187  } else if (!strcmp(cmd, "mapsize")) {
188  int x, y, n;
189 
190  if (sscanf(param, "%dx%d%n", &x, &y, &n) != 2 || n != (int)strlen(param)) {
191  x = 0;
192  y = 0;
193  }
194  if (x < 9 || y < 9 || x > MAP_CLIENT_X || y > MAP_CLIENT_Y) {
196  } else {
197  player *pl;
198  ns->mapx = x;
199  ns->mapy = y;
200  /* better to send back what we are really using and not the
201  * param as given to us in case it gets parsed differently.
202  */
203  SockList_AddPrintf(&sl, "%dx%d", x, y);
204  /* need to update the los, else the view jumps */
205  pl = find_player_socket(ns);
206  if (pl)
207  update_los(pl->ob);
208 
209  /* Client and server need to resynchronize on data - treating it as
210  * a new map is best way to go.
211  */
212  map_newmap_cmd(ns);
213  }
214  } else if (!strcmp(cmd, "tick")) {
215  int tick;
216 
217  tick = atoi(param);
218  if (tick != 0 && tick != 1) {
219  SockList_AddString(&sl, "FALSE");
220  } else {
221  ns->tick = tick;
222  SockList_AddPrintf(&sl, "%d", tick);
223  }
224  } else if (!strcmp(cmd, "bot")) {
225  int is_bot;
226 
227  is_bot = atoi(param);
228  if (is_bot != 0 && is_bot != 1) {
229  SockList_AddString(&sl, "FALSE");
230  } else {
231  ns->is_bot = is_bot;
232  SockList_AddPrintf(&sl, "%d", is_bot);
233  }
234  } else if (!strcmp(cmd, "want_pickup")) {
235  int want_pickup;
236 
237  want_pickup = atoi(param);
238  if (want_pickup != 0 && want_pickup != 1) {
239  SockList_AddString(&sl, "FALSE");
240  } else {
241  ns->want_pickup = want_pickup;
242  SockList_AddPrintf(&sl, "%d", want_pickup);
243  }
244  } else if (!strcmp(cmd, "num_look_objects")) {
245  int tmp;
246  player *pl;
247 
248  tmp = atoi(param);
249  if (tmp < MIN_NUM_LOOK_OBJECTS) {
250  tmp = MIN_NUM_LOOK_OBJECTS;
251  } else if (tmp > MAX_NUM_LOOK_OBJECTS) {
252  tmp = MAX_NUM_LOOK_OBJECTS;
253  }
254  ns->num_look_objects = (uint8_t)tmp;
255  SockList_AddPrintf(&sl, "%d", tmp);
256 
257  pl = find_player_socket(ns);
258  if (pl && pl->ob) {
259  ns->update_look = 1;
260  esrv_draw_look(pl->ob);
261  }
262  } else if (!strcmp(cmd, "extended_stats")) {
263  int extended_stats;
264 
265  extended_stats = atoi(param);
266  if (extended_stats != 0 && extended_stats != 1) {
267  SockList_AddString(&sl, "FALSE");
268  } else {
269  ns->extended_stats = extended_stats;
270  SockList_AddPrintf(&sl, "%d", extended_stats);
271  }
272  } else if (!strcmp(cmd, "beat")) {
273  int use_beat = atoi(param);
274 
275  if (use_beat != 0 && use_beat != 1) {
276  SockList_AddString(&sl, "FALSE");
277  } else {
278  ns->heartbeat = use_beat ? true : false;
279 
280  // Send setup command with standard beat interval.
281  SockList_AddPrintf(&sl, "%d", BEAT_INTERVAL);
282  }
283  } else if (!strcmp(cmd, "loginmethod")) {
284  int loginmethod;
285 
286  loginmethod = atoi(param);
287 
288  /* Only support basic login right now */
289  if (loginmethod > 2) loginmethod=2;
290 
291  ns->login_method = loginmethod;
292  SockList_AddPrintf(&sl, "%d", loginmethod);
293 
294  } else if (!strcmp(cmd, "notifications")) {
295  int notifications;
296 
297  notifications = atoi(param);
298 
299  ns->notifications = notifications;
300  SockList_AddPrintf(&sl, "%d", notifications);
301 
302  } else if (!strcmp(cmd, "newmapcmd")) {
303  /* newmapcmd is deprecated (now standard part), but some
304  * clients still use this setup option, and if the server
305  * doesn't respond, erroneously report that the client is
306  * too old. Since it is always on, regardless of what is
307  * request, send back one.
308  */
309  SockList_AddString(&sl, "1");
310  } else if (!strcmp(cmd, "extendedTextInfos")) {
311  /* like newmapcmd above, extendedTextInfos is
312  * obsolete, but we respond for the same reason as we do
313  * in newmapcmd
314  */
315  SockList_AddString(&sl, "1");
316  } else if (!strcmp(cmd, "itemcmd")) {
317  /* like newmapcmd above, itemcmd is
318  * obsolete, but we respond for the same reason as we do
319  * in newmapcmd
320  */
321  SockList_AddString(&sl, "2");
322  } else if (!strcmp(cmd, "exp64")) {
323  /* like newmapcmd above, exp64 is
324  * obsolete, but we respond for the same reason as we do
325  * in newmapcmd
326  */
327  SockList_AddString(&sl, "1");
328  } else {
329  /* Didn't get a setup command we understood -
330  * report a failure to the client.
331  */
332  SockList_AddString(&sl, "FALSE");
333  }
334  } /* for processing all the setup commands */
335  Send_With_Handling(ns, &sl);
336  SockList_Term(&sl);
337 }
338 
347 void add_me_cmd(char *buf, int len, socket_struct *ns) {
348  Settings oldsettings;
349  SockList sl;
350 
351  oldsettings = settings;
352  if (ns->status != Ns_Add) {
353  SockList_Init(&sl);
354  SockList_AddString(&sl, "addme_failed");
355  Send_With_Handling(ns, &sl);
356  SockList_Term(&sl);
357  } else if (find_player_socket(ns) == NULL) {
358  /* if there is already a player for this socket (add_me was already called),
359  * just ignore, else weird issues. */
360 
361  add_player(ns, 0);
362  /* Basically, the add_player copies the socket structure into
363  * the player structure, so this one (which is from init_sockets)
364  * is not needed anymore. The write below should still work,
365  * as the stuff in ns is still relevant.
366  */
367  SockList_Init(&sl);
368  SockList_AddString(&sl, "addme_success");
369  Send_With_Handling(ns, &sl);
370  SockList_Term(&sl);
371  if (ns->sc_version < 1027 || ns->cs_version < 1023) {
372  /* The space in the link isn't correct, but in my
373  * quick test with client 1.1.0, it didn't print it
374  * out correctly when done as a single line.
375  */
377  "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");
378  }
379 
380  ns->status = Ns_Avail;
381  }
382  settings = oldsettings;
383 }
384 
392 static void send_smooth(socket_struct *ns, uint16_t face) {
393  uint16_t smoothface;
394  SockList sl;
395 
396  /* If we can't find a face, return and set it so we won't
397  * try to send this again.
398  */
399  if (!find_smooth(face, &smoothface)
400  && !find_smooth(smooth_face->number, &smoothface)) {
401  LOG(llevError, "could not findsmooth for %d. Neither default (%s)\n", face, smooth_face->name);
402  ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
403  return;
404  }
405 
406  if (!(ns->faces_sent[smoothface]&NS_FACESENT_FACE))
407  esrv_send_face(ns, smoothface, 0);
408 
409  ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
410 
411  SockList_Init(&sl);
412  SockList_AddString(&sl, "smooth ");
413  SockList_AddShort(&sl, face);
414  SockList_AddShort(&sl, smoothface);
415  Send_With_Handling(ns, &sl);
416  SockList_Term(&sl);
417 }
418 
423 void ask_smooth_cmd(char *buf, int len, socket_struct *ns) {
424  uint16_t facenbr;
425 
426  if (len <= 0 || !buf) {
427  LOG(llevDebug, "IP '%s' sent bogus ask_smooth_cmd information\n", ns->host);
428  return;
429  }
430 
431  facenbr = atoi(buf);
432  send_smooth(ns, facenbr);
433 }
434 
447 void new_player_cmd(uint8_t *buf, int len, player *pl) {
448  int time, repeat;
449  short packet;
450  char command[MAX_BUF];
451  SockList sl;
452 
453  if (len < 7) {
454  LOG(llevDebug, "Corrupt ncom command - not long enough - discarding\n");
455  return;
456  }
457 
458  packet = GetShort_String(buf);
459  repeat = GetInt_String(buf+2);
460  /* -1 is special - no repeat, but don't update */
461  if (repeat != -1) {
462  pl->count = repeat;
463  }
464  if (len-4 >= MAX_BUF)
465  len = MAX_BUF-5;
466 
467  strncpy(command, (char *)buf+6, len-4);
468  command[len-4] = '\0';
469 
470  /* The following should never happen with a proper or honest client.
471  * Therefore, the error message doesn't have to be too clear - if
472  * someone is playing with a hacked/non working client, this gives them
473  * an idea of the problem, but they deserve what they get
474  */
475  if (pl->state != ST_PLAYING) {
477  "You can not issue commands - state is not ST_PLAYING (%s)",
478  buf);
479  return;
480  }
481 
482  /* This should not happen anymore. */
483  if (pl->ob->speed_left < 0) {
484  LOG(llevError, "Player has negative time - shouldn't do command.\n");
485  }
486  /* In c_new.c */
487  execute_newserver_command(pl->ob, command);
488  /* Perhaps something better should be done with a left over count.
489  * Cleaning up the input should probably be done first - all actions
490  * for the command that issued the count should be done before
491  * any other commands.
492  */
493  pl->count = 0;
494 
495  /* Send confirmation of command execution now */
496  SockList_Init(&sl);
497  SockList_AddString(&sl, "comc ");
498  SockList_AddShort(&sl, packet);
499  if (FABS(pl->ob->speed) < 0.001)
500  time = MAX_TIME*100;
501  else
502  time = (int)(MAX_TIME/FABS(pl->ob->speed));
503  SockList_AddInt(&sl, time);
504  Send_With_Handling(&pl->socket, &sl);
505  SockList_Term(&sl);
506 }
507 
509 void reply_cmd(char *buf, int len, player *pl) {
510 
511  if (len <= 0 || !buf) {
512  LOG(llevDebug, "Player '%s' sent bogus reply_cmd information\n", pl->ob->name);
513  return;
514  }
515 
516  /* This is to synthesize how the data would be stored if it
517  * was normally entered. A bit of a hack, and should be cleaned up
518  * once all the X11 code is removed from the server.
519  *
520  * We pass 13 to many of the functions because this way they
521  * think it was the carriage return that was entered, and the
522  * function then does not try to do additional input.
523  */
524  snprintf(pl->write_buf, sizeof(pl->write_buf), ":%s", buf);
525 
526  /* this avoids any hacking here */
527 
528  switch (pl->state) {
529  case ST_PLAYING:
530  LOG(llevError, "Got reply message with ST_PLAYING input state\n");
531  break;
532 
533  case ST_PLAY_AGAIN:
534  /* We can check this for return value (2==quit). Maybe we
535  * should, and do something appropriate?
536  */
537  receive_play_again(pl->ob, buf[0]);
538  break;
539 
540  case ST_ROLL_STAT:
541  key_roll_stat(pl->ob, buf[0]);
542  break;
543 
544  case ST_CHANGE_CLASS:
545 
546  key_change_class(pl->ob, buf[0]);
547  break;
548 
549  case ST_CONFIRM_QUIT:
550  key_confirm_quit(pl->ob, buf[0]);
551  break;
552 
553  case ST_GET_NAME:
554  receive_player_name(pl->ob);
555  break;
556 
557  case ST_GET_PASSWORD:
558  case ST_CONFIRM_PASSWORD:
563  break;
564 
565  case ST_GET_PARTY_PASSWORD: /* Get password for party */
567  break;
568 
569  default:
570  LOG(llevError, "Unknown input state: %d\n", pl->state);
571  }
572 }
573 
581 void version_cmd(char *buf, int len, socket_struct *ns) {
582  char *rest;
583  char *cs_str = strtok_r(buf, " ", &rest);
584  char *sc_str = strtok_r(NULL, " ", &rest);
585 
586  if (cs_str == NULL || sc_str == NULL) {
587  LOG(llevError, "%s: sent invalid version string\n", ns->host);
588  return;
589  } else {
590  ns->cs_version = atoi(cs_str);
591  ns->sc_version = atoi(sc_str);
592  }
593 
594 #ifdef ESRV_DEBUG
595  if (VERSION_CS != ns->cs_version) {
596  LOG(llevDebug, "CS: csversion mismatch (%d,%d)\n", VERSION_CS, ns->cs_version);
597  }
598 
599  if (VERSION_SC != ns->sc_version) {
600  LOG(llevDebug, "CS: scversion mismatch (%d,%d)\n", VERSION_SC, ns->sc_version);
601  }
602 #endif
603 
604  if (rest != NULL) {
605  LOG(llevInfo, "%s: connected using '%s'\n", ns->host, rest);
606  }
607 }
608 
616  SockList sl;
617 
618  /* If getting a newmap command, this scroll information
619  * is no longer relevant.
620  */
621  ns->map_scroll_x = 0;
622  ns->map_scroll_y = 0;
623 
624 
625  memset(&ns->lastmap, 0, sizeof(ns->lastmap));
626  SockList_Init(&sl);
627  SockList_AddString(&sl, "newmap");
628  Send_With_Handling(ns, &sl);
629  SockList_Term(&sl);
630 }
631 
636 void move_cmd(char *buf, int len, player *pl) {
637  int vals[3], i;
638 
639  if (len <= 0 || !buf) {
640  LOG(llevDebug, "Player '%s' sent bogus move_cmd information\n", pl->ob->name);
641  return;
642  }
643 
644  /* A little funky here. We only cycle for 2 records, because
645  * we obviously am not going to find a space after the third
646  * record. Perhaps we should just replace this with a
647  * sscanf?
