Crossfire Server, Trunk  R21189
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  && pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp) {
798  /* Always send along the level if exp changes. This
799  * is only 1 extra byte, but keeps processing simpler.
800  */
802  SockList_AddChar(&sl, (char)pl->last_skill_ob[s]->level);
804  pl->last_skill_exp[s] = pl->last_skill_ob[s]->stats.exp;
805  }
806  }
808  AddIfShort(pl->last_level, (char)pl->ob->level, CS_STAT_LEVEL);
816  flags = 0;
817  if (pl->fire_on)
818  flags |= SF_FIREON;
819  if (pl->run_on)
820  flags |= SF_RUNON;
821 
822  AddIfShort(pl->last_flags, flags, CS_STAT_FLAGS);
823  if (pl->socket.sc_version < 1025) {
825  } else {
826  int i;
827 
828  for (i = 0; i < NROFATTACKS; i++) {
829  /* Skip ones we won't send */
830  if (atnr_cs_stat[i] == -1)
831  continue;
832  AddIfShort(pl->last_resist[i], pl->ob->resist[i], (char)atnr_cs_stat[i]);
833  }
834  }
835  if (pl->socket.monitor_spells) {
839  }
840  /* we want to use the new fire & run system in new client */
841  rangetostring(pl->ob, buf, sizeof(buf));
843  set_title(pl->ob, buf, sizeof(buf));
845 
846  /* Only send it away if we have some actual data - 2 bytes for length, 6 for "stats ". */
847  if (sl.len > 8) {
848 #ifdef ESRV_DEBUG
849  LOG(llevDebug, "Sending stats command, %d bytes long.\n", sl.len);
850 #endif
851  Send_With_Handling(&pl->socket, &sl);
852  }
853  SockList_Term(&sl);
854 }
855 
860  SockList sl;
861 
862  pl->last_weight = weight;
863 
864  if (!(pl->socket.faces_sent[pl->ob->face->number]&NS_FACESENT_FACE))
865  esrv_send_face(&pl->socket, pl->ob->face->number, 0);
866 
867  SockList_Init(&sl);
868  SockList_AddString(&sl, "player ");
869  SockList_AddInt(&sl, pl->ob->count);
870  SockList_AddInt(&sl, weight);
871  SockList_AddInt(&sl, pl->ob->face->number);
872  SockList_AddLen8Data(&sl, pl->ob->name, strlen(pl->ob->name));
873 
874  Send_With_Handling(&pl->socket, &sl);
875  SockList_Term(&sl);
877 }
878 
886 void esrv_send_animation(socket_struct *ns, short anim_num) {
887  SockList sl;
888  int i;
889 
890  /* Do some checking on the anim_num we got. Note that the animations
891  * are added in contigous order, so if the number is in the valid
892  * range, it must be a valid animation.
893  */
894  if (anim_num < 0 || anim_num > num_animations) {
895  LOG(llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num);
896  return;
897  }
898 
899  SockList_Init(&sl);
900  SockList_AddString(&sl, "anim ");
901  SockList_AddShort(&sl, anim_num);
902  SockList_AddShort(&sl, 0); /* flags - not used right now */
903  /* Build up the list of faces. Also, send any information (ie, the
904  * the face itself) down to the client.
905  */
906  for (i = 0; i < animations[anim_num].num_animations; i++) {
907  if (!(ns->faces_sent[animations[anim_num].faces[i]->number]&NS_FACESENT_FACE))
908  esrv_send_face(ns, animations[anim_num].faces[i]->number, 0);
909  /* flags - not used right now */
910  SockList_AddShort(&sl, animations[anim_num].faces[i]->number);
911  }
912  Send_With_Handling(ns, &sl);
913  SockList_Term(&sl);
914  ns->anims_sent[anim_num] = 1;
915 }
916 
917 /****************************************************************************
918  *
919  * Start of map related commands.
920  *
921  ****************************************************************************/
922 
924 static void map_clearcell(struct map_cell_struct *cell, int face, int count) {
925  cell->darkness = count;
926  memset(cell->faces, face, sizeof(cell->faces));
927 }
928 
929 #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
930 
938 static const object *heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS];
939 
940 /****************************************************************************
941  * This block is for map2 drawing related commands.
942  * Note that the map2 still uses other functions.
943  *
944  ***************************************************************************/
945 
965 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) {
966  uint16_t face_num;
967  uint8_t nlayer, smoothlevel = 0;
968  const object *head;
969 
970  assert(ob != NULL);
971 
972  head = HEAD(ob);
973  face_num = ob->face->number;
974 
975  /* This is a multipart object, and we are not at the lower
976  * right corner. So we need to store away the lower right corner.
977  */
978  if (!is_head && (head->arch->tail_x || head->arch->tail_y)
979  && (head->arch->tail_x != ob->arch->clone.x || head->arch->tail_y != ob->arch->clone.y)) {
980  int bx, by, l;
981 
982  /* Basically figure out where the offset is from where we
983  * are right now. the ob->arch->clone.{x,y} values hold
984  * the offset that this current piece is from the head,
985  * and the tail is where the tail is from the head.
986  * Note that bx and by will equal sx and sy if we are
987  * already working on the bottom right corner. If ob is
988  * the head, the clone values will be zero, so the right
989  * thing will still happen.
990  */
991  bx = ax+head->arch->tail_x-ob->arch->clone.x;
992  by = ay+head->arch->tail_y-ob->arch->clone.y;
993 
994  /* I don't think this can ever happen, but better to check
995  * for it just in case.
996  */
997  if (bx < ax || by < ay) {
998  LOG(llevError, "map2_add_ob: bx (%d) or by (%d) is less than ax (%d) or ay (%d)\n", bx, by, ax, ay);
999  face_num = 0;
1000  }
1001  /* the target position must be within +/-1 of our current
1002  * layer as the layers are defined. We are basically checking
1003  * to see if we have already stored this object away.
1004  */
1005  for (l = layer-1; l <= layer+1; l++) {
1006  if (l < 0 || l >= MAP_LAYERS)
1007  continue;
1008  if (heads[by][bx][l] == head)
1009  break;
1010  }
1011  /* Didn't find it. So we need to store it away. Try to store it
1012  * on our original layer, and then move up a layer.
1013  */
1014  if (l == layer+2) {
1015  if (!heads[by][bx][layer])
1016  heads[by][bx][layer] = head;
1017  else if (layer+1 < MAP_LAYERS && !heads[by][bx][layer+1])
1018  heads[by][bx][layer+1] = head;
1019  }
1020  return 0;
1021  /* Ok - All done storing away the head for future use */
1022  } else {
1023  (*has_obj)++;
1026  face_num = ob->animation_id|(1<<15);
1028  face_num |= ANIM_SYNC;
1029  else if (QUERY_FLAG(ob, FLAG_CLIENT_ANIM_RANDOM))
1030  face_num |= ANIM_RANDOM;
1031  }
1032  /* Since face_num includes the bits for the animation tag,
1033  * and we will store that away in the faces[] array, below
1034  * check works fine _except_ for the case where animation
1035  * speed chances.
1036  */
1037  if (ns->lastmap.cells[ax][ay].faces[layer] != face_num) {
1038  uint8_t len, anim_speed = 0, i;
1039 
1040  /* This block takes care of sending the actual face
1041  * to the client. */
1042  ns->lastmap.cells[ax][ay].faces[layer] = face_num;
1043 
1044  /* Now form the data packet */
1045  nlayer = MAP2_LAYER_START+layer;
1046 
1047  len = 2;
1048 
1049  if (ob->map && !MAP_NOSMOOTH(ob->map)) {
1050  smoothlevel = ob->smoothlevel;
1051  if (smoothlevel)
1052  len++;
1053  }
1054 
1057  len++;
1058  /* 1/0.004 == 250, so this is a good cap for an
1059  * upper limit */
1060  if (ob->anim_speed)
1061  anim_speed = ob->anim_speed;
1062  else if (FABS(ob->speed) < 0.004)
1063  anim_speed = 255;
1064  else if (FABS(ob->speed) >= 1.0)
1065  anim_speed = 1;
1066  else
1067  anim_speed = (int)(1.0/FABS(ob->speed));
1068 
1069  if (!ns->anims_sent[ob->animation_id])
1071 
1072  /* If smoothing, need to send smoothing information
1073  * for all faces in the animation sequence. Since
1074  * smoothlevel is an object attribute,
1075  * it applies to all faces.
1076  */
1077  if (smoothlevel) {
1078  for (i = 0; i < NUM_ANIMATIONS(ob); i++) {
1081  }
1082  }
1083  } else if (!(ns->faces_sent[face_num]&NS_FACESENT_FACE)) {
1084  esrv_send_face(ns, face_num, 0);
1085  }
1086 
1087  if (smoothlevel
1088  && !(ns->faces_sent[ob->face->number]&NS_FACESENT_SMOOTH))
1089  send_smooth(ns, ob->face->number);
1090 
1091  /* Length of packet */
1092  nlayer |= len<<5;
1093 
1094  SockList_AddChar(sl, nlayer);
1095  SockList_AddShort(sl, face_num);
1096  if (anim_speed)
1097  SockList_AddChar(sl, anim_speed);
1098  if (smoothlevel)
1099  SockList_AddChar(sl, smoothlevel);
1100  return 1;
1101  } /* Face is different */
1102  }
1103  return 0;
1104 }
1105 
1106 /* This function is used see if a layer needs to be cleared.
1107  * It updates the socklist, and returns 1 if the update is
1108  * needed, 0 otherwise.
