Crossfire Server, Trunk
request.cpp
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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 typedef int ssop_t;
59 #else
60 #include <winsock2.h>
61 typedef char ssop_t;
62 #endif /* win32 */
63 
64 #include "commands.h"
65 #include "living.h"
66 #include "newserver.h"
67 #include "shared/newclient.h"
68 #include "sounds.h"
69 #include "sproto.h"
70 
71 #define VALIDCHAR_MSG "The first character must be alphanumeric and the last cannot be a space. None of these characters are allowed: :;/\\["
72 
73 static bool map2_coord_valid(int x) {
74  return x >= -MAP2_COORD_OFFSET && x<= 63 - MAP2_COORD_OFFSET;
75 }
76 
86 static uint16_t MAP2_COORD_ENCODE(int x, int y, int flags) {
87  assert(map2_coord_valid(x));
88  assert(map2_coord_valid(y));
89  assert(flags >= 0 && flags <= 15);
90  return ((x+MAP2_COORD_OFFSET)&0x3f)<<10 | ((y+MAP2_COORD_OFFSET)&0x3f)<<4 | (flags&0x0f);
91 }
92 
99 static const short atnr_cs_stat[NROFATTACKS] = {
104  CS_STAT_RES_DRAIN, -1 /* weaponmagic */,
108  CS_STAT_RES_FEAR, -1 /* Cancellation */,
110  -1 /* Chaos */, -1 /* Counterspell */,
111  -1 /* Godpower */, CS_STAT_RES_HOLYWORD,
113  -1, /* Internal */
114  -1, /* life stealing */
115  -1 /* Disease - not fully done yet */
116 };
117 
119 void set_up_cmd(char *buf, int len, socket_struct *ns) {
120  int s = 0;
121  char *cmd, *param;
122  SockList sl;
123 
124  if (len <= 0 || !buf) {
125  LOG(llevDebug, "IP '%s' sent bogus set_up_cmd information\n", ns->host);
126  return;
127  }
128 
129  /* run through the cmds of setup
130  * syntax is setup <cmdname1> <parameter> <cmdname2> <parameter> ...
131  *
132  * we send the status of the cmd back, or a FALSE is the cmd
133  * is the server unknown
134  * The client then must sort this out
135  */
136 
137  LOG(llevDebug, "setup: %s\n", buf);
138  SockList_Init(&sl);
139  SockList_AddString(&sl, "setup");
140  while (s < len) {
141  cmd = &buf[s];
142 
143  /* find the next space, and put a null there */
144  for (; buf[s] && buf[s] != ' '; s++)
145  ;
146  if (s >= len)
147  break;
148  buf[s++] = 0;
149 
150  while (buf[s] == ' ')
151  s++;
152  if (s >= len)
153  break;
154  param = &buf[s];
155 
156  for (; buf[s] && buf[s] != ' '; s++)
157  ;
158  buf[s++] = 0;
159 
160  while (s < len && buf[s] == ' ')
161  s++;
162 
163  SockList_AddPrintf(&sl, " %s ", cmd);
164 
165  if (!strcmp(cmd, "sound2")) {
166  ns->sound = atoi(param)&(SND_EFFECTS|SND_MUSIC|SND_MUTE);
167  SockList_AddString(&sl, param);
168  } else if (!strcmp(cmd, "spellmon")) {
169  int monitor_spells;
170 
171  monitor_spells = atoi(param);
172  if (monitor_spells < 0 || monitor_spells > 2) {
173  SockList_AddString(&sl, "FALSE");
174  } else {
175  ns->monitor_spells = monitor_spells;
176  SockList_AddPrintf(&sl, "%d", monitor_spells);
177  }
178  } else if (!strcmp(cmd, "darkness")) {
179  int darkness;
180 
181  darkness = atoi(param);
182  if (darkness != 0 && darkness != 1) {
183  SockList_AddString(&sl, "FALSE");
184  } else {
185  ns->darkness = darkness;
186  SockList_AddPrintf(&sl, "%d", darkness);
187  }
188  } else if (!strcmp(cmd, "map2cmd")) {
189  int map2cmd;
190 
191  map2cmd = atoi(param);
192  if (map2cmd != 1) {
193  SockList_AddString(&sl, "FALSE");
194  } else {
195  SockList_AddString(&sl, "1");
196  }
197  } else if (!strcmp(cmd, "facecache")) {
198  int facecache;
199 
200  facecache = atoi(param);
201  if (facecache != 0 && facecache != 1) {
202  SockList_AddString(&sl, "FALSE");
203  } else {
204  ns->facecache = facecache;
205  SockList_AddPrintf(&sl, "%d", facecache);
206  }
207  } else if (!strcmp(cmd, "faceset")) {
208  int q = atoi(param);
209 
210  if (is_valid_faceset(q))
211  ns->faceset = q;
212  SockList_AddPrintf(&sl, "%d", ns->faceset);
213  } else if (!strcmp(cmd, "mapsize")) {
214  int x, y, n;
215 
216  if (sscanf(param, "%dx%d%n", &x, &y, &n) != 2 || n != (int)strlen(param)) {
217  /* mapsize command is invalid, return maximum map size */
218  x = 0;
219  y = 0;
220  }
221 
222  /* Return the maximum map size if the requested x/y is 0, as per
223  * protocol.txt. Note this does not actually change the map size.