648  */
649  for (i = 0; i < 2; i++) {
650  vals[i] = atoi(buf);
651  if (!(buf = strchr(buf, ' '))) {
652  LOG(llevError, "Incomplete move command: %s\n", buf);
653  return;
654  }
655  buf++;
656  }
657  vals[2] = atoi(buf);
658 
659 /* LOG(llevDebug, "Move item %d (nrof=%d) to %d.\n", vals[1], vals[2], vals[0]);*/
660  esrv_move_object(pl->ob, vals[0], vals[1], vals[2]);
661 }
662 
663 /***************************************************************************
664  *
665  * Start of commands the server sends to the client.
666  *
667  ***************************************************************************
668  */
669 
674 void send_query(socket_struct *ns, uint8_t flags, const char *text) {
675  SockList sl;
676 
677  SockList_Init(&sl);
678  SockList_AddPrintf(&sl, "query %d %s", flags, text ? text : "");
679  Send_With_Handling(ns, &sl);
680  SockList_Term(&sl);
681 }
682 
683 #define AddIfInt64(Old, New, Type) \
684  if (Old != New) { \
685  Old = New; \
686  SockList_AddChar(&sl, Type); \
687  SockList_AddInt64(&sl, New); \
688  }
689 
690 #define AddIfInt(Old, New, Type) \
691  if (Old != New) { \
692  Old = New; \
693  SockList_AddChar(&sl, Type); \
694  SockList_AddInt(&sl, New); \
695  }
696 
697 #define AddIfShort(Old, New, Type) \
698  if (Old != New) { \
699  Old = New; \
700  SockList_AddChar(&sl, Type); \
701  SockList_AddShort(&sl, New); \
702  }
703 
704 #define AddIfFloat(Old, New, Type) \
705  if (Old != New) { \
706  Old = New; \
707  SockList_AddChar(&sl, Type); \
708  SockList_AddInt(&sl, (long)(New*FLOAT_MULTI));\
709  }
710 
711 #define AddIfString(Old, New, Type) \
712  if (Old == NULL || strcmp(Old, New)) { \
713  free(Old); \
714  Old = strdup_local(New); \
715  SockList_AddChar(&sl, Type); \
716  SockList_AddLen8Data(&sl, New, strlen(New));\
717  }
718 
726  SockList sl;
727  char buf[MAX_BUF];
728  uint16_t flags;
729  uint8_t s;
730 
731  SockList_Init(&sl);
732  SockList_AddString(&sl, "stats ");
733 
734  if (pl->ob != NULL) {
748  }
749  if (pl->socket.extended_stats) {
750  int16_t golem_hp, golem_maxhp;
758  if (pl->ob != NULL) {
773  }
774  if (pl->ranges[range_golem]) {
775  object *golem = pl->ranges[range_golem];
776  if (QUERY_FLAG(golem, FLAG_REMOVED) || golem->count != pl->golem_count || QUERY_FLAG(golem, FLAG_FREED)) {
777  golem_hp = 0;
778  golem_maxhp = 0;
779  } else {
780  golem_hp = golem->stats.hp;
781  golem_maxhp = golem->stats.maxhp;
782  }
783  } else {
784  golem_hp = 0;
785  golem_maxhp = 0;
786  }
787  /* send first the maxhp, so the client can set up the display */
789  AddIfShort(pl->last_golem_hp, golem_hp, CS_STAT_GOLEM_HP);
790  }
791 
792  for (s = 0; s < NUM_SKILLS; s++) {
793  if (pl->last_skill_ob[s]
794  && pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp) {
795  /* Always send along the level if exp changes. This
796  * is only 1 extra byte, but keeps processing simpler.
797  */
798  SockList_AddChar(&sl, (char)(s+CS_STAT_SKILLINFO));
799  SockList_AddChar(&sl, (char)pl->last_skill_ob[s]->level);
801  pl->last_skill_exp[s] = pl->last_skill_ob[s]->stats.exp;
802  }
803  }
805  AddIfShort(pl->last_level, (char)pl->ob->level, CS_STAT_LEVEL);
813  flags = 0;
814  if (pl->fire_on)
815  flags |= SF_FIREON;
816  if (pl->run_on)
817  flags |= SF_RUNON;
818 
819  AddIfShort(pl->last_flags, flags, CS_STAT_FLAGS);
820  if (pl->socket.sc_version < 1025) {
822  } else {
823  int i;
824 
825  for (i = 0; i < NROFATTACKS; i++) {
826  /* Skip ones we won't send */
827  if (atnr_cs_stat[i] == -1)
828  continue;
829  AddIfShort(pl->last_resist[i], pl->ob->resist[i], (char)atnr_cs_stat[i]);
830  }
831  }
832  if (pl->socket.monitor_spells) {
836  }
837  /* we want to use the new fire & run system in new client */
838  rangetostring(pl->ob, buf, sizeof(buf));
840  set_title(pl->ob, buf, sizeof(buf));
842 
843  /* Only send it away if we have some actual data - 2 bytes for length, 6 for "stats ". */
844  if (sl.len > 8) {
845 #ifdef ESRV_DEBUG
846  LOG(llevDebug, "Sending stats command, %d bytes long.\n", sl.len);
847 #endif
848  Send_With_Handling(&pl->socket, &sl);
849  }
850  SockList_Term(&sl);
851 }
852 
857  SockList sl;
858 
859  pl->last_weight = weight;
860 
861  if (!(pl->socket.faces_sent[pl->ob->face->number]&NS_FACESENT_FACE))
862  esrv_send_face(&pl->socket, pl->ob->face->number, 0);
863 
864  SockList_Init(&sl);
865  SockList_AddString(&sl, "player ");
866  SockList_AddInt(&sl, pl->ob->count);
867  SockList_AddInt(&sl, weight);
868  SockList_AddInt(&sl, pl->ob->face->number);
869  SockList_AddLen8Data(&sl, pl->ob->name, strlen(pl->ob->name));
870 
871  Send_With_Handling(&pl->socket, &sl);
872  SockList_Term(&sl);
874 }
875 
883 void esrv_send_animation(socket_struct *ns, short anim_num) {
884  SockList sl;
885  int i;
886 
887  /* Do some checking on the anim_num we got. Note that the animations
888  * are added in contigous order, so if the number is in the valid
889  * range, it must be a valid animation.
890  */
891  if (anim_num < 0 || anim_num > num_animations) {
892  LOG(llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
893  return;
894  }
895 
896  SockList_Init(&sl);
897  SockList_AddString(&sl, "anim ");
898  SockList_AddShort(&sl, anim_num);
899  SockList_AddShort(&sl, 0); /* flags - not used right now */
900  /* Build up the list of faces. Also, send any information (ie, the
901  * the face itself) down to the client.
902  */
903  for (i = 0; i < animations[anim_num].num_animations; i++) {
904  if (!(ns->faces_sent[animations[anim_num].faces[i]->number]&NS_FACESENT_FACE))
905  esrv_send_face(ns, animations[anim_num].faces[i]->number, 0);
906  /* flags - not used right now */
907  SockList_AddShort(&sl, animations[anim_num].faces[i]->number);
908  }
909  Send_With_Handling(ns, &sl);
910  SockList_Term(&sl);
911  ns->anims_sent[anim_num] = 1;
912 }
913 
914 /****************************************************************************
915  *
916  * Start of map related commands.
917  *
918  ****************************************************************************/
919 
921 static void map_clearcell(struct map_cell_struct *cell, int face, int count) {
922  cell->darkness = count;
923  memset(cell->faces, face, sizeof(cell->faces));
924 }
925 
926 #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
927 
935 static const object *heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS];
936 
937 /****************************************************************************
938  * This block is for map2 drawing related commands.
939  * Note that the map2 still uses other functions.
940  *
941  ***************************************************************************/
942 
962 static int map2_add_ob(int ax, int ay, int layer, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int is_head) {
963  uint16_t face_num;
964  uint8_t nlayer, smoothlevel = 0;
965  const object *head;
966 
967  assert(ob != NULL);
968 
969  head = HEAD(ob);
970  face_num = ob->face->number;
971 
972  /* This is a multipart object, and we are not at the lower
973  * right corner. So we need to store away the lower right corner.
974  */
975  if (!is_head && (head->arch->tail_x || head->arch->tail_y)
976  && (head->arch->tail_x != ob->arch->clone.x || head->arch->tail_y != ob->arch->clone.y)) {
977  int bx, by, l;
978 
979  /* Basically figure out where the offset is from where we
980  * are right now. the ob->arch->clone.{x,y} values hold
981  * the offset that this current piece is from the head,
982  * and the tail is where the tail is from the head.
983  * Note that bx and by will equal sx and sy if we are
984  * already working on the bottom right corner. If ob is
985  * the head, the clone values will be zero, so the right
986  * thing will still happen.
987  */
988  bx = ax+head->arch->tail_x-ob->arch->clone.x;
989  by = ay+head->arch->tail_y-ob->arch->clone.y;
990 
991  /* I don't think this can ever happen, but better to check
992  * for it just in case.
993  */
994  if (bx < ax || by < ay) {
995  LOG(llevError, "map2_add_ob: bx (%d) or by (%d) is less than ax (%d) or ay (%d)\n", bx, by, ax, ay);
996  face_num = 0;
997  }
998  /* the target position must be within +/-1 of our current
999  * layer as the layers are defined. We are basically checking
1000  * to see if we have already stored this object away.
1001  */
1002  for (l = layer-1; l <= layer+1; l++) {
1003  if (l < 0 || l >= MAP_LAYERS)
1004  continue;
1005  if (heads[by][bx][l] == head)
1006  break;
1007  }
1008  /* Didn't find it. So we need to store it away. Try to store it
1009  * on our original layer, and then move up a layer.
1010  */
1011  if (l == layer+2) {
1012  if (!heads[by][bx][layer])
1013  heads[by][bx][layer] = head;
1014  else if (layer+1 < MAP_LAYERS && !heads[by][bx][layer+1])
1015  heads[by][bx][layer+1] = head;
1016  }
1017  return 0;
1018  /* Ok - All done storing away the head for future use */
1019  } else {
1020  (*has_obj)++;
1023  face_num = ob->animation_id|(1<<15);
1025  face_num |= ANIM_SYNC;
1026  else if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM))
1027  face_num |= ANIM_RANDOM;
1028  }
1029  /* Since face_num includes the bits for the animation tag,
1030  * and we will store that away in the faces[] array, below
1031  * check works fine _except_ for the case where animation
1032  * speed chances.
1033  */
1034  if (ns->lastmap.cells[ax][ay].faces[layer] != face_num) {
1035  uint8_t len, anim_speed = 0, i;
1036 
1037  /* This block takes care of sending the actual face
1038  * to the client. */
1039  ns->lastmap.cells[ax][ay].faces[layer] = face_num;
1040 
1041  /* Now form the data packet */
1042  nlayer = MAP2_LAYER_START+layer;
1043 
1044  len = 2;
1045 
1046  if (ob->map && !MAP_NOSMOOTH(ob->map)) {
1047  smoothlevel = ob->smoothlevel;
1048  if (smoothlevel)
1049  len++;
1050  }
1051 
1054  len++;
1055  /* 1/0.004 == 250, so this is a good cap for an
1056  * upper limit */
1057  if (ob->anim_speed)
1058  anim_speed = ob->anim_speed;
1059  else if (FABS(ob->speed) < 0.004)
1060  anim_speed = 255;
1061  else if (FABS(ob->speed) >= 1.0)
1062  anim_speed = 1;
1063  else
1064  anim_speed = (int)(1.0/FABS(ob->speed));
1065 
1066  if (!ns->anims_sent[ob->animation_id])
1068 
1069  /* If smoothing, need to send smoothing information
1070  * for all faces in the animation sequence. Since
1071  * smoothlevel is an object attribute,
1072  * it applies to all faces.
1073  */
1074  if (smoothlevel) {
1075  for (i = 0; i < NUM_ANIMATIONS(ob); i++) {
1078  }
1079  }
1080  } else if (!(ns->faces_sent[face_num]&NS_FACESENT_FACE)) {
1081  esrv_send_face(ns, face_num, 0);
1082  }
1083 
1084  if (smoothlevel
1085  && !(ns->faces_sent[ob->face->number]&NS_FACESENT_SMOOTH))
1086  send_smooth(ns, ob->face->number);
1087 
1088  /* Length of packet */
1089  nlayer |= len<<5;
1090 
1091  SockList_AddChar(sl, nlayer);
1092  SockList_AddShort(sl, face_num);
1093  if (anim_speed)
1094  SockList_AddChar(sl, anim_speed);
1095  if (smoothlevel)
1096  SockList_AddChar(sl, smoothlevel);
1097  return 1;
1098  } /* Face is different */
1099  }
1100  return 0;
1101 }
1102 
1103 /* This function is used see if a layer needs to be cleared.
1104  * It updates the socklist, and returns 1 if the update is
1105  * needed, 0 otherwise.
