Crossfire Server, Trunk  R213250
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) {
373  "Warning: Your client is too old to receive map data. Please update to a new client at: "
374  "https://sourceforge.net/projects/crossfire/");
375  }
376 
377  ns->status = Ns_Avail;
378  }
379  settings = oldsettings;
380 }
381 
389 static void send_smooth(socket_struct *ns, uint16_t face) {
390  uint16_t smoothface;
391  SockList sl;
392 
393  // Try to find a smoothing face, or the default smoothing face. If this
394  // fails, set NS_FACESENT_SMOOTH so we don't try to send it again.
395  //
396  // Failures are usually due to map makers changing the face of a ground
397  // tile, but forgetting to unset smoothlevel.
398  if (!find_smooth(face, &smoothface)
399  && !find_smooth(smooth_face->number, &smoothface)) {
400  LOG(llevDebug,
401  "Could not smooth face %d\n"
402  "Check that this face has a smoothing pixmap, or remove its smoothlevel.\n",
403  face);
404  ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
405  return;
406  }
407 
408  if (!(ns->faces_sent[smoothface]&NS_FACESENT_FACE))
409  esrv_send_face(ns, smoothface, 0);
410 
411  ns->faces_sent[face] |= NS_FACESENT_SMOOTH;
412 
413  SockList_Init(&sl);
414  SockList_AddString(&sl, "smooth ");
415  SockList_AddShort(&sl, face);
416  SockList_AddShort(&sl, smoothface);
417  Send_With_Handling(ns, &sl);
418  SockList_Term(&sl);
419 }
420 
425 void ask_smooth_cmd(char *buf, int len, socket_struct *ns) {
426  uint16_t facenbr;
427 
428  if (len <= 0 || !buf) {
429  LOG(llevDebug, "IP '%s' sent bogus ask_smooth_cmd information\n", ns->host);
430  return;
431  }
432 
433  facenbr = atoi(buf);
434  send_smooth(ns, facenbr);
435 }
436 
449 void new_player_cmd(uint8_t *buf, int len, player *pl) {
450  int time, repeat;
451  short packet;
452  char command[MAX_BUF];
453  SockList sl;
454 
455  if (len < 7) {
456  LOG(llevDebug, "Corrupt ncom command - not long enough - discarding\n");
457  return;
458  }
459 
460  packet = GetShort_String(buf);
461  repeat = GetInt_String(buf+2);
462  /* -1 is special - no repeat, but don't update */
463  if (repeat != -1) {
464  pl->count = repeat;
465  }
466  if (len-4 >= MAX_BUF)
467  len = MAX_BUF-5;
468 
469  strncpy(command, (char *)buf+6, len-4);
470  command[len-4] = '\0';
471 
472  /* The following should never happen with a proper or honest client.
473  * Therefore, the error message doesn't have to be too clear - if
474  * someone is playing with a hacked/non working client, this gives them
475  * an idea of the problem, but they deserve what they get
476  */
477  if (pl->state != ST_PLAYING) {
479  "You can not issue commands - state is not ST_PLAYING (%s)",
480  buf);
481  return;
482  }
483 
484  /* This should not happen anymore. */
485  if (pl->ob->speed_left < 0) {
486  LOG(llevError, "Player has negative time - shouldn't do command.\n");
487  }
488  /* In c_new.c */
489  execute_newserver_command(pl->ob, command);
490  /* Perhaps something better should be done with a left over count.
491  * Cleaning up the input should probably be done first - all actions
492  * for the command that issued the count should be done before
493  * any other commands.
494  */
495  pl->count = 0;
496 
497  /* Send confirmation of command execution now */
498  SockList_Init(&sl);
499  SockList_AddString(&sl, "comc ");
500  SockList_AddShort(&sl, packet);
501  if (FABS(pl->ob->speed) < 0.001)
502  time = MAX_TIME*100;
503  else
504  time = (int)(MAX_TIME/FABS(pl->ob->speed));
505  SockList_AddInt(&sl, time);
506  Send_With_Handling(&pl->socket, &sl);
507  SockList_Term(&sl);
508 }
509 
511 void reply_cmd(char *buf, int len, player *pl) {
512 
513  if (len <= 0 || !buf) {
514  LOG(llevDebug, "Player '%s' sent bogus reply_cmd information\n", pl->ob->name);
515  return;
516  }
517 
518  /* This is to synthesize how the data would be stored if it
519  * was normally entered. A bit of a hack, and should be cleaned up
520  * once all the X11 code is removed from the server.
521  *
522  * We pass 13 to many of the functions because this way they
523  * think it was the carriage return that was entered, and the
524  * function then does not try to do additional input.
525  */
526  snprintf(pl->write_buf, sizeof(pl->write_buf), ":%s", buf);
527 
528  /* this avoids any hacking here */
529 
530  switch (pl->state) {
531  case ST_PLAYING:
532  LOG(llevError, "Got reply message with ST_PLAYING input state\n");
533  break;
534 
535  case ST_PLAY_AGAIN:
536  /* We can check this for return value (2==quit). Maybe we
537  * should, and do something appropriate?
538  */
539  receive_play_again(pl->ob, buf[0]);
540  break;
541 
542  case ST_ROLL_STAT:
543  key_roll_stat(pl->ob, buf[0]);
544  break;
545 
546  case ST_CHANGE_CLASS:
547 
548  key_change_class(pl->ob, buf[0]);
549  break;
550 
551  case ST_CONFIRM_QUIT:
552  key_confirm_quit(pl->ob, buf[0]);
553  break;
554 
555  case ST_GET_NAME:
556  receive_player_name(pl->ob);
557  break;
558 
559  case ST_GET_PASSWORD:
560  case ST_CONFIRM_PASSWORD:
565  break;
566 
567  case ST_GET_PARTY_PASSWORD: /* Get password for party */
569  break;
570 
571  default:
572  LOG(llevError, "Unknown input state: %d\n", pl->state);
573  }
574 }
575 
583 void version_cmd(char *buf, int len, socket_struct *ns) {
584  char *rest;
585  char *cs_str = strtok_r(buf, " ", &rest);
586  char *sc_str = strtok_r(NULL, " ", &rest);
587 
588  if (cs_str == NULL || sc_str == NULL) {
589  LOG(llevError, "%s: sent invalid version string\n", ns->host);
590  return;
591  } else {
592  ns->cs_version = atoi(cs_str);
593  ns->sc_version = atoi(sc_str);
594  }
595 
596 #ifdef ESRV_DEBUG
597  if (VERSION_CS != ns->cs_version) {
598  LOG(llevDebug, "CS: csversion mismatch (%d,%d)\n", VERSION_CS, ns->cs_version);
599  }
600 
601  if (VERSION_SC != ns->sc_version) {
602  LOG(llevDebug, "CS: scversion mismatch (%d,%d)\n", VERSION_SC, ns->sc_version);
603  }
604 #endif
605 
606  if (rest != NULL) {
607  LOG(llevInfo, "Connection from %s (%s), CS %d, SC %d\n",
608  ns->host, rest, ns->cs_version, ns->sc_version);
609  }
610 }
611 
619  SockList sl;
620 
621  /* If getting a newmap command, this scroll information
622  * is no longer relevant.
623  */
624  ns->map_scroll_x = 0;
625  ns->map_scroll_y = 0;
626 
627 
628  memset(&ns->lastmap, 0, sizeof(ns->lastmap));
629  SockList_Init(&sl);
630  SockList_AddString(&sl, "newmap");
631  Send_With_Handling(ns, &sl);
632  SockList_Term(&sl);
633 }
634 
639 void move_cmd(char *buf, int len, player *pl) {
640  int vals[3], i;
641 
642  if (len <= 0 || !buf) {
643  LOG(llevDebug, "Player '%s' sent bogus move_cmd information\n", pl->ob->name);
644  return;
645  }
646 
647  /* A little funky here. We only cycle for 2 records, because
648  * we obviously am not going to find a space after the third
649  * record. Perhaps we should just replace this with a
650  * sscanf?
651  */
652  for (i = 0; i < 2; i++) {
653  vals[i] = atoi(buf);
654  if (!(buf = strchr(buf, ' '))) {
655  LOG(llevError, "Incomplete move command: %s\n", buf);
656  return;
657  }
658  buf++;
659  }
660  vals[2] = atoi(buf);
661 
662 /* LOG(llevDebug, "Move item %d (nrof=%d) to %d.\n", vals[1], vals[2], vals[0]);*/
663  esrv_move_object(pl->ob, vals[0], vals[1], vals[2]);
664 }
665 
666 /***************************************************************************
667  *
668  * Start of commands the server sends to the client.
669  *
670  ***************************************************************************
671  */
672 
677 void send_query(socket_struct *ns, uint8_t flags, const char *text) {
678  SockList sl;
679 
680  SockList_Init(&sl);
681  SockList_AddPrintf(&sl, "query %d %s", flags, text ? text : "");
682  Send_With_Handling(ns, &sl);
683  SockList_Term(&sl);
684 }
685 
686 #define AddIfInt64(Old, New, Type) \
687  if (Old != New) { \
688  Old = New; \
689  SockList_AddChar(&sl, Type); \
690  SockList_AddInt64(&sl, New); \
691  }
692 
693 #define AddIfInt(Old, New, Type) \
694  if (Old != New) { \
695  Old = New; \
696  SockList_AddChar(&sl, Type); \
697  SockList_AddInt(&sl, New); \
698  }
699 
700 #define AddIfShort(Old, New, Type) \
701  if (Old != New) { \
702  Old = New; \
703  SockList_AddChar(&sl, Type); \
704  SockList_AddShort(&sl, New); \
705  }
706 
707 #define AddIfFloat(Old, New, Type) \
708  if (Old != New) { \
709  Old = New; \
710  SockList_AddChar(&sl, Type); \
711  SockList_AddInt(&sl, (long)(New*FLOAT_MULTI));\
712  }
713 
714 #define AddIfString(Old, New, Type) \
715  if (Old == NULL || strcmp(Old, New)) { \
716  free(Old); \
717  Old = strdup_local(New); \
718  SockList_AddChar(&sl, Type); \
719  SockList_AddLen8Data(&sl, New, strlen(New));\
720  }
721 
729  SockList sl;
730  char buf[MAX_BUF];
731  uint16_t flags;
732  uint8_t s;
733 
734  SockList_Init(&sl);
735  SockList_AddString(&sl, "stats ");
736 
737  if (pl->ob != NULL) {
751  }
752  if (pl->socket.extended_stats) {
753  int16_t golem_hp, golem_maxhp;
761  if (pl->ob != NULL) {
776  }
777  if (pl->ranges[range_golem]) {
778  object *golem = pl->ranges[range_golem];
779  if (QUERY_FLAG(golem, FLAG_REMOVED) || golem->count != pl->golem_count || QUERY_FLAG(golem, FLAG_FREED)) {
780  golem_hp = 0;
781  golem_maxhp = 0;
782  } else {
783  golem_hp = golem->stats.hp;
784  golem_maxhp = golem->stats.maxhp;
785  }
786  } else {
787  golem_hp = 0;
788  golem_maxhp = 0;
789  }
790  /* send first the maxhp, so the client can set up the display */
792  AddIfShort(pl->last_golem_hp, golem_hp, CS_STAT_GOLEM_HP);
793  }
794 
795  for (s = 0; s < MAX_SKILLS; s++) {
796  if (pl->last_skill_ob[s]) {
797  // Skill objects can be removed without updating last_skill_ob.