1109  */
1110 static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns) {
1111  int nlayer;
1112 
1113  if (ns->lastmap.cells[ax][ay].faces[layer] != 0) {
1114  /* Now form the data packet */
1115  nlayer = 0x10+layer+(2<<5);
1116  SockList_AddChar(sl, nlayer);
1117  SockList_AddShort(sl, 0);
1118  ns->lastmap.cells[ax][ay].faces[layer] = 0;
1119  return 1;
1120  }
1121  return 0;
1122 }
1123 
1135 static int check_probe(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer) {
1136  int got_one = 0, poisoned = 0, diseased = 0;
1137  char name[60];
1138  int value, granularity;
1139  const object *probe;
1140 
1141  /* send hp bar if needed */
1142  if ((*alive_layer) != -1 || ob->head || !CAN_PROBE(ob))
1143  return 0;
1144 
1145  if (settings.always_show_hp == 2) {
1146  /* global hp bars are enabled */
1147  granularity = 30;
1148  } else if (settings.always_show_hp == 1 && ob->stats.hp < ob->stats.maxhp) {
1149  granularity = 30;
1150  } else {
1151  /* only give hp bars to monsters that have been probed */
1152  if (!QUERY_FLAG(ob, FLAG_PROBE)) {
1153  return 0;
1154  }
1155  probe = object_find_by_type_and_name(ob, FORCE, "probe_force");
1156  if (probe == NULL || probe->level < 15) {
1157  /* if probe is not null, this is an error, but well */
1158  return 0;
1159  }
1160 
1161  granularity = (probe->level - 14) / 3;
1162  if (granularity <= 0)
1163  granularity = 1;
1164  else if (granularity > 30)
1165  granularity = 30;
1166  }
1167 
1168  if (ob->stats.maxhp > 0) {
1169  value = (ob->stats.hp * granularity) / (ob->stats.maxhp);
1170 
1171  if (value < 0)
1172  value = 0;
1173  else if (value > granularity)
1174  value = granularity;
1175  } else
1176  value = 30;
1177 
1178  value = (value * 30) / granularity;
1179 
1180  if (object_present_in_ob(POISONING, ob) != NULL)
1181  poisoned = 1;
1182  if (object_present_in_ob(DISEASE, ob) != NULL)
1183  diseased = 1;
1184 
1185  if (value > 0) {
1186  archetype *dummy;
1187 
1188  snprintf(name, sizeof(name), "hpbar%s%s%s_%d",
1189  poisoned ? "_poisoned" : "",
1190  diseased ? "_diseased" : "",
1191  (!poisoned && !diseased) ? "_standard" : "",
1192  value);
1193  dummy = try_find_archetype(name);
1194  if (dummy != NULL) {
1195  got_one += map2_add_ob(ax, ay, MAP_LAYER_FLY2, &dummy->clone, sl, ns, has_obj, 0);
1196  (*alive_layer) = MAP_LAYER_FLY2;
1197  }
1198  }
1199 
1200  return got_one;
1201 }
1202 
1203 /*
1204  * This function is used to check a space (ax, ay) whose only
1205  * data we may care about are any heads. Basically, this
1206  * space is out of direct view. This is only used with the
1207  * Map2 protocol.
1208  *
1209  * @param ax
1210  * viewport relative x-coordinate
1211  * @param ay
1212  * viewport relative y-coordinate
1213  * @param sl
1214  * the reply to append to
1215  * @param ns
1216  * the client socket
1217  */
1218 static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns) {
1219  int layer, got_one = 0, del_one = 0, oldlen, has_obj = 0;
1220  uint16_t coord;
1221 
1222  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1223  oldlen = sl->len;
1224  SockList_AddShort(sl, coord);
1225 
1226  for (layer = 0; layer < MAP_LAYERS; layer++) {
1227  const object *head;
1228 
1229  head = heads[ay][ax][layer];
1230  if (head) {
1231  /* in this context, got_one should always increase
1232  * because heads should always point to data to really send.
1233  */
1234  got_one += map2_add_ob(ax, ay, layer, head, sl, ns, &has_obj, 1);
1235  } else {
1236  del_one += map2_delete_layer(ax, ay, layer, sl, ns);
1237  }
1238  }
1239  /* Note - if/when lighting information is added, some code is
1240  * needed here - lighting sources that are out of sight may still
1241  * extend into the viewable area.
1242  */
1243 
1244  /* If nothing to do for this space, we
1245  * can erase the coordinate bytes
1246  */
1247  if (!del_one && !got_one) {
1248  sl->len = oldlen;
1249  } else if (del_one && !has_obj) {
1250  /* If we're only deleting faces and not adding, and there
1251  * are not any faces on the space we care about,
1252  * more efficient
1253  * to send 0 as the type/len field.
1254  */
1255  sl->len = oldlen+2; /* 2 bytes for coordinate */
1256  SockList_AddChar(sl, 0); /* Clear byte */
1257  SockList_AddChar(sl, 255); /* Termination byte */
1258  // Reduce defreferences by passing the inner array offset instead of address of value
1259  map_clearcell(ns->lastmap.cells[ax] + ay, 0, 0);
1260  } else {
1261  SockList_AddChar(sl, 255); /* Termination byte */
1262  }
1263 }
1264 
1265 static void draw_client_map2(object *pl) {
1266  int x, y, ax, ay, d, min_x, max_x, min_y, max_y, oldlen, layer;
1267  size_t startlen;
1268  int16_t nx, ny;
1269  SockList sl;
1270  uint16_t coord;
1271  mapstruct *m;
1272  // Dereference once. It should not change in the middle of processing.
1273  player *plyr = pl->contr;
1274 
1275  SockList_Init(&sl);
1276  SockList_AddString(&sl, "map2 ");
1277  startlen = sl.len;
1278 
1279  /* Handle map scroll */
1280  if (plyr->socket.map_scroll_x || plyr->socket.map_scroll_y) {
1281  coord = MAP2_COORD_ENCODE(plyr->socket.map_scroll_x, plyr->socket.map_scroll_y, 1);
1282  plyr->socket.map_scroll_x = 0;
1283  plyr->socket.map_scroll_y = 0;
1284  SockList_AddShort(&sl, coord);
1285  }
1286 
1287  /* Init data to zero */
1288  memset(heads, 0, sizeof(heads));
1289 
1290  /* We could do this logic as conditionals in the if statement,
1291  * but that started to get a bit messy to look at.
1292  */
1293  min_x = pl->x-plyr->socket.mapx/2;
1294  min_y = pl->y-plyr->socket.mapy/2;
1295  max_x = pl->x+(plyr->socket.mapx+1)/2+MAX_HEAD_OFFSET;
1296  max_y = pl->y+(plyr->socket.mapy+1)/2+MAX_HEAD_OFFSET;
1297 
1298  /* x, y are the real map locations. ax, ay are viewport relative
1299  * locations.
1300  */
1301  ay = 0;
1302  for (y = min_y; y < max_y; y++, ay++) {
1303  ax = 0;
1304  for (x = min_x; x < max_x; x++, ax++) {
1305  /* If this space is out of the normal viewable area,
1306  * we only check the heads value. This is used to
1307  * handle big images - if they extend to a viewable
1308  * portion, we need to send just the lower right corner.
1309  */
1310  if (ax >= plyr->socket.mapx || ay >= plyr->socket.mapy) {
1311  check_space_for_heads(ax, ay, &sl, &plyr->socket);
1312  } else {
1313  /* This space is within the viewport of the client. Due
1314  * to walls or darkness, it may still not be visible.
1315  */
1316 
1317  /* Meaning of d:
1318  * 0 - object is in plain sight, full brightness.
1319  * 1 - MAX_DARKNESS - how dark the space is - higher
1320  * value is darker space. If level is at max darkness,
1321  * you can't see the space (too dark)
1322  * 100 - space is blocked from sight.
1323  */
1324  d = plyr->blocked_los[ax][ay];
1325 
1326  /* If the coordinates are not valid, or it is too
1327  * dark to see, we tell the client as such
1328  */
1329  nx = x;
1330  ny = y;
1331  m = get_map_from_coord(pl->map, &nx, &ny);
1332  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1333 
1334  if (!m) {
1335  /* space is out of map. Update space and clear
1336  * values if this hasn't already been done.
1337  * If the space is out of the map, it shouldn't
1338  * have a head.
1339  */
1340  if (plyr->socket.lastmap.cells[ax][ay].darkness != 0) {
1341  SockList_AddShort(&sl, coord);
1343  SockList_AddChar(&sl, 255); /* Termination byte */
1344  // Reduce dereferences by passing the inner array offset instead of address of value
1345  map_clearcell(plyr->socket.lastmap.cells[ax] + ay, 0, 0);
1346  }
1347  } else if (d >= MAX_LIGHT_RADII) {
1348  /* This block deals with spaces that are not
1349  * visible due to darkness or walls. Still
1350  * need to send the heads for this space.
1351  */
1352  check_space_for_heads(ax, ay, &sl, &plyr->socket);
1353  } else {
1354  int have_darkness = 0, has_obj = 0, got_one = 0, del_one = 0, g1, alive_layer = -1, old_got;
1355 
1356  /* In this block, the space is visible. */
1357 
1358  /* Rather than try to figure out what everything
1359  * that we might need to send is, then form the
1360  * packet after that, we presume that we will in
1361  * fact form a packet, and update the bits by what
1362  * we do actually send. If we send nothing, we
1363  * just back out sl.len to the old value, and no
1364  * harm is done.
1365  * I think this is simpler than doing a bunch of
1366  * checks to see what if anything we need to send,
1367  * setting the bits, then doing those checks again
1368  * to add the real data.
1369  */
1370 
1371  oldlen = sl.len;
1372  SockList_AddShort(&sl, coord);
1373 
1374  /* Darkness changed */
1375  if (plyr->socket.lastmap.cells[ax][ay].darkness != d
1376  && plyr->socket.darkness) {
1377  plyr->socket.lastmap.cells[ax][ay].darkness = d;
1378  /* Darkness tag & length*/
1380  SockList_AddChar(&sl, 255-d*(256/MAX_LIGHT_RADII));
1381  have_darkness = 1;
1382  }
1383 
1384  for (layer = 0; layer < MAP_LAYERS; layer++) {
1385  const object *ob = GET_MAP_FACE_OBJ(m, nx, ny, layer);
1386 
1387  /* Special case: send player itself if invisible */
1388  if (!ob
1389  && x == pl->x
1390  && y == pl->y
1391  && (pl->invisible&(pl->invisible < 50 ? 4 : 1))
1392  && (layer == MAP_LAYER_LIVING1 || layer == MAP_LAYER_LIVING2))
1393  ob = pl;
1394 
1395  if (ob) {
1396  g1 = has_obj;
1397  old_got = got_one;
1398  got_one += map2_add_ob(ax, ay, layer, ob, &sl, &plyr->socket, &has_obj, 0);
1399 
1400  /* if we added the face, or it is a monster's head, check probe spell */
1401  if (got_one != old_got || (ob->head == NULL && ob->more))
1402  got_one += check_probe(ax, ay, ob, &sl, &plyr->socket, &has_obj, &alive_layer);
1403 
1404  /* If we are just storing away the head
1405  * for future use, then effectively this
1406  * space/layer is blank, and we should clear
1407  * it if needed.