1106  */
1107 static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns) {
1108  int nlayer;
1109 
1110  if (ns->lastmap.cells[ax][ay].faces[layer] != 0) {
1111  /* Now form the data packet */
1112  nlayer = 0x10+layer+(2<<5);
1113  SockList_AddChar(sl, nlayer);
1114  SockList_AddShort(sl, 0);
1115  ns->lastmap.cells[ax][ay].faces[layer] = 0;
1116  return 1;
1117  }
1118  return 0;
1119 }
1120 
1132 static int check_probe(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer) {
1133  int got_one = 0, poisoned = 0, diseased = 0;
1134  char name[60];
1135  int value, granularity;
1136  const object *probe;
1137 
1138  /* send hp bar if needed */
1139  if ((*alive_layer) != -1 || ob->head || !CAN_PROBE(ob))
1140  return 0;
1141 
1142  if (settings.always_show_hp == 2) {
1143  /* global hp bars are enabled */
1144  granularity = 30;
1145  } else if (settings.always_show_hp == 1 && ob->stats.hp < ob->stats.maxhp) {
1146  granularity = 30;
1147  } else {
1148  /* only give hp bars to monsters that have been probed */
1149  if (!QUERY_FLAG(ob, FLAG_PROBE)) {
1150  return 0;
1151  }
1152  probe = object_find_by_type_and_name(ob, FORCE, "probe_force");
1153  if (probe == NULL || probe->level < 15) {
1154  /* if probe is not null, this is an error, but well */
1155  return 0;
1156  }
1157 
1158  granularity = (probe->level - 14) / 3;
1159  if (granularity <= 0)
1160  granularity = 1;
1161  else if (granularity > 30)
1162  granularity = 30;
1163  }
1164 
1165  if (ob->stats.maxhp > 0) {
1166  value = (ob->stats.hp * granularity) / (ob->stats.maxhp);
1167 
1168  if (value < 0)
1169  value = 0;
1170  else if (value > granularity)
1171  value = granularity;
1172  } else
1173  value = 30;
1174 
1175  value = (value * 30) / granularity;
1176 
1177  if (object_present_in_ob(POISONING, ob) != NULL)
1178  poisoned = 1;
1179  if (object_present_in_ob(DISEASE, ob) != NULL)
1180  diseased = 1;
1181 
1182  if (value > 0) {
1183  archetype *dummy;
1184 
1185  snprintf(name, sizeof(name), "hpbar%s%s%s_%d",
1186  poisoned ? "_poisoned" : "",
1187  diseased ? "_diseased" : "",
1188  (!poisoned && !diseased) ? "_standard" : "",
1189  value);
1190  dummy = try_find_archetype(name);
1191  if (dummy != NULL) {
1192  got_one += map2_add_ob(ax, ay, MAP_LAYER_FLY2, &dummy->clone, sl, ns, has_obj, 0);
1193  (*alive_layer) = MAP_LAYER_FLY2;
1194  }
1195  }
1196 
1197  return got_one;
1198 }
1199 
1200 /*
1201  * This function is used to check a space (ax, ay) whose only
1202  * data we may care about are any heads. Basically, this
1203  * space is out of direct view. This is only used with the
1204  * Map2 protocol.
1205  *
1206  * @param ax
1207  * viewport relative x-coordinate
1208  * @param ay
1209  * viewport relative y-coordinate
1210  * @param sl
1211  * the reply to append to
1212  * @param ns
1213  * the client socket
1214  */
1215 static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns) {
1216  int layer, got_one = 0, del_one = 0, oldlen, has_obj = 0;
1217  uint16_t coord;
1218 
1219  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1220  oldlen = sl->len;
1221  SockList_AddShort(sl, coord);
1222 
1223  for (layer = 0; layer < MAP_LAYERS; layer++) {
1224  const object *head;
1225 
1226  head = heads[ay][ax][layer];
1227  if (head) {
1228  /* in this context, got_one should always increase
1229  * because heads should always point to data to really send.
1230  */
1231  got_one += map2_add_ob(ax, ay, layer, head, sl, ns, &has_obj, 1);
1232  } else {
1233  del_one += map2_delete_layer(ax, ay, layer, sl, ns);
1234  }
1235  }
1236  /* Note - if/when lighting information is added, some code is
1237  * needed here - lighting sources that are out of sight may still
1238  * extend into the viewable area.
1239  */
1240 
1241  /* If nothing to do for this space, we
1242  * can erase the coordinate bytes
1243  */
1244  if (!del_one && !got_one) {
1245  sl->len = oldlen;
1246  } else if (del_one && !has_obj) {
1247  /* If we're only deleting faces and not adding, and there
1248  * are not any faces on the space we care about,
1249  * more efficient
1250  * to send 0 as the type/len field.
1251  */
1252  sl->len = oldlen+2; /* 2 bytes for coordinate */
1253  SockList_AddChar(sl, 0); /* Clear byte */
1254  SockList_AddChar(sl, 255); /* Termination byte */
1255  map_clearcell(&ns->lastmap.cells[ax][ay], 0, 0);
1256  } else {
1257  SockList_AddChar(sl, 255); /* Termination byte */
1258  }
1259 }
1260 
1261 void draw_client_map2(object *pl) {
1262  int x, y, ax, ay, d, min_x, max_x, min_y, max_y, oldlen, layer;
1263  size_t startlen;
1264  int16_t nx, ny;
1265  SockList sl;
1266  uint16_t coord;
1267  mapstruct *m;
1268  object *ob;
1269 
1270  SockList_Init(&sl);
1271  SockList_AddString(&sl, "map2 ");
1272  startlen = sl.len;
1273 
1274  /* Handle map scroll */
1275  if (pl->contr->socket.map_scroll_x || pl->contr->socket.map_scroll_y) {
1277  pl->contr->socket.map_scroll_x = 0;
1278  pl->contr->socket.map_scroll_y = 0;
1279  SockList_AddShort(&sl, coord);
1280  }
1281 
1282  /* Init data to zero */
1283  memset(heads, 0, sizeof(heads));
1284 
1285  /* We could do this logic as conditionals in the if statement,
1286  * but that started to get a bit messy to look at.
1287  */
1288  min_x = pl->x-pl->contr->socket.mapx/2;
1289  min_y = pl->y-pl->contr->socket.mapy/2;
1290  max_x = pl->x+(pl->contr->socket.mapx+1)/2+MAX_HEAD_OFFSET;
1291  max_y = pl->y+(pl->contr->socket.mapy+1)/2+MAX_HEAD_OFFSET;
1292 
1293  /* x, y are the real map locations. ax, ay are viewport relative
1294  * locations.
1295  */
1296  ay = 0;
1297  for (y = min_y; y < max_y; y++, ay++) {
1298  ax = 0;
1299  for (x = min_x; x < max_x; x++, ax++) {
1300  /* If this space is out of the normal viewable area,
1301  * we only check the heads value. This is used to
1302  * handle big images - if they extend to a viewable
1303  * portion, we need to send just the lower right corner.
1304  */
1305  if (ax >= pl->contr->socket.mapx || ay >= pl->contr->socket.mapy) {
1306  check_space_for_heads(ax, ay, &sl, &pl->contr->socket);
1307  } else {
1308  /* This space is within the viewport of the client. Due
1309  * to walls or darkness, it may still not be visible.
1310  */
1311 
1312  /* Meaning of d:
1313  * 0 - object is in plain sight, full brightness.
1314  * 1 - MAX_DARKNESS - how dark the space is - higher
1315  * value is darker space. If level is at max darkness,
1316  * you can't see the space (too dark)
1317  * 100 - space is blocked from sight.
1318  */
1319  d = pl->contr->blocked_los[ax][ay];
1320 
1321  /* If the coordinates are not valid, or it is too
1322  * dark to see, we tell the client as such
1323  */
1324  nx = x;
1325  ny = y;
1326  m = get_map_from_coord(pl->map, &nx, &ny);
1327  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1328 
1329  if (!m) {
1330  /* space is out of map. Update space and clear
1331  * values if this hasn't already been done.
1332  * If the space is out of the map, it shouldn't
1333  * have a head.
1334  */
1335  if (pl->contr->socket.lastmap.cells[ax][ay].darkness != 0) {
1336  SockList_AddShort(&sl, coord);
1338  SockList_AddChar(&sl, 255); /* Termination byte */
1339  map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay], 0, 0);
1340  }
1341  } else if (d >= MAX_LIGHT_RADII) {
1342  /* This block deals with spaces that are not
1343  * visible due to darkness or walls. Still
1344  * need to send the heads for this space.
1345  */
1346  check_space_for_heads(ax, ay, &sl, &pl->contr->socket);
1347  } else {
1348  int have_darkness = 0, has_obj = 0, got_one = 0, del_one = 0, g1, alive_layer = -1, old_got;
1349 
1350  /* In this block, the space is visible. */
1351 
1352  /* Rather than try to figure out what everything
1353  * that we might need to send is, then form the
1354  * packet after that, we presume that we will in
1355  * fact form a packet, and update the bits by what
1356  * we do actually send. If we send nothing, we
1357  * just back out sl.len to the old value, and no
1358  * harm is done.
1359  * I think this is simpler than doing a bunch of
1360  * checks to see what if anything we need to send,
1361  * setting the bits, then doing those checks again
1362  * to add the real data.
1363  */
1364 
1365  oldlen = sl.len;
1366  SockList_AddShort(&sl, coord);
1367 
1368  /* Darkness changed */
1369  if (pl->contr->socket.lastmap.cells[ax][ay].darkness != d
1370  && pl->contr->socket.darkness) {
1371  pl->contr->socket.lastmap.cells[ax][ay].darkness = d;
1372  /* Darkness tag & length*/
1374  SockList_AddChar(&sl, 255-d*(256/MAX_LIGHT_RADII));
1375  have_darkness = 1;
1376  }
1377 
1378  for (layer = 0; layer < MAP_LAYERS; layer++) {
1379  ob = GET_MAP_FACE_OBJ(m, nx, ny, layer);
1380 
1381  /* Special case: send player itself if invisible */
1382  if (!ob
1383  && x == pl->x
1384  && y == pl->y
1385  && (pl->invisible&(pl->invisible < 50 ? 4 : 1))
1386  && (layer == MAP_LAYER_LIVING1 || layer == MAP_LAYER_LIVING2))
1387  ob = pl;
1388 
1389  if (ob) {
1390  g1 = has_obj;
1391  old_got = got_one;
1392  got_one += map2_add_ob(ax, ay, layer, ob, &sl, &pl->contr->socket, &has_obj, 0);
1393 
1394  /* if we added the face, or it is a monster's head, check probe spell */
1395  if (got_one != old_got || (ob->head == NULL && ob->more))
1396  got_one += check_probe(ax, ay, ob, &sl, &pl->contr->socket, &has_obj, &alive_layer);
1397 
1398  /* If we are just storing away the head
1399  * for future use, then effectively this
1400  * space/layer is blank, and we should clear
1401  * it if needed.
1402  */
1403  if (g1 == has_obj) {
1404  del_one += map2_delete_layer(ax, ay, layer, &sl, &pl->contr->socket);
1405  } else if (ob->head == NULL) {
1406  /* for single-part items */
1407  got_one += check_probe(ax, ay, ob, &sl, &pl->contr->socket, &has_obj, &alive_layer);
1408  }
1409  } else {
1410  if (layer != alive_layer)
1411  del_one += map2_delete_layer(ax, ay, layer, &sl, &pl->contr->socket);
1412  }
1413  }
1414  /* If nothing to do for this space, we
1415  * can erase the coordinate bytes
1416  */
1417  if (!del_one && !got_one && !have_darkness) {
1418  sl.len = oldlen;
1419  } else if (del_one && !has_obj) {
1420  /* If we're only deleting faces and don't
1421  * have any objs we care about, just clear
1422  * space. Note it is possible we may have
1423  * darkness, but if there is nothing on the
1424  * space, darkness isn't all that interesting
1425  * - we can send it when an object shows up.
1426  */
1427  sl.len = oldlen+2; /* 2 bytes for coordinate */
1429  SockList_AddChar(&sl, 255); /* Termination byte */
1430  map_clearcell(&pl->contr->socket.lastmap.cells[ax][ay], 0, 0);
1431  } else {
1432  SockList_AddChar(&sl, 255); /* Termination byte */
1433  }
1434  }
1435  } /* else this is a viewable space */
1436  } /* for x loop */
1437  } /* for y loop */
1438 
1439  /* Only send this if there are in fact some differences. */
1440  if (sl.len > startlen) {
1441  Send_With_Handling(&pl->contr->socket, &sl);
1442  }
1443  SockList_Term(&sl);
1444 }
1445 
1449 void draw_client_map(object *pl) {
1450  int i, j;
1451  int16_t ax, ay;
1452  int mflags;
1453  mapstruct *m, *pm;
1454  int min_x, min_y, max_x, max_y;
1455 
1456  if (pl->type != PLAYER) {
1457  LOG(llevError, "draw_client_map called with non player/non eric-server\n");
1458  return;
1459  }
1460 
1461  if (pl->contr->transport) {
1462  pm = pl->contr->transport->map;
1463  } else
1464  pm = pl->map;
1465 
1466  /* If player is just joining the game, he isn't here yet, so
1467  * the map can get swapped out. If so, don't try to send them
1468  * a map. All will be OK once they really log in.
1469  */
1470  if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1471  return;
1472 
1473  /*
1474  * This block just makes sure all the spaces are properly
1475  * updated in terms of what they look like.
1476  */
1477  min_x = pl->x-pl->contr->socket.mapx/2;
1478  min_y = pl->y-pl->contr->socket.mapy/2;
1479  max_x = pl->x+(pl->contr->socket.mapx+1)/2;
1480  max_y = pl->y+(pl->contr->socket.mapy+1)/2;
1481  for (j = min_y; j < max_y; j++) {
1482  for (i = min_x; i < max_x; i++) {
1483  ax = i;
1484  ay = j;
1485  m = pm;
1486  mflags = get_map_flags(m, &m, ax, ay, &ax, &ay);
1487  if (mflags&P_OUT_OF_MAP)
1488  continue;
1489  if (mflags&P_NEED_UPDATE)
1490  update_position(m, ax, ay);
1491  /* If a map is visible to the player, we don't want
1492  * to swap it out just to reload it. This should
1493  * really call something like swap_map, but this is
1494  * much more efficient and 'good enough'
1495  */
1496  if (mflags&P_NEW_MAP)
1497  m->timeout = 50;
1498  }
1499  }
1500 
1501  /* do LOS after calls to update_position */
1502  if (pl->contr->do_los) {
1503  update_los(pl);
1504  pl->contr->do_los = 0;
1505  }
1506 
1507  draw_client_map2(pl);
1508 }
1509 
1510 void esrv_map_scroll(socket_struct *ns, int dx, int dy) {
1511  struct Map newmap;
1512  int x, y, mx, my;
1513 
1514  ns->map_scroll_x += dx;
1515  ns->map_scroll_y += dy;
1516 
1517  mx = ns->mapx+MAX_HEAD_OFFSET;
1518  my = ns->mapy+MAX_HEAD_OFFSET;
1519 
1520  /* the x and y here are coordinates for the new map, i.e. if we moved
1521  * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
1522  * if the destination x or y coordinate is outside the viewable
1523  * area, we clear the values - otherwise, the old values
1524  * are preserved, and the check_head thinks it needs to clear them.