798  // Clean them up here if that's the case.
799  if (QUERY_FLAG(pl->last_skill_ob[s], FLAG_REMOVED)) {
800  LOG(llevDebug, "pruning removed object from last_skill_ob\n");
801  pl->last_skill_ob[s] = NULL;
802  continue;
803  }
804 
805  if (pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp) {
806  /* Always send along the level if exp changes. This
807  * is only 1 extra byte, but keeps processing simpler.
808  */
810  SockList_AddChar(&sl, (char)pl->last_skill_ob[s]->level);
812  pl->last_skill_exp[s] = pl->last_skill_ob[s]->stats.exp;
813  }
814  }
815  }
817  AddIfShort(pl->last_level, (char)pl->ob->level, CS_STAT_LEVEL);
825  flags = 0;
826  if (pl->fire_on)
827  flags |= SF_FIREON;
828  if (pl->run_on)
829  flags |= SF_RUNON;
830 
831  AddIfShort(pl->last_flags, flags, CS_STAT_FLAGS);
832  if (pl->socket.sc_version < 1025) {
834  } else {
835  int i;
836 
837  for (i = 0; i < NROFATTACKS; i++) {
838  /* Skip ones we won't send */
839  if (atnr_cs_stat[i] == -1)
840  continue;
841  AddIfShort(pl->last_resist[i], pl->ob->resist[i], (char)atnr_cs_stat[i]);
842  }
843  }
844  if (pl->socket.monitor_spells) {
848  }
849  /* we want to use the new fire & run system in new client */
850  rangetostring(pl->ob, buf, sizeof(buf));
852  set_title(pl->ob, buf, sizeof(buf));
854 
855  /* Only send it away if we have some actual data - 2 bytes for length, 6 for "stats ". */
856  if (sl.len > 8) {
857 #ifdef ESRV_DEBUG
858  LOG(llevDebug, "Sending stats command, %d bytes long.\n", sl.len);
859 #endif
860  Send_With_Handling(&pl->socket, &sl);
861  }
862  SockList_Term(&sl);
863 }
864 
869  SockList sl;
870 
871  pl->last_weight = weight;
872 
873  if (!(pl->socket.faces_sent[pl->ob->face->number]&NS_FACESENT_FACE))
874  esrv_send_face(&pl->socket, pl->ob->face->number, 0);
875 
876  SockList_Init(&sl);
877  SockList_AddString(&sl, "player ");
878  SockList_AddInt(&sl, pl->ob->count);
879  SockList_AddInt(&sl, weight);
880  SockList_AddInt(&sl, pl->ob->face->number);
881  SockList_AddLen8Data(&sl, pl->ob->name, strlen(pl->ob->name));
882 
883  Send_With_Handling(&pl->socket, &sl);
884  SockList_Term(&sl);
886 }
887 
895 void esrv_send_animation(socket_struct *ns, short anim_num) {
896  SockList sl;
897  int i;
898 
899  /* Do some checking on the anim_num we got. Note that the animations
900  * are added in contigous order, so if the number is in the valid
901  * range, it must be a valid animation.
902  */
903  if (anim_num < 0 || anim_num > num_animations) {
904  LOG(llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
905  return;
906  }
907 
908  SockList_Init(&sl);
909  SockList_AddString(&sl, "anim ");
910  SockList_AddShort(&sl, anim_num);
911  SockList_AddShort(&sl, 0); /* flags - not used right now */
912  /* Build up the list of faces. Also, send any information (ie, the
913  * the face itself) down to the client.
914  */
915  for (i = 0; i < animations[anim_num].num_animations; i++) {
916  if (!(ns->faces_sent[animations[anim_num].faces[i]->number]&NS_FACESENT_FACE))
917  esrv_send_face(ns, animations[anim_num].faces[i]->number, 0);
918  /* flags - not used right now */
919  SockList_AddShort(&sl, animations[anim_num].faces[i]->number);
920  }
921  Send_With_Handling(ns, &sl);
922  SockList_Term(&sl);
923  ns->anims_sent[anim_num] = 1;
924 }
925 
926 /****************************************************************************
927  *
928  * Start of map related commands.
929  *
930  ****************************************************************************/
931 
933 static void map_clearcell(struct map_cell_struct *cell, int face, int count) {
934  cell->darkness = count;
935  memset(cell->faces, face, sizeof(cell->faces));
936 }
937 
938 #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
939 
947 static const object *heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS];
948 
949 /****************************************************************************
950  * This block is for map2 drawing related commands.
951  * Note that the map2 still uses other functions.
952  *
953  ***************************************************************************/
954 
974 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) {
975  uint16_t face_num;
976  uint8_t nlayer, smoothlevel = 0;
977  const object *head;
978 
979  assert(ob != NULL);
980 
981  head = HEAD(ob);
982  face_num = ob->face->number;
983 
984  /* This is a multipart object, and we are not at the lower
985  * right corner. So we need to store away the lower right corner.
986  */
987  if (!is_head && (head->arch->tail_x || head->arch->tail_y)
988  && (head->arch->tail_x != ob->arch->clone.x || head->arch->tail_y != ob->arch->clone.y)) {
989  int bx, by, l;
990 
991  /* Basically figure out where the offset is from where we
992  * are right now. the ob->arch->clone.{x,y} values hold
993  * the offset that this current piece is from the head,
994  * and the tail is where the tail is from the head.
995  * Note that bx and by will equal sx and sy if we are
996  * already working on the bottom right corner. If ob is
997  * the head, the clone values will be zero, so the right
998  * thing will still happen.
999  */
1000  bx = ax+head->arch->tail_x-ob->arch->clone.x;
1001  by = ay+head->arch->tail_y-ob->arch->clone.y;
1002 
1003  /* I don't think this can ever happen, but better to check
1004  * for it just in case.
1005  */
1006  if (bx < ax || by < ay) {
1007  LOG(llevError, "map2_add_ob: bx (%d) or by (%d) is less than ax (%d) or ay (%d)\n", bx, by, ax, ay);
1008  face_num = 0;
1009  }
1010  /* the target position must be within +/-1 of our current
1011  * layer as the layers are defined. We are basically checking
1012  * to see if we have already stored this object away.
1013  */
1014  for (l = layer-1; l <= layer+1; l++) {
1015  if (l < 0 || l >= MAP_LAYERS)
1016  continue;
1017  if (heads[by][bx][l] == head)
1018  break;
1019  }
1020  /* Didn't find it. So we need to store it away. Try to store it
1021  * on our original layer, and then move up a layer.
1022  */
1023  if (l == layer+2) {
1024  if (!heads[by][bx][layer])
1025  heads[by][bx][layer] = head;
1026  else if (layer+1 < MAP_LAYERS && !heads[by][bx][layer+1])
1027  heads[by][bx][layer+1] = head;
1028  }
1029  return 0;
1030  /* Ok - All done storing away the head for future use */
1031  } else {
1032  (*has_obj)++;
1035  face_num = ob->animation_id|(1<<15);
1037  face_num |= ANIM_SYNC;
1038  else if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM))
1039  face_num |= ANIM_RANDOM;
1040  }
1041  /* Since face_num includes the bits for the animation tag,
1042  * and we will store that away in the faces[] array, below
1043  * check works fine _except_ for the case where animation
1044  * speed chances.
1045  */
1046  if (ns->lastmap.cells[ax][ay].faces[layer] != face_num) {
1047  uint8_t len, anim_speed = 0, i;
1048 
1049  /* This block takes care of sending the actual face
1050  * to the client. */
1051  ns->lastmap.cells[ax][ay].faces[layer] = face_num;
1052 
1053  /* Now form the data packet */
1054  nlayer = MAP2_LAYER_START+layer;
1055 
1056  len = 2;
1057 
1058  if (ob->map && !MAP_NOSMOOTH(ob->map)) {
1059  smoothlevel = ob->smoothlevel;
1060  if (smoothlevel)
1061  len++;
1062  }
1063 
1066  len++;
1067  /* 1/0.004 == 250, so this is a good cap for an
1068  * upper limit */
1069  if (ob->anim_speed)
1070  anim_speed = ob->anim_speed;
1071  else if (FABS(ob->speed) < 0.004)
1072  anim_speed = 255;
1073  else if (FABS(ob->speed) >= 1.0)
1074  anim_speed = 1;
1075  else
1076  anim_speed = (int)(1.0/FABS(ob->speed));
1077 
1078  if (!ns->anims_sent[ob->animation_id])
1080 
1081  /* If smoothing, need to send smoothing information
1082  * for all faces in the animation sequence. Since
1083  * smoothlevel is an object attribute,
1084  * it applies to all faces.
1085  */
1086  if (smoothlevel) {
1087  for (i = 0; i < NUM_ANIMATIONS(ob); i++) {
1090  }
1091  }
1092  } else if (!(ns->faces_sent[face_num]&NS_FACESENT_FACE)) {
1093  esrv_send_face(ns, face_num, 0);
1094  }
1095 
1096  if (smoothlevel
1097  && !(ns->faces_sent[ob->face->number]&NS_FACESENT_SMOOTH))
1098  send_smooth(ns, ob->face->number);
1099 
1100  /* Length of packet */
1101  nlayer |= len<<5;
1102 
1103  SockList_AddChar(sl, nlayer);
1104  SockList_AddShort(sl, face_num);
1105  if (anim_speed)
1106  SockList_AddChar(sl, anim_speed);
1107  if (smoothlevel)
1108  SockList_AddChar(sl, smoothlevel);
1109  return 1;
1110  } /* Face is different */
1111  }
1112  return 0;
1113 }
1114 
1115 /* This function is used see if a layer needs to be cleared.
1116  * It updates the socklist, and returns 1 if the update is
1117  * needed, 0 otherwise.
1118  */
1119 static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns) {
1120  int nlayer;
1121 
1122  if (ns->lastmap.cells[ax][ay].faces[layer] != 0) {
1123  /* Now form the data packet */
1124  nlayer = 0x10+layer+(2<<5);
1125  SockList_AddChar(sl, nlayer);
1126  SockList_AddShort(sl, 0);
1127  ns->lastmap.cells[ax][ay].faces[layer] = 0;
1128  return 1;
1129  }
1130  return 0;
1131 }
1132 
1144 static int check_probe(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer) {
1145  int got_one = 0, poisoned = 0, diseased = 0;
1146  char name[60];
1147  int value, granularity;
1148  const object *probe;
1149 
1150  /* send hp bar if needed */
1151  if ((*alive_layer) != -1 || ob->head || !CAN_PROBE(ob))
1152  return 0;
1153 
1154  if (settings.always_show_hp == 2) {
1155  /* global hp bars are enabled */
1156  granularity = 30;
1157  } else if (settings.always_show_hp == 1 && ob->stats.hp < ob->stats.maxhp) {
1158  granularity = 30;
1159  } else {
1160  /* only give hp bars to monsters that have been probed */
1161  if (!QUERY_FLAG(ob, FLAG_PROBE)) {
1162  return 0;
1163  }
1164  probe = object_find_by_type_and_name(ob, FORCE, "probe_force");
1165  if (probe == NULL || probe->level < 15) {
1166  /* if probe is not null, this is an error, but well */
1167  return 0;
1168  }
1169 
1170  granularity = (probe->level - 14) / 3;
1171  if (granularity <= 0)
1172  granularity = 1;
1173  else if (granularity > 30)
1174  granularity = 30;
1175  }
1176 
1177  if (ob->stats.maxhp > 0) {
1178  value = (ob->stats.hp * granularity) / (ob->stats.maxhp);
1179 
1180  if (value < 0)
1181  value = 0;
1182  else if (value > granularity)
1183  value = granularity;
1184  } else
1185  value = 30;
1186 
1187  value = (value * 30) / granularity;
1188 
1189  if (object_present_in_ob(POISONING, ob) != NULL)
1190  poisoned = 1;
1191  if (object_present_in_ob(DISEASE, ob) != NULL)
1192  diseased = 1;
1193 
1194  if (value > 0) {
1195  archetype *dummy;
1196 
1197  snprintf(name, sizeof(name), "hpbar%s%s%s_%d",
1198  poisoned ? "_poisoned" : "",
1199  diseased ? "_diseased" : "",
1200  (!poisoned && !diseased) ? "_standard" : "",
1201  value);
1202  dummy = try_find_archetype(name);
1203  if (dummy != NULL) {
1204  got_one += map2_add_ob(ax, ay, MAP_LAYER_FLY2, &dummy->clone, sl, ns, has_obj, 0);
1205  (*alive_layer) = MAP_LAYER_FLY2;
1206  }
1207  }
1208 
1209  return got_one;
1210 }
1211 
1212 /*
1213  * This function is used to check a space (ax, ay) whose only
1214  * data we may care about are any heads. Basically, this
1215  * space is out of direct view. This is only used with the
1216  * Map2 protocol.