1408  */
1409  if (g1 == has_obj) {
1410  del_one += map2_delete_layer(ax, ay, layer, &sl, &plyr->socket);
1411  } else if (ob->head == NULL) {
1412  /* for single-part items */
1413  got_one += check_probe(ax, ay, ob, &sl, &plyr->socket, &has_obj, &alive_layer);
1414  }
1415  } else {
1416  if (layer != alive_layer)
1417  del_one += map2_delete_layer(ax, ay, layer, &sl, &plyr->socket);
1418  }
1419  }
1420  /* If nothing to do for this space, we
1421  * can erase the coordinate bytes
1422  */
1423  if (!del_one && !got_one && !have_darkness) {
1424  sl.len = oldlen;
1425  } else if (del_one && !has_obj) {
1426  /* If we're only deleting faces and don't
1427  * have any objs we care about, just clear
1428  * space. Note it is possible we may have
1429  * darkness, but if there is nothing on the
1430  * space, darkness isn't all that interesting
1431  * - we can send it when an object shows up.
1432  */
1433  sl.len = oldlen+2; /* 2 bytes for coordinate */
1435  SockList_AddChar(&sl, 255); /* Termination byte */
1436  // Reduce dereferences by passing the inner array offset instead of address of value
1437  map_clearcell(plyr->socket.lastmap.cells[ax] + ay, 0, 0);
1438  } else {
1439  SockList_AddChar(&sl, 255); /* Termination byte */
1440  }
1441  }
1442  } /* else this is a viewable space */
1443  } /* for x loop */
1444  } /* for y loop */
1445 
1446  /* Only send this if there are in fact some differences. */
1447  if (sl.len > startlen) {
1448  Send_With_Handling(&plyr->socket, &sl);
1449  }
1450  SockList_Term(&sl);
1451 }
1452 
1456 void draw_client_map(object *pl) {
1457  int i, j;
1458  int16_t ax, ay;
1459  int mflags;
1460  mapstruct *m, *pm;
1461  int min_x, min_y, max_x, max_y;
1462 
1463  if (pl->type != PLAYER) {
1464  LOG(llevError, "draw_client_map called with non player/non eric-server\n");
1465  return;
1466  }
1467 
1468  if (pl->contr->transport) {
1469  pm = pl->contr->transport->map;
1470  } else
1471  pm = pl->map;
1472 
1473  /* If player is just joining the game, he isn't here yet, so
1474  * the map can get swapped out. If so, don't try to send them
1475  * a map. All will be OK once they really log in.
1476  */
1477  if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1478  return;
1479 
1480  /*
1481  * This block just makes sure all the spaces are properly
1482  * updated in terms of what they look like.
1483  */
1484  min_x = pl->x-pl->contr->socket.mapx/2;
1485  min_y = pl->y-pl->contr->socket.mapy/2;
1486  max_x = pl->x+(pl->contr->socket.mapx+1)/2;
1487  max_y = pl->y+(pl->contr->socket.mapy+1)/2;
1488  for (j = min_y; j < max_y; j++) {
1489  for (i = min_x; i < max_x; i++) {
1490  ax = i;
1491  ay = j;
1492  m = pm;
1493  mflags = get_map_flags(m, &m, ax, ay, &ax, &ay);
1494  if (mflags&P_OUT_OF_MAP)
1495  continue;
1496  if (mflags&P_NEED_UPDATE)
1497  update_position(m, ax, ay);
1498  /* If a map is visible to the player, we don't want
1499  * to swap it out just to reload it. This should
1500  * really call something like swap_map, but this is
1501  * much more efficient and 'good enough'
1502  */
1503  if (mflags&P_NEW_MAP)
1504  m->timeout = 50;
1505  }
1506  }
1507 
1508  /* do LOS after calls to update_position */
1509  if (pl->contr->do_los) {
1510  update_los(pl);
1511  pl->contr->do_los = 0;
1512  }
1513 
1514  draw_client_map2(pl);
1515 }
1516 
1517 void esrv_map_scroll(socket_struct *ns, int dx, int dy) {
1518  struct Map newmap;
1519  int x, y, mx, my;
1520 
1521  ns->map_scroll_x += dx;
1522  ns->map_scroll_y += dy;
1523 
1524  mx = ns->mapx+MAX_HEAD_OFFSET;
1525  my = ns->mapy+MAX_HEAD_OFFSET;
1526 
1527  /* the x and y here are coordinates for the new map, i.e. if we moved
1528  * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
1529  * if the destination x or y coordinate is outside the viewable
1530  * area, we clear the values - otherwise, the old values
1531  * are preserved, and the check_head thinks it needs to clear them.
1532  */
1533  for (x = 0; x < mx; x++) {
1534  for (y = 0; y < my; y++) {
1535  if (x >= ns->mapx || y >= ns->mapy) {
1536  /* clear cells outside the viewable area */
1537  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1538  } else if (x+dx < 0 || x+dx >= ns->mapx || y+dy < 0 || y+dy >= ns->mapy) {
1539  /* clear newly visible tiles within the viewable area */
1540  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1541  } else {
1542  memcpy(&newmap.cells[x][y], &ns->lastmap.cells[x+dx][y+dy], sizeof(newmap.cells[x][y]));
1543  }
1544  }
1545  }
1546 
1547  memcpy(&ns->lastmap, &newmap, sizeof(ns->lastmap));
1548 }
1549 
1555 void send_plugin_custom_message(object *pl, char *buf) {
1556  SockList sl;
1557 
1558  SockList_Init(&sl);
1559  SockList_AddString(&sl, buf);
1560  Send_With_Handling(&pl->contr->socket, &sl);
1561  SockList_Term(&sl);
1562 }
1563 
1570  SockList sl;
1571  int flags = 0;
1572  client_spell *spell_info;
1573 
1574  if (!pl->socket.monitor_spells)
1575  return;
1576 
1577  /* Handles problem at login, where this is called from fix_object
1578  * before we have had a chance to send spells to the player. It does seem
1579  * to me that there should never be a case where update_spells is called
1580  * before add_spells has been called. Add_spells() will update the
1581  * spell_state to non null.
1582  */
1583  if (!pl->spell_state)
1584  return;
1585 
1586  FOR_INV_PREPARE(pl->ob, spell) {
1587  if (spell->type == SPELL) {
1588  spell_info = get_client_spell_state(pl, spell);
1589  /* check if we need to update it*/
1590  if (spell_info->last_sp != SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA)) {
1591  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1592  flags |= UPD_SP_MANA;
1593  }
1594  if (spell_info->last_grace != SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE)) {
1595  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1596  flags |= UPD_SP_GRACE;
1597  }
1598  if (spell_info->last_dam != spell->stats.dam+SP_level_dam_adjust(pl->ob, spell)) {
1599  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1600  flags |= UPD_SP_DAMAGE;
1601  }
1602  if (flags != 0) {
1603  SockList_Init(&sl);
1604  SockList_AddString(&sl, "updspell ");
1605  SockList_AddChar(&sl, flags);
1606  SockList_AddInt(&sl, spell->count);
1607  if (flags&UPD_SP_MANA)
1608  SockList_AddShort(&sl, spell_info->last_sp);
1609  if (flags&UPD_SP_GRACE)
1610  SockList_AddShort(&sl, spell_info->last_grace);
1611  if (flags&UPD_SP_DAMAGE)
1612  SockList_AddShort(&sl, spell_info->last_dam);
1613  flags = 0;
1614  Send_With_Handling(&pl->socket, &sl);
1615  SockList_Term(&sl);
1616  }
1617  }
1618  } FOR_INV_FINISH();
1619 }
1620 
1621 void esrv_remove_spell(player *pl, object *spell) {
1622  SockList sl;
1623 
1624  if (!pl || !spell || spell->env != pl->ob) {
1625  LOG(llevError, "Invalid call to esrv_remove_spell\n");
1626  return;
1627  }
1628  if (!pl->socket.monitor_spells)
1629  return;
1630 
1631  SockList_Init(&sl);
1632  SockList_AddString(&sl, "delspell ");
1633  SockList_AddInt(&sl, spell->count);
1634  Send_With_Handling(&pl->socket, &sl);
1635  SockList_Term(&sl);
1636 }
1637 
1645  SockList sl;
1646 
1647  if (!pl->socket.want_pickup)
1648  return;
1649  SockList_Init(&sl);
1650  SockList_AddString(&sl, "pickup ");
1651  SockList_AddInt(&sl, pl->mode);
1652  Send_With_Handling(&pl->socket, &sl);
1653  SockList_Term(&sl);
1654 }
1655 
1664 static int spell_client_use(const object *spell) {
1665  switch (spell->type)
1666  {
1667  case SP_RAISE_DEAD:
1668  case SP_MAKE_MARK:
1669  return 3;
1670  case SP_RUNE:
1671  if (!spell->other_arch)
1672  return 1;
1673  break;
1674  case SP_CREATE_FOOD:
1675  case SP_CREATE_MISSILE:
1676  return 2;
1677  case SP_SUMMON_MONSTER:
1678  if (spell->randomitems != NULL)
1679  return 2;
1680  /* break; */// If add conditins below, use this break statement
1681  }
1682  // This is not in the switch statement so that it supports fallthrough logic
1683  // on the few spell types that have additional conditions attached.