1525  */
1526  for (x = 0; x < mx; x++) {
1527  for (y = 0; y < my; y++) {
1528  if (x >= ns->mapx || y >= ns->mapy) {
1529  /* clear cells outside the viewable area */
1530  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1531  } else if (x+dx < 0 || x+dx >= ns->mapx || y+dy < 0 || y+dy >= ns->mapy) {
1532  /* clear newly visible tiles within the viewable area */
1533  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1534  } else {
1535  memcpy(&newmap.cells[x][y], &ns->lastmap.cells[x+dx][y+dy], sizeof(newmap.cells[x][y]));
1536  }
1537  }
1538  }
1539 
1540  memcpy(&ns->lastmap, &newmap, sizeof(ns->lastmap));
1541 }
1542 
1548 void send_plugin_custom_message(object *pl, char *buf) {
1549  SockList sl;
1550 
1551  SockList_Init(&sl);
1552  SockList_AddString(&sl, buf);
1553  Send_With_Handling(&pl->contr->socket, &sl);
1554  SockList_Term(&sl);
1555 }
1556 
1563  SockList sl;
1564  int flags = 0;
1565  client_spell *spell_info;
1566 
1567  if (!pl->socket.monitor_spells)
1568  return;
1569 
1570  /* Handles problem at login, where this is called from fix_object
1571  * before we have had a chance to send spells to the player. It does seem
1572  * to me that there should never be a case where update_spells is called
1573  * before add_spells has been called. Add_spells() will update the
1574  * spell_state to non null.
1575  */
1576  if (!pl->spell_state)
1577  return;
1578 
1579  FOR_INV_PREPARE(pl->ob, spell) {
1580  if (spell->type == SPELL) {
1581  spell_info = get_client_spell_state(pl, spell);
1582  /* check if we need to update it*/
1583  if (spell_info->last_sp != SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA)) {
1584  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1585  flags |= UPD_SP_MANA;
1586  }
1587  if (spell_info->last_grace != SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE)) {
1588  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1589  flags |= UPD_SP_GRACE;
1590  }
1591  if (spell_info->last_dam != spell->stats.dam+SP_level_dam_adjust(pl->ob, spell)) {
1592  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1593  flags |= UPD_SP_DAMAGE;
1594  }
1595  if (flags != 0) {
1596  SockList_Init(&sl);
1597  SockList_AddString(&sl, "updspell ");
1598  SockList_AddChar(&sl, flags);
1599  SockList_AddInt(&sl, spell->count);
1600  if (flags&UPD_SP_MANA)
1601  SockList_AddShort(&sl, spell_info->last_sp);
1602  if (flags&UPD_SP_GRACE)
1603  SockList_AddShort(&sl, spell_info->last_grace);
1604  if (flags&UPD_SP_DAMAGE)
1605  SockList_AddShort(&sl, spell_info->last_dam);
1606  flags = 0;
1607  Send_With_Handling(&pl->socket, &sl);
1608  SockList_Term(&sl);
1609  }
1610  }
1611  } FOR_INV_FINISH();
1612 }
1613 
1614 void esrv_remove_spell(player *pl, object *spell) {
1615  SockList sl;
1616 
1617  if (!pl || !spell || spell->env != pl->ob) {
1618  LOG(llevError, "Invalid call to esrv_remove_spell\n");
1619  return;
1620  }
1621  if (!pl->socket.monitor_spells)
1622  return;
1623 
1624  SockList_Init(&sl);
1625  SockList_AddString(&sl, "delspell ");
1626  SockList_AddInt(&sl, spell->count);
1627  Send_With_Handling(&pl->socket, &sl);
1628  SockList_Term(&sl);
1629 }
1630 
1638  SockList sl;
1639 
1640  if (!pl->socket.want_pickup)
1641  return;
1642  SockList_Init(&sl);
1643  SockList_AddString(&sl, "pickup ");
1644  SockList_AddInt(&sl, pl->mode);
1645  Send_With_Handling(&pl->socket, &sl);
1646  SockList_Term(&sl);
1647 }
1648 
1657 static int spell_client_use(const object *spell) {
1658  switch (spell->type)
1659  {
1660  case SP_RAISE_DEAD:
1661  case SP_MAKE_MARK:
1662  return 3;
1663  case SP_RUNE:
1664  if (!spell->other_arch)
1665  return 1;
1666  break;
1667  case SP_CREATE_FOOD:
1668  case SP_CREATE_MISSILE:
1669  return 2;
1670  case SP_SUMMON_MONSTER:
1671  if (spell->randomitems != NULL)
1672  return 2;
1673  /* break; */// If add conditins below, use this break statement
1674  }
1675  // This is not in the switch statement so that it supports fallthrough logic
1676  // on the few spell types that have additional conditions attached.
1677  return 0;
1678 }
1679 
1681 static void append_spell(player *pl, SockList *sl, object *spell) {
1682  client_spell *spell_info;
1683  int len, i, skill = 0;
1684 
1685  if (!spell->name) {
1686  LOG(llevError, "item number %d is a spell with no name.\n", spell->count);
1687  return;
1688  }
1689 
1690  if (spell->face && !(pl->socket.faces_sent[spell->face->number]&NS_FACESENT_FACE))
1691  esrv_send_face(&pl->socket, spell->face->number, 0);
1692 
1693  spell_info = get_client_spell_state(pl, spell);
1694  SockList_AddInt(sl, spell->count);
1695  SockList_AddShort(sl, spell->level);
1696  SockList_AddShort(sl, spell->casting_time);
1697  /* store costs and damage in the object struct, to compare to later */
1698  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1699  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1700  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1701  /* send the current values */
1702  SockList_AddShort(sl, spell_info->last_sp);
1703  SockList_AddShort(sl, spell_info->last_grace);
1704  SockList_AddShort(sl, spell_info->last_dam);
1705 
1706  /* figure out which skill it uses, if it uses one */
1707  if (spell->skill) {
1708  for (i = 1; i < NUM_SKILLS; i++)
1709  if (!strcmp(spell->skill, skill_names[i])) {
1710  skill = i+CS_STAT_SKILLINFO;
1711  break;
1712  }
1713  }
1714  SockList_AddChar(sl, skill);
1715 
1716  SockList_AddInt(sl, spell->path_attuned);
1717  SockList_AddInt(sl, spell->face ? spell->face->number : 0);
1718  SockList_AddLen8Data(sl, spell->name, strlen(spell->name));
1719 
1720  if (!spell->msg) {
1721  SockList_AddShort(sl, 0);
1722  } else {
1723  len = strlen(spell->msg);
1724  SockList_AddShort(sl, len);
1725  SockList_AddData(sl, spell->msg, len);
1726  }
1727 
1728  /* Extended spell information available if the client wants it.
1729  */
1730  if (pl->socket.monitor_spells >= 2) {
1731  /* spellmon 2
1732  */
1733  sstring req = object_get_value(spell, "casting_requirements");
1734 
1735  SockList_AddChar(sl, spell_client_use(spell)); /* Usage code */
1736 
1737  if (req) { /* Requirements */
1738  SockList_AddLen8Data(sl, req, strlen(req));
1739  } else {
1740  SockList_AddChar(sl, 0);
1741  }
1742  /* end spellmon 2
1743  */
1744  }
1745 }
1746 
1751 void esrv_add_spells(player *pl, object *spell) {
1752  SockList sl;
1753  size_t size;
1754  sstring value;
1755 
1756  if (!pl) {
1757  LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player\n");
1758  return;
1759  }
1760 
1761  if (!pl->socket.monitor_spells)
1762  return;
1763 
1764  SockList_Init(&sl);
1765  SockList_AddString(&sl, "addspell ");
1766  if (!spell) {
1767  FOR_INV_PREPARE(pl->ob, spell) {
1768  if (spell->type != SPELL)
1769  continue;
1770  /* Were we to simply keep appending data here, we could
1771  * exceed the SockList buffer if the player has enough spells
1772  * to add. We know that append_spell will always append
1773  * 23 data bytes, plus 3 length bytes and 2 strings
1774  * (because that is the spec) so we need to check that
1775  * the length of those 2 strings, plus the 26 bytes,
1776  * won't take us over the length limit for the socket.
1777  * If it does, we need to send what we already have,
1778  * and restart packet formation.
1779  */
1780  size = 26+strlen(spell->name)+(spell->msg ? strlen(spell->msg) : 0);
1781  if (pl->socket.monitor_spells >= 2) {
1783  value = object_get_value(spell, "casting_requirements");
1784  size += 2 + (value ? strlen(value) : 0);
1785  }
1786  if (SockList_Avail(&sl) < size) {
1787  Send_With_Handling(&pl->socket, &sl);
1788  SockList_Reset(&sl);
1789  SockList_AddString(&sl, "addspell ");
1790  }
1791  append_spell(pl, &sl, spell);
1792  } FOR_INV_FINISH();
1793  } else if (spell->type != SPELL) {
1794  LOG(llevError, "Asked to send a non-spell object as a spell\n");
1795  return;
1796  } else
1797  append_spell(pl, &sl, spell);
1798  /* finally, we can send the packet */
1799  Send_With_Handling(&pl->socket, &sl);
1800  SockList_Term(&sl);
1801 }
1802 
1803 /* sends a 'tick' information to the client.
1804  * We also take the opportunity to toggle TCP_NODELAY -
1805  * this forces the data in the socket to be flushed sooner to the
1806  * client - otherwise, the OS tries to wait for full packets
1807  * and will this hold sending the data for some amount of time,
1808  * which thus adds some additional latency.
1809  */
1811  SockList sl;
1812  int tmp;
1813 
1814  SockList_Init(&sl);
1815  SockList_AddString(&sl, "tick ");
1816  SockList_AddInt(&sl, pticks);
1817  tmp = 1;
1818  if (setsockopt(pl->socket.fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1819  LOG(llevError, "send_tick: Unable to turn on TCP_NODELAY\n");
1820 
1821  Send_With_Handling(&pl->socket, &sl);
1822  tmp = 0;
1823  if (setsockopt(pl->socket.fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1824  LOG(llevError, "send_tick: Unable to turn off TCP_NODELAY\n");
1825  SockList_Term(&sl);
1826 }
1827 
1840 static void add_char_field(SockList *sl, int type, const char *data)
1841 {
1842  int len;
1843 
1844  len = strlen(data);
1845 
1846  if (len) {
1847  /* one extra for length for the type byte */
1848  SockList_AddChar(sl, len+1);
1849  SockList_AddChar(sl, type);
1850  SockList_AddString(sl, data);
1851  }
1852 }
1853 
1875 {
1876  SockList sl;
1877  Account_Char *acn;
1878  int i, num_chars, need_send[MAX_CHARACTERS_PER_ACCOUNT];
1879  char **chars;
1880 
1882 
1883  /*
1884  * The acocunt logic here is a little tricky - account_char_load()
1885  * is best source as it has a lot more data. However, if a user
1886  * has just added an player to an account, that will not be filled
1887  * in until the player has actually logged in with that character -
1888  * to fill the data in at time of adding the character to the account
1889  * requires a fair amount of work to check_login(), since the load
1890  * of the player file and other initialization is fairly closely
1891  * intertwined. So until that is done, we still at least have
1892  * account names we can get and send.
1893  * note: chars[] has the last entry NULL terminated - thus,
1894  * if there are 2 valid accounts, chars[0], chars[1] will be
1895  * set, and chars[2] will be NULL. chars[3...MAX] will have
1896  * undefined values.
1897  */
1899 
1900  SockList_Init(&sl);
1901  SockList_AddString(&sl, "accountplayers ");
1902  num_chars=0;
1903 
1904  /* First, set up an array so we know which character we may
1905  * need to send specially. Only non NULL values would
1906  * ever need to get sent.
1907  */
1908  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
1909  if (chars[i])
1910  need_send[i] = 1;
1911  else break;
1912  }
1913  /* This counts up the number of characters.
1914  * But also, we look and see if the character exists
1915  * in chars[i] - if so, we set need_send[i] to 0.
1916  */
1917  for (acn = ns->account_chars; acn; acn = acn->next) {
1918  num_chars++;
1919  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
1920  /* If this is NULL, we know there will not be
1921  * any more entries - so break out.