1217  *
1218  * @param ax
1219  * viewport relative x-coordinate
1220  * @param ay
1221  * viewport relative y-coordinate
1222  * @param sl
1223  * the reply to append to
1224  * @param ns
1225  * the client socket
1226  */
1227 static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns) {
1228  int layer, got_one = 0, del_one = 0, oldlen, has_obj = 0;
1229  uint16_t coord;
1230 
1231  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1232  oldlen = sl->len;
1233  SockList_AddShort(sl, coord);
1234 
1235  for (layer = 0; layer < MAP_LAYERS; layer++) {
1236  const object *head;
1237 
1238  head = heads[ay][ax][layer];
1239  if (head) {
1240  /* in this context, got_one should always increase
1241  * because heads should always point to data to really send.
1242  */
1243  got_one += map2_add_ob(ax, ay, layer, head, sl, ns, &has_obj, 1);
1244  } else {
1245  del_one += map2_delete_layer(ax, ay, layer, sl, ns);
1246  }
1247  }
1248  /* Note - if/when lighting information is added, some code is
1249  * needed here - lighting sources that are out of sight may still
1250  * extend into the viewable area.
1251  */
1252 
1253  /* If nothing to do for this space, we
1254  * can erase the coordinate bytes
1255  */
1256  if (!del_one && !got_one) {
1257  sl->len = oldlen;
1258  } else if (del_one && !has_obj) {
1259  /* If we're only deleting faces and not adding, and there
1260  * are not any faces on the space we care about,
1261  * more efficient
1262  * to send 0 as the type/len field.
1263  */
1264  sl->len = oldlen+2; /* 2 bytes for coordinate */
1265  SockList_AddChar(sl, 0); /* Clear byte */
1266  SockList_AddChar(sl, 255); /* Termination byte */
1267  // Reduce defreferences by passing the inner array offset instead of address of value
1268  map_clearcell(ns->lastmap.cells[ax] + ay, 0, 0);
1269  } else {
1270  SockList_AddChar(sl, 255); /* Termination byte */
1271  }
1272 }
1273 
1274 static void draw_client_map2(object *pl) {
1275  int x, y, ax, ay, d, min_x, max_x, min_y, max_y, oldlen, layer;
1276  size_t startlen;
1277  int16_t nx, ny;
1278  SockList sl;
1279  uint16_t coord;
1280  mapstruct *m;
1281  // Dereference once. It should not change in the middle of processing.
1282  player *plyr = pl->contr;
1283 
1284  SockList_Init(&sl);
1285  SockList_AddString(&sl, "map2 ");
1286  startlen = sl.len;
1287 
1288  /* Handle map scroll */
1289  if (plyr->socket.map_scroll_x || plyr->socket.map_scroll_y) {
1290  coord = MAP2_COORD_ENCODE(plyr->socket.map_scroll_x, plyr->socket.map_scroll_y, 1);
1291  plyr->socket.map_scroll_x = 0;
1292  plyr->socket.map_scroll_y = 0;
1293  SockList_AddShort(&sl, coord);
1294  }
1295 
1296  /* Init data to zero */
1297  memset(heads, 0, sizeof(heads));
1298 
1299  /* We could do this logic as conditionals in the if statement,
1300  * but that started to get a bit messy to look at.
1301  */
1302  min_x = pl->x-plyr->socket.mapx/2;
1303  min_y = pl->y-plyr->socket.mapy/2;
1304  max_x = pl->x+(plyr->socket.mapx+1)/2+MAX_HEAD_OFFSET;
1305  max_y = pl->y+(plyr->socket.mapy+1)/2+MAX_HEAD_OFFSET;
1306 
1307  /* x, y are the real map locations. ax, ay are viewport relative
1308  * locations.
1309  */
1310  ay = 0;
1311  for (y = min_y; y < max_y; y++, ay++) {
1312  ax = 0;
1313  for (x = min_x; x < max_x; x++, ax++) {
1314  /* If this space is out of the normal viewable area,
1315  * we only check the heads value. This is used to
1316  * handle big images - if they extend to a viewable
1317  * portion, we need to send just the lower right corner.
1318  */
1319  if (ax >= plyr->socket.mapx || ay >= plyr->socket.mapy) {
1320  check_space_for_heads(ax, ay, &sl, &plyr->socket);
1321  } else {
1322  /* This space is within the viewport of the client. Due
1323  * to walls or darkness, it may still not be visible.
1324  */
1325 
1326  /* Meaning of d:
1327  * 0 - object is in plain sight, full brightness.
1328  * 1 - MAX_DARKNESS - how dark the space is - higher
1329  * value is darker space. If level is at max darkness,
1330  * you can't see the space (too dark)
1331  * 100 - space is blocked from sight.
1332  */
1333  d = plyr->blocked_los[ax][ay];
1334 
1335  /* If the coordinates are not valid, or it is too
1336  * dark to see, we tell the client as such
1337  */
1338  nx = x;
1339  ny = y;
1340  m = get_map_from_coord(pl->map, &nx, &ny);
1341  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1342 
1343  if (!m) {
1344  /* space is out of map. Update space and clear
1345  * values if this hasn't already been done.
1346  * If the space is out of the map, it shouldn't
1347  * have a head.
1348  */
1349  if (plyr->socket.lastmap.cells[ax][ay].darkness != 0) {
1350  SockList_AddShort(&sl, coord);
1352  SockList_AddChar(&sl, 255); /* Termination byte */
1353  // Reduce dereferences by passing the inner array offset instead of address of value
1354  map_clearcell(plyr->socket.lastmap.cells[ax] + ay, 0, 0);
1355  }
1356  } else if (d >= MAX_LIGHT_RADII) {
1357  /* This block deals with spaces that are not
1358  * visible due to darkness or walls. Still
1359  * need to send the heads for this space.
1360  */
1361  check_space_for_heads(ax, ay, &sl, &plyr->socket);
1362  } else {
1363  int have_darkness = 0, has_obj = 0, got_one = 0, del_one = 0, g1, alive_layer = -1, old_got;
1364 
1365  /* In this block, the space is visible. */
1366 
1367  /* Rather than try to figure out what everything
1368  * that we might need to send is, then form the
1369  * packet after that, we presume that we will in
1370  * fact form a packet, and update the bits by what
1371  * we do actually send. If we send nothing, we
1372  * just back out sl.len to the old value, and no
1373  * harm is done.
1374  * I think this is simpler than doing a bunch of
1375  * checks to see what if anything we need to send,
1376  * setting the bits, then doing those checks again
1377  * to add the real data.
1378  */
1379 
1380  oldlen = sl.len;
1381  SockList_AddShort(&sl, coord);
1382 
1383  /* Darkness changed */
1384  if (plyr->socket.lastmap.cells[ax][ay].darkness != d
1385  && plyr->socket.darkness) {
1386  plyr->socket.lastmap.cells[ax][ay].darkness = d;
1387  /* Darkness tag & length*/
1389  SockList_AddChar(&sl, 255-d*(256/MAX_LIGHT_RADII));
1390  have_darkness = 1;
1391  }
1392 
1393  for (layer = 0; layer < MAP_LAYERS; layer++) {
1394  const object *ob = GET_MAP_FACE_OBJ(m, nx, ny, layer);
1395 
1396  /* Special case: send player itself if invisible */
1397  if (!ob
1398  && x == pl->x
1399  && y == pl->y
1400  && (pl->invisible&(pl->invisible < 50 ? 4 : 1))
1401  && (layer == MAP_LAYER_LIVING1 || layer == MAP_LAYER_LIVING2))
1402  ob = pl;
1403 
1404  if (ob) {
1405  g1 = has_obj;
1406  old_got = got_one;
1407  got_one += map2_add_ob(ax, ay, layer, ob, &sl, &plyr->socket, &has_obj, 0);
1408 
1409  /* if we added the face, or it is a monster's head, check probe spell */
1410  if (got_one != old_got || (ob->head == NULL && ob->more))
1411  got_one += check_probe(ax, ay, ob, &sl, &plyr->socket, &has_obj, &alive_layer);
1412 
1413  /* If we are just storing away the head
1414  * for future use, then effectively this
1415  * space/layer is blank, and we should clear
1416  * it if needed.
1417  */
1418  if (g1 == has_obj) {
1419  del_one += map2_delete_layer(ax, ay, layer, &sl, &plyr->socket);
1420  } else if (ob->head == NULL) {
1421  /* for single-part items */
1422  got_one += check_probe(ax, ay, ob, &sl, &plyr->socket, &has_obj, &alive_layer);
1423  }
1424  } else {
1425  if (layer != alive_layer)
1426  del_one += map2_delete_layer(ax, ay, layer, &sl, &plyr->socket);
1427  }
1428  }
1429  /* If nothing to do for this space, we
1430  * can erase the coordinate bytes
1431  */
1432  if (!del_one && !got_one && !have_darkness) {
1433  sl.len = oldlen;
1434  } else if (del_one && !has_obj) {
1435  /* If we're only deleting faces and don't
1436  * have any objs we care about, just clear
1437  * space. Note it is possible we may have
1438  * darkness, but if there is nothing on the
1439  * space, darkness isn't all that interesting
1440  * - we can send it when an object shows up.
1441  */
1442  sl.len = oldlen+2; /* 2 bytes for coordinate */
1444  SockList_AddChar(&sl, 255); /* Termination byte */
1445  // Reduce dereferences by passing the inner array offset instead of address of value
1446  map_clearcell(plyr->socket.lastmap.cells[ax] + ay, 0, 0);
1447  } else {
1448  SockList_AddChar(&sl, 255); /* Termination byte */
1449  }
1450  }
1451  } /* else this is a viewable space */
1452  } /* for x loop */
1453  } /* for y loop */
1454 
1455  /* Only send this if there are in fact some differences. */
1456  if (sl.len > startlen) {
1457  Send_With_Handling(&plyr->socket, &sl);
1458  }
1459  SockList_Term(&sl);
1460 }
1461 
1465 void draw_client_map(object *pl) {
1466  int i, j;
1467  int16_t ax, ay;
1468  int mflags;
1469  mapstruct *m, *pm;
1470  int min_x, min_y, max_x, max_y;
1471 
1472  if (pl->type != PLAYER) {
1473  LOG(llevError, "draw_client_map called with non player/non eric-server\n");
1474  return;
1475  }
1476 
1477  if (pl->contr->transport) {
1478  pm = pl->contr->transport->map;
1479  } else
1480  pm = pl->map;
1481 
1482  /* If player is just joining the game, he isn't here yet, so
1483  * the map can get swapped out. If so, don't try to send them
1484  * a map. All will be OK once they really log in.