1684  return 0;
1685 }
1686 
1688 static void append_spell(player *pl, SockList *sl, object *spell) {
1689  client_spell *spell_info;
1690  int len, i, skill = 0;
1691 
1692  if (!spell->name) {
1693  LOG(llevError, "item number %d is a spell with no name.\n", spell->count);
1694  return;
1695  }
1696 
1697  if (spell->face && !(pl->socket.faces_sent[spell->face->number]&NS_FACESENT_FACE))
1698  esrv_send_face(&pl->socket, spell->face->number, 0);
1699 
1700  spell_info = get_client_spell_state(pl, spell);
1701  SockList_AddInt(sl, spell->count);
1702  SockList_AddShort(sl, spell->level);
1703  SockList_AddShort(sl, spell->casting_time);
1704  /* store costs and damage in the object struct, to compare to later */
1705  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1706  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1707  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1708  /* send the current values */
1709  SockList_AddShort(sl, spell_info->last_sp);
1710  SockList_AddShort(sl, spell_info->last_grace);
1711  SockList_AddShort(sl, spell_info->last_dam);
1712 
1713  /* figure out which skill it uses, if it uses one */
1714  if (spell->skill) {
1715  for (i = 0; i < MAX_SKILLS && skill_names[i]; i++)
1716  if (!strcmp(spell->skill, skill_names[i])) {
1717  skill = i+CS_STAT_SKILLINFO;
1718  break;
1719  }
1720  }
1721  SockList_AddChar(sl, skill);
1722 
1723  SockList_AddInt(sl, spell->path_attuned);
1724  SockList_AddInt(sl, spell->face ? spell->face->number : 0);
1725  SockList_AddLen8Data(sl, spell->name, strlen(spell->name));
1726 
1727  if (!spell->msg) {
1728  SockList_AddShort(sl, 0);
1729  } else {
1730  len = strlen(spell->msg);
1731  SockList_AddShort(sl, len);
1732  SockList_AddData(sl, spell->msg, len);
1733  }
1734 
1735  /* Extended spell information available if the client wants it.
1736  */
1737  if (pl->socket.monitor_spells >= 2) {
1738  /* spellmon 2
1739  */
1740  sstring req = object_get_value(spell, "casting_requirements");
1741 
1742  SockList_AddChar(sl, spell_client_use(spell)); /* Usage code */
1743 
1744  if (req) { /* Requirements */
1745  SockList_AddLen8Data(sl, req, strlen(req));
1746  } else {
1747  SockList_AddChar(sl, 0);
1748  }
1749  /* end spellmon 2
1750  */
1751  }
1752 }
1753 
1758 void esrv_add_spells(player *pl, object *spell) {
1759  SockList sl;
1760  size_t size;
1761  sstring value;
1762 
1763  if (!pl) {
1764  LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player\n");
1765  return;
1766  }
1767 
1768  if (!pl->socket.monitor_spells)
1769  return;
1770 
1771  SockList_Init(&sl);
1772  SockList_AddString(&sl, "addspell ");
1773  if (!spell) {
1774  FOR_INV_PREPARE(pl->ob, spell) {
1775  if (spell->type != SPELL)
1776  continue;
1777  /* Were we to simply keep appending data here, we could
1778  * exceed the SockList buffer if the player has enough spells
1779  * to add. We know that append_spell will always append
1780  * 23 data bytes, plus 3 length bytes and 2 strings
1781  * (because that is the spec) so we need to check that
1782  * the length of those 2 strings, plus the 26 bytes,
1783  * won't take us over the length limit for the socket.
1784  * If it does, we need to send what we already have,
1785  * and restart packet formation.
1786  */
1787  size = 26+strlen(spell->name)+(spell->msg ? strlen(spell->msg) : 0);
1788  if (pl->socket.monitor_spells >= 2) {
1790  value = object_get_value(spell, "casting_requirements");
1791  size += 2 + (value ? strlen(value) : 0);
1792  }
1793  if (SockList_Avail(&sl) < size) {
1794  Send_With_Handling(&pl->socket, &sl);
1795  SockList_Reset(&sl);
1796  SockList_AddString(&sl, "addspell ");
1797  }
1798  append_spell(pl, &sl, spell);
1799  } FOR_INV_FINISH();
1800  } else if (spell->type != SPELL) {
1801  LOG(llevError, "Asked to send a non-spell object as a spell\n");
1802  return;
1803  } else
1804  append_spell(pl, &sl, spell);
1805  /* finally, we can send the packet */
1806  Send_With_Handling(&pl->socket, &sl);
1807  SockList_Term(&sl);
1808 }
1809 
1810 /* sends a 'tick' information to the client.
1811  * We also take the opportunity to toggle TCP_NODELAY -
1812  * this forces the data in the socket to be flushed sooner to the
1813  * client - otherwise, the OS tries to wait for full packets
1814  * and will this hold sending the data for some amount of time,
1815  * which thus adds some additional latency.
1816  */
1818  SockList sl;
1819  int tmp;
1820 
1821  SockList_Init(&sl);
1822  SockList_AddString(&sl, "tick ");
1823  SockList_AddInt(&sl, pticks);
1824  tmp = 1;
1825  if (setsockopt(pl->socket.fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1826  LOG(llevError, "send_tick: Unable to turn on TCP_NODELAY\n");
1827 
1828  Send_With_Handling(&pl->socket, &sl);
1829  tmp = 0;
1830  if (setsockopt(pl->socket.fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1831  LOG(llevError, "send_tick: Unable to turn off TCP_NODELAY\n");
1832  SockList_Term(&sl);
1833 }
1834 
1847 static void add_char_field(SockList *sl, int type, const char *data)
1848 {
1849  int len;
1850 
1851  len = strlen(data);
1852 
1853  if (len) {
1854  /* one extra for length for the type byte */
1855  SockList_AddChar(sl, len+1);
1856  SockList_AddChar(sl, type);
1857  SockList_AddString(sl, data);
1858  }
1859 }
1860 
1882 {
1883  SockList sl;
1884  Account_Char *acn;
1885  int i, num_chars, need_send[MAX_CHARACTERS_PER_ACCOUNT];
1886  char **chars;
1887 
1889 
1890  /*
1891  * The acocunt logic here is a little tricky - account_char_load()
1892  * is best source as it has a lot more data. However, if a user
1893  * has just added an player to an account, that will not be filled
1894  * in until the player has actually logged in with that character -
1895  * to fill the data in at time of adding the character to the account
1896  * requires a fair amount of work to check_login(), since the load
1897  * of the player file and other initialization is fairly closely
1898  * intertwined. So until that is done, we still at least have
1899  * account names we can get and send.
1900  * note: chars[] has the last entry NULL terminated - thus,
1901  * if there are 2 valid accounts, chars[0], chars[1] will be
1902  * set, and chars[2] will be NULL. chars[3...MAX] will have
1903  * undefined values.
1904  */
1906 
1907  SockList_Init(&sl);
1908  SockList_AddString(&sl, "accountplayers ");
1909  num_chars=0;
1910 
1911  /* First, set up an array so we know which character we may
1912  * need to send specially. Only non NULL values would
1913  * ever need to get sent.
1914  */
1915  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
1916  if (chars[i])
1917  need_send[i] = 1;
1918  else break;
1919  }
1920  /* This counts up the number of characters.
1921  * But also, we look and see if the character exists
1922  * in chars[i] - if so, we set need_send[i] to 0.
1923  */
1924  for (acn = ns->account_chars; acn; acn = acn->next) {
1925  num_chars++;
1926  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
1927  /* If this is NULL, we know there will not be
1928  * any more entries - so break out.
1929  */
1930  if (!chars[i]) break;
1931 
1932  if (!strcmp(chars[i], acn->name)) {
1933  need_send[i] = 0;
1934  break;
1935  }
1936  }
1937  }
1938 
1939  /* total up number with limited information */
1940  for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
1941  if (!chars[i]) break;
1942 
1943  if (need_send[i])
1944  num_chars++;
1945  }
1946 
1947  SockList_AddChar(&sl, num_chars);
1948 
1949  /* Now add real character data */
1950  for (acn = ns->account_chars; acn; acn = acn->next) {
1951  uint16_t faceno;
1952 
1953  /* Ignore a dead character. They don't need to show up. */
1954  if (acn->isDead) {
1955  continue;
1956  }
1957 
1958  add_char_field(&sl, ACL_NAME, acn->name);
1960  add_char_field(&sl, ACL_RACE, acn->race);
1961  add_char_field(&sl, ACL_FACE, acn->face);
1962  if (acn->face[0] != 0 ) {
1963  faceno = find_face(acn->face, 0);
1964 
1965  if (faceno != 0) {
1966  if (!(ns->faces_sent[faceno]&NS_FACESENT_FACE)) {
1967  esrv_send_face(ns, faceno, 0);
1968  }
1969  }
1970  } else
1971  faceno=0;
1972 
1973  add_char_field(&sl, ACL_PARTY, acn->party);
1974  add_char_field(&sl, ACL_MAP, acn->map);
1975  SockList_AddChar(&sl, 3);
1977  SockList_AddShort(&sl, acn->level);
1978  if (faceno) {
1979  SockList_AddChar(&sl, 3);
1981  SockList_AddShort(&sl, faceno);
1982  }
1983 
1984  SockList_AddChar(&sl, 0);
1985  }
1986  /* Now for any characters where we just have the name */
1987  for (i=0; i< MAX_CHARACTERS_PER_ACCOUNT; i++) {
1988  if (!chars[i]) break;
1989 
1990  if (need_send[i]) {
1991  add_char_field(&sl, ACL_NAME, chars[i]);
1992  SockList_AddChar(&sl, 0);
1993  }
1994  }
1995 
1996  Send_With_Handling(ns, &sl);
1997  SockList_Term(&sl);
1998 }
1999 
2021 static int decode_name_password(const char *buf, int *len, char *name, char *password)
2022 {
2023  int nlen, plen;
2024 
2025  if (*len < 2) {
2026  return 1;
2027  }
2028 
2029  nlen = (unsigned char)buf[0];
2030  if (nlen >= MAX_BUF || nlen > *len-2) {
2031  return 1;
2032  }
2033  memcpy(name, buf+1, nlen);
2034  name[nlen] = 0;
2035 
2036  plen = (unsigned char)buf[nlen+1];
2037  if (plen >= MAX_BUF || plen > *len-2-nlen) {
2038  return 2;
2039  }
2040  memcpy(password, buf+2+nlen, plen);
2041  password[plen] = 0;
2042 
2043  *len = nlen+plen+2;
2044 
2045  return 0;
2046 }
2057 void account_login_cmd(char *buf, int len, socket_struct *ns) {
2058  char name[MAX_BUF], password[MAX_BUF];
2059  int status;
2060  SockList sl;
2061 
2062  if (len <= 0 || !buf) {
2063  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2064  return;
2065  }
2066 
2067  SockList_Init(&sl);
2068 
2069  status = decode_name_password(buf, &len, name, password);
2070 
2071  if (status == 1) {
2072  SockList_AddString(&sl, "failure accountlogin Name is too long");
2073  Send_With_Handling(ns, &sl);
2074  SockList_Term(&sl);
2075  return;
2076  }
2077  if (status == 2) {
2078  SockList_AddString(&sl, "failure accountlogin Password is too long");
2079  Send_With_Handling(ns, &sl);
2080  SockList_Term(&sl);
2081  return;
2082  }
2083 
2084  if (!account_exists(name)) {
2085  SockList_AddString(&sl, "failure accountlogin No such account name exists on this server");
2086  Send_With_Handling(ns, &sl);
2087  SockList_Term(&sl);
2088  return;
2089  }
2090 
2091  if (account_login(name, password)) {
2092  LOG(llevInfo, "Account login for '%s' from %s\n", name, ns->host);
2093  player *pl;
2094  socket_struct *tns;
2095 
2096  /* Checking against init_sockets must be done before
2097  * we set ns->account - otherwise we will match
2098  * that. What we are doing here is limiting the account
2099  * to only one login.