1922  */
1923  if (!chars[i]) break;
1924 
1925  if (!strcmp(chars[i], acn->name)) {
1926  need_send[i] = 0;
1927  break;
1928  }
1929  }
1930  }
1931 
1932  /* total up number with limited information */
1933  for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
1934  if (!chars[i]) break;
1935 
1936  if (need_send[i])
1937  num_chars++;
1938  }
1939 
1940  SockList_AddChar(&sl, num_chars);
1941 
1942  /* Now add real character data */
1943  for (acn = ns->account_chars; acn; acn = acn->next) {
1944  uint16_t faceno;
1945 
1946  /* Ignore a dead character. They don't need to show up. */
1947  if (acn->isDead) {
1948  continue;
1949  }
1950 
1951  add_char_field(&sl, ACL_NAME, acn->name);
1953  add_char_field(&sl, ACL_RACE, acn->race);
1954  add_char_field(&sl, ACL_FACE, acn->face);
1955  if (acn->face[0] != 0 ) {
1956  faceno = find_face(acn->face, 0);
1957 
1958  if (faceno != 0) {
1959  if (!(ns->faces_sent[faceno]&NS_FACESENT_FACE)) {
1960  esrv_send_face(ns, faceno, 0);
1961  }
1962  }
1963  } else
1964  faceno=0;
1965 
1966  add_char_field(&sl, ACL_PARTY, acn->party);
1967  add_char_field(&sl, ACL_MAP, acn->map);
1968  SockList_AddChar(&sl, 3);
1970  SockList_AddShort(&sl, acn->level);
1971  if (faceno) {
1972  SockList_AddChar(&sl, 3);
1974  SockList_AddShort(&sl, faceno);
1975  }
1976 
1977  SockList_AddChar(&sl, 0);
1978  }
1979  /* Now for any characters where we just have the name */
1980  for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
1981  if (!chars[i]) break;
1982 
1983  if (need_send[i]) {
1984  add_char_field(&sl, ACL_NAME, chars[i]);
1985  SockList_AddChar(&sl, 0);
1986  }
1987  }
1988 
1989  Send_With_Handling(ns, &sl);
1990  SockList_Term(&sl);
1991 }
1992 
2014 static int decode_name_password(const char *buf, int *len, char *name, char *password)
2015 {
2016  int nlen, plen;
2017 
2018  if (*len < 2) {
2019  return 1;
2020  }
2021 
2022  nlen = (unsigned char)buf[0];
2023  if (nlen >= MAX_BUF || nlen > *len-2) {
2024  return 1;
2025  }
2026  memcpy(name, buf+1, nlen);
2027  name[nlen] = 0;
2028 
2029  plen = (unsigned char)buf[nlen+1];
2030  if (plen >= MAX_BUF || plen > *len-2-nlen) {
2031  return 2;
2032  }
2033  memcpy(password, buf+2+nlen, plen);
2034  password[plen] = 0;
2035 
2036  *len = nlen+plen+2;
2037 
2038  return 0;
2039 }
2050 void account_login_cmd(char *buf, int len, socket_struct *ns) {
2051  char name[MAX_BUF], password[MAX_BUF];
2052  int status;
2053  SockList sl;
2054 
2055  if (len <= 0 || !buf) {
2056  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2057  return;
2058  }
2059 
2060  SockList_Init(&sl);
2061 
2062  status = decode_name_password(buf, &len, name, password);
2063 
2064  if (status == 1) {
2065  SockList_AddString(&sl, "failure accountlogin Name is too long");
2066  Send_With_Handling(ns, &sl);
2067  SockList_Term(&sl);
2068  return;
2069  }
2070  if (status == 2) {
2071  SockList_AddString(&sl, "failure accountlogin Password is too long");
2072  Send_With_Handling(ns, &sl);
2073  SockList_Term(&sl);
2074  return;
2075  }
2076 
2077  if (!account_exists(name)) {
2078  SockList_AddString(&sl, "failure accountlogin No such account name exists on this server");
2079  Send_With_Handling(ns, &sl);
2080  SockList_Term(&sl);
2081  return;
2082  }
2083 
2084  if (account_login(name, password)) {
2085  player *pl;
2086  socket_struct *tns;
2087 
2088  /* Checking against init_sockets must be done before
2089  * we set ns->account - otherwise we will match
2090  * that. What we are doing here is limiting the account
2091  * to only one login.
2092  */
2094  /* Other code will clean this up. We could try to
2095  * set the same state this other socket is in, but we
2096  * really don't know what that state is, and then
2097  * we would have to try to communicate that to the client
2098  * so it can activate the right dialogs. Simpler to
2099  * just go to a known state.
2100  */
2101  if (tns && tns != ns)
2102  tns->status = Ns_Dead;
2103 
2104  /* Same note as above applies - it can be simpler in
2105  * this case - we could check against the ST_PLAYING
2106  * value, but right now we don't have a method to
2107  * tell the client to go directly from login to playing.
2108  */
2109  pl = account_get_logged_in_player(name);
2110  if (pl)
2111  pl->socket.status = Ns_Dead;
2112 
2113 
2114  if (ns->account_name) free(ns->account_name);
2115  /* We want to store away official name so we do not
2116  * have any case sensitivity issues on the files.
2117  * because we have already checked password, we
2118  * know that account_exists should never return NULL in
2119  * this case.
2120  */
2122 
2124 
2125  } else {
2126  SockList_AddString(&sl, "failure accountlogin Incorrect password for account");
2127  Send_With_Handling(ns, &sl);
2128  SockList_Term(&sl);
2129  }
2130 }
2131 
2140 static int account_block_create(const socket_struct *ns) {
2141  /* Check if account creation is blocked. */
2143  /* Account creation is allowed for everyone. */
2144  return 0;
2145  }
2146 
2147  /* Has the trusted host been defined? */
2148  if(settings.account_trusted_host == NULL) {
2149  /* No, allocate it and set it to localhost now. */
2151  }
2152 
2153  /* Return false if the client connected from the trusted host. */
2154  if(strcmp(ns->host, settings.account_trusted_host) == 0){
2155  return 0;
2156  }
2157 
2158  /*
2159  * If we are here, then we are blocking account create and we do
2160  * not trust this client's IP address.
2161  */
2162  return 1;
2163 }
2164 
2176 void account_new_cmd(char *buf, int len, socket_struct *ns) {
2177  char name[MAX_BUF], password[MAX_BUF];
2178  int status;
2179  SockList sl;
2180 
2181  if (len <= 0 || !buf) {
2182  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2183  return;
2184  }
2185 
2186  SockList_Init(&sl);
2187 
2188  status = decode_name_password(buf, &len, name, password);
2189 
2190  if (account_block_create(ns)) {
2191  LOG(llevInfo, "Account create blocked from %s\n", ns->host);
2192  SockList_AddString(&sl, "failure accountnew Account creation is disabled");
2193  Send_With_Handling(ns, &sl);
2194  SockList_Term(&sl);
2195  return;
2196  }
2197 
2198  if (status == 1) {
2199  SockList_AddString(&sl, "failure accountnew Name is too long");
2200  Send_With_Handling(ns, &sl);
2201  SockList_Term(&sl);
2202  return;
2203  }
2204  if (status == 2) {
2205  SockList_AddString(&sl, "failure accountnew Password is too long");
2206  Send_With_Handling(ns, &sl);
2207  SockList_Term(&sl);
2208  return;
2209  }
2210  /*The minimum length isn't exactly required, but in the current implementation,
2211  * client will send the same password for character for which there is a
2212  * 2 character minimum size. Thus an account with a one character password
2213  * won't be able to create a character. */
2214  if (strlen(password)<2) {
2215  SockList_AddString(&sl, "failure accountnew Password is too short");
2216  Send_With_Handling(ns, &sl);
2217  SockList_Term(&sl);
2218  return;
2219  }
2220 
2221  if (account_exists(name)) {
2222  SockList_AddString(&sl, "failure accountnew That account already exists on this server");
2223  Send_With_Handling(ns, &sl);
2224  SockList_Term(&sl);
2225  return;
2226  }
2227 
2228  status = account_check_string(name);
2229  if (status == 1) {
2230  SockList_AddString(&sl,
2231  "failure accountnew That account name contains invalid characters.");
2232  Send_With_Handling(ns, &sl);
2233  SockList_Term(&sl);
2234  return;
2235  }
2236 
2237  if (status == 2) {
2238  SockList_AddString(&sl,
2239  "failure accountnew That account name is too long");
2240  Send_With_Handling(ns, &sl);
2241  SockList_Term(&sl);
2242  return;
2243  }
2244 
2245  status = account_check_string(password);
2246  if (status == 1) {
2247  SockList_AddString(&sl,
2248  "failure accountnew That password contains invalid characters.");
2249  Send_With_Handling(ns, &sl);
2250  SockList_Term(&sl);
2251  return;
2252  }
2253 
2254  if (status == 2) {
2255  SockList_AddString(&sl,
2256  "failure accountnew That password is too long");
2257  Send_With_Handling(ns, &sl);
2258  SockList_Term(&sl);
2259  return;
2260  }
2261 
2262  /* If we got here, we passed all checks - so now add it */
2263  if (ns->account_name) free(ns->account_name);
2264  ns->account_name = strdup_local(name);
2265  account_new(name, password);
2266  /* save account information */
2267  accounts_save();
2269 }
2270 
2284 void account_add_player_cmd(char *buf, int len, socket_struct *ns) {
2285  char name[MAX_BUF], password[MAX_BUF];
2286  int status, force, nlen;
2287  SockList sl;
2288  const char *cp;
2289 
2290  if (len <= 0 || !buf) {
2291  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2292  return;
2293  }
2294 
2295  SockList_Init(&sl);
2296 
2297  if (ns->account_name == NULL) {
2298  SockList_AddString(&sl, "failure accountaddplayer Not logged in");
2299  Send_With_Handling(ns, &sl);
2300  SockList_Term(&sl);
2301  return;
2302  }
2303 
2304  force = buf[0];
2305  nlen = len - 1;
2306  status = decode_name_password(buf+1, &nlen, name, password);
2307  if (status == 1) {
2308  SockList_AddString(&sl, "failure accountaddplayer Name is too long");
2309  Send_With_Handling(ns, &sl);
2310  SockList_Term(&sl);
2311  return;
2312  }
2313  if (status == 2) {
2314  SockList_AddString(&sl, "failure accountaddplayer Password is too long");
2315  Send_With_Handling(ns, &sl);
2316  SockList_Term(&sl);
2317  return;
2318  }
2319 
2320  status = verify_player(name, password);
2321  if (status) {
2322  /* From a security standpoint, telling random folks if it
2323  * it as wrong password makes it easier to hack. However,
2324  * it is fairly easy to determine what characters exist on a server
2325  * (either by trying to create a new one and see if the name is in
2326  * in use, or just looking at the high score file), so this
2327  * really does not make things much less secure
2328  */
2329  if (status == 1)
2330  SockList_AddString(&sl, "failure accountaddplayer 0 The character does not exist.");
2331  else
2332  SockList_AddString(&sl, "failure accountaddplayer 0 That password is incorrect.");
2333 
2334  Send_With_Handling(ns, &sl);
2335  SockList_Term(&sl);
2336  return;
2337  }
2338  /* Check to see if this character is associated with an account.
2339  */
2340  cp = account_get_account_for_char(name);
2341  if (cp) {
2342  if (!strcmp(cp, ns->account_name)) {
2343  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to this account.");
2344  Send_With_Handling(ns, &sl);
2345  SockList_Term(&sl);
2346  return;
2347  } else {
2348  if (!force) {
2349  SockList_AddString(&sl, "failure accountaddplayer 1 That character is already connected to a different account.");
2350  Send_With_Handling(ns, &sl);
2351  SockList_Term(&sl);
2352  return;
2353  } else if (account_is_logged_in(cp)) {
2354  /* We could be clever and try to handle this case, but it is
2355  * trickier. If the character is logged in, it has to
2356  * be logged out. And the socket holds some data which
2357  * needs to be cleaned up. Since it should be fairly
2358  * uncommon that users need to do this, just disallowing
2359  * it makes things a lot simpler.
2360  */
2361  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to a different account which is currently logged in.");
2362  Send_With_Handling(ns, &sl);
2363  SockList_Term(&sl);
2364  return;
2365  }
2366  }
2367  }
2368  /* If we have gotten this far, the name/password provided is OK,
2369  * and the character is not associated with a different account (or
2370  * force is true). Now try to add the character to this account.
2371  */
2372  status = account_link(ns->account_name, name);
2373 
2374  /* This should never happen, but check for it just in case -
2375  * if we were able to log in, the account should exist. but
2376  * if this fails, need to give the user some clue.
2377  */
2378  if (status==1) {
2379  SockList_AddString(&sl, "failure accountaddplayer 0 Could not find your account.");
2380  Send_With_Handling(ns, &sl);
2381  SockList_Term(&sl);
2382  return;
2383  } else if (status == 2) {
2384  SockList_AddString(&sl, "failure accountaddplayer 0 You have reached the maximum number of characters allowed per account.");
2385  Send_With_Handling(ns, &sl);
2386  SockList_Term(&sl);
2387  return;
2388  }
2389 
2390  /* If cp is set, then this character used to belong to a different
2391  * account. Remove it now.
2392  */
2393  if (cp) {
2394  Account_Char *chars;
2395 
2396  account_remove_player(cp, name);
2397  chars = account_char_load(cp);
2398  chars=account_char_remove(chars, name);
2399  account_char_save(cp, chars);
2400  account_char_free(chars);
2401  }
2402 
2404 
2405  /* store data so nothing is lost in case of crash */
2407 }
2408 
2413 void account_play_cmd(char *buf, int len, socket_struct *ns)
2414 {
2415  char **chars;
2416  int i;
2417  SockList sl;
2418  player *pl;
2419 
2420  if (len <= 0 || !buf) {
2421  LOG(llevDebug, "IP '%s' sent bogus account_play_cmd information\n", ns->host);
2422  return;
2423  }
2424 
2425  SockList_Init(&sl);
2426 
2427  if (!buf[0]) {
2428  SockList_AddString(&sl, "failure accountplay Malformed character name");
2429  Send_With_Handling(ns, &sl);
2430  SockList_Term(&sl);
2431  return;
2432  }
2433 
2434  if (ns->account_name == NULL) {
2435  SockList_AddString(&sl, "failure accountplay Not logged in");
2436  Send_With_Handling(ns, &sl);
2437  SockList_Term(&sl);
2438  return;
2439  }
2440 
2442 
2443  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
2444  if (!chars[i] || !strcmp(chars[i], buf)) break;
2445  }
2446  /* Make sure a client is not trying to spoof us here */
2447  if (i == MAX_CHARACTERS_PER_ACCOUNT || !chars[i]) {
2448  SockList_AddPrintf(&sl,
2449  "failure accountplay Character %s is not associated with account %s",
2450  buf, ns->account_name);
2451  Send_With_Handling(ns, &sl);
2452  SockList_Term(&sl);
2453  return;
2454  }
2455 
2456  /* from a protocol standpoint, accountplay can be used
2457  * before there is a player structure (first login) or after
2458  * (character has logged in and is changing characters).
2459  * Checkthe sockets for that second case - if so,
2460  * we don't need to make a new player object, etc.
2461  */
2462  for (pl=first_player; pl; pl=pl->next) {
2463  if (&pl->socket == ns) {
2464  /* The player still in the socket must be saved first. */
2465  save_player(pl->ob, 0);
2466  break;
2467  }
2468  }
2469 
2470  /* Some of this logic is from add_player()
2471  * we just don't use add_player() as it does some other work
2472  * we don't really want to do.