224  */
225  if ((x <= 0) && (y <= 0)) {
227  } else {
228  player *pl;
229 
230  /* Constrain the provided map size to what is defined in config.h */
231  if (x < MAP_CLIENT_X_MINIMUM)
233  if (y < MAP_CLIENT_Y_MINIMUM)
235  if (x > MAP_CLIENT_X)
236  x = MAP_CLIENT_X;
237  if (y > MAP_CLIENT_Y)
238  y = MAP_CLIENT_Y;
239 
240  ns->mapx = x;
241  ns->mapy = y;
242 
243  /* better to send back what we are really using and not the
244  * param as given to us in case it gets parsed differently.
245  */
246  SockList_AddPrintf(&sl, "%dx%d", x, y);
247 
248  /* need to update the los, else the view jumps */
249  pl = find_player_socket(ns);
250  if (pl)
251  update_los(pl->ob);
252 
253  /* Client and server need to resynchronize on data - treating it as
254  * a new map is best way to go.
255  */
256  map_newmap_cmd(ns);
257  }
258  } else if (!strcmp(cmd, "tick")) {
259  int tick;
260 
261  tick = atoi(param);
262  if (tick != 0 && tick != 1) {
263  SockList_AddString(&sl, "FALSE");
264  } else {
265  ns->tick = tick;
266  SockList_AddPrintf(&sl, "%d", tick);
267  }
268  } else if (!strcmp(cmd, "bot")) {
269  int is_bot;
270 
271  is_bot = atoi(param);
272  if (is_bot != 0 && is_bot != 1) {
273  SockList_AddString(&sl, "FALSE");
274  } else {
275  ns->is_bot = is_bot;
276  SockList_AddPrintf(&sl, "%d", is_bot);
277  }
278  } else if (!strcmp(cmd, "want_pickup")) {
279  int want_pickup;
280 
281  want_pickup = atoi(param);
282  if (want_pickup != 0 && want_pickup != 1) {
283  SockList_AddString(&sl, "FALSE");
284  } else {
285  ns->want_pickup = want_pickup;
286  SockList_AddPrintf(&sl, "%d", want_pickup);
287  }
288  } else if (!strcmp(cmd, "num_look_objects")) {
289  int tmp;
290  player *pl;
291 
292  tmp = atoi(param);
293  if (tmp < MIN_NUM_LOOK_OBJECTS) {
295  } else if (tmp > MAX_NUM_LOOK_OBJECTS) {
297  }
298  ns->num_look_objects = (uint8_t)tmp;
299  SockList_AddPrintf(&sl, "%d", tmp);
300 
301  pl = find_player_socket(ns);
302  if (pl && pl->ob) {
303  ns->update_look = 1;
304  esrv_draw_look(pl->ob);
305  }
306  } else if (!strcmp(cmd, "extended_stats")) {
307  int extended_stats;
308 
309  extended_stats = atoi(param);
310  if (extended_stats != 0 && extended_stats != 1) {
311  SockList_AddString(&sl, "FALSE");
312  } else {
313  ns->extended_stats = extended_stats;
314  SockList_AddPrintf(&sl, "%d", extended_stats);
315  }
316  } else if (!strcmp(cmd, "beat")) {
317  int use_beat = atoi(param);
318 
319  if (use_beat != 0 && use_beat != 1) {
320  SockList_AddString(&sl, "FALSE");
321  } else {
322  ns->heartbeat = use_beat ? true : false;
323 
324  // Send setup command with standard beat interval.