2100  */
2102  /* Other code will clean this up. We could try to
2103  * set the same state this other socket is in, but we
2104  * really don't know what that state is, and then
2105  * we would have to try to communicate that to the client
2106  * so it can activate the right dialogs. Simpler to
2107  * just go to a known state.
2108  */
2109  if (tns && tns != ns)
2110  tns->status = Ns_Dead;
2111 
2112  /* Same note as above applies - it can be simpler in
2113  * this case - we could check against the ST_PLAYING
2114  * value, but right now we don't have a method to
2115  * tell the client to go directly from login to playing.
2116  */
2117  pl = account_get_logged_in_player(name);
2118  if (pl)
2119  pl->socket.status = Ns_Dead;
2120 
2121 
2122  if (ns->account_name) free(ns->account_name);
2123  /* We want to store away official name so we do not
2124  * have any case sensitivity issues on the files.
2125  * because we have already checked password, we
2126  * know that account_exists should never return NULL in
2127  * this case.
2128  */
2130 
2132  } else {
2133  LOG(llevInfo, "Failed account login for '%s' from %s\n", name, ns->host);
2134  SockList_AddString(&sl, "failure accountlogin Incorrect password for account");
2135  Send_With_Handling(ns, &sl);
2136  SockList_Term(&sl);
2137  }
2138 }
2139 
2148 static int account_block_create(const socket_struct *ns) {
2149  /* Check if account creation is blocked. */
2151  /* Account creation is allowed for everyone. */
2152  return 0;
2153  }
2154 
2155  /* Has the trusted host been defined? */
2156  if(settings.account_trusted_host == NULL) {
2157  /* No, allocate it and set it to localhost now. */
2159  }
2160 
2161  /* Return false if the client connected from the trusted host. */
2162  if(strcmp(ns->host, settings.account_trusted_host) == 0){
2163  return 0;
2164  }
2165 
2166  /*
2167  * If we are here, then we are blocking account create and we do
2168  * not trust this client's IP address.
2169  */
2170  return 1;
2171 }
2172 
2184 void account_new_cmd(char *buf, int len, socket_struct *ns) {
2185  char name[MAX_BUF], password[MAX_BUF];
2186  int status;
2187  SockList sl;
2188 
2189  if (len <= 0 || !buf) {
2190  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2191  return;
2192  }
2193 
2194  SockList_Init(&sl);
2195 
2196  status = decode_name_password(buf, &len, name, password);
2197 
2198  if (account_block_create(ns)) {
2199  LOG(llevInfo, "Account create blocked from %s\n", ns->host);
2200  SockList_AddString(&sl, "failure accountnew Account creation is disabled");
2201  Send_With_Handling(ns, &sl);
2202  SockList_Term(&sl);
2203  return;
2204  }
2205 
2206  if (status == 1) {
2207  SockList_AddString(&sl, "failure accountnew Name is too long");
2208  Send_With_Handling(ns, &sl);
2209  SockList_Term(&sl);
2210  return;
2211  }
2212  if (status == 2) {
2213  SockList_AddString(&sl, "failure accountnew Password is too long");
2214  Send_With_Handling(ns, &sl);
2215  SockList_Term(&sl);
2216  return;
2217  }
2218  /*The minimum length isn't exactly required, but in the current implementation,
2219  * client will send the same password for character for which there is a
2220  * 2 character minimum size. Thus an account with a one character password
2221  * won't be able to create a character. */
2222  if (strlen(password)<2) {
2223  SockList_AddString(&sl, "failure accountnew Password is too short");
2224  Send_With_Handling(ns, &sl);
2225  SockList_Term(&sl);
2226  return;
2227  }
2228 
2229  if (account_exists(name)) {
2230  SockList_AddString(&sl, "failure accountnew That account already exists on this server");
2231  Send_With_Handling(ns, &sl);
2232  SockList_Term(&sl);
2233  return;
2234  }
2235 
2236  status = account_check_string(name);
2237  if (status == 1) {
2238  SockList_AddString(&sl,
2239  "failure accountnew That account name contains invalid characters.");
2240  Send_With_Handling(ns, &sl);
2241  SockList_Term(&sl);
2242  return;
2243  }
2244 
2245  if (status == 2) {
2246  SockList_AddString(&sl,
2247  "failure accountnew That account name is too long");
2248  Send_With_Handling(ns, &sl);
2249  SockList_Term(&sl);
2250  return;
2251  }
2252 
2253  status = account_check_string(password);
2254  if (status == 1) {
2255  SockList_AddString(&sl,
2256  "failure accountnew That password contains invalid characters.");
2257  Send_With_Handling(ns, &sl);
2258  SockList_Term(&sl);
2259  return;
2260  }
2261 
2262  if (status == 2) {
2263  SockList_AddString(&sl,
2264  "failure accountnew That password is too long");
2265  Send_With_Handling(ns, &sl);
2266  SockList_Term(&sl);
2267  return;
2268  }
2269 
2270  /* If we got here, we passed all checks - so now add it */
2271  if (ns->account_name) free(ns->account_name);
2272  ns->account_name = strdup_local(name);
2273  account_new(name, password);
2274  /* save account information */
2275  accounts_save();
2277 }
2278 
2292 void account_add_player_cmd(char *buf, int len, socket_struct *ns) {
2293  char name[MAX_BUF], password[MAX_BUF];
2294  int status, force, nlen;
2295  SockList sl;
2296  const char *cp;
2297 
2298  if (len <= 0 || !buf) {
2299  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2300  return;
2301  }
2302 
2303  SockList_Init(&sl);
2304 
2305  if (ns->account_name == NULL) {
2306  SockList_AddString(&sl, "failure accountaddplayer Not logged in");
2307  Send_With_Handling(ns, &sl);
2308  SockList_Term(&sl);
2309  return;
2310  }
2311 
2312  force = buf[0];
2313  nlen = len - 1;
2314  status = decode_name_password(buf+1, &nlen, name, password);
2315  if (status == 1) {
2316  SockList_AddString(&sl, "failure accountaddplayer Name is too long");
2317  Send_With_Handling(ns, &sl);
2318  SockList_Term(&sl);
2319  return;
2320  }
2321  if (status == 2) {
2322  SockList_AddString(&sl, "failure accountaddplayer Password is too long");
2323  Send_With_Handling(ns, &sl);
2324  SockList_Term(&sl);
2325  return;
2326  }
2327 
2328  status = verify_player(name, password);
2329  if (status) {
2330  /* From a security standpoint, telling random folks if it
2331  * it as wrong password makes it easier to hack. However,
2332  * it is fairly easy to determine what characters exist on a server
2333  * (either by trying to create a new one and see if the name is in
2334  * in use, or just looking at the high score file), so this
2335  * really does not make things much less secure
2336  */
2337  if (status == 1)
2338  SockList_AddString(&sl, "failure accountaddplayer 0 The character does not exist.");
2339  else
2340  SockList_AddString(&sl, "failure accountaddplayer 0 That password is incorrect.");
2341 
2342  Send_With_Handling(ns, &sl);
2343  SockList_Term(&sl);
2344  return;
2345  }
2346  /* Check to see if this character is associated with an account.
2347  */
2348  cp = account_get_account_for_char(name);
2349  if (cp) {
2350  if (!strcmp(cp, ns->account_name)) {
2351  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to this account.");
2352  Send_With_Handling(ns, &sl);
2353  SockList_Term(&sl);
2354  return;
2355  } else {
2356  if (!force) {
2357  SockList_AddString(&sl, "failure accountaddplayer 1 That character is already connected to a different account.");
2358  Send_With_Handling(ns, &sl);
2359  SockList_Term(&sl);
2360  return;
2361  } else if (account_is_logged_in(cp)) {
2362  /* We could be clever and try to handle this case, but it is
2363  * trickier. If the character is logged in, it has to
2364  * be logged out. And the socket holds some data which
2365  * needs to be cleaned up. Since it should be fairly
2366  * uncommon that users need to do this, just disallowing
2367  * it makes things a lot simpler.
2368  */
2369  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to a different account which is currently logged in.");
2370  Send_With_Handling(ns, &sl);
2371  SockList_Term(&sl);
2372  return;
2373  }
2374  }
2375  }
2376  /* If we have gotten this far, the name/password provided is OK,
2377  * and the character is not associated with a different account (or
2378  * force is true). Now try to add the character to this account.
2379  */
2380  status = account_link(ns->account_name, name);
2381 
2382  /* This should never happen, but check for it just in case -
2383  * if we were able to log in, the account should exist. but
2384  * if this fails, need to give the user some clue.
2385  */
2386  if (status==1) {
2387  SockList_AddString(&sl, "failure accountaddplayer 0 Could not find your account.");
2388  Send_With_Handling(ns, &sl);
2389  SockList_Term(&sl);
2390  return;
2391  } else if (status == 2) {
2392  SockList_AddString(&sl, "failure accountaddplayer 0 You have reached the maximum number of characters allowed per account.");
2393  Send_With_Handling(ns, &sl);
2394  SockList_Term(&sl);
2395  return;
2396  }
2397 
2398  /* If cp is set, then this character used to belong to a different
2399  * account. Remove it now.