2473  */
2474  if (!pl) {
2475  pl = get_player(NULL);
2476  memcpy(&pl->socket, ns, sizeof(socket_struct));
2477  ns->faces_sent = NULL;
2479  } else {
2480  pl->state = ST_PLAYING;
2481  }
2482 
2483  pl->ob->name = add_string(buf);
2484  check_login(pl->ob, 0);
2485 
2486  SockList_AddString(&sl, "addme_success");
2487  Send_With_Handling(ns, &sl);
2488  SockList_Term(&sl);
2489 
2490  ns->status = Ns_Avail;
2491 }
2492 
2493 #define MAX_CHOICES 100
2494 
2500 void create_player_cmd(char *buf, int len, socket_struct *ns)
2501 {
2502  char name[MAX_BUF], password[MAX_BUF], *choices[MAX_CHOICES];
2503  int status, nlen, choice_num=0, i;
2504  SockList sl;
2505  player *pl;
2506  archetype *map=NULL, *race_a=NULL, *class_a=NULL;
2507  living new_stats;
2508 
2509  if (len <= 0 || !buf) {
2510  LOG(llevDebug, "IP '%s' sent bogus create_player_cmd information\n", ns->host);
2511  return;
2512  }
2513 
2514  SockList_Init(&sl);
2515 
2516  nlen = len;
2517  status = decode_name_password(buf, &nlen, name, password);
2518  if (status == 1) {
2519  SockList_AddString(&sl, "failure createplayer Name is too long");
2520  Send_With_Handling(ns, &sl);
2521  SockList_Term(&sl);
2522  return;
2523  }
2524 
2525  /* 2 characters minimum for password */
2526  if (strlen(password)<2) {
2527  SockList_AddString(&sl, "failure createplayer Password is too short");
2528  Send_With_Handling(ns, &sl);
2529  SockList_Term(&sl);
2530  return;
2531  }
2532 
2534  if (status == 2) {
2535  SockList_AddString(&sl, "failure createplayer Password is too long");
2536  Send_With_Handling(ns, &sl);
2537  SockList_Term(&sl);
2538  return;
2539  }
2540 
2541  /* This is a fairly ugly solution - we're truncating the password.
2542  * however, the password information for characters is really
2543  * a legacy issue - when every character is associated with
2544  * an account, legacy login (character name/password) will get
2545  * removed, at which point the only use for password might be
2546  * to move characters from one account to another, but not sure
2547  * if that is something we want to allow.
2548  */
2549  if (strlen(password)>17)
2550  password[16] = 0;
2551 
2552  /* We just can't call check_name(), since that uses draw_info() to
2553  * report status. We are also more permissive on names, so we use
2554  * account_check_string() - if that is safe for account, also safe
2555  * for player names.
2556  */
2557  if (account_check_string(name)) {
2558  SockList_AddString(&sl, "failure createplayer The name contains illegal characters");
2559  Send_With_Handling(ns, &sl);
2560  SockList_Term(&sl);
2561  return;
2562  }
2563 
2564  /* 1 means no such player, 0 is correct name/password (which in this
2565  * case, is an error), and 2 is incorrect password. Only way we
2566  * go onward is if there is no such player.
2567  */
2568  if (verify_player(name, password) != 1) {
2569  SockList_AddString(&sl, "failure createplayer That name is already in use");
2570  Send_With_Handling(ns, &sl);
2571  SockList_Term(&sl);
2572  return;
2573  }
2574 
2575  /* from a protocol standpoint, accountplay can be used
2576  * before there is a player structure (first login) or after
2577  * (character has logged in and is changing characters).
2578  * Check the sockets for that second case - if so,
2579  * we don't need to make a new player object, etc.
2580  */
2581  for (pl=first_player; pl; pl=pl->next)
2582  if (&pl->socket == ns) {
2583  if (pl->ob->name && !strcmp(pl->ob->name, name)) {
2584  /* For some reason not only the socket is the same but also
2585  * the player is already playing. If this happens at this
2586  * point let's assume the character never was able to apply
2587  * a bet of reality to make a correct first-time save.
2588  * So, for safety remove it and start over.
2589  */
2590  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
2591  object_remove(pl->ob);
2592  }
2593  break;
2594  }
2595 
2596  /* In this mode, we have additional data
2597  * Note that because there are a lot of failure cases in here
2598  * (where we end up not creating the new player), the code
2599  * to create the new player is done within this routine
2600  * after all checks pass. Note that all of the checks
2601  * done are done without using the player structure,
2602  * as pl may be null right now.
2603  */
2604  if (ns->login_method >= 2) {
2605  int i, j, stat_total=0;
2606  char *key, *value, *race=NULL, *class=NULL;
2607 
2608  /* By setting this to zero, then we can easily
2609  * check to see if all stats have been set.
2610  */
2611  memset(&new_stats, 0, sizeof(living));
2612 
2613  while (nlen < len) {
2614  i = buf[nlen]; /* Length of this line */
2615  /* Sanity check from client - don't want to loop
2616  * forever if there is a 0 length, and don't
2617  * want to read beyond size of packet.
2618  * Likewise, client should have sent
2619  * the string to us already null terminated,
2620  * but we will just make sure.
2621  */
2622  if ((i == 0) || (nlen + i > len)) break;
2623  buf[nlen + i] = 0;
2624 
2625  /* What we have are a series of lines -
2626  * 'key value' format. Find that space,
2627  * and null it out so we can do strcasecmp.
2628  * If no space, abort processing
2629  */
2630  key = buf + nlen + 1;
2631  value = strchr(key, ' ');
2632  if (!value) break;
2633  *value = 0;
2634  value++;
2635 
2636  if (!strcasecmp(key,"race")) race = value;
2637  else if (!strcasecmp(key,"class")) class = value;
2638  else if (!strcasecmp(key,"starting_map")) {
2639  map = try_find_archetype(value);
2640  if (!map || map->clone.type != MAP || map->clone.subtype !=MAP_TYPE_CHOICE) {
2641  SockList_AddString(&sl,
2642  "failure createplayer Invalid or map");
2643  Send_With_Handling(ns, &sl);
2644  SockList_Term(&sl);
2645  return;
2646  }
2647  }
2648  else if (!strcasecmp(key,"choice")) {
2649  /* In general, MAX_CHOICES should be large enough
2650  * to always handle the choices from the client - of
2651  * course, the client could be broken and send us many
2652  * more choices than we should have, so handle that.
2653  */
2654  if (choice_num == MAX_CHOICES) {
2655  LOG(llevError,
2656  "Number of choices receive exceed max value: %d>%d\n",
2657  choice_num, MAX_CHOICES);
2658  } else {
2659  choices[choice_num] = value;
2660  choice_num++;
2661  }
2662  }
2663  else {
2664  /* Do stat processing here */
2665  for (j=0; j < NUM_STATS; j++) {
2666  if (!strcasecmp(key,short_stat_name[j])) {
2667  int val = atoi(value);
2668 
2669  set_attr_value(&new_stats, j, val);
2670  break;
2671  }
2672  }
2673  if (j >= NUM_STATS) {
2674  /* Bad clients could do this - we should at least report
2675  * it, and useful when trying to add new parameters.
2676  */
2677  LOG(llevError, "Got unknown key/value from client: %s %s\n", key, value);
2678  }
2679  }
2680  nlen += i + 1;
2681  }
2682  /* Do some sanity checking now. But checking the stat
2683  * values here, we will catch any 0 values since we do
2684  * a memset above. A properly behaving client should
2685  * never do any of these things, but we do not presume
2686  * clients will behave properly.
2687  */
2688  for (j=0; j<NUM_STATS; j++) {
2689  int val = get_attr_value(&new_stats, j);
2690 
2691  stat_total += val;
2692  if (val > settings.starting_stat_max ||
2693  val < settings.starting_stat_min) {
2694  SockList_AddPrintf(&sl,
2695  "failure createplayer Stat value is out of range - %d must be between %d and %d",
2697  Send_With_Handling(ns, &sl);
2698  SockList_Term(&sl);
2699  return;
2700  }
2701  }
2702  if (stat_total > settings.starting_stat_points) {
2703  SockList_AddPrintf(&sl,
2704  "failure createplayer Total allocated statistics is higher than allowed (%d>%d)",
2705  stat_total, settings.starting_stat_points);
2706  Send_With_Handling(ns, &sl);
2707  SockList_Term(&sl);
2708  return;
2709  }
2710 
2711  if (race)
2712  race_a = try_find_archetype(race);
2713 
2714  if (class)
2715  class_a = try_find_archetype(class);
2716 
2717  /* This should never happen with a properly behaving client, so the error message
2718  * doesn't have to be that great.
2719  */
2720  if (!race_a || race_a->clone.type != PLAYER || !class_a || class_a->clone.type != CLASS) {
2721  SockList_AddString(&sl,
2722  "failure createplayer Invalid or unknown race or class");
2723  Send_With_Handling(ns, &sl);
2724  SockList_Term(&sl);
2725  return;
2726  }
2727 
2728  /* At current time, only way this can fail is if the adjusted
2729  * stat is less than 1.
2730  */
2731  if (check_race_and_class(&new_stats, race_a, class_a)) {
2732  SockList_AddString(&sl,
2733  "failure createplayer Unable to apply race or class - statistic is out of bounds");
2734  Send_With_Handling(ns, &sl);
2735  SockList_Term(&sl);
2736  return;
2737  }
2738 
2739  if (!pl)
2741 
2742  apply_race_and_class(pl->ob, race_a, class_a, &new_stats);
2743 
2744  } else {
2745  /* In thise case, old login method */
2746  if (!pl)
2747  pl = add_player(ns, ADD_PLAYER_NEW);
2748 /* already done by add_player
2749  roll_again(pl->ob);
2750  pl->state = ST_ROLL_STAT;
2751  set_first_map(pl->ob);*/
2752  }
2753 
2754  /* add_player does a lot of the work, but there are a few
2755  * things we need to update, like starting name and
2756  * password.
2757  * This is done before processing in login_method>2.
2758  * The character creation process it does when
2759  * applying the race/class will use this
2760  * name information.
2761  */
2762  FREE_AND_COPY(pl->ob->name, name);
2763  FREE_AND_COPY(pl->ob->name_pl, name);
2764  pl->name_changed = 1;
2765  safe_strncpy(pl->password, newhash(password), sizeof(pl->password));
2766 
2767  SockList_AddString(&sl, "addme_success");
2768  Send_With_Handling(ns, &sl);
2769  SockList_Term(&sl);
2770 
2771  if (ns->login_method >= 2) {
2772  /* The client could have provided us a map - if so, map will be set
2773  * and we don't want to overwrite it
2774  */
2775  if (!map)
2777 
2778  if (!map) {
2779  /* This should never happen - its not something that can
2780  * be easily worked around without other weird issues,
2781  * like having 2 classes.
2782  */
2783  LOG(llevError, "Can not find object of type MAP subtype MAP_TYPE_DEFAULT.\n");
2784  LOG(llevError, "Are the archetype files up to date? Can not continue.\n");
2785  abort();
2786  }
2787 
2788  enter_exit(pl->ob, &map->clone);
2789 
2790  if (pl->ob->map == NULL) {
2791  LOG(llevError, "Couldn't put player %s on start map %s!", pl->ob->name, map->name);
2792  abort();
2793  }
2794 
2795  /* copy information to bed of reality information, in case the player dies */
2796  snprintf(pl->savebed_map, sizeof(pl->savebed_map), "%s", pl->ob->map->path);
2797  pl->bed_x = pl->ob->x;
2798  pl->bed_y = pl->ob->y;
2799 
2801  }
2802 
2803  /* We insert any objects after we have put the player on the map -
2804  * this makes things safer, as certain objects may expect a normal
2805  * environment. Note that choice_num will only be set in the
2806  * loginmethod > 2, which also checks (and errors out) if the
2807  * race/class is not set, which is why explicit checking for
2808  * those is not need.
2809  */
2810  for (i=0; i < choice_num; i++) {
2811  char *choiceval, *cp;
2812  const char *value;
2813  archetype *arch;
2814  object *op;
2815 
2816  choiceval = strchr(choices[i], ' ');
2817  if (!choiceval) {
2818  LOG(llevError, "Choice does not specify value: %s\n", choices[i]);
2819  continue;
2820  }
2821  *choiceval=0;
2822  choiceval++;
2823  value = object_get_value(&race_a->clone, choices[i]);
2824  if (!value)
2825  value = object_get_value(&class_a->clone, choices[i]);
2826 
2827  if (!value) {
2828  LOG(llevError, "Choice not found in archetype: %s\n", choices[i]);
2829  continue;
2830  }
2831  cp = strstr(value, choiceval);
2832  if (!cp) {
2833  LOG(llevError, "Choice value not found in archetype: %s %s\n",
2834  choices[i], choiceval);
2835  continue;
2836  }
2837 
2838  /* Check to make sure that the matched string is an entire word,
2839  * and not a substring (eg, valid choice being great_sword but
2840  * we just get sword) - the space after the match should either be a
2841  * space or null, and space before match should also be a space
2842  * or the start of the string.