325  SockList_AddPrintf(&sl, "%d", BEAT_INTERVAL);
326  }
327  } else if (!strcmp(cmd, "loginmethod")) {
328  int loginmethod;
329 
330  loginmethod = atoi(param);
331 
332  /* Only support basic login right now */
333  if (loginmethod > 2) loginmethod=2;
334 
335  ns->login_method = loginmethod;
336  SockList_AddPrintf(&sl, "%d", loginmethod);
337 
338  } else if (!strcmp(cmd, "notifications")) {
339  int notifications;
340 
341  notifications = atoi(param);
342 
343  ns->notifications = MIN(notifications, 3);
344  SockList_AddPrintf(&sl, "%d", ns->notifications);
345 
346  } else if (!strcmp(cmd, "newmapcmd")) {
347  /* newmapcmd is deprecated (now standard part), but some
348  * clients still use this setup option, and if the server
349  * doesn't respond, erroneously report that the client is
350  * too old. Since it is always on, regardless of what is
351  * request, send back one.
352  */
353  SockList_AddString(&sl, "1");
354  } else if (!strcmp(cmd, "extendedTextInfos")) {
355  /* like newmapcmd above, extendedTextInfos is
356  * obsolete, but we respond for the same reason as we do
357  * in newmapcmd
358  */
359  SockList_AddString(&sl, "1");
360  } else if (!strcmp(cmd, "itemcmd")) {
361  /* like newmapcmd above, itemcmd is
362  * obsolete, but we respond for the same reason as we do
363  * in newmapcmd
364  */
365  SockList_AddString(&sl, "2");
366  } else if (!strcmp(cmd, "exp64")) {
367  /* like newmapcmd above, exp64 is
368  * obsolete, but we respond for the same reason as we do
369  * in newmapcmd
370  */
371  SockList_AddString(&sl, "1");
372  } else {
373  /* Didn't get a setup command we understood -
374  * report a failure to the client.
375  */
376  SockList_AddString(&sl, "FALSE");
377  }
378  } /* for processing all the setup commands */
379  Send_With_Handling(ns, &sl);
380  SockList_Term(&sl);
381 }
382 
391 void add_me_cmd(char *buf, int len, socket_struct *ns) {
392  Settings oldsettings;
393  SockList sl;
394  (void)buf;
395  (void)len;
396 
397  oldsettings = settings;
398  if (ns->status != Ns_Add) {
399  SockList_Init(&sl);
400  SockList_AddString(&sl, "addme_failed");
401  Send_With_Handling(ns, &sl);
402  SockList_Term(&sl);
403  } else if (find_player_socket(ns) == NULL) {
404  /* if there is already a player for this socket (add_me was already called),
405  * just ignore, else weird issues. */
406 
407  add_player(ns, 0);
408  /* Basically, the add_player copies the socket structure into
409  * the player structure, so this one (which is from init_sockets)
410  * is not needed anymore. The write below should still work,
411  * as the stuff in ns is still relevant.
412  */
413  SockList_Init(&sl);
414  SockList_AddString(&sl, "addme_success");
415  Send_With_Handling(ns, &sl);
416  SockList_Term(&sl);
417  if (ns->sc_version < 1027 || ns->cs_version < 1023) {
419  "Warning: Your client is too old to receive map data. Please update to a new client at: "
420  "https://sourceforge.net/projects/crossfire/");
421  }
422  }
423  settings = oldsettings;
424 }
425 
435 static void send_smooth(socket_struct *ns, const Face *face) {
436  const Face *smoothface;
437  SockList sl;
438 
439  // A malicious client can send bogus asksmooth commands that don't
440  // translate to any face. Catch those here before the message below
441  // in order to avoid a segfault.
442  if (!face) {
443  LOG(llevError, "Tried to smooth null face.\n");
444  return;
445  }
446 
447  // Try to find a smoothing face, or the default smoothing face. If this
448  // fails, set NS_FACESENT_SMOOTH so we don't try to send it again.
449  //
450  // Failures are usually due to map makers changing the face of a ground
451  // tile, but forgetting to unset smoothlevel.