1485  */
1486  if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1487  return;
1488 
1489  /*
1490  * This block just makes sure all the spaces are properly
1491  * updated in terms of what they look like.
1492  */
1493  min_x = pl->x-pl->contr->socket.mapx/2;
1494  min_y = pl->y-pl->contr->socket.mapy/2;
1495  max_x = pl->x+(pl->contr->socket.mapx+1)/2;
1496  max_y = pl->y+(pl->contr->socket.mapy+1)/2;
1497  for (j = min_y; j < max_y; j++) {
1498  for (i = min_x; i < max_x; i++) {
1499  ax = i;
1500  ay = j;
1501  m = pm;
1502  mflags = get_map_flags(m, &m, ax, ay, &ax, &ay);
1503  if (mflags&P_OUT_OF_MAP)
1504  continue;
1505  if (mflags&P_NEED_UPDATE)
1506  update_position(m, ax, ay);
1507  /* If a map is visible to the player, we don't want
1508  * to swap it out just to reload it. This should
1509  * really call something like swap_map, but this is
1510  * much more efficient and 'good enough'
1511  */
1512  if (mflags&P_NEW_MAP)
1513  m->timeout = 50;
1514  }
1515  }
1516 
1517  /* do LOS after calls to update_position */
1518  if (pl->contr->do_los) {
1519  update_los(pl);
1520  pl->contr->do_los = 0;
1521  }
1522 
1523  draw_client_map2(pl);
1524 }
1525 
1526 void esrv_map_scroll(socket_struct *ns, int dx, int dy) {
1527  struct Map newmap;
1528  int x, y, mx, my;
1529 
1530  ns->map_scroll_x += dx;
1531  ns->map_scroll_y += dy;
1532 
1533  mx = ns->mapx+MAX_HEAD_OFFSET;
1534  my = ns->mapy+MAX_HEAD_OFFSET;
1535 
1536  /* the x and y here are coordinates for the new map, i.e. if we moved
1537  * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
1538  * if the destination x or y coordinate is outside the viewable
1539  * area, we clear the values - otherwise, the old values
1540  * are preserved, and the check_head thinks it needs to clear them.
1541  */
1542  for (x = 0; x < mx; x++) {
1543  for (y = 0; y < my; y++) {
1544  if (x >= ns->mapx || y >= ns->mapy) {
1545  /* clear cells outside the viewable area */
1546  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1547  } else if (x+dx < 0 || x+dx >= ns->mapx || y+dy < 0 || y+dy >= ns->mapy) {
1548  /* clear newly visible tiles within the viewable area */
1549  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1550  } else {
1551  memcpy(&newmap.cells[x][y], &ns->lastmap.cells[x+dx][y+dy], sizeof(newmap.cells[x][y]));
1552  }
1553  }
1554  }
1555 
1556  memcpy(&ns->lastmap, &newmap, sizeof(ns->lastmap));
1557 }
1558 
1564 void send_plugin_custom_message(object *pl, char *buf) {
1565  SockList sl;
1566 
1567  SockList_Init(&sl);
1568  SockList_AddString(&sl, buf);
1569  Send_With_Handling(&pl->contr->socket, &sl);
1570  SockList_Term(&sl);
1571 }
1572 
1579  SockList sl;
1580  int flags = 0;
1581  client_spell *spell_info;
1582 
1583  if (!pl->socket.monitor_spells)
1584  return;
1585 
1586  /* Handles problem at login, where this is called from fix_object
1587  * before we have had a chance to send spells to the player. It does seem
1588  * to me that there should never be a case where update_spells is called
1589  * before add_spells has been called. Add_spells() will update the
1590  * spell_state to non null.
1591  */
1592  if (!pl->spell_state)
1593  return;
1594 
1595  FOR_INV_PREPARE(pl->ob, spell) {
1596  if (spell->type == SPELL) {
1597  spell_info = get_client_spell_state(pl, spell);
1598  /* check if we need to update it*/
1599  if (spell_info->last_sp != SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA)) {
1600  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1601  flags |= UPD_SP_MANA;
1602  }
1603  if (spell_info->last_grace != SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE)) {
1604  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1605  flags |= UPD_SP_GRACE;
1606  }
1607  if (spell_info->last_dam != spell->stats.dam+SP_level_dam_adjust(pl->ob, spell)) {
1608  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1609  flags |= UPD_SP_DAMAGE;
1610  }
1611  if (flags != 0) {
1612  SockList_Init(&sl);
1613  SockList_AddString(&sl, "updspell ");
1614  SockList_AddChar(&sl, flags);
1615  SockList_AddInt(&sl, spell->count);
1616  if (flags&UPD_SP_MANA)
1617  SockList_AddShort(&sl, spell_info->last_sp);
1618  if (flags&UPD_SP_GRACE)
1619  SockList_AddShort(&sl, spell_info->last_grace);
1620  if (flags&UPD_SP_DAMAGE)
1621  SockList_AddShort(&sl, spell_info->last_dam);
1622  flags = 0;
1623  Send_With_Handling(&pl->socket, &sl);
1624  SockList_Term(&sl);
1625  }
1626  }
1627  } FOR_INV_FINISH();
1628 }
1629 
1630 void esrv_remove_spell(player *pl, object *spell) {
1631  SockList sl;
1632 
1633  if (!pl || !spell || spell->env != pl->ob) {
1634  LOG(llevError, "Invalid call to esrv_remove_spell\n");
1635  return;
1636  }
1637  if (!pl->socket.monitor_spells)
1638  return;
1639 
1640  SockList_Init(&sl);
1641  SockList_AddString(&sl, "delspell ");
1642  SockList_AddInt(&sl, spell->count);
1643  Send_With_Handling(&pl->socket, &sl);
1644  SockList_Term(&sl);
1645 }
1646 
1654  SockList sl;
1655 
1656  if (!pl->socket.want_pickup)
1657  return;
1658  SockList_Init(&sl);
1659  SockList_AddString(&sl, "pickup ");
1660  SockList_AddInt(&sl, pl->mode);
1661  Send_With_Handling(&pl->socket, &sl);
1662  SockList_Term(&sl);
1663 }
1664 
1673 static int spell_client_use(const object *spell) {
1674  switch (spell->type)
1675  {
1676  case SP_RAISE_DEAD:
1677  case SP_MAKE_MARK:
1678  return 3;
1679  case SP_RUNE:
1680  if (!spell->other_arch)
1681  return 1;
1682  break;
1683  case SP_CREATE_FOOD:
1684  case SP_CREATE_MISSILE:
1685  return 2;
1686  case SP_SUMMON_MONSTER:
1687  if (spell->randomitems != NULL)
1688  return 2;
1689  /* break; */// If add conditins below, use this break statement
1690  }
1691  // This is not in the switch statement so that it supports fallthrough logic
1692  // on the few spell types that have additional conditions attached.
1693  return 0;
1694 }
1695 
1697 static void append_spell(player *pl, SockList *sl, object *spell) {
1698  client_spell *spell_info;
1699  int len, i, skill = 0;
1700 
1701  if (!spell->name) {
1702  LOG(llevError, "item number %d is a spell with no name.\n", spell->count);
1703  return;
1704  }
1705 
1706  if (spell->face && !(pl->socket.faces_sent[spell->face->number]&NS_FACESENT_FACE))
1707  esrv_send_face(&pl->socket, spell->face->number, 0);
1708 
1709  spell_info = get_client_spell_state(pl, spell);
1710  SockList_AddInt(sl, spell->count);
1711  SockList_AddShort(sl, spell->level);
1712  SockList_AddShort(sl, spell->casting_time);
1713  /* store costs and damage in the object struct, to compare to later */
1714  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1715  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1716  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1717  /* send the current values */
1718  SockList_AddShort(sl, spell_info->last_sp);
1719  SockList_AddShort(sl, spell_info->last_grace);
1720  SockList_AddShort(sl, spell_info->last_dam);
1721 
1722  /* figure out which skill it uses, if it uses one */
1723  if (spell->skill) {
1724  for (i = 0; i < MAX_SKILLS && skill_names[i]; i++)
1725  if (!strcmp(spell->skill, skill_names[i])) {
1726  skill = i+CS_STAT_SKILLINFO;
1727  break;
1728  }
1729  }
1730  SockList_AddChar(sl, skill);
1731 
1732  SockList_AddInt(sl, spell->path_attuned);
1733  SockList_AddInt(sl, spell->face ? spell->face->number : 0);
1734  SockList_AddLen8Data(sl, spell->name, strlen(spell->name));
1735 
1736  if (!spell->msg) {
1737  SockList_AddShort(sl, 0);
1738  } else {
1739  len = strlen(spell->msg);
1740  SockList_AddShort(sl, len);
1741  SockList_AddData(sl, spell->msg, len);
1742  }
1743 
1744  /* Extended spell information available if the client wants it.
1745  */
1746  if (pl->socket.monitor_spells >= 2) {
1747  /* spellmon 2
1748  */
1749  sstring req = object_get_value(spell, "casting_requirements");
1750 
1751  SockList_AddChar(sl, spell_client_use(spell)); /* Usage code */
1752 
1753  if (req) { /* Requirements */
1754  SockList_AddLen8Data(sl, req, strlen(req));
1755  } else {
1756  SockList_AddChar(sl, 0);
1757  }
1758  /* end spellmon 2
1759  */
1760  }
1761 }
1762 
1767 void esrv_add_spells(player *pl, object *spell) {
1768  SockList sl;
1769  size_t size;
1770  sstring value;
1771 
1772  if (!pl) {
1773  LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player\n");
1774  return;
1775  }
1776 
1777  if (!pl->socket.monitor_spells)
1778  return;
1779 
1780  SockList_Init(&sl);
1781  SockList_AddString(&sl, "addspell ");
1782  if (!spell) {
1783  FOR_INV_PREPARE(pl->ob, spell) {
1784  if (spell->type != SPELL)
1785  continue;
1786  /* Were we to simply keep appending data here, we could
1787  * exceed the SockList buffer if the player has enough spells
1788  * to add. We know that append_spell will always append
1789  * 23 data bytes, plus 3 length bytes and 2 strings
1790  * (because that is the spec) so we need to check that
1791  * the length of those 2 strings, plus the 26 bytes,
1792  * won't take us over the length limit for the socket.
1793  * If it does, we need to send what we already have,
1794  * and restart packet formation.