2843  */
2844  if ((cp[strlen(choiceval)] != ' ') && (cp[strlen(choiceval)] != 0) &&
2845  (cp != value) && (*(cp-1) != ' ')) {
2846 
2847  LOG(llevError, "Choice value matches substring but not entire word: %s substring %s\n",
2848  choiceval, value);
2849  continue;
2850  }
2851  arch = try_find_archetype(choiceval);
2852  if (!arch) {
2853  LOG(llevError, "Choice value can not find archetype %s\n", choiceval);
2854  continue;
2855  }
2856  op = arch_to_object(arch);
2857  op = object_insert_in_ob(op, pl->ob);
2858  if (QUERY_FLAG(op, FLAG_AUTO_APPLY))
2859  ob_apply(op, pl->ob, 0);
2860  }
2861 
2862  ns->status = Ns_Avail;
2863  LOG(llevInfo, "new character %s from %s\n", pl->ob->name, pl->ob->contr->socket.host);
2866  "%s has entered the game.", pl->ob->name);
2867 }
2868 
2879 void account_password(char *buf, int len, socket_struct *ns) {
2880  char old[MAX_BUF], change[MAX_BUF];
2881  int status;
2882  SockList sl;
2883 
2884  if (len <= 0 || !buf) {
2885  LOG(llevDebug, "IP '%s' sent bogus account_password_cmd information\n", ns->host);
2886  return;
2887  }
2888 
2889  SockList_Init(&sl);
2890 
2891  if (ns->account_name == NULL) {
2892  SockList_AddString(&sl, "failure accountpw Not logged in");
2893  Send_With_Handling(ns, &sl);
2894  SockList_Term(&sl);
2895  return;
2896  }
2897 
2898  status = decode_name_password(buf, &len, old, change);
2899  if (status == 1) {
2900  SockList_AddString(&sl, "failure accountpw Old password is too long");
2901  Send_With_Handling(ns, &sl);
2902  SockList_Term(&sl);
2903  return;
2904  }
2905  if (status == 2) {
2906  SockList_AddString(&sl, "failure accountpw New password is too long");
2907  Send_With_Handling(ns, &sl);
2908  SockList_Term(&sl);
2909  return;
2910  }
2911  /*The minimum length isn't exactly required, but in the current implementation,
2912  * client will send the same password for character for which there is a
2913  * 2 character minimum size. Thus an account with a one character password
2914  * won't be able to create a character. */
2915  if (strlen(change)<2) {
2916  SockList_AddString(&sl, "failure accountpw New password is too short");
2917  Send_With_Handling(ns, &sl);
2918  SockList_Term(&sl);
2919  return;
2920  }
2921 
2922  status = account_check_string(change);
2923  if (status == 1) {
2924  SockList_AddString(&sl,
2925  "failure accountpw That password contains invalid characters.");
2926  Send_With_Handling(ns, &sl);
2927  SockList_Term(&sl);
2928  return;
2929  }
2930 
2931  if (status == 2) {
2932  SockList_AddString(&sl,
2933  "failure accountpw That password is too long");
2934  Send_With_Handling(ns, &sl);
2935  SockList_Term(&sl);
2936  return;
2937  }
2938 
2939  status = account_change_password(ns->account_name, old, change);
2940  if (status != 0) {
2941  const char *error;
2942 
2943  if (status == 1) {
2944  error = "failure accountpw Illegal characters present";
2945  } else if (status == 2) {
2946  error = "failure accountpw Invalid account";
2947  } else {
2948  error = "failure accountpw Incorrect current password";
2949  }
2950 
2951  SockList_AddString(&sl, error);
2952  Send_With_Handling(ns, &sl);
2953  SockList_Term(&sl);
2954  return;
2955  }
2956 
2957  /* If we got here, we passed all checks, and password was changed */
2959 }
void map_newmap_cmd(socket_struct *ns)
Definition: request.c:615
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...)
Definition: main.c:315
object * object_find_by_type_and_name(const object *who, int type, const char *name)
Definition: object.c:4017
const char * party
Definition: account_char.h:32
uint8_t login_method
Definition: newserver.h:128
#define CS_STAT_AC
Definition: newclient.h:100
char path[HUGE_BUF]
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#define ACL_CLASS
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Definition: living.c:218
void SockList_AddPrintf(SockList *sl, const char *format,...)
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int8_t Int
Definition: living.h:36
#define CS_STAT_RES_GHOSTHIT
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Definition: player.h:92
#define CS_STAT_APPLIED_CON
Definition: newclient.h:135
uint8_t faceset
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int8_t ac
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int16_t last_sp
Definition: player.h:76
#define CS_STAT_BASE_WIS
Definition: newclient.h:126
size_t len
Definition: newclient.h:685
#define MAX_HEAD_POS
Definition: request.c:926
#define ST_GET_PARTY_PASSWORD
Definition: define.h:587
#define SP_MAKE_MARK
Definition: spells.h:77
uint32_t tick
Definition: newserver.h:106
void SockList_Reset(SockList *sl)
Definition: lowlevel.c:66
int8_t tail_x
Definition: object.h:471
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Definition: request.c:447
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Definition: server.c:716
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Definition: image.c:70
#define NS_FACESENT_FACE
Definition: newserver.h:137
Definition: object.h:125
void esrv_add_spells(player *pl, object *spell)
Definition: request.c:1751
int account_login(const char *account_name, const char *account_password)
Definition: account.c:333
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Definition: account_char.h:27
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Definition: map.h:239
int16_t last_dam
Definition: player.h:78
int account_remove_player(const char *account_name, const char *player_name)
Definition: account.c:497
char * account_name
Definition: newserver.h:126
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Definition: newclient.h:153
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Definition: define.h:466
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Definition: newclient.h:322
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Definition: request.c:1107
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Definition: lowlevel.c:48
#define CS_STAT_RACE_INT
Definition: newclient.h:118
#define SET_FLAG(xyz, p)
Definition: define.h:223
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Definition: c_misc.c:1905
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Definition: global.h:317
#define CS_STAT_INT
Definition: newclient.h:92
#define CS_STAT_RES_DRAIN
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Definition: newclient.h:130
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Definition: newclient.h:246
int16_t bed_x
Definition: player.h:98
uint32_t run_on
Definition: player.h:128
#define FABS(x)
Definition: define.h:22
unsigned char uint8_t
Definition: win32.h:161
void SockList_ResetRead(SockList *sl)
Definition: lowlevel.c:75
uint16_t animation_id
Definition: object.h:416
int GetInt_String(const unsigned char *data)
Definition: lowlevel.c:246
EXTERN int num_animations
Definition: global.h:164
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Definition: player.h:130
#define strdup_local
Definition: compat.h:25
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Definition: object.h:417
#define ACL_FACE_NUM
Definition: newclient.h:203
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Definition: player.h:155
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Definition: player.c:453
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Definition: newclient.h:300
int account_change_password(const char *account_name, const char *current_password, const char *new_password)
Definition: account.c:658
#define SND_EFFECTS
Definition: sounds.h:12
#define CS_STAT_RES_CONF
Definition: newclient.h:149
const char * account_get_account_for_char(const char *charname)
Definition: account.c:562
int account_new(const char *account_name, const char *account_password)
Definition: account.c:408
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Definition: request.c:1810
#define ACL_LEVEL
Definition: newclient.h:199
#define SPELL_GRACE
Definition: spells.h:59
int save_player(object *op, int flag)
Definition: login.c:211
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Definition: map.h:345
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Definition: request.c:2413
int16_t maxgrace
Definition: living.h:45
void print_ext_msg(socket_struct *ns, int color, uint8_t type, uint8_t subtype, const char *message)
Definition: info.c:49
mapstruct * get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y)
Definition: map.c:2380
#define CS_STAT_SPEED
Definition: newclient.h:103
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Definition: object.c:4264
struct Map lastmap
Definition: newserver.h:93
struct treasureliststruct * randomitems
Definition: object.h:385
void key_roll_stat(object *op, char key)
Definition: player.c:1184
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Definition: time.c:45
#define SND_MUTE
Definition: sounds.h:14
void SockList_AddShort(SockList *sl, uint16_t data)
Definition: lowlevel.c:108
#define ST_CHANGE_PASSWORD_CONFIRM
Definition: define.h:590
static int decode_name_password(const char *buf, int *len, char *name, char *password)
Definition: request.c:2014
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Definition: object.h:470
#define MAP2_TYPE_CLEAR
Definition: newclient.h:42
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Definition: player.h:94
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Definition: newserver.h:138
#define ST_CONFIRM_PASSWORD
Definition: define.h:586
int16_t SP_level_spellpoint_cost(object *caster, object *spell, int flags)
Definition: spell_util.c:277
#define CS_STAT_DEX
Definition: newclient.h:94
Definition: object.h:138
const char * skill_names[NUM_SKILLS]
Definition: skill_util.c:57
object * ranges[range_size]
Definition: player.h:103
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Definition: newclient.h:124
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Definition: image.c:563
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Definition: spell_util.c:328
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Definition: account.c:309
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Definition: global.h:318
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Definition: lowlevel.c:119
#define ST_CHANGE_PASSWORD_NEW
Definition: define.h:589
#define CS_STAT_RES_DEATH
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enum Sock_Status status
Definition: newserver.h:90
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Definition: login.c:109
Definition: living.h:35
#define ACL_FACE
Definition: newclient.h:200
int8_t get_attr_value(const living *stats, int attr)
Definition: living.c:313
#define CS_STAT_MAXSP
Definition: newclient.h:90
const char * map
Definition: account_char.h:33
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Definition: newclient.h:93
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Definition: object.h:343
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Definition: ob_methods.c:42
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Definition: account_char.c:334
void esrv_remove_spell(player *pl, object *spell)
Definition: request.c:1614
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Definition: living.h:42
#define AddIfString(Old, New, Type)
Definition: request.c:711
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Definition: living.c:2281
int apply_race_and_class(object *op, archetype *race, archetype *opclass, living *stats)
Definition: player.c:1450
#define SP_CREATE_MISSILE
Definition: spells.h:113
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Definition: object.h:421
#define CS_STAT_FLAGS
Definition: newclient.h:111
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Definition: object.h:344
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Definition: newserver.h:57
#define safe_strncpy
Definition: compat.h:23
#define ACL_MAP
Definition: newclient.h:202
#define CS_STAT_RACE_CON
Definition: newclient.h:121
struct archt * other_arch
Definition: object.h:413
#define ST_ROLL_STAT
Definition: define.h:581
Definition: object.h:465
#define ST_PLAYING
Definition: define.h:579
char savebed_map[MAX_BUF]
Definition: player.h:97
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Definition: newclient.h:227
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Definition: newserver.h:100
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Definition: object.h:471
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Definition: living.h:43
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Definition: living.h:36
#define FLAG_REMOVED
Definition: define.h:232
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Definition: living.h:40
#define CS_STAT_WEIGHT_LIM
Definition: newclient.h:112
#define VERSION_SC
Definition: newserver.h:150
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Definition: face.h:15
#define MAP_LAYER_LIVING2
Definition: map.h:47
#define CS_STAT_EXP64
Definition: newclient.h:113
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Definition: newserver.h:129
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Definition: newclient.h:128
#define CS_STAT_RACE_DEX
Definition: newclient.h:120
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Definition: request.c:581
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Definition: player.c:136
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Definition: account_char.h:35
void send_query(socket_struct *ns, uint8_t flags, const char *text)
Definition: request.c:674
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Definition: newclient.h:99
int probe(object *op, object *caster, object *spell_ob, int dir, int level)
Definition: spell_effect.c:683
#define MAP_IN_MEMORY
Definition: map.h:130
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Definition: newserver.h:104
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Definition: newserver.h:102
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Definition: face.h:20
#define MAX_NUM_LOOK_OBJECTS
Definition: newserver.h:28
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Definition: object.h:326
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Definition: living.h:41
#define NDI_RED
Definition: newclient.h:224
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Definition: player.h:152
#define MSG_TYPE_COMMAND
Definition: newclient.h:379
#define FLAG_CLIENT_ANIM_RANDOM
Definition: define.h:241
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Definition: object.h:345
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Definition: newserver.h:111
#define strtok_r(x, y, z)
Definition: win32.h:62
Account_Char * account_chars
Definition: newserver.h:127
#define ADD_PLAYER_NO_STATS_ROLL
Definition: player.h:224
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Definition: newserver.h:113
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Definition: request.c:636
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Definition: lowlevel.c:159
int account_is_logged_in(const char *name)
Definition: account.c:630
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Definition: account.c:267
const char * name_pl
Definition: object.h:315
#define CS_STAT_RES_FIRE
Definition: newclient.h:146
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Definition: newserver.h:122
#define CS_STAT_RES_HOLYWORD
Definition: newclient.h:160
#define AddIfInt(Old, New, Type)
Definition: request.c:690
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Definition: object.c:2705
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Definition: object.h:329
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Definition: player.c:1260
#define MSG_TYPE_COMMAND_ERROR
Definition: newclient.h:509
int8_t last_level
Definition: player.h:121
signed short int16_t