452  if (!find_smooth(face, &smoothface)
453  && !find_smooth(smooth_face, &smoothface)) {
454  LOG(llevInfo,
455  "Could not smooth face %s. "
456  "Check that this face has a smoothing pixmap, or remove its smoothlevel.\n",
457  face->name);
458  ns->faces_sent[face->number] |= NS_FACESENT_SMOOTH;
459  return;
460  }
461 
462  if (!(ns->faces_sent[smoothface->number]&NS_FACESENT_FACE))
463  esrv_send_face(ns, smoothface, 0);
464 
465  ns->faces_sent[face->number] |= NS_FACESENT_SMOOTH;
466 
467  SockList_Init(&sl);
468  SockList_AddString(&sl, "smooth ");
469  SockList_AddShort(&sl, face->number);
470  SockList_AddShort(&sl, smoothface->number);
471  Send_With_Handling(ns, &sl);
472  SockList_Term(&sl);
473 }
474 
479 void ask_smooth_cmd(char *buf, int len, socket_struct *ns) {
480  uint16_t facenid;
481 
482  if (len <= 0 || !buf) {
483  LOG(llevDebug, "IP '%s' sent bogus ask_smooth_cmd information\n", ns->host);
484  return;
485  }
486 
487  facenid = atoi(buf);
488  send_smooth(ns, get_face_by_id(facenid));
489 }
490 
503 void new_player_cmd(uint8_t *buf, int len, player *pl) {
504  int time, repeat;
505  short packet;
506  char command[MAX_BUF];
507  SockList sl;
508 
509  if (len < 7) {
510  LOG(llevDebug, "Corrupt ncom command - not long enough - discarding\n");
511  return;
512  }
513 
514  packet = GetShort_String(buf);
515  repeat = GetInt_String(buf+2);
516  /* -1 is special - no repeat, but don't update */
517  if (repeat != -1) {
518  pl->count = repeat;
519  }
520  if (len-4 >= MAX_BUF)
521  len = MAX_BUF-5;
522 
523  strncpy(command, (char *)buf+6, len-4);
524  command[len-4] = '\0';
525 
526  /* The following should never happen with a proper or honest client.
527  * Therefore, the error message doesn't have to be too clear - if
528  * someone is playing with a hacked/non working client, this gives them
529  * an idea of the problem, but they deserve what they get
530  */
531  if (pl->state != ST_PLAYING) {
533  "You can not issue commands - state is not ST_PLAYING (%s)",
534  buf);
535  return;
536  }
537 
538  /* This should not happen anymore. */
539  if (pl->ob->speed_left < 0) {
540  LOG(llevError, "Player %s (%s) has negative time - shouldn't do command.\n",
541  pl->ob->name ? pl->ob->name : "(unnamed)", pl->socket->account_name ? pl->socket->account_name : "(no account)");
542  }
543  ssop_t tmp = 1;
544  if (setsockopt(pl->socket->fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
545  LOG(llevError, "send_tick: Unable to turn off TCP_NODELAY\n");
546  command_execute(pl->ob, command);
547  /* Perhaps something better should be done with a left over count.
548  * Cleaning up the input should probably be done first - all actions
549  * for the command that issued the count should be done before
550  * any other commands.
551  */
552  pl->count = 0;
553 
554  /* Send confirmation of command execution now */
555  SockList_Init(&sl);
556  SockList_AddString(&sl, "comc ");
557  SockList_AddShort(&sl, packet);
558  if (FABS(pl->ob->speed) < 0.001)
559  time = MAX_TIME*100;
560  else
561  time = (int)(MAX_TIME/FABS(pl->ob->speed));
562  SockList_AddInt(&sl, time);
563  Send_With_Handling(pl->socket, &sl);
564  SockList_Term(&sl);
565  tmp = 0;
566  if (setsockopt(pl->socket->fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
567  LOG(llevError, "send_tick: Unable to turn on TCP_NODELAY\n");
568 }
569 
571 void reply_cmd(char *buf, int len, player *pl) {
572 
573  if (len <= 0 || !buf) {
574  LOG(llevDebug, "Player '%s' sent bogus reply_cmd information\n", pl->ob->name);
575  return;
576  }
577 
578  /* this avoids any hacking here */
579 
580  switch (pl->state) {
581  case ST_PLAYING:
582  LOG(llevError, "Got reply message with ST_PLAYING input state\n");
583  break;
584 
585  case ST_PLAY_AGAIN:
586  /* We can check this for return value (2==quit). Maybe we
587  * should, and do something appropriate?