1795  */
1796  size = 26+strlen(spell->name)+(spell->msg ? strlen(spell->msg) : 0);
1797  if (pl->socket.monitor_spells >= 2) {
1799  value = object_get_value(spell, "casting_requirements");
1800  size += 2 + (value ? strlen(value) : 0);
1801  }
1802  if (SockList_Avail(&sl) < size) {
1803  Send_With_Handling(&pl->socket, &sl);
1804  SockList_Reset(&sl);
1805  SockList_AddString(&sl, "addspell ");
1806  }
1807  append_spell(pl, &sl, spell);
1808  } FOR_INV_FINISH();
1809  } else if (spell->type != SPELL) {
1810  LOG(llevError, "Asked to send a non-spell object as a spell\n");
1811  return;
1812  } else
1813  append_spell(pl, &sl, spell);
1814  /* finally, we can send the packet */
1815  Send_With_Handling(&pl->socket, &sl);
1816  SockList_Term(&sl);
1817 }
1818 
1819 /* sends a 'tick' information to the client.
1820  * We also take the opportunity to toggle TCP_NODELAY -
1821  * this forces the data in the socket to be flushed sooner to the
1822  * client - otherwise, the OS tries to wait for full packets
1823  * and will this hold sending the data for some amount of time,
1824  * which thus adds some additional latency.
1825  */
1827  SockList sl;
1828  int tmp;
1829 
1830  SockList_Init(&sl);
1831  SockList_AddString(&sl, "tick ");
1832  SockList_AddInt(&sl, pticks);
1833  tmp = 1;
1834  if (setsockopt(pl->socket.fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1835  LOG(llevError, "send_tick: Unable to turn on TCP_NODELAY\n");
1836 
1837  Send_With_Handling(&pl->socket, &sl);
1838  tmp = 0;
1839  if (setsockopt(pl->socket.fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1840  LOG(llevError, "send_tick: Unable to turn off TCP_NODELAY\n");
1841  SockList_Term(&sl);
1842 }
1843 
1856 static void add_char_field(SockList *sl, int type, const char *data)
1857 {
1858  int len;
1859 
1860  len = strlen(data);
1861 
1862  if (len) {
1863  /* one extra for length for the type byte */
1864  SockList_AddChar(sl, len+1);
1865  SockList_AddChar(sl, type);
1866  SockList_AddString(sl, data);
1867  }
1868 }
1869 
1891 {
1892  SockList sl;
1893  Account_Char *acn;
1894  int i, num_chars, need_send[MAX_CHARACTERS_PER_ACCOUNT];
1895  char **chars;
1896 
1898 
1899  /*
1900  * The acocunt logic here is a little tricky - account_char_load()
1901  * is best source as it has a lot more data. However, if a user
1902  * has just added an player to an account, that will not be filled
1903  * in until the player has actually logged in with that character -
1904  * to fill the data in at time of adding the character to the account
1905  * requires a fair amount of work to check_login(), since the load
1906  * of the player file and other initialization is fairly closely
1907  * intertwined. So until that is done, we still at least have
1908  * account names we can get and send.
1909  * note: chars[] has the last entry NULL terminated - thus,
1910  * if there are 2 valid accounts, chars[0], chars[1] will be
1911  * set, and chars[2] will be NULL. chars[3...MAX] will have
1912  * undefined values.
1913  */
1915 
1916  SockList_Init(&sl);
1917  SockList_AddString(&sl, "accountplayers ");
1918  num_chars=0;
1919 
1920  /* First, set up an array so we know which character we may
1921  * need to send specially. Only non NULL values would
1922  * ever need to get sent.
1923  */
1924  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
1925  if (chars[i])
1926  need_send[i] = 1;
1927  else break;
1928  }
1929  /* This counts up the number of characters.
1930  * But also, we look and see if the character exists
1931  * in chars[i] - if so, we set need_send[i] to 0.
1932  */
1933  for (acn = ns->account_chars; acn; acn = acn->next) {
1934  num_chars++;
1935  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
1936  /* If this is NULL, we know there will not be
1937  * any more entries - so break out.
1938  */
1939  if (!chars[i]) break;
1940 
1941  if (!strcmp(chars[i], acn->name)) {
1942  need_send[i] = 0;
1943  break;
1944  }
1945  }
1946  }
1947 
1948  /* total up number with limited information */
1949  for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
1950  if (!chars[i]) break;
1951 
1952  if (need_send[i])
1953  num_chars++;
1954  }
1955 
1956  SockList_AddChar(&sl, num_chars);
1957 
1958  /* Now add real character data */
1959  for (acn = ns->account_chars; acn; acn = acn->next) {
1960  uint16_t faceno;
1961 
1962  /* Ignore a dead character. They don't need to show up. */
1963  if (acn->isDead) {
1964  continue;
1965  }
1966 
1967  add_char_field(&sl, ACL_NAME, acn->name);
1969  add_char_field(&sl, ACL_RACE, acn->race);
1970  add_char_field(&sl, ACL_FACE, acn->face);
1971  if (acn->face[0] != 0 ) {
1972  faceno = find_face(acn->face, 0);
1973 
1974  if (faceno != 0) {
1975  if (!(ns->faces_sent[faceno]&NS_FACESENT_FACE)) {
1976  esrv_send_face(ns, faceno, 0);
1977  }
1978  }
1979  } else
1980  faceno=0;
1981 
1982  add_char_field(&sl, ACL_PARTY, acn->party);
1983  add_char_field(&sl, ACL_MAP, acn->map);
1984  SockList_AddChar(&sl, 3);
1986  SockList_AddShort(&sl, acn->level);
1987  if (faceno) {
1988  SockList_AddChar(&sl, 3);
1990  SockList_AddShort(&sl, faceno);
1991  }
1992 
1993  SockList_AddChar(&sl, 0);
1994  }
1995  /* Now for any characters where we just have the name */
1996  for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
1997  if (!chars[i]) break;
1998 
1999  if (need_send[i]) {
2000  add_char_field(&sl, ACL_NAME, chars[i]);
2001  SockList_AddChar(&sl, 0);
2002  }
2003  }
2004 
2005  Send_With_Handling(ns, &sl);
2006  SockList_Term(&sl);
2007 }
2008 
2030 static int decode_name_password(const char *buf, int *len, char *name, char *password)
2031 {
2032  int nlen, plen;
2033 
2034  if (*len < 2) {
2035  return 1;
2036  }
2037 
2038  nlen = (unsigned char)buf[0];
2039  if (nlen >= MAX_BUF || nlen > *len-2) {
2040  return 1;
2041  }
2042  memcpy(name, buf+1, nlen);
2043  name[nlen] = 0;
2044 
2045  plen = (unsigned char)buf[nlen+1];
2046  if (plen >= MAX_BUF || plen > *len-2-nlen) {
2047  return 2;
2048  }
2049  memcpy(password, buf+2+nlen, plen);
2050  password[plen] = 0;
2051 
2052  *len = nlen+plen+2;
2053 
2054  return 0;
2055 }
2066 void account_login_cmd(char *buf, int len, socket_struct *ns) {
2067  char name[MAX_BUF], password[MAX_BUF];
2068  int status;
2069  SockList sl;
2070 
2071  if (len <= 0 || !buf) {
2072  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2073  return;
2074  }
2075 
2076  SockList_Init(&sl);
2077 
2078  status = decode_name_password(buf, &len, name, password);
2079 
2080  if (status == 1) {
2081  SockList_AddString(&sl, "failure accountlogin Name is too long");
2082  Send_With_Handling(ns, &sl);
2083  SockList_Term(&sl);
2084  return;
2085  }
2086  if (status == 2) {
2087  SockList_AddString(&sl, "failure accountlogin Password is too long");
2088  Send_With_Handling(ns, &sl);
2089  SockList_Term(&sl);
2090  return;
2091  }
2092 
2093  if (!account_exists(name)) {
2094  SockList_AddString(&sl, "failure accountlogin No such account name exists on this server");
2095  Send_With_Handling(ns, &sl);
2096  SockList_Term(&sl);
2097  return;
2098  }
2099 
2100  if (account_login(name, password)) {
2101  LOG(llevInfo, "Account login for '%s' from %s\n", name, ns->host);
2102  player *pl;
2103  socket_struct *tns;
2104 
2105  /* Checking against init_sockets must be done before
2106  * we set ns->account - otherwise we will match
2107  * that. What we are doing here is limiting the account
2108  * to only one login.
2109  */
2111  /* Other code will clean this up. We could try to
2112  * set the same state this other socket is in, but we
2113  * really don't know what that state is, and then
2114  * we would have to try to communicate that to the client
2115  * so it can activate the right dialogs. Simpler to
2116  * just go to a known state.
2117  */
2118  if (tns && tns != ns)
2119  tns->status = Ns_Dead;
2120 
2121  /* Same note as above applies - it can be simpler in
2122  * this case - we could check against the ST_PLAYING
2123  * value, but right now we don't have a method to
2124  * tell the client to go directly from login to playing.
2125  */
2126  pl = account_get_logged_in_player(name);
2127  if (pl)
2128  pl->socket.status = Ns_Dead;
2129 
2130 
2131  if (ns->account_name) free(ns->account_name);
2132  /* We want to store away official name so we do not
2133  * have any case sensitivity issues on the files.
2134  * because we have already checked password, we
2135  * know that account_exists should never return NULL in
2136  * this case.
2137  */
2139 
2141  } else {
2142  LOG(llevInfo, "Failed account login for '%s' from %s\n", name, ns->host);
2143  SockList_AddString(&sl, "failure accountlogin Incorrect password for account");
2144  Send_With_Handling(ns, &sl);
2145  SockList_Term(&sl);
2146  }
2147 }
2148 
2157 static int account_block_create(const socket_struct *ns) {
2158  /* Check if account creation is blocked. */
2160  /* Account creation is allowed for everyone. */
2161  return 0;
2162  }
2163 
2164  /* Has the trusted host been defined? */
2165  if(settings.account_trusted_host == NULL) {
2166  /* No, allocate it and set it to localhost now. */
2168  }
2169 
2170  /* Return false if the client connected from the trusted host. */
2171  if(strcmp(ns->host, settings.account_trusted_host) == 0){
2172  return 0;
2173  }
2174 
2175  /*
2176  * If we are here, then we are blocking account create and we do
2177  * not trust this client's IP address.