2400  */
2401  if (cp) {
2402  Account_Char *chars;
2403 
2404  account_remove_player(cp, name);
2405  chars = account_char_load(cp);
2406  chars=account_char_remove(chars, name);
2407  account_char_save(cp, chars);
2408  account_char_free(chars);
2409  }
2410 
2412 
2413  /* store data so nothing is lost in case of crash */
2415 }
2416 
2421 void account_play_cmd(char *buf, int len, socket_struct *ns)
2422 {
2423  char **chars;
2424  int i;
2425  SockList sl;
2426  player *pl;
2427 
2428  if (len <= 0 || !buf) {
2429  LOG(llevDebug, "IP '%s' sent bogus account_play_cmd information\n", ns->host);
2430  return;
2431  }
2432 
2433  SockList_Init(&sl);
2434 
2435  if (!buf[0]) {
2436  SockList_AddString(&sl, "failure accountplay Malformed character name");
2437  Send_With_Handling(ns, &sl);
2438  SockList_Term(&sl);
2439  return;
2440  }
2441 
2442  if (ns->account_name == NULL) {
2443  SockList_AddString(&sl, "failure accountplay Not logged in");
2444  Send_With_Handling(ns, &sl);
2445  SockList_Term(&sl);
2446  return;
2447  }
2448 
2450 
2451  for (i=0; i<MAX_CHARACTERS_PER_ACCOUNT; i++) {
2452  if (!chars[i] || !strcmp(chars[i], buf)) break;
2453  }
2454  /* Make sure a client is not trying to spoof us here */
2455  if (i == MAX_CHARACTERS_PER_ACCOUNT || !chars[i]) {
2456  SockList_AddPrintf(&sl,
2457  "failure accountplay Character %s is not associated with account %s",
2458  buf, ns->account_name);
2459  Send_With_Handling(ns, &sl);
2460  SockList_Term(&sl);
2461  return;
2462  }
2463 
2464  /* from a protocol standpoint, accountplay can be used
2465  * before there is a player structure (first login) or after
2466  * (character has logged in and is changing characters).
2467  * Checkthe sockets for that second case - if so,
2468  * we don't need to make a new player object, etc.
2469  */
2470  for (pl=first_player; pl; pl=pl->next) {
2471  if (&pl->socket == ns) {
2472  /* The player still in the socket must be saved first. */
2473  save_player(pl->ob, 0);
2474  break;
2475  }
2476  }
2477 
2478  /* Some of this logic is from add_player()
2479  * we just don't use add_player() as it does some other work
2480  * we don't really want to do.
2481  */
2482  if (!pl) {
2483  pl = get_player(NULL);
2484  memcpy(&pl->socket, ns, sizeof(socket_struct));
2485  ns->faces_sent = NULL;
2487  } else {
2488  pl->state = ST_PLAYING;
2489  }
2490 
2491  pl->ob->name = add_string(buf);
2492  check_login(pl->ob, 0);
2493 
2494  SockList_AddString(&sl, "addme_success");
2495  Send_With_Handling(ns, &sl);
2496  SockList_Term(&sl);
2497 
2498  ns->status = Ns_Avail;
2499 }
2500 
2501 #define MAX_CHOICES 100
2502 
2508 void create_player_cmd(char *buf, int len, socket_struct *ns)
2509 {
2510  char name[MAX_BUF], password[MAX_BUF], *choices[MAX_CHOICES];
2511  int status, nlen, choice_num=0, i;
2512  SockList sl;
2513  player *pl;
2514  archetype *map=NULL, *race_a=NULL, *class_a=NULL;
2515  living new_stats;
2516 
2517  if (len <= 0 || !buf) {
2518  LOG(llevDebug, "IP '%s' sent bogus create_player_cmd information\n", ns->host);
2519  return;
2520  }
2521 
2522  SockList_Init(&sl);
2523 
2524  nlen = len;
2525  status = decode_name_password(buf, &nlen, name, password);
2526  if (status == 1) {
2527  SockList_AddString(&sl, "failure createplayer Name is too long");
2528  Send_With_Handling(ns, &sl);
2529  SockList_Term(&sl);
2530  return;
2531  }
2532 
2533  /* 2 characters minimum for password */
2534  if (strlen(password)<2) {
2535  SockList_AddString(&sl, "failure createplayer Password is too short");
2536  Send_With_Handling(ns, &sl);
2537  SockList_Term(&sl);
2538  return;
2539  }
2540 
2542  if (status == 2) {
2543  SockList_AddString(&sl, "failure createplayer Password is too long");
2544  Send_With_Handling(ns, &sl);
2545  SockList_Term(&sl);
2546  return;
2547  }
2548 
2549  /* This is a fairly ugly solution - we're truncating the password.
2550  * however, the password information for characters is really
2551  * a legacy issue - when every character is associated with
2552  * an account, legacy login (character name/password) will get
2553  * removed, at which point the only use for password might be
2554  * to move characters from one account to another, but not sure
2555  * if that is something we want to allow.
2556  */
2557  if (strlen(password)>17)
2558  password[16] = 0;
2559 
2560  /* We just can't call check_name(), since that uses draw_info() to
2561  * report status. We are also more permissive on names, so we use
2562  * account_check_string() - if that is safe for account, also safe
2563  * for player names.
2564  */
2565  if (account_check_string(name)) {
2566  SockList_AddString(&sl, "failure createplayer The name contains illegal characters");
2567  Send_With_Handling(ns, &sl);
2568  SockList_Term(&sl);
2569  return;
2570  }
2571 
2572  /* 1 means no such player, 0 is correct name/password (which in this
2573  * case, is an error), and 2 is incorrect password. Only way we
2574  * go onward is if there is no such player.
2575  */
2576  if (verify_player(name, password) != 1) {
2577  SockList_AddString(&sl, "failure createplayer That name is already in use");
2578  Send_With_Handling(ns, &sl);
2579  SockList_Term(&sl);
2580  return;
2581  }
2582 
2583  /* from a protocol standpoint, accountplay can be used
2584  * before there is a player structure (first login) or after
2585  * (character has logged in and is changing characters).
2586  * Check the sockets for that second case - if so,
2587  * we don't need to make a new player object, etc.
2588  */
2589  for (pl=first_player; pl; pl=pl->next)
2590  if (&pl->socket == ns) {
2591  if (pl->ob->name && !strcmp(pl->ob->name, name)) {
2592  /* For some reason not only the socket is the same but also
2593  * the player is already playing. If this happens at this
2594  * point let's assume the character never was able to apply
2595  * a bet of reality to make a correct first-time save.
2596  * So, for safety remove it and start over.
2597  */
2598  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
2599  object_remove(pl->ob);
2600  }
2601  break;
2602  }
2603 
2604  /* In this mode, we have additional data
2605  * Note that because there are a lot of failure cases in here
2606  * (where we end up not creating the new player), the code
2607  * to create the new player is done within this routine
2608  * after all checks pass. Note that all of the checks
2609  * done are done without using the player structure,
2610  * as pl may be null right now.
2611  */
2612  if (ns->login_method >= 2) {
2613  int i, j, stat_total=0;
2614  char *key, *value, *race=NULL, *class=NULL;
2615 
2616  /* By setting this to zero, then we can easily
2617  * check to see if all stats have been set.
2618  */
2619  memset(&new_stats, 0, sizeof(living));
2620 
2621  while (nlen < len) {
2622  i = buf[nlen]; /* Length of this line */
2623  /* Sanity check from client - don't want to loop
2624  * forever if there is a 0 length, and don't
2625  * want to read beyond size of packet.
2626  * Likewise, client should have sent
2627  * the string to us already null terminated,
2628  * but we will just make sure.
2629  */
2630  if ((i == 0) || (nlen + i > len)) break;
2631  buf[nlen + i] = 0;
2632 
2633  /* What we have are a series of lines -
2634  * 'key value' format. Find that space,
2635  * and null it out so we can do strcasecmp.
2636  * If no space, abort processing
2637  */
2638  key = buf + nlen + 1;
2639  value = strchr(key, ' ');
2640  if (!value) break;
2641  *value = 0;
2642  value++;
2643 
2644  if (!strcasecmp(key,"race")) race = value;
2645  else if (!strcasecmp(key,"class")) class = value;
2646  else if (!strcasecmp(key,"starting_map")) {
2647  map = try_find_archetype(value);
2648  if (!map || map->clone.type != MAP || map->clone.subtype !=MAP_TYPE_CHOICE) {
2649  SockList_AddString(&sl,
2650  "failure createplayer Invalid or map");
2651  Send_With_Handling(ns, &sl);
2652  SockList_Term(&sl);
2653  return;
2654  }
2655  }
2656  else if (!strcasecmp(key,"choice")) {
2657  /* In general, MAX_CHOICES should be large enough
2658  * to always handle the choices from the client - of
2659  * course, the client could be broken and send us many
2660  * more choices than we should have, so handle that.
2661  */
2662  if (choice_num == MAX_CHOICES) {
2663  LOG(llevError,
2664  "Number of choices receive exceed max value: %d>%d\n",
2665  choice_num, MAX_CHOICES);
2666  } else {
2667  choices[choice_num] = value;
2668  choice_num++;
2669  }
2670  }
2671  else {
2672  /* Do stat processing here */
2673  for (j=0; j < NUM_STATS; j++) {
2674  if (!strcasecmp(key,short_stat_name[j])) {
2675  int val = atoi(value);
2676 
2677  set_attr_value(&new_stats, j, val);
2678  break;
2679  }
2680  }
2681  if (j >= NUM_STATS) {
2682  /* Bad clients could do this - we should at least report
2683  * it, and useful when trying to add new parameters.
2684  */
2685  LOG(llevError, "Got unknown key/value from client: %s %s\n", key, value);
2686  }
2687  }
2688  nlen += i + 1;
2689  }
2690  /* Do some sanity checking now. But checking the stat
2691  * values here, we will catch any 0 values since we do
2692  * a memset above. A properly behaving client should
2693  * never do any of these things, but we do not presume
2694  * clients will behave properly.