588  */
589  receive_play_again(pl->ob, buf[0]);
590  break;
591 
592  case ST_ROLL_STAT:
593  key_roll_stat(pl->ob, buf[0]);
594  break;
595 
596  case ST_CHANGE_CLASS:
597 
598  key_change_class(pl->ob, buf[0]);
599  break;
600 
601  case ST_CONFIRM_QUIT:
602  key_confirm_quit(pl->ob, buf[0]);
603  break;
604 
605  case ST_GET_NAME:
606  receive_player_name(pl->ob, buf);
607  break;
608 
609  case ST_GET_PASSWORD:
610  case ST_CONFIRM_PASSWORD:
615  break;
616 
617  case ST_GET_PARTY_PASSWORD: /* Get password for party */
619  break;
620 
621  default:
622  LOG(llevError, "Unknown input state: %d\n", pl->state);
623  }
624 }
625 
633 void version_cmd(char *buf, int len, socket_struct *ns) {
634  char *rest = NULL;
635  char *cs_str = strtok_r(buf, " ", &rest);
636  char *sc_str = strtok_r(NULL, " ", &rest);
637  (void)len;
638 
639  if (cs_str == NULL || sc_str == NULL) {
640  LOG(llevError, "%s: sent invalid version string\n", ns->host);
641  return;
642  } else {
643  ns->cs_version = atoi(cs_str);
644  ns->sc_version = atoi(sc_str);
645  }
646 
647 #ifdef ESRV_DEBUG
648  if (VERSION_CS != ns->cs_version) {
649  LOG(llevDebug, "CS: csversion mismatch (%d,%d)\n", VERSION_CS, ns->cs_version);
650  }
651 
652  if (VERSION_SC != ns->sc_version) {
653  LOG(llevDebug, "CS: scversion mismatch (%d,%d)\n", VERSION_SC, ns->sc_version);
654  }
655 #endif
656 
657  if (rest != NULL) {
658  LOG(llevInfo, "Connection from %s (%s), CS %d, SC %d\n",
659  ns->host, rest, ns->cs_version, ns->sc_version);
660  }
661 }
662 
670  SockList sl;
671 
672  /* If getting a newmap command, this scroll information
673  * is no longer relevant.
674  */
675  ns->map_scroll_x = 0;
676  ns->map_scroll_y = 0;
677 
678 
679  memset(&ns->lastmap, 0, sizeof(ns->lastmap));
680  SockList_Init(&sl);
681  SockList_AddString(&sl, "newmap");
682  Send_With_Handling(ns, &sl);
683  SockList_Term(&sl);
684 }
685 
690 void move_cmd(char *buf, int len, player *pl) {
691  int vals[3], i;
692 
693  if (len <= 0 || !buf) {
694  LOG(llevDebug, "Player '%s' sent bogus move_cmd information\n", pl->ob->name);
695  return;
696  }
697 
698  /* A little funky here. We only cycle for 2 records, because
699  * we obviously am not going to find a space after the third
700  * record. Perhaps we should just replace this with a
701  * sscanf?
702  */
703  for (i = 0; i < 2; i++) {
704  vals[i] = atoi(buf);
705  if (!(buf = strchr(buf, ' '))) {
706  LOG(llevError, "Incomplete move command: %s\n", buf);
707  return;
708  }
709  buf++;
710  }
711  vals[2] = atoi(buf);
712 
713 /* LOG(llevDebug, "Move item %d (nrof=%d) to %d.\n", vals[1], vals[2], vals[0]);*/
714  esrv_move_object(pl->ob, vals[0], vals[1], vals[2]);
715 }
716 
717 /***************************************************************************
718  *
719  * Start of commands the server sends to the client.
720  *
721  ***************************************************************************
722  */
723 
728 void send_query(socket_struct *ns, uint8_t flags, const char *text) {
729  SockList sl;
730 
731  SockList_Init(&sl);
732  SockList_AddPrintf(&sl, "query %d %s", flags, text ? text : "");
733  Send_With_Handling(ns, &sl);
734  SockList_Term(&sl);
735 }
736 
737 #define AddIfInt64(Old, New, sl, Type) \
738  if (Old != New) { \
739  Old = New; \
740  SockList_AddChar(sl, Type); \
741  SockList_AddInt64(sl, New); \
742  }
743 