2178  */
2179  return 1;
2180 }
2181 
2193 void account_new_cmd(char *buf, int len, socket_struct *ns) {
2194  char name[MAX_BUF], password[MAX_BUF];
2195  int status;
2196  SockList sl;
2197 
2198  if (len <= 0 || !buf) {
2199  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2200  return;
2201  }
2202 
2203  SockList_Init(&sl);
2204 
2205  status = decode_name_password(buf, &len, name, password);
2206 
2207  if (account_block_create(ns)) {
2208  LOG(llevInfo, "Account create blocked from %s\n", ns->host);
2209  SockList_AddString(&sl, "failure accountnew Account creation is disabled");
2210  Send_With_Handling(ns, &sl);
2211  SockList_Term(&sl);
2212  return;
2213  }
2214 
2215  if (status == 1) {
2216  SockList_AddString(&sl, "failure accountnew Name is too long");
2217  Send_With_Handling(ns, &sl);
2218  SockList_Term(&sl);
2219  return;
2220  }
2221  if (status == 2) {
2222  SockList_AddString(&sl, "failure accountnew Password is too long");
2223  Send_With_Handling(ns, &sl);
2224  SockList_Term(&sl);
2225  return;
2226  }
2227  /*The minimum length isn't exactly required, but in the current implementation,
2228  * client will send the same password for character for which there is a
2229  * 2 character minimum size. Thus an account with a one character password
2230  * won't be able to create a character. */
2231  if (strlen(password)<2) {
2232  SockList_AddString(&sl, "failure accountnew Password is too short");
2233  Send_With_Handling(ns, &sl);
2234  SockList_Term(&sl);
2235  return;
2236  }
2237 
2238  if (account_exists(name)) {
2239  SockList_AddString(&sl, "failure accountnew That account already exists on this server");
2240  Send_With_Handling(ns, &sl);
2241  SockList_Term(&sl);
2242  return;
2243  }
2244 
2245  status = account_check_string(name);
2246  if (status == 1) {
2247  SockList_AddString(&sl,
2248  "failure accountnew That account name 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 account name is too long");
2257  Send_With_Handling(ns, &sl);
2258  SockList_Term(&sl);
2259  return;
2260  }
2261 
2262  status = account_check_string(password);
2263  if (status == 1) {
2264  SockList_AddString(&sl,
2265  "failure accountnew That password contains invalid characters.");
2266  Send_With_Handling(ns, &sl);
2267  SockList_Term(&sl);
2268  return;
2269  }
2270 
2271  if (status == 2) {
2272  SockList_AddString(&sl,
2273  "failure accountnew That password is too long");
2274  Send_With_Handling(ns, &sl);
2275  SockList_Term(&sl);
2276  return;
2277  }
2278 
2279  /* If we got here, we passed all checks - so now add it */
2280  if (ns->account_name) free(ns->account_name);
2281  ns->account_name = strdup_local(name);
2282  account_new(name, password);
2283  /* save account information */
2284  accounts_save();
2286 }
2287 
2301 void account_add_player_cmd(char *buf, int len, socket_struct *ns) {
2302  char name[MAX_BUF], password[MAX_BUF];
2303  int status, force, nlen;
2304  SockList sl;
2305  const char *cp;
2306 
2307  if (len <= 0 || !buf) {
2308  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2309  return;
2310  }
2311 
2312  SockList_Init(&sl);
2313 
2314  if (ns->account_name == NULL) {
2315  SockList_AddString(&sl, "failure accountaddplayer Not logged in");
2316  Send_With_Handling(ns, &sl);
2317  SockList_Term(&sl);
2318  return;
2319  }
2320 
2321  force = buf[0];
2322  nlen = len - 1;
2323  status = decode_name_password(buf+1, &nlen, name, password);
2324  if (status == 1) {
2325  SockList_AddString(&sl, "failure accountaddplayer Name is too long");
2326  Send_With_Handling(ns, &sl);
2327  SockList_Term(&sl);
2328  return;
2329  }
2330  if (status == 2) {
2331  SockList_AddString(&sl, "failure accountaddplayer Password is too long");
2332  Send_With_Handling(ns, &sl);
2333  SockList_Term(&sl);
2334  return;
2335  }
2336 
2337  status = verify_player(name, password);
2338  if (status) {
2339  /* From a security standpoint, telling random folks if it
2340  * it as wrong password makes it easier to hack. However,
2341  * it is fairly easy to determine what characters exist on a server
2342  * (either by trying to create a new one and see if the name is in
2343  * in use, or just looking at the high score file), so this
2344  * really does not make things much less secure
2345  */
2346  if (status == 1)
2347  SockList_AddString(&sl, "failure accountaddplayer 0 The character does not exist.");
2348  else
2349  SockList_AddString(&sl, "failure accountaddplayer 0 That password is incorrect.");
2350 
2351  Send_With_Handling(ns, &sl);
2352  SockList_Term(&sl);
2353  return;
2354  }
2355  /* Check to see if this character is associated with an account.
2356  */
2357  cp = account_get_account_for_char(name);
2358  if (cp) {
2359  if (!strcmp(cp, ns->account_name)) {
2360  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to this account.");
2361  Send_With_Handling(ns, &sl);
2362  SockList_Term(&sl);
2363  return;
2364  } else {
2365  if (!force) {
2366  SockList_AddString(&sl, "failure accountaddplayer 1 That character is already connected to a different account.");
2367  Send_With_Handling(ns, &sl);
2368  SockList_Term(&sl);
2369  return;
2370  } else if (account_is_logged_in(cp)) {
2371  /* We could be clever and try to handle this case, but it is
2372  * trickier. If the character is logged in, it has to
2373  * be logged out. And the socket holds some data which
2374  * needs to be cleaned up. Since it should be fairly
2375  * uncommon that users need to do this, just disallowing
2376  * it makes things a lot simpler.
2377  */
2378  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to a different account which is currently logged in.");
2379  Send_With_Handling(ns, &sl);
2380  SockList_Term(&sl);
2381  return;
2382  }
2383  }
2384  }
2385  /* If we have gotten this far, the name/password provided is OK,
2386  * and the character is not associated with a different account (or
2387  * force is true). Now try to add the character to this account.
2388  */
2389  status = account_link(ns->account_name, name);
2390 
2391  /* This should never happen, but check for it just in case -
2392  * if we were able to log in, the account should exist. but
2393  * if this fails, need to give the user some clue.
2394  */
2395  if (status==1) {
2396  SockList_AddString(&sl, "failure accountaddplayer 0 Could not find your account.");
2397  Send_With_Handling(ns, &sl);
2398  SockList_Term(&sl);
2399  return;
2400  } else if (status == 2) {
2401  SockList_AddString(&sl, "failure accountaddplayer 0 You have reached the maximum number of characters allowed per account.");
2402  Send_With_Handling(ns, &sl);
2403  SockList_Term(&sl);
2404  return;
2405  }
2406 
2407  /* If cp is set, then this character used to belong to a different
2408  * account. Remove it now.
2409  */
2410  if (cp) {
2411  Account_Char *chars;
2412 
2413  account_remove_player(cp, name);
2414  chars = account_char_load(cp);
2415  chars=account_char_remove(chars, name);
2416  account_char_save(cp, chars);
2417  account_char_free(chars);
2418  }
2419 
2421 
2422  /* store data so nothing is lost in case of crash */
2424 }
2425 
2430 void account_play_cmd(char *buf, int len, socket_struct *ns)
2431 {
2432  char **chars;
2433  int i;
2434  SockList sl;
2435  player *pl;
2436 
2437  if (len <= 0 || !buf) {
2438  LOG(llevDebug, "IP '%s' sent bogus account_play_cmd information\n", ns->host);
2439  return;
2440  }
2441 
2442  SockList_Init(&sl);
2443 
2444  if (!buf[0]) {
2445  SockList_AddString(&sl, "failure accountplay Malformed character name");
2446  Send_With_Handling(ns, &sl);
2447  SockList_Term(&sl);
2448  return;
2449  }
2450 
2451  if (ns->account_name == NULL) {
2452  SockList_AddString(&sl, "failure accountplay Not logged in");
2453  Send_With_Handling(ns, &sl);
2454  SockList_Term(&sl);
2455  return;
2456  }
2457 
2459 
2460  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
2461  if (!chars[i] || !strcmp(chars[i], buf)) break;
2462  }
2463  /* Make sure a client is not trying to spoof us here */
2464  if (i == MAX_CHARACTERS_PER_ACCOUNT || !chars[i]) {
2465  SockList_AddPrintf(&sl,
2466  "failure accountplay Character %s is not associated with account %s",
2467  buf, ns->account_name);
2468  Send_With_Handling(ns, &sl);
2469  SockList_Term(&sl);
2470  return;
2471  }
2472 
2473  /* from a protocol standpoint, accountplay can be used
2474  * before there is a player structure (first login) or after
2475  * (character has logged in and is changing characters).
2476  * Checkthe sockets for that second case - if so,
2477  * we don't need to make a new player object, etc.
2478  */
2479  for (pl=first_player; pl; pl=pl->next) {
2480  if (&pl->socket == ns) {
2481  /* The player still in the socket must be saved first. */
2482  save_player(pl->ob, 0);
2483  break;
2484  }
2485  }
2486 
2487  /* Some of this logic is from add_player()
2488  * we just don't use add_player() as it does some other work
2489  * we don't really want to do.
2490  */
2491  if (!pl) {
2492  pl = get_player(NULL);
2493  memcpy(&pl->socket, ns, sizeof(socket_struct));
2494  ns->faces_sent = NULL;
2496  } else {
2497  pl->state = ST_PLAYING;
2498  }
2499 
2500  pl->ob->name = add_string(buf);
2501  check_login(pl->ob, 0);
2502 
2503  SockList_AddString(&sl, "addme_success");
2504  Send_With_Handling(ns, &sl);
2505  SockList_Term(&sl);
2506 
2507  ns->status = Ns_Avail;
2508 }
2509 
2510 #define MAX_CHOICES 100
2511 
2517 void create_player_cmd(char *buf, int len, socket_struct *ns)
2518 {
2519  char name[MAX_BUF], password[MAX_BUF], *choices[MAX_CHOICES];
2520  int status, nlen, choice_num=0, i;
2521  SockList sl;
2522  player *pl;
2523  archetype *map=NULL, *race_a=NULL, *class_a=NULL;
2524  living new_stats;
2525 
2526  if (len <= 0 || !buf) {
2527  LOG(llevDebug, "IP '%s' sent bogus create_player_cmd information\n", ns->host);
2528  return;
2529  }
2530 
2531  SockList_Init(&sl);
2532 
2533  nlen = len;
2534  status = decode_name_password(buf, &nlen, name, password);
2535  if (status == 1) {
2536  SockList_AddString(&sl, "failure createplayer Name is too long");
2537  Send_With_Handling(ns, &sl);
2538  SockList_Term(&sl);
2539  return;
2540  }
2541 
2542  /* 2 characters minimum for password */
2543  if (strlen(password)<2) {
2544  SockList_AddString(&sl, "failure createplayer Password is too short");
2545  Send_With_Handling(ns, &sl);
2546  SockList_Term(&sl);
2547  return;
2548  }
2549 
2551  if (status == 2) {
2552  SockList_AddString(&sl, "failure createplayer Password is too long");
2553  Send_With_Handling(ns, &sl);
2554  SockList_Term(&sl);
2555  return;
2556  }
2557 
2558  /* This is a fairly ugly solution - we're truncating the password.
2559  * however, the password information for characters is really
2560  * a legacy issue - when every character is associated with
2561  * an account, legacy login (character name/password) will get
2562  * removed, at which point the only use for password might be
2563  * to move characters from one account to another, but not sure
2564  * if that is something we want to allow.
2565  */
2566  if (strlen(password)>17)
2567  password[16] = 0;
2568 
2569  /* We just can't call check_name(), since that uses draw_info() to
2570  * report status. We are also more permissive on names, so we use
2571  * account_check_string() - if that is safe for account, also safe
2572  * for player names.
2573  */
2574  if (account_check_string(name)) {
2575  SockList_AddString(&sl, "failure createplayer The name contains illegal characters");
2576  Send_With_Handling(ns, &sl);
2577  SockList_Term(&sl);
2578  return;
2579  }
2580 
2581  /* 1 means no such player, 0 is correct name/password (which in this
2582  * case, is an error), and 2 is incorrect password. Only way we
2583  * go onward is if there is no such player.
2584  */
2585  if (verify_player(name, password) != 1) {
2586  SockList_AddString(&sl, "failure createplayer That name is already in use");
2587  Send_With_Handling(ns, &sl);
2588  SockList_Term(&sl);
2589  return;
2590  }
2591 
2592  /* from a protocol standpoint, accountplay can be used
2593  * before there is a player structure (first login) or after
2594  * (character has logged in and is changing characters).
2595  * Check the sockets for that second case - if so,
2596  * we don't need to make a new player object, etc.