2695  */
2696  for (j=0; j<NUM_STATS; j++) {
2697  int val = get_attr_value(&new_stats, j);
2698 
2699  stat_total += val;
2700  if (val > settings.starting_stat_max ||
2701  val < settings.starting_stat_min) {
2702  SockList_AddPrintf(&sl,
2703  "failure createplayer Stat value is out of range - %d must be between %d and %d",
2705  Send_With_Handling(ns, &sl);
2706  SockList_Term(&sl);
2707  return;
2708  }
2709  }
2710  if (stat_total > settings.starting_stat_points) {
2711  SockList_AddPrintf(&sl,
2712  "failure createplayer Total allocated statistics is higher than allowed (%d>%d)",
2713  stat_total, settings.starting_stat_points);
2714  Send_With_Handling(ns, &sl);
2715  SockList_Term(&sl);
2716  return;
2717  }
2718 
2719  if (race)
2720  race_a = try_find_archetype(race);
2721 
2722  if (class)
2723  class_a = try_find_archetype(class);
2724 
2725  /* This should never happen with a properly behaving client, so the error message
2726  * doesn't have to be that great.
2727  */
2728  if (!race_a || race_a->clone.type != PLAYER || !class_a || class_a->clone.type != CLASS) {
2729  SockList_AddString(&sl,
2730  "failure createplayer Invalid or unknown race or class");
2731  Send_With_Handling(ns, &sl);
2732  SockList_Term(&sl);
2733  return;
2734  }
2735 
2736  /* At current time, only way this can fail is if the adjusted
2737  * stat is less than 1.
2738  */
2739  if (check_race_and_class(&new_stats, race_a, class_a)) {
2740  SockList_AddString(&sl,
2741  "failure createplayer Unable to apply race or class - statistic is out of bounds");
2742  Send_With_Handling(ns, &sl);
2743  SockList_Term(&sl);
2744  return;
2745  }
2746 
2747  if (!pl)
2749 
2750  apply_race_and_class(pl->ob, race_a, class_a, &new_stats);
2751 
2752  } else {
2753  /* In thise case, old login method */
2754  if (!pl)
2755  pl = add_player(ns, ADD_PLAYER_NEW);
2756 /* already done by add_player
2757  roll_again(pl->ob);
2758  pl->state = ST_ROLL_STAT;
2759  set_first_map(pl->ob);*/
2760  }
2761 
2762  /* add_player does a lot of the work, but there are a few
2763  * things we need to update, like starting name and
2764  * password.
2765  * This is done before processing in login_method>2.
2766  * The character creation process it does when
2767  * applying the race/class will use this
2768  * name information.
2769  */
2770  FREE_AND_COPY(pl->ob->name, name);
2771  FREE_AND_COPY(pl->ob->name_pl, name);
2772  pl->name_changed = 1;
2773  safe_strncpy(pl->password, newhash(password), sizeof(pl->password));
2774 
2775  SockList_AddString(&sl, "addme_success");
2776  Send_With_Handling(ns, &sl);
2777  SockList_Term(&sl);
2778 
2779  if (ns->login_method >= 2) {
2780  /* The client could have provided us a map - if so, map will be set
2781  * and we don't want to overwrite it
2782  */
2783  if (!map)
2785 
2786  if (!map) {
2787  /* This should never happen - its not something that can
2788  * be easily worked around without other weird issues,
2789  * like having 2 classes.
2790  */
2791  LOG(llevError, "Can not find object of type MAP subtype MAP_TYPE_DEFAULT.\n");
2792  LOG(llevError, "Are the archetype files up to date? Can not continue.\n");
2793  abort();
2794  }
2795 
2796  enter_exit(pl->ob, &map->clone);
2797 
2798  if (pl->ob->map == NULL) {
2799  LOG(llevError, "Couldn't put player %s on start map %s!", pl->ob->name, map->name);
2800  abort();
2801  }
2802 
2803  /* copy information to bed of reality information, in case the player dies */
2804  safe_strncpy(pl->savebed_map, pl->ob->map->path, sizeof(pl->savebed_map));
2805  pl->bed_x = pl->ob->x;
2806  pl->bed_y = pl->ob->y;
2807 
2809  }
2810 
2811  /* We insert any objects after we have put the player on the map -
2812  * this makes things safer, as certain objects may expect a normal
2813  * environment. Note that choice_num will only be set in the
2814  * loginmethod > 2, which also checks (and errors out) if the
2815  * race/class is not set, which is why explicit checking for
2816  * those is not need.
2817  */
2818  for (i=0; i < choice_num; i++) {
2819  char *choiceval, *cp;
2820  const char *value;
2821  archetype *arch;
2822  object *op;
2823 
2824  choiceval = strchr(choices[i], ' ');
2825  if (!choiceval) {
2826  LOG(llevError, "Choice does not specify value: %s\n", choices[i]);
2827  continue;
2828  }
2829  *choiceval=0;
2830  choiceval++;
2831  value = object_get_value(&race_a->clone, choices[i]);
2832  if (!value)
2833  value = object_get_value(&class_a->clone, choices[i]);
2834 
2835  if (!value) {
2836  LOG(llevError, "Choice not found in archetype: %s\n", choices[i]);
2837  continue;
2838  }
2839  cp = strstr(value, choiceval);
2840  if (!cp) {
2841  LOG(llevError, "Choice value not found in archetype: %s %s\n",
2842  choices[i], choiceval);
2843  continue;
2844  }
2845 
2846  /* Check to make sure that the matched string is an entire word,
2847  * and not a substring (eg, valid choice being great_sword but
2848  * we just get sword) - the space after the match should either be a
2849  * space or null, and space before match should also be a space
2850  * or the start of the string.
2851  */
2852  if ((cp[strlen(choiceval)] != ' ') && (cp[strlen(choiceval)] != 0) &&
2853  (cp != value) && (*(cp-1) != ' ')) {
2854 
2855  LOG(llevError, "Choice value matches substring but not entire word: %s substring %s\n",
2856  choiceval, value);
2857  continue;
2858  }
2859  arch = try_find_archetype(choiceval);
2860  if (!arch) {
2861  LOG(llevError, "Choice value can not find archetype %s\n", choiceval);
2862  continue;
2863  }
2864  op = arch_to_object(arch);
2865  op = object_insert_in_ob(op, pl->ob);
2866  if (QUERY_FLAG(op, FLAG_AUTO_APPLY))
2867  ob_apply(op, pl->ob, 0);
2868  }
2869 
2870  ns->status = Ns_Avail;
2871  LOG(llevInfo, "new character %s from %s\n", pl->ob->name, pl->ob->contr->socket.host);
2874  "%s has entered the game.", pl->ob->name);
2875 }
2876 
2887 void account_password(char *buf, int len, socket_struct *ns) {
2888  char old[MAX_BUF], change[MAX_BUF];
2889  int status;
2890  SockList sl;
2891 
2892  if (len <= 0 || !buf) {
2893  LOG(llevDebug, "IP '%s' sent bogus account_password_cmd information\n", ns->host);
2894  return;
2895  }
2896 
2897  SockList_Init(&sl);
2898 
2899  if (ns->account_name == NULL) {
2900  SockList_AddString(&sl, "failure accountpw Not logged in");
2901  Send_With_Handling(ns, &sl);
2902  SockList_Term(&sl);
2903  return;
2904  }
2905 
2906  status = decode_name_password(buf, &len, old, change);
2907  if (status == 1) {
2908  SockList_AddString(&sl, "failure accountpw Old password is too long");
2909  Send_With_Handling(ns, &sl);
2910  SockList_Term(&sl);
2911  return;
2912  }
2913  if (status == 2) {
2914  SockList_AddString(&sl, "failure accountpw New password is too long");
2915  Send_With_Handling(ns, &sl);
2916  SockList_Term(&sl);
2917  return;
2918  }
2919  /*The minimum length isn't exactly required, but in the current implementation,
2920  * client will send the same password for character for which there is a
2921  * 2 character minimum size. Thus an account with a one character password
2922  * won't be able to create a character. */
2923  if (strlen(change)<2) {
2924  SockList_AddString(&sl, "failure accountpw New password is too short");
2925  Send_With_Handling(ns, &sl);
2926  SockList_Term(&sl);
2927  return;
2928  }
2929 
2930  status = account_check_string(change);
2931  if (status == 1) {
2932  SockList_AddString(&sl,
2933  "failure accountpw That password contains invalid characters.");
2934  Send_With_Handling(ns, &sl);
2935  SockList_Term(&sl);
2936  return;
2937  }
2938 
2939  if (status == 2) {
2940  SockList_AddString(&sl,
2941  "failure accountpw That password is too long");
2942  Send_With_Handling(ns, &sl);
2943  SockList_Term(&sl);
2944  return;
2945  }
2946 
2947  status = account_change_password(ns->account_name, old, change);
2948  if (status != 0) {
2949  const char *error;
2950 
2951  if (status == 1) {
2952  error = "failure accountpw Illegal characters present";
2953  } else if (status == 2) {
2954  error = "failure accountpw Invalid account";
2955  } else {
2956  error = "failure accountpw Incorrect current password";
2957  }
2958 
2959  SockList_AddString(&sl, error);
2960  Send_With_Handling(ns, &sl);
2961  SockList_Term(&sl);
2962  return;
2963  }
2964 
2965  /* If we got here, we passed all checks, and password was changed */
2967 }
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:315
object * object_find_by_type_and_name(const object *who, int type, const char *name)
Definition: object.c:4022
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]
Definition: map.h:365
#define ACL_CLASS
Definition: newclient.h:197
void set_attr_value(living *stats, int attr, int8_t value)
Definition: living.c:218
void SockList_AddPrintf(SockList *sl, const char *format,...)