744 #define AddIfInt(Old, New, sl, Type) \
745  if (Old != New) { \
746  Old = New; \
747  SockList_AddChar(sl, Type); \
748  SockList_AddInt(sl, New); \
749  }
750 
751 #define AddIfShort(Old, New, sl, Type) \
752  if (Old != New) { \
753  Old = New; \
754  SockList_AddChar(sl, Type); \
755  SockList_AddShort(sl, New); \
756  }
757 
758 #define AddIfFloat(Old, New, sl, Type) \
759  if (Old != New) { \
760  Old = New; \
761  SockList_AddChar(sl, Type); \
762  SockList_AddInt(sl, (long)(New*FLOAT_MULTI));\
763  }
764 
765 #define AddIfString(Old, New, sl, Type) \
766  if (Old == NULL || strcmp(Old, New)) { \
767  free(Old); \
768  Old = strdup_local(New); \
769  SockList_AddChar(sl, Type); \
770  SockList_AddLen8Data(sl, New, strlen(New)); \
771  }
772 
778 static uint8_t is_perfect(const player *pl) {
779  const int16_t until = MIN(11, pl->ob->level);
780  for (int16_t i = 1; i < until; i++) {
781  if (pl->levhp[i] < 9 || pl->levsp[i] < 6 || pl->levgrace[i] < 3) {
782  return 0;
783  }
784  }
785  return 1;
786 }
787 
793 static void send_extra_stats(SockList *sl, player *pl) {
794  uint32_t uflags = 0;
795  const char *god = "none";
796 
797  if (pl->socket->notifications < 3) {
798  return;
799  }
800 
801  if (!pl->peaceful) {
802  uflags |= CF_HOSTILE;
803  }
804  if (!is_perfect(pl)) {
805  uflags |= CF_NOT_PERFECT;
806  }
807 
808 #define FIF(F, C) \
809  if (QUERY_FLAG(pl->ob, F)) { \
810  uflags |= C; \
811  }
813  FIF(FLAG_CONFUSED, CF_CONFUSED); // If confused by an item
817 
818  FOR_INV_PREPARE(pl->ob, item) {
819  if (item->type == DISEASE && !QUERY_FLAG(item, FLAG_STARTEQUIP)) {
820  uflags |= CF_DISEASED;
821  }
822  if (strcmp(item->arch->name, "poisoning") == 0) {
823  uflags |= CF_POISONED;
824  }
825  if (strcmp(item->arch->name, "blindness") == 0) {
826  uflags |= CF_BLIND;
827  }
828  if (item->type == FORCE && strcmp(item->name, "confusion") == 0) {
829  uflags |= CF_CONFUSED;
830  }
831  if (item->type == SKILL && item->subtype == SK_PRAYING && item->title) {
832  god = item->title;
833  }
834  }
835  FOR_INV_FINISH();
836 
837  AddIfInt(pl->last_character_flags, uflags, sl, CS_STAT_CHARACTER_FLAGS);
838  AddIfFloat(pl->last_character_load, pl->character_load, sl, CS_STAT_OVERLOAD);
839  AddIfString(pl->socket->stats.god, god, sl, CS_STAT_GOD_NAME);
840  AddIfShort(pl->last_item_power, pl->item_power, sl, CS_STAT_ITEM_POWER);
841 }
842 
850  SockList sl;
851  char buf[MAX_BUF];
852  uint16_t flags;
853  uint8_t s;
854 
855  SockList_Init(&sl);
856  SockList_AddString(&sl, "stats ");
857 
858  if (pl->ob != NULL) {
859  AddIfShort(pl->last_stats.hp, pl->ob->stats.hp, &sl, CS_STAT_HP);
860  AddIfShort(pl->last_stats.maxhp, pl->ob->stats.maxhp, &sl, CS_STAT_MAXHP);
861  AddIfShort(pl->last_stats.sp, pl->ob->stats.sp, &sl, CS_STAT_SP);
862  AddIfShort(pl->last_stats.maxsp, pl->ob->stats.maxsp, &sl, CS_STAT_MAXSP);
863  AddIfShort(pl->last_stats.grace, pl->ob->stats.grace, &sl, CS_STAT_GRACE);
864  AddIfShort(pl->last_stats.maxgrace, pl->ob->stats.maxgrace, &sl, CS_STAT_MAXGRACE);
865  AddIfShort(pl->last_stats.Str, pl->ob->stats.Str, &sl, CS_STAT_STR);
866  AddIfShort(pl->last_stats.Int, pl->ob->stats.Int, &sl, CS_STAT_INT);
867  AddIfShort(pl->last_stats.Pow, pl->ob->stats.Pow, &sl, CS_STAT_POW);
868  AddIfShort(pl->last_stats.Wis, pl->ob->stats.Wis, &sl, CS_STAT_WIS);
869  AddIfShort(pl->last_stats.Dex, pl->ob->stats.Dex, &sl, CS_STAT_DEX);