2597  */
2598  for (pl=first_player; pl; pl=pl->next)
2599  if (&pl->socket == ns) {
2600  if (pl->ob->name && !strcmp(pl->ob->name, name)) {
2601  /* For some reason not only the socket is the same but also
2602  * the player is already playing. If this happens at this
2603  * point let's assume the character never was able to apply
2604  * a bet of reality to make a correct first-time save.
2605  * So, for safety remove it and start over.
2606  */
2607  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
2608  object_remove(pl->ob);
2609  }
2610  break;
2611  }
2612 
2613  /* In this mode, we have additional data
2614  * Note that because there are a lot of failure cases in here
2615  * (where we end up not creating the new player), the code
2616  * to create the new player is done within this routine
2617  * after all checks pass. Note that all of the checks
2618  * done are done without using the player structure,
2619  * as pl may be null right now.
2620  */
2621  if (ns->login_method >= 2) {
2622  int i, j, stat_total=0;
2623  char *key, *value, *race=NULL, *class=NULL;
2624 
2625  /* By setting this to zero, then we can easily
2626  * check to see if all stats have been set.
2627  */
2628  memset(&new_stats, 0, sizeof(living));
2629 
2630  while (nlen < len) {
2631  i = buf[nlen]; /* Length of this line */
2632  /* Sanity check from client - don't want to loop
2633  * forever if there is a 0 length, and don't
2634  * want to read beyond size of packet.
2635  * Likewise, client should have sent
2636  * the string to us already null terminated,
2637  * but we will just make sure.
2638  */
2639  if ((i == 0) || (nlen + i > len)) break;
2640  buf[nlen + i] = 0;
2641 
2642  /* What we have are a series of lines -
2643  * 'key value' format. Find that space,
2644  * and null it out so we can do strcasecmp.
2645  * If no space, abort processing
2646  */
2647  key = buf + nlen + 1;
2648  value = strchr(key, ' ');
2649  if (!value) break;
2650  *value = 0;
2651  value++;
2652 
2653  if (!strcasecmp(key,"race")) race = value;
2654  else if (!strcasecmp(key,"class")) class = value;
2655  else if (!strcasecmp(key,"starting_map")) {
2656  map = try_find_archetype(value);
2657  if (!map || map->clone.type != MAP || map->clone.subtype !=MAP_TYPE_CHOICE) {
2658  SockList_AddString(&sl,
2659  "failure createplayer Invalid or map");
2660  Send_With_Handling(ns, &sl);
2661  SockList_Term(&sl);
2662  return;
2663  }
2664  }
2665  else if (!strcasecmp(key,"choice")) {
2666  /* In general, MAX_CHOICES should be large enough
2667  * to always handle the choices from the client - of
2668  * course, the client could be broken and send us many
2669  * more choices than we should have, so handle that.
2670  */
2671  if (choice_num == MAX_CHOICES) {
2672  LOG(llevError,
2673  "Number of choices receive exceed max value: %d>%d\n",
2674  choice_num, MAX_CHOICES);
2675  } else {
2676  choices[choice_num] = value;
2677  choice_num++;
2678  }
2679  }
2680  else {
2681  /* Do stat processing here */
2682  for (j=0; j < NUM_STATS; j++) {
2683  if (!strcasecmp(key,short_stat_name[j])) {
2684  int val = atoi(value);
2685 
2686  set_attr_value(&new_stats, j, val);
2687  break;
2688  }
2689  }
2690  if (j >= NUM_STATS) {
2691  /* Bad clients could do this - we should at least report
2692  * it, and useful when trying to add new parameters.
2693  */
2694  LOG(llevError, "Got unknown key/value from client: %s %s\n", key, value);
2695  }
2696  }
2697  nlen += i + 1;
2698  }
2699  /* Do some sanity checking now. But checking the stat
2700  * values here, we will catch any 0 values since we do
2701  * a memset above. A properly behaving client should
2702  * never do any of these things, but we do not presume
2703  * clients will behave properly.
2704  */
2705  for (j=0; j<NUM_STATS; j++) {
2706  int val = get_attr_value(&new_stats, j);
2707 
2708  stat_total += val;
2709  if (val > settings.starting_stat_max ||
2710  val < settings.starting_stat_min) {
2711  SockList_AddPrintf(&sl,
2712  "failure createplayer Stat value is out of range - %d must be between %d and %d",
2714  Send_With_Handling(ns, &sl);
2715  SockList_Term(&sl);
2716  return;
2717  }
2718  }
2719  if (stat_total > settings.starting_stat_points) {
2720  SockList_AddPrintf(&sl,
2721  "failure createplayer Total allocated statistics is higher than allowed (%d>%d)",
2722  stat_total, settings.starting_stat_points);
2723  Send_With_Handling(ns, &sl);
2724  SockList_Term(&sl);
2725  return;
2726  }
2727 
2728  if (race)
2729  race_a = try_find_archetype(race);
2730 
2731  if (class)
2732  class_a = try_find_archetype(class);
2733 
2734  /* This should never happen with a properly behaving client, so the error message
2735  * doesn't have to be that great.
2736  */
2737  if (!race_a || race_a->clone.type != PLAYER || !class_a || class_a->clone.type != CLASS) {
2738  SockList_AddString(&sl,
2739  "failure createplayer Invalid or unknown race or class");
2740  Send_With_Handling(ns, &sl);
2741  SockList_Term(&sl);
2742  return;
2743  }
2744 
2745  /* At current time, only way this can fail is if the adjusted
2746  * stat is less than 1.
2747  */
2748  if (check_race_and_class(&new_stats, race_a, class_a)) {
2749  SockList_AddString(&sl,
2750  "failure createplayer Unable to apply race or class - statistic is out of bounds");
2751  Send_With_Handling(ns, &sl);
2752  SockList_Term(&sl);
2753  return;
2754  }
2755 
2756  if (!pl)
2758 
2759  apply_race_and_class(pl->ob, race_a, class_a, &new_stats);
2760 
2761  } else {
2762  /* In thise case, old login method */
2763  if (!pl)
2764  pl = add_player(ns, ADD_PLAYER_NEW);
2765 /* already done by add_player
2766  roll_again(pl->ob);
2767  pl->state = ST_ROLL_STAT;
2768  set_first_map(pl->ob);*/
2769  }
2770 
2771  /* add_player does a lot of the work, but there are a few
2772  * things we need to update, like starting name and
2773  * password.
2774  * This is done before processing in login_method>2.
2775  * The character creation process it does when
2776  * applying the race/class will use this
2777  * name information.
2778  */
2779  FREE_AND_COPY(pl->ob->name, name);
2780  FREE_AND_COPY(pl->ob->name_pl, name);
2781  pl->name_changed = 1;
2782  safe_strncpy(pl->password, newhash(password), sizeof(pl->password));
2783 
2784  SockList_AddString(&sl, "addme_success");
2785  Send_With_Handling(ns, &sl);
2786  SockList_Term(&sl);
2787 
2788  if (ns->login_method >= 2) {
2789  /* The client could have provided us a map - if so, map will be set
2790  * and we don't want to overwrite it
2791  */
2792  if (!map)
2794 
2795  if (!map) {
2796  /* This should never happen - its not something that can
2797  * be easily worked around without other weird issues,
2798  * like having 2 classes.
2799  */
2800  LOG(llevError, "Can not find object of type MAP subtype MAP_TYPE_DEFAULT.\n");
2801  LOG(llevError, "Are the archetype files up to date? Can not continue.\n");
2802  abort();
2803  }
2804 
2805  enter_exit(pl->ob, &map->clone);
2806 
2807  if (pl->ob->map == NULL) {
2808  LOG(llevError, "Couldn't put player %s on start map %s!", pl->ob->name, map->name);
2809  abort();
2810  }
2811 
2812  /* copy information to bed of reality information, in case the player dies */
2813  safe_strncpy(pl->savebed_map, pl->ob->map->path, sizeof(pl->savebed_map));
2814  pl->bed_x = pl->ob->x;
2815  pl->bed_y = pl->ob->y;
2816 
2818  }
2819 
2820  /* We insert any objects after we have put the player on the map -
2821  * this makes things safer, as certain objects may expect a normal
2822  * environment. Note that choice_num will only be set in the
2823  * loginmethod > 2, which also checks (and errors out) if the
2824  * race/class is not set, which is why explicit checking for
2825  * those is not need.
2826  */
2827  for (i=0; i < choice_num; i++) {
2828  char *choiceval, *cp;
2829  const char *value;
2830  archetype *arch;
2831  object *op;
2832 
2833  choiceval = strchr(choices[i], ' ');
2834  if (!choiceval) {
2835  LOG(llevError, "Choice does not specify value: %s\n", choices[i]);
2836  continue;
2837  }
2838  *choiceval=0;
2839  choiceval++;
2840  value = object_get_value(&race_a->clone, choices[i]);
2841  if (!value)
2842  value = object_get_value(&class_a->clone, choices[i]);
2843 
2844  if (!value) {
2845  LOG(llevError, "Choice not found in archetype: %s\n", choices[i]);
2846  continue;
2847  }
2848  cp = strstr(value, choiceval);
2849  if (!cp) {
2850  LOG(llevError, "Choice value not found in archetype: %s %s\n",
2851  choices[i], choiceval);
2852  continue;
2853  }
2854 
2855  /* Check to make sure that the matched string is an entire word,
2856  * and not a substring (eg, valid choice being great_sword but
2857  * we just get sword) - the space after the match should either be a
2858  * space or null, and space before match should also be a space
2859  * or the start of the string.
2860  */
2861  if ((cp[strlen(choiceval)] != ' ') && (cp[strlen(choiceval)] != 0) &&
2862  (cp != value) && (*(cp-1) != ' ')) {
2863 
2864  LOG(llevError, "Choice value matches substring but not entire word: %s substring %s\n",
2865  choiceval, value);
2866  continue;
2867  }
2868  arch = try_find_archetype(choiceval);
2869  if (!arch) {
2870  LOG(llevError, "Choice value can not find archetype %s\n", choiceval);
2871  continue;
2872  }
2873  op = arch_to_object(arch);
2874  op = object_insert_in_ob(op, pl->ob);
2875  if (QUERY_FLAG(op, FLAG_AUTO_APPLY))
2876  ob_apply(op, pl->ob, 0);
2877  }
2878 
2879  ns->status = Ns_Avail;
2880  LOG(llevInfo, "new character %s from %s\n", pl->ob->name, pl->ob->contr->socket.host);
2883  "%s has entered the game.", pl->ob->name);
2884 }
2885 
2896 void account_password(char *buf, int len, socket_struct *ns) {
2897  char old[MAX_BUF], change[MAX_BUF];
2898  int status;
2899  SockList sl;
2900 
2901  if (len <= 0 || !buf) {
2902  LOG(llevDebug, "IP '%s' sent bogus account_password_cmd information\n", ns->host);
2903  return;
2904  }
2905 
2906  SockList_Init(&sl);
2907 
2908  if (ns->account_name == NULL) {
2909  SockList_AddString(&sl, "failure accountpw Not logged in");
2910  Send_With_Handling(ns, &sl);
2911  SockList_Term(&sl);
2912  return;
2913  }
2914 
2915  status = decode_name_password(buf, &len, old, change);
2916  if (status == 1) {
2917  SockList_AddString(&sl, "failure accountpw Old password is too long");
2918  Send_With_Handling(ns, &sl);
2919  SockList_Term(&sl);
2920  return;
2921  }
2922  if (status == 2) {
2923  SockList_AddString(&sl, "failure accountpw New password is too long");
2924  Send_With_Handling(ns, &sl);
2925  SockList_Term(&sl);
2926  return;
2927  }
2928  /*The minimum length isn't exactly required, but in the current implementation,
2929  * client will send the same password for character for which there is a
2930  * 2 character minimum size. Thus an account with a one character password
2931  * won't be able to create a character. */
2932  if (strlen(change)<2) {
2933  SockList_AddString(&sl, "failure accountpw New password is too short");
2934  Send_With_Handling(ns, &sl);
2935  SockList_Term(&sl);
2936  return;
2937  }
2938 
2939  status = account_check_string(change);
2940  if (status == 1) {
2941  SockList_AddString(&sl,
2942  "failure accountpw That password contains invalid characters.");
2943  Send_With_Handling(ns, &sl);
2944  SockList_Term(&sl);
2945  return;
2946  }
2947 
2948  if (status == 2) {
2949  SockList_AddString(&sl,
2950  "failure accountpw That password is too long");
2951  Send_With_Handling(ns, &sl);
2952  SockList_Term(&sl);
2953  return;
2954  }
2955 
2956  status = account_change_password(ns->account_name, old, change);
2957  if (status != 0) {
2958  const char *error;
2959 
2960  if (status == 1) {
2961  error = "failure accountpw Illegal characters present";
2962  } else if (status == 2) {
2963  error = "failure accountpw Invalid account";
2964  } else {
2965  error = "failure accountpw Incorrect current password";
2966  }
2967 
2968  SockList_AddString(&sl, error);
2969  Send_With_Handling(ns, &sl);
2970  SockList_Term(&sl);
2971  return;
2972  }
2973 
2974  /* If we got here, we passed all checks, and password was changed */
2976 }
void map_newmap_cmd(socket_struct *ns)
Definition: request.c:618
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...)