Definition: lowlevel.c:194
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
Definition: newserver.h:117
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:929
#define ST_GET_PARTY_PASSWORD
Definition: define.h:587
const char * skill_names[MAX_SKILLS]
Definition: skill_util.c:57
#define SP_MAKE_MARK
Definition: spells.h:77
uint32_t tick
Definition: newserver.h:106
void SockList_Reset(SockList *sl)
Definition: lowlevel.c:66
int8_t tail_x
Definition: object.h:471
void new_player_cmd(uint8_t *buf, int len, player *pl)
Definition: request.c:449
void enter_exit(object *op, object *exit_ob)
Definition: server.c:717
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:1758
int account_login(const char *account_name, const char *account_password)
Definition: account.c:333
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Definition: account_char.h:27
uint32_t want_pickup
Definition: newserver.h:108
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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
#define MAX_LIGHT_RADII
Definition: define.h:466
#define ANIM_RANDOM
Definition: newclient.h:322
static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns)
Definition: request.c:1110
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Definition: lowlevel.c:48
#define CS_STAT_RACE_INT
Definition: newclient.h:118
#define SET_FLAG(xyz, p)
Definition: define.h:223
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Definition: c_misc.c:1943
uint8_t starting_stat_min
Definition: global.h:317
#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
Definition: win32.h:161
void SockList_ResetRead(SockList *sl)
Definition: lowlevel.c:75
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Definition: object.h:416
int GetInt_String(const unsigned char *data)
Definition: lowlevel.c:246
EXTERN int num_animations
Definition: global.h:164
uint32_t name_changed
Definition: player.h:130
#define strdup_local
Definition: compat.h:25
uint8_t anim_speed
Definition: object.h:417
#define ACL_FACE_NUM
Definition: newclient.h:203
int16_t last_resist[NROFATTACKS]
Definition: player.h:155
player * add_player(socket_struct *ns, int flags)
Definition: player.c:454
void send_account_players(socket_struct *ns)
Definition: request.c:1881
#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:1817
#define ACL_LEVEL
Definition: newclient.h:199
#define SPELL_GRACE
Definition: spells.h:59
int save_player(object *op, int flag)
Definition: login.c:211
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Definition: map.h:345
void account_play_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2421
int16_t maxgrace
Definition: living.h:45
void print_ext_msg(socket_struct *ns, int color, uint8_t type, uint8_t subtype, const char *message)
Definition: info.c:49
mapstruct * get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y)
Definition: map.c:2380
#define CS_STAT_SPEED
Definition: newclient.h:103
const char * object_get_value(const object *op, const char *const key)
Definition: object.c:4269
struct Map lastmap
Definition: newserver.h:93
struct treasureliststruct * randomitems
Definition: object.h:385
void key_roll_stat(object *op, char key)
Definition: player.c: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:2021
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Definition: object.h:470
#define MAP2_TYPE_CLEAR
Definition: newclient.h:42
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Definition: player.h:94
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Definition: object.h:360
#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:277
#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:2292
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Definition: object.h:339
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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:328
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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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uint8_t starting_stat_max
Definition: global.h:318
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Definition: lowlevel.c:119
#define ST_CHANGE_PASSWORD_NEW
Definition: define.h:589
#define CS_STAT_RES_DEATH
Definition: newclient.h:159
enum Sock_Status status
Definition: newserver.h:90
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Definition: login.c:109
Definition: living.h:35
#define ACL_FACE
Definition: newclient.h:200
int8_t get_attr_value(const living *stats, int attr)
Definition: living.c:313
#define CS_STAT_MAXSP
Definition: newclient.h:90
const char * map
Definition: account_char.h:33
#define CS_STAT_WIS
Definition: newclient.h:93
uint32_t path_attuned
Definition: object.h:343
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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:1621
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Definition: living.h:42
#define AddIfString(Old, New, Type)
Definition: request.c:714
uint32_t get_weight_limit(int stat)
Definition: living.c:2280
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:421
#define CS_STAT_FLAGS
Definition: newclient.h:111
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Definition: object.h:344
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Definition: newserver.h:57
#define safe_strncpy
Definition: compat.h:23
#define ACL_MAP
Definition: newclient.h:202
#define CS_STAT_RACE_CON
Definition: newclient.h:121
struct archt * other_arch
Definition: object.h:413
#define ST_ROLL_STAT
Definition: define.h:581
Definition: object.h:465
#define ST_PLAYING
Definition: define.h:579
char savebed_map[MAX_BUF]
Definition: player.h:97
#define NDI_DK_ORANGE
Definition: newclient.h:227
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Definition: newserver.h:100
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Definition: object.h:471
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Definition: living.h:43
int8_t Con
Definition: living.h:36
#define FLAG_REMOVED
Definition: define.h:232
int16_t hp
Definition: living.h:40
#define CS_STAT_WEIGHT_LIM
Definition: newclient.h:112
#define VERSION_SC
Definition: newserver.h:150
uint16_t number
Definition: face.h:15
#define MAP_LAYER_LIVING2
Definition: map.h:47
#define CS_STAT_EXP64
Definition: newclient.h:113
uint16_t notifications
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
#define CS_STAT_WC
Definition: newclient.h:99
int probe(object *op, object *caster, object *spell_ob, int dir, int level)
Definition: spell_effect.c:683
#define MAP_IN_MEMORY
Definition: map.h:130
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Definition: newserver.h:104
uint32_t facecache
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:96
#define FLAG_CLIENT_ANIM_RANDOM
Definition: define.h:241
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Definition: object.h:345
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Definition: newserver.h:111
#define strtok_r(x, y, z)
Definition: win32.h:62
Account_Char * account_chars
Definition: newserver.h:127
#define ADD_PLAYER_NO_STATS_ROLL
Definition: player.h:224
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Definition: newserver.h:113
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Definition: request.c: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
void accounts_save(void)
Definition: account.c:267
const char * name_pl
Definition: object.h:315
#define CS_STAT_RES_FIRE
Definition: newclient.h:146
uint8_t num_look_objects
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:2710
float speed_left
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
void draw_client_map(object *pl)
Definition: request.c:1456
uint16_t last_flags
Definition: player.h:141
#define ADD_PLAYER_NEW
Definition: player.h:222
int8_t Wis
Definition: living.h:36
#define CS_STAT_LEVEL
Definition: newclient.h:98
static const short atnr_cs_stat[NROFATTACKS]
Definition: request.c:73
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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
short GetShort_String(const unsigned char *data)
Definition: lowlevel.c:250
struct mapdef * map
Definition: object.h:297
uint8_t always_show_hp
Definition: global.h:269
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
void player_set_state(player *pl, uint8_t state)
Definition: player.c:4467
#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:1135
#define FLAG_CLIENT_ANIM_SYNC
Definition: define.h:240
static int spell_client_use(const object *spell)
Definition: request.c:1664
object * transport
Definition: player.h:195
#define FOR_INV_FINISH()
Definition: define.h:714
void update_position(mapstruct *m, int x, int y)
Definition: map.c:2131
#define CS_STAT_BASE_CHA
Definition: newclient.h:129
int16_t dam
Definition: living.h:46
#define MAP_LAYERS
Definition: map.h:32
int8_t map_scroll_y
Definition: newserver.h:94
#define FLAG_PROBE
Definition: define.h:257
uint32_t sc_version
Definition: newserver.h:113
const char * name
Definition: object.h:311
int16_t bed_y
Definition: player.h:98
living orig_stats
Definition: player.h:148
static void append_spell(player *pl, SockList *sl, object *spell)
Definition: request.c:1688
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:3021
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:2501
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:2508
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:1265
#define HEAD(op)
Definition: object.h:592
struct map_cell_struct cells[MAX_CLIENT_X][MAX_CLIENT_Y]
Definition: newserver.h:49
uint32_t is_bot
Definition: newserver.h:107
#define CS_STAT_FOOD
Definition: newclient.h:104
#define CS_STAT_APPLIED_DEX
Definition: newclient.h:134
uint32_t golem_count
Definition: player.h:106
#define MAX_BUF
Definition: define.h:35
void ask_smooth_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c: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:325
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:1925
#define CS_STAT_APPLIED_CHA
Definition: newclient.h:136
int16_t resist[NROFATTACKS]
Definition: object.h:341
#define CS_STAT_RES_PARA
Definition: newclient.h:155
object * ob
Definition: player.h:158
#define CS_STAT_RES_COLD
Definition: newclient.h:148
const char * sstring
Definition: global.h:40
static int map2_add_ob(int ax, int ay, int layer, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int is_head)
Definition: request.c:965
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:2887
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:2148
#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:1569
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:1218
living stats
Definition: object.h:368
uint8_t starting_stat_points
Definition: global.h:319
int8_t Dex
Definition: living.h:36
struct archt * arch
Definition: object.h:412
#define MAP_TYPE_CHOICE
Definition: map.h:59
float last_weapon_sp
Definition: player.h:140
void send_plugin_custom_message(object *pl, char *buf)
Definition: request.c:1555
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:1644
#define CS_STAT_RES_DEPLETE
Definition: newclient.h:158
struct statsinfo stats
Definition: newserver.h:98
uint8_t type
Definition: object.h:338
void check_login(object *op, int check_pass)
Definition: login.c:494
uint32_t do_los
Definition: player.h:126
uint32_t mode
Definition: player.h:110
struct Settings settings
Definition: init.c:40
void esrv_new_player(player *pl, uint32_t weight)
Definition: request.c:859
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:924
#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:402
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:886
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:1847
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:2057
const char *const short_stat_name[NUM_STATS]
Definition: living.c:194
uint8_t mapy
Definition: newserver.h:116
#define ACL_NAME
Definition: newclient.h:196
#define CS_STAT_MAXGRACE
Definition: newclient.h:110
int16_t level
Definition: object.h:351
char const * newhash(char const *password)
float weapon_speed
Definition: object.h:330
unsigned find_face(const char *name, unsigned error)
Definition: image.c:303
#define CS_STAT_RES_ACID
Definition: newclient.h:150
#define SP_CREATE_FOOD
Definition: spells.h:96
struct obj * more
Definition: object.h:295
#define MAP2_LAYER_START
Definition: newclient.h:53
object * arch_to_object(archetype *at)
Definition: arch.c: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:466
static const object * heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS]
Definition: request.c:938
#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:1517
void account_new_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2184
const char * race
Definition: account_char.h:29
#define CS_STAT_GRACE
Definition: newclient.h:109
#define FOR_INV_PREPARE(op_, it_)
Definition: define.h:707
SockList inbuf
Definition: newserver.h:99
void object_remove(object *op)
Definition: object.c:1669
uint32_t last_path_denied
Definition: player.h:146
living last_orig_stats
Definition: player.h:150
#define ST_GET_PASSWORD
Definition: define.h:585
int32_t food
Definition: living.h:48
static bool CAN_PROBE(const object *ob)
Definition: object.h:601
#define FLAG_FREED
Definition: define.h:233
uint32_t count
Definition: player.h:109
void Send_With_Handling(socket_struct *ns, SockList *sl)
Definition: lowlevel.c:434
Definition: object.h:224
#define SP_RAISE_DEAD
Definition: spells.h:75
void esrv_move_object(object *pl, tag_t to, tag_t tag, long nrof)
Definition: item.c:845
char * account_trusted_host
Definition: global.h:326