870  AddIfShort(pl->last_stats.Con, pl->ob->stats.Con, &sl, CS_STAT_CON);
871  AddIfShort(pl->last_stats.Cha, pl->ob->stats.Cha, &sl, CS_STAT_CHA);
872  }
873  if (pl->socket->extended_stats) {
874  int16_t golem_hp, golem_maxhp;
875  AddIfShort(pl->last_orig_stats.Str, pl->orig_stats.Str, &sl, CS_STAT_BASE_STR);
876  AddIfShort(pl->last_orig_stats.Int, pl->orig_stats.Int, &sl, CS_STAT_BASE_INT);
877  AddIfShort(pl->last_orig_stats.Pow, pl->orig_stats.Pow, &sl, CS_STAT_BASE_POW);
878  AddIfShort(pl->last_orig_stats.Wis, pl->orig_stats.Wis, &sl, CS_STAT_BASE_WIS);
879  AddIfShort(pl->last_orig_stats.Dex, pl->orig_stats.Dex, &sl, CS_STAT_BASE_DEX);
880  AddIfShort(pl->last_orig_stats.Con, pl->orig_stats.Con, &sl, CS_STAT_BASE_CON);
881  AddIfShort(pl->last_orig_stats.Cha, pl->orig_stats.Cha, &sl, CS_STAT_BASE_CHA);
882  if (pl->ob != NULL) {
883  AddIfShort(pl->last_race_stats.Str, 20 + pl->ob->arch->clone.stats.Str, &sl, CS_STAT_RACE_STR);
884  AddIfShort(pl->last_race_stats.Int, 20 + pl->ob->arch->clone.stats.Int, &sl, CS_STAT_RACE_INT);
885  AddIfShort(pl->last_race_stats.Pow, 20 + pl->ob->arch->clone.stats.Pow, &sl, CS_STAT_RACE_POW);
886  AddIfShort(pl->last_race_stats.Wis, 20 + pl->ob->arch->clone.stats.Wis, &sl, CS_STAT_RACE_WIS);
887  AddIfShort(pl->last_race_stats.Dex, 20 + pl->ob->arch->clone.stats.Dex, &sl, CS_STAT_RACE_DEX);
888  AddIfShort(pl->last_race_stats.Con, 20 + pl->ob->arch->clone.stats.Con, &sl, CS_STAT_RACE_CON);
889  AddIfShort(pl->last_race_stats.Cha, 20 + pl->ob->arch->clone.stats.Cha, &sl, CS_STAT_RACE_CHA);
890  AddIfShort(pl->last_applied_stats.Str, pl->applied_stats.Str, &sl, CS_STAT_APPLIED_STR);
891  AddIfShort(pl->last_applied_stats.Int, pl->applied_stats.Int, &sl, CS_STAT_APPLIED_INT);
892  AddIfShort(pl->last_applied_stats.Pow, pl->applied_stats.Pow, &sl, CS_STAT_APPLIED_POW);
893  AddIfShort(pl->last_applied_stats.Wis, pl->applied_stats.Wis, &sl, CS_STAT_APPLIED_WIS);
894  AddIfShort(pl->last_applied_stats.Dex, pl->applied_stats.Dex, &sl, CS_STAT_APPLIED_DEX);
895  AddIfShort(pl->last_applied_stats.Con, pl->applied_stats.Con, &sl, CS_STAT_APPLIED_CON);
896  AddIfShort(pl->last_applied_stats.Cha, pl->applied_stats.Cha, &sl, CS_STAT_APPLIED_CHA);
897  }
898  if (pl->ranges[range_golem]) {
899  object *golem = pl->ranges[range_golem];
900  if (QUERY_FLAG(golem, FLAG_REMOVED) || golem->count != pl->golem_count || QUERY_FLAG(golem, FLAG_FREED)) {
901  golem_hp = 0;
902  golem_maxhp = 0;
903  } else {
904  golem_hp = golem->stats.hp;
905  golem_maxhp = golem->stats.maxhp;
906  }
907  } else {
908  golem_hp = 0;
909  golem_maxhp = 0;
910  }
911  /* send first the maxhp, so the client can set up the display */
912  AddIfShort(pl->last_golem_maxhp, golem_maxhp, &sl, CS_STAT_GOLEM_MAXHP);
913  AddIfShort(pl->last_golem_hp, golem_hp, &sl, CS_STAT_GOLEM_HP);
914  }
915 
916  for (s = 0; s < MAX_SKILLS; s++) {
917  if (pl->last_skill_ob[s]) {
918  // Skill objects can be removed without updating last_skill_ob.
919  // Clean them up here if that's the case.
920  if (QUERY_FLAG(pl->last_skill_ob[s], FLAG_REMOVED)) {
921  LOG(llevDebug, "pruning removed object from last_skill_ob\n");
922  pl->last_skill_ob[s] = NULL;
923  continue;
924  }
925 
926  if (pl->last_skill_exp[s] != pl->last_skill_ob[s]->stats.exp) {
927  /* Always send along the level if exp changes. This
928  * is only 1 extra byte, but keeps processing simpler.