Definition: main.c:316
object * object_find_by_type_and_name(const object *who, int type, const char *name)
Definition: object.c:4018
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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void set_attr_value(living *stats, int attr, int8_t value)
Definition: living.c:219
void SockList_AddPrintf(SockList *sl, const char *format,...)
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int16_t last_golem_maxhp
Definition: player.h:157
int8_t Int
Definition: living.h:36
#define CS_STAT_RES_GHOSTHIT
Definition: newclient.h:152
Definition: player.h:92
#define CS_STAT_APPLIED_CON
Definition: newclient.h:135
uint8_t faceset
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int8_t ac
Definition: living.h:38
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:938
#define ST_GET_PARTY_PASSWORD
Definition: define.h:587
const char * skill_names[MAX_SKILLS]
Definition: skill_util.c:58
#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:473
void new_player_cmd(uint8_t *buf, int len, player *pl)
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Definition: server.c:722
void esrv_send_face(socket_struct *ns, uint16_t face_num, int nocache)
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:1767
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: player.h:151
#define P_NEED_UPDATE
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
#define CS_STAT_RES_POISON
Definition: newclient.h:153
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Definition: define.h:466
#define ANIM_RANDOM
Definition: newclient.h:322
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Definition: request.c:1119
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Definition: lowlevel.c:48
#define CS_STAT_RACE_INT
Definition: newclient.h:118
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Definition: define.h:223
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Definition: c_misc.c:2003
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Definition: global.h:323
#define CS_STAT_INT
Definition: newclient.h:92
#define CS_STAT_RES_DRAIN
Definition: newclient.h:151
#define CS_STAT_BASE_POW
Definition: newclient.h:130
#define NDI_ALL
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
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void SockList_ResetRead(SockList *sl)
Definition: lowlevel.c:75
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Definition: object.h:418
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
uint8_t anim_speed
Definition: object.h:419
#define ACL_FACE_NUM
Definition: newclient.h:203
int16_t last_resist[NROFATTACKS]
Definition: player.h:155
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Definition: player.c:454
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#define UPD_SP_GRACE
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:1826
#define ACL_LEVEL
Definition: newclient.h:199
#define SPELL_GRACE
Definition: spells.h:59
int save_player(object *op, int flag)
Definition: login.c:212
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Definition: map.h:345
void account_play_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2430
int16_t maxgrace
Definition: living.h:45
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Definition: info.c:49
mapstruct * get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y)
Definition: map.c:2387
#define CS_STAT_SPEED
Definition: newclient.h:103
const char * object_get_value(const object *op, const char *const key)
Definition: object.c:4265
struct Map lastmap
Definition: newserver.h:93
struct treasureliststruct * randomitems
Definition: object.h:387
void key_roll_stat(object *op, char key)
Definition: player.c:1185
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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:2030
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Definition: object.h:472
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Definition: newclient.h:42
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Definition: player.h:94
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Definition: object.h:361
#define NS_FACESENT_SMOOTH
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:275
#define CS_STAT_DEX
Definition: newclient.h:94
Definition: object.h:138
object * ranges[range_size]
Definition: player.h:103
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Definition: request.c:2301
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Definition: object.h:340
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Definition: newclient.h:124
#define SF_RUNON
Definition: newclient.h:186
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Definition: image.c:563
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Definition: spell_util.c:326
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Definition: living.h:47
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Definition: player.h:156
const char * account_exists(const char *account_name)
Definition: account.c:309
#define AddIfInt64(Old, New, Type)
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Definition: global.h:324
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Definition: lowlevel.c:119
#define ST_CHANGE_PASSWORD_NEW
Definition: define.h:589
#define CS_STAT_RES_DEATH
Definition: newclient.h:159
enum Sock_Status status
Definition: newserver.h:90
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Definition: login.c:110
Definition: living.h:35
#define ACL_FACE
Definition: newclient.h:200
int8_t get_attr_value(const living *stats, int attr)
Definition: living.c:314
#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:344
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Definition: ob_methods.c:44
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Definition: account_char.c:334
void esrv_remove_spell(player *pl, object *spell)
Definition: request.c:1630
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Definition: living.h:42
#define AddIfString(Old, New, Type)
Definition: request.c:714
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Definition: living.c:2355
int apply_race_and_class(object *op, archetype *race, archetype *opclass, living *stats)
Definition: player.c:1451
#define SP_CREATE_MISSILE
Definition: spells.h:113
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Definition: object.h:423
#define CS_STAT_FLAGS
Definition: newclient.h:111
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Definition: object.h:345
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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:415
#define ST_ROLL_STAT
Definition: define.h:581
Definition: object.h:467
#define ST_PLAYING
Definition: define.h:579
char savebed_map[MAX_BUF]
Definition: player.h:97
#define NDI_DK_ORANGE
Definition: newclient.h:227
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Definition: newserver.h:100
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Definition: object.h:473
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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
#define CS_STAT_BASE_CON
Definition: newclient.h:128
#define CS_STAT_RACE_DEX
Definition: newclient.h:120
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Definition: request.c:583
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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:677
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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:684
#define MAP_IN_MEMORY
Definition: map.h:130
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Definition: newserver.h:104
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Definition: newserver.h:102
#define MAX_NUM_LOOK_OBJECTS
Definition: newserver.h:28
int16_t y
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
int get_skill_client_code(const char *skill_name)
Definition: skill_util.c:97
#define FLAG_CLIENT_ANIM_RANDOM
Definition: define.h:241
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Definition: object.h:346
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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:639
void SockList_AddData(SockList *sl, const void *data, size_t len)
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:693
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Definition: object.c:2707
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Definition: object.h:329
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Definition: player.c:1261
#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:1465
uint16_t last_flags
Definition: player.h:141
#define ADD_PLAYER_NEW
Definition: player.h:222
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Definition: living.h:36
#define CS_STAT_LEVEL
Definition: newclient.h:98
static const short atnr_cs_stat[NROFATTACKS]
Definition: request.c:73
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Definition: c_party.c:49
#define ST_CONFIRM_QUIT
Definition: define.h:583
void key_confirm_quit(object *op, char key)
Definition: player.c:1563
#define UPD_SP_DAMAGE
Definition: newclient.h:301
#define BEAT_INTERVAL
Definition: config.h:639
#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:275
void SockList_Term(SockList *sl)
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
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Definition: player.c:4469
#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:1144
#define FLAG_CLIENT_ANIM_SYNC
Definition: define.h:240
static int spell_client_use(const object *spell)
Definition: request.c:1673
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:2137
#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:1697
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:3017
void SockList_AddString(SockList *sl, const char *data)
Definition: lowlevel.c:149
#define AddIfFloat(Old, New, Type)
Definition: request.c:707
uint8_t num_animations
Definition: face.h:28
int16_t last_grace
Definition: player.h:77
#define MAX_CHOICES
Definition: request.c:2510
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:281
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:2517
static void send_smooth(socket_struct *ns, uint16_t face)
Definition: request.c:389
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:666
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
static void draw_client_map2(object *pl)
Definition: request.c:1274
#define HEAD(op)
Definition: object.h:594
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:425
#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
#define AddIfShort(Old, New, Type)
Definition: request.c:700
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
int8_t wc
Definition: living.h:37
int64_t last_skill_exp[MAX_SKILLS]
Definition: player.h:138
unsigned short uint16_t
Definition: win32.h:163
static const flag_definition flags[]
#define ANIM_SYNC
Definition: newclient.h:323
uint8_t account_block_create
Definition: global.h:331
client_spell * spell_state
Definition: player.h:196
void SockList_AddChar(SockList *sl, unsigned char c)
Definition: lowlevel.c:98
int8_t Str
Definition: living.h:36
void receive_player_name(object *op)
Definition: c_misc.c:1985
#define CS_STAT_APPLIED_CHA
Definition: newclient.h:136
int16_t resist[NROFATTACKS]
Definition: object.h:342
#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:974
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:2896
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:2157
#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:119
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:1578
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:1227
living stats
Definition: object.h:369
uint8_t starting_stat_points
Definition: global.h:325
int8_t Dex
Definition: living.h:36
struct archt * arch
Definition: object.h:414
#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:1564
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:1653
#define CS_STAT_RES_DEPLETE
Definition: newclient.h:158
struct statsinfo stats
Definition: newserver.h:98
uint8_t type
Definition: object.h:339
void check_login(object *op, int check_pass)
Definition: login.c:501
uint32_t do_los
Definition: player.h:126
uint32_t mode
Definition: player.h:110
struct Settings settings
Definition: init.c:39
void esrv_new_player(player *pl, uint32_t weight)
Definition: request.c:868
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:933
#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
#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:404
void update_los(object *op)
Definition: los.c:459
void receive_play_again(object *op, char key)
Definition: player.c:931
#define CS_STAT_TITLE
Definition: newclient.h:107
void esrv_send_animation(socket_struct *ns, short anim_num)
Definition: request.c:895
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:728
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:310
#define NDI_UNIQUE
Definition: newclient.h:245
static void add_char_field(SockList *sl, int type, const char *data)
Definition: request.c:1856
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
object * last_skill_ob[MAX_SKILLS]
Definition: player.h:137
#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
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 MAX_SKILLS
Definition: skills.h:70
#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:511
void account_login_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2066
const char *const short_stat_name[NUM_STATS]
Definition: living.c:195
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:352
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:571
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:1401
const char * name
Definition: object.h:468
static const object * heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS]
Definition: request.c:947
#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:1526
void account_new_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2193
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:1666
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:603
#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:435
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:845
char * account_trusted_host
Definition: global.h:332