Definition: win32.h:160
#define FLAG_CLIENT_SENT
Definition: define.h:349
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Definition: request.c:1449
uint16_t last_flags
Definition: player.h:141
#define ADD_PLAYER_NEW
Definition: player.h:222
int8_t Wis
Definition: living.h:36
#define CS_STAT_LEVEL
Definition: newclient.h:98
static const short atnr_cs_stat[NROFATTACKS]
Definition: request.c:73
void receive_party_password(object *op)
Definition: c_party.c:49
#define ST_CONFIRM_QUIT
Definition: define.h:583
void key_confirm_quit(object *op, char key)
Definition: player.c:1562
#define UPD_SP_DAMAGE
Definition: newclient.h:301
#define BEAT_INTERVAL
Definition: config.h:680
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:474
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Definition: lowlevel.c:250
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Definition: object.h:297
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Definition: global.h:269
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Definition: lowlevel.c:58
Definition: newserver.h:48
#define snprintf
Definition: win32.h:46
#define CS_STAT_WEAP_SP
Definition: newclient.h:105
#define CS_STAT_BASE_DEX
Definition: newclient.h:127
void player_set_state(player *pl, uint8_t state)
Definition: player.c:4454
#define CS_STAT_APPLIED_INT
Definition: newclient.h:132
#define MAX_HEAD_OFFSET
Definition: newserver.h:42
socket_struct * account_get_logged_in_init_socket(const char *name)
Definition: account.c:608
static int check_probe(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer)
Definition: request.c:1132
#define FLAG_CLIENT_ANIM_SYNC
Definition: define.h:240
static int spell_client_use(const object *spell)
Definition: request.c:1657
object * transport
Definition: player.h:195
#define FOR_INV_FINISH()
Definition: define.h:714
void update_position(mapstruct *m, int x, int y)
Definition: map.c:2131
#define CS_STAT_BASE_CHA
Definition: newclient.h:129
int16_t dam
Definition: living.h:46
#define MAP_LAYERS
Definition: map.h:32
int8_t map_scroll_y
Definition: newserver.h:94
#define FLAG_PROBE
Definition: define.h:257
uint32_t sc_version
Definition: newserver.h:113
const char * name
Definition: object.h:311
int16_t bed_y
Definition: player.h:98
living orig_stats
Definition: player.h:148
static void append_spell(player *pl, SockList *sl, object *spell)
Definition: request.c:1681
struct obj * env
Definition: object.h:293
living last_applied_stats
Definition: player.h:153
#define MAX_TIME
Definition: config.h:246
player * account_get_logged_in_player(const char *name)
Definition: account.c:587
Account_Char * account_char_load(const char *account_name)
Definition: account_char.c:80
#define CS_STAT_RACE_POW
Definition: newclient.h:123
#define CS_STAT_TURN_UNDEAD
Definition: newclient.h:156
#define ST_PLAY_AGAIN
Definition: define.h:580
uint8_t state
Definition: player.h:118
object * object_present_in_ob(uint8_t type, const object *op)
Definition: object.c:3016
void SockList_AddString(SockList *sl, const char *data)
Definition: lowlevel.c:149
#define AddIfFloat(Old, New, Type)
Definition: request.c:704
uint8_t num_animations
Definition: face.h:28
int16_t last_grace
Definition: player.h:77
#define MAX_CHOICES
Definition: request.c:2493
int8_t Cha
Definition: living.h:36
#define P_OUT_OF_MAP
Definition: map.h:251
#define CS_STAT_CHA
Definition: newclient.h:96
EXTERN Animations * animations
Definition: global.h:163
player * get_player(player *p)
Definition: player.c:280
New_Face * smooth_face
Definition: image.c:39
#define MAP_TYPE_DEFAULT
Definition: map.h:58
struct pl * contr
Definition: object.h:276
void create_player_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2500
static void send_smooth(socket_struct *ns, uint16_t face)
Definition: request.c:392
void execute_newserver_command(object *pl, char *command)
Definition: c_new.c:83
int find_smooth(uint16_t face, uint16_t *smoothed)
Definition: image.c:379
size_t SockList_Avail(const SockList *sl)
Definition: lowlevel.c:238
#define UPD_SP_MANA
Definition: newclient.h:299
#define ATNR_PHYSICAL
Definition: attack.h:49
#define VERSION_CS
Definition: newserver.h:149
int32_t last_weight_limit
Definition: player.h:143
archetype * try_find_archetype(const char *name)
Definition: arch.c:663
int8_t blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]
Definition: player.h:159
char * range
Definition: newserver.h:57
#define CS_STAT_APPLIED_POW
Definition: newclient.h:137
float speed
Definition: object.h:328
Definition: object.h:214
#define SP_RUNE
Definition: spells.h:76
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
#define CS_STAT_SPELL_REPEL
Definition: newclient.h:115
#define CS_STAT_STR
Definition: newclient.h:91
#define MSG_TYPE_ADMIN_VERSION
Definition: newclient.h:479
#define HEAD(op)
Definition: object.h:592
struct map_cell_struct cells[MAX_CLIENT_X][MAX_CLIENT_Y]
Definition: newserver.h:49
uint32_t is_bot
Definition: newserver.h:107
#define CS_STAT_FOOD
Definition: newclient.h:104
#define CS_STAT_APPLIED_DEX
Definition: newclient.h:134
uint32_t golem_count
Definition: player.h:106
#define MAX_BUF
Definition: define.h:35
void ask_smooth_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:423
#define MIN_NUM_LOOK_OBJECTS
Definition: newserver.h:16
#define CS_STAT_RES_SLOW
Definition: newclient.h:154
#define MSG_TYPE_ADMIN
Definition: newclient.h:377
Account_Char * account_char_remove(Account_Char *chars, const char *pl_name)
Definition: account_char.c:298
int16_t x
Definition: object.h:326
uint32_t extended_stats
Definition: newserver.h:109
const char * character_class
Definition: account_char.h:28
void draw_client_map2(object *pl)
Definition: request.c:1261
#define AddIfShort(Old, New, Type)
Definition: request.c:697
const char * skill
Definition: object.h:321
uint8_t mapx
Definition: newserver.h:116
void add_me_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:347
#define MAP_CLIENT_X
Definition: config.h:237
#define NUM_SKILLS
Definition: skills.h:71
int8_t wc
Definition: living.h:37
unsigned short uint16_t
Definition: win32.h:163
void SockList_AddChar(SockList *sl, char c)
Definition: lowlevel.c:98
static const flag_definition flags[]
#define ANIM_SYNC
Definition: newclient.h:323
uint8_t account_block_create
Definition: global.h:325
client_spell * spell_state
Definition: player.h:196
int8_t Str
Definition: living.h:36
void receive_player_name(object *op)
Definition: c_misc.c:1887
#define CS_STAT_APPLIED_CHA
Definition: newclient.h:136
int16_t resist[NROFATTACKS]
Definition: object.h:341
#define CS_STAT_RES_PARA
Definition: newclient.h:155
object * ob
Definition: player.h:158
#define CS_STAT_RES_COLD
Definition: newclient.h:148
const char * sstring
Definition: global.h:40
static int map2_add_ob(int ax, int ay, int layer, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int is_head)
Definition: request.c:962
const New_Face ** faces
Definition: face.h:31
int32_t timeout
Definition: map.h:341
Definition: object.h:107
unsigned int uint32_t
Definition: win32.h:162
uint32_t darkness
Definition: newserver.h:103
#define GET_MAP_FACE_OBJ(M, X, Y, L)
Definition: map.h:184
void esrv_draw_look(object *pl)
Definition: item.c:187
int account_check_string(const char *str)
Definition: account.c:369
int account_link(const char *account_name, const char *player_name)
Definition: account.c:461
#define FLAG_AUTO_APPLY
Definition: define.h:250
#define MAP2_TYPE_DARKNESS
Definition: newclient.h:43
#define P_NEW_MAP
Definition: map.h:252
#define MAP_CLIENT_Y
Definition: config.h:238
#define MAP_LAYER_LIVING1
Definition: map.h:46
void account_password(char *buf, int len, socket_struct *ns)
Definition: request.c:2879
void set_up_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:93
float last_speed
Definition: player.h:154
living last_stats
Definition: player.h:149
#define CS_STAT_RES_ELEC
Definition: newclient.h:147
#define FREE_AND_COPY(sv, nv)
Definition: global.h:211
int16_t grace
Definition: living.h:44
static int account_block_create(const socket_struct *ns)
Definition: request.c:2140
#define CS_STAT_APPLIED_STR
Definition: newclient.h:131
#define NUM_ANIMATIONS(ob)
Definition: global.h:177
#define CS_STAT_SP
Definition: newclient.h:89
player * find_player_socket(const socket_struct *ns)
Definition: player.c:118
uint32_t fire_on
Definition: player.h:127
archetype * get_archetype_by_type_subtype(int type, int subtype)
Definition: arch.c:136
#define CS_STAT_RES_MAG
Definition: newclient.h:145
#define CS_STAT_GOLEM_HP
Definition: newclient.h:138
void esrv_update_spells(player *pl)
Definition: request.c:1562
char password[16]
Definition: player.h:176
int32_t last_weight
Definition: player.h:142
tag_t count
Definition: object.h:299
static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns)
Definition: request.c:1215
living stats
Definition: object.h:368
uint8_t starting_stat_points
Definition: global.h:319
int8_t Dex
Definition: living.h:36
struct archt * arch
Definition: object.h:412
#define MAP_TYPE_CHOICE
Definition: map.h:59
float last_weapon_sp
Definition: player.h:140
void send_plugin_custom_message(object *pl, char *buf)
Definition: request.c:1548
void account_char_save(const char *account, Account_Char *chars)
Definition: account_char.c:146
uint8_t anims_sent[MAXANIMNUM]
Definition: newserver.h:97
void esrv_send_pickup(player *pl)
Definition: request.c:1637
#define CS_STAT_RES_DEPLETE
Definition: newclient.h:158
struct statsinfo stats
Definition: newserver.h:98
uint8_t type
Definition: object.h:338
void check_login(object *op, int check_pass)
Definition: login.c:494
uint32_t do_los
Definition: player.h:126
uint32_t mode
Definition: player.h:110
struct Settings settings
Definition: init.c:40
void esrv_new_player(player *pl, uint32_t weight)
Definition: request.c:856
uint32_t monitor_spells
Definition: newserver.h:110
void SockList_AddLen8Data(SockList *sl, const void *data, size_t len)
Definition: lowlevel.c:171
#define CS_STAT_RES_FEAR
Definition: newclient.h:157
#define ADD_PLAYER_NO_MAP
Definition: player.h:223
#define NROFATTACKS
Definition: attack.h:17
#define ACL_PARTY
Definition: newclient.h:201
static void map_clearcell(struct map_cell_struct *cell, int face, int count)
Definition: request.c:921
#define CS_STAT_APPLIED_WIS
Definition: newclient.h:133
#define CS_STAT_ARMOUR
Definition: newclient.h:102
#define ST_CHANGE_PASSWORD_OLD
Definition: define.h:588
signed int int32_t
Definition: win32.h:159
#define CS_STAT_DAM
Definition: newclient.h:101
int64_t last_skill_exp[NUM_SKILLS]
Definition: player.h:138
#define MAX_CHARACTERS_PER_ACCOUNT
Definition: account_char.h:20
#define ST_CHANGE_CLASS
Definition: define.h:582
const char * msg
Definition: object.h:322
#define SP_SUMMON_MONSTER
Definition: spells.h:101
int16_t casting_time
Definition: object.h:402
void update_los(object *op)
Definition: los.c:455
void receive_play_again(object *op, char key)
Definition: player.c:930
#define CS_STAT_TITLE
Definition: newclient.h:107
void esrv_send_animation(socket_struct *ns, short anim_num)
Definition: request.c:883
sstring add_string(const char *str)
Definition: shstr.c:124
EXTERN player * first_player
Definition: global.h:117
#define CS_STAT_RACE_STR
Definition: newclient.h:117
struct pl * next
Definition: player.h:93
int strcasecmp(const char *s1, const char *s2)
Definition: porting.c:256
#define ACL_RACE
Definition: newclient.h:198
#define CS_STAT_SPELL_DENY
Definition: newclient.h:116
#define CS_STAT_HP
Definition: newclient.h:87
void esrv_update_stats(player *pl)
Definition: request.c:725
int8_t Pow
Definition: living.h:36
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.c:300
#define NDI_UNIQUE
Definition: newclient.h:245
static void add_char_field(SockList *sl, int type, const char *data)
Definition: request.c:1840
uint32_t last_path_repelled
Definition: player.h:145
struct obj * head
Definition: object.h:296
#define CS_STAT_RES_PHYS
Definition: newclient.h:144
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.c:51
#define CS_STAT_RES_BLIND
Definition: newclient.h:161
#define SF_FIREON
Definition: newclient.h:185
#define CS_STAT_POW
Definition: newclient.h:108
int8_t map_scroll_x
Definition: newserver.h:94
#define CS_STAT_GOLEM_MAXHP
Definition: newclient.h:139
void set_title(const object *pl, char *buf, size_t len)
Definition: info.c:300
#define SND_MUSIC
Definition: sounds.h:13
object * last_skill_ob[NUM_SKILLS]
Definition: player.h:137
char ** account_get_players_for_account(const char *account_name)
Definition: account.c:543
#define CS_STAT_RANGE
Definition: newclient.h:106
uint32_t last_path_attuned
Definition: player.h:144
#define SPELL_MANA
Definition: spells.h:58
#define CS_STAT_RACE_WIS
Definition: newclient.h:119
#define CS_STAT_RACE_CHA
Definition: newclient.h:122
void rangetostring(const object *pl, char *obuf, size_t len)
Definition: info.c:230
#define CS_STAT_MAXHP
Definition: newclient.h:88
#define MAP_LAYER_FLY2
Definition: map.h:49
void SockList_AddInt64(SockList *sl, uint64_t data)
Definition: lowlevel.c:132
Definition: map.h:325
#define ST_GET_NAME
Definition: define.h:584
const New_Face * face
Definition: object.h:332
char write_buf[MAX_BUF]
Definition: player.h:174
#define CS_STAT_CON
Definition: newclient.h:95
#define CS_STAT_SPELL_ATTUNE
Definition: newclient.h:114
void reply_cmd(char *buf, int len, player *pl)
Definition: request.c:509
void account_login_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2050
const char *const short_stat_name[NUM_STATS]
Definition: living.c:194
uint8_t mapy
Definition: newserver.h:116
#define ACL_NAME
Definition: newclient.h:196
#define CS_STAT_MAXGRACE
Definition: newclient.h:110
int16_t level
Definition: object.h:351
char const * newhash(char const *password)
float weapon_speed
Definition: object.h:330
unsigned find_face(const char *name, unsigned error)
Definition: image.c:303
#define CS_STAT_RES_ACID
Definition: newclient.h:150
#define SP_CREATE_FOOD
Definition: spells.h:96
struct obj * more
Definition: object.h:295
#define MAP2_LAYER_START
Definition: newclient.h:53
object * arch_to_object(archetype *at)
Definition: arch.c:569
const char * face
Definition: account_char.h:31
#define CS_STAT_SKILLINFO
Definition: newclient.h:168
uint8_t * faces_sent
Definition: newserver.h:96
#define CS_STAT_BASE_INT
Definition: newclient.h:125
#define MAP_NOSMOOTH(m)
Definition: map.h:89
int check_race_and_class(living *stats, archetype *race, archetype *opclass)
Definition: player.c:1400
const char * name
Definition: object.h:466
static const object * heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS]
Definition: request.c:935
#define MAP2_COORD_ENCODE(x, y, flags)
Definition: newclient.h:64
uint16_t faces[MAP_LAYERS]
Definition: newserver.h:32
void esrv_map_scroll(socket_struct *ns, int dx, int dy)
Definition: request.c:1510
void account_new_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2176
const char * race
Definition: account_char.h:29
#define CS_STAT_GRACE
Definition: newclient.h:109
#define FOR_INV_PREPARE(op_, it_)
Definition: define.h:707
SockList inbuf
Definition: newserver.h:99
void object_remove(object *op)
Definition: object.c:1669
uint32_t last_path_denied
Definition: player.h:146
living last_orig_stats
Definition: player.h:150
#define ST_GET_PASSWORD
Definition: define.h:585
int32_t food
Definition: living.h:48
static bool CAN_PROBE(const object *ob)
Definition: object.h:601
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
void Send_With_Handling(socket_struct *ns, SockList *sl)
Definition: lowlevel.c:434
Definition: object.h:224
#define SP_RAISE_DEAD
Definition: spells.h:75
void esrv_move_object(object *pl, tag_t to, tag_t tag, long nrof)
Definition: item.c:843
char * account_trusted_host
Definition: global.h:326