929  */
930  SockList_AddChar(&sl, (char)(get_skill_client_code(pl->last_skill_ob[s]->name) + CS_STAT_SKILLINFO));
931  SockList_AddChar(&sl, (char)pl->last_skill_ob[s]->level);
932  SockList_AddInt64(&sl, pl->last_skill_ob[s]->stats.exp);
933  pl->last_skill_exp[s] = pl->last_skill_ob[s]->stats.exp;
934  }
935  }
936  }
937  AddIfInt64(pl->last_stats.exp, pl->ob->stats.exp, &sl, CS_STAT_EXP64);
938  AddIfShort(pl->last_level, (char)pl->ob->level, &sl, CS_STAT_LEVEL);
939  AddIfShort(pl->last_stats.wc, pl->ob->stats.wc, &sl, CS_STAT_WC);
940  AddIfShort(pl->last_stats.ac, pl->ob->stats.ac, &sl, CS_STAT_AC);
941  AddIfShort(pl->last_stats.dam, pl->ob->stats.dam, &sl, CS_STAT_DAM);
942  AddIfFloat(pl->last_speed, pl->ob->speed, &sl, CS_STAT_SPEED);
943  AddIfShort(pl->last_stats.food, pl->ob->stats.food, &sl, CS_STAT_FOOD);
944  AddIfFloat(pl->last_weapon_sp, pl->ob->weapon_speed, &sl, CS_STAT_WEAP_SP);
945  AddIfInt(pl->last_weight_limit, (int32_t)get_weight_limit(pl->ob->stats.Str), &sl, CS_STAT_WEIGHT_LIM);
946  flags = 0;
947  if (pl->fire_on)
948  flags |= SF_FIREON;
949  if (pl->run_on)
950  flags |= SF_RUNON;
951 
952  AddIfShort(pl->last_flags, flags, &sl, CS_STAT_FLAGS);
953  if (pl->socket->sc_version < 1025) {
954  AddIfShort(pl->last_resist[ATNR_PHYSICAL], pl->ob->resist[ATNR_PHYSICAL], &sl, CS_STAT_ARMOUR);
955  } else {
956  int i;
957 
958  for (i = 0; i < NROFATTACKS; i++) {
959  /* Skip ones we won't send */
960  if (atnr_cs_stat[i] == -1)
961  continue;
962  AddIfShort(pl->last_resist[i], pl->ob->resist[i], &sl, (char)atnr_cs_stat[i]);
963  }
964  }
965  if (pl->socket->monitor_spells) {
966  AddIfInt(pl->last_path_attuned, pl->ob->path_attuned, &sl, CS_STAT_SPELL_ATTUNE);
967  AddIfInt(pl->last_path_repelled, pl->ob->path_repelled, &sl, CS_STAT_SPELL_REPEL);
968  AddIfInt(pl->last_path_denied, pl->ob->path_denied, &sl, CS_STAT_SPELL_DENY);
969  }
970  /* we want to use the new fire & run system in new client */
971  rangetostring(pl->ob, buf, sizeof(buf));
972  AddIfString(pl->socket->stats.range, buf, &sl, CS_STAT_RANGE);
973  set_title(pl->ob, buf, sizeof(buf));
974  AddIfString(pl->socket->stats.title, buf, &sl, CS_STAT_TITLE);
975 
976  send_extra_stats(&sl, pl);
977 
978  /* Only send it away if we have some actual data - 2 bytes for length, 6 for "stats ". */
979  if (sl.len > 8) {
980 #ifdef ESRV_DEBUG
981  LOG(llevDebug, "Sending stats command, %d bytes long.\n", sl.len);
982 #endif
983  Send_With_Handling(pl->socket, &sl);
984  }
985  SockList_Term(&sl);
986 }
987 
991 void esrv_new_player(player *pl, uint32_t weight) {
992  SockList sl;
993 
994  pl->last_weight = weight;
995 
996  if (!(pl->socket->faces_sent[pl->ob->face->number]&NS_FACESENT_FACE))
997  esrv_send_face(pl->socket, pl->ob->face, 0);
998 
999  SockList_Init(&sl);
1000  SockList_AddString(&sl, "player ");
1001  SockList_AddInt(&sl, pl->ob->count);
1002  SockList_AddInt(&sl, weight);
1003  SockList_AddInt(&sl, pl->ob->face->number);
1004  SockList_AddLen8Data(&sl, pl->ob->name, strlen(pl->ob->name));
1005 
1006  Send_With_Handling(pl->socket, &sl);
1007  SockList_Term(&sl);
1009 }
1010 
1022  SockList sl;
1023  int i;
1024 
1025  if (anim == NULL) {
1026  LOG(llevError, "esrv_send_anim NULL??\n");
1027  return;
1028  }
1029 
1030  SockList_Init(&sl);
1031  SockList_AddString(&sl, "anim ");
1032  SockList_AddShort(&sl, anim->num);
1033  SockList_AddShort(&sl, 0); /* flags - not used right now */
1034  /* Build up the list of faces. Also, send any information (ie, the
1035  * the face itself) down to the client.
1036  */
1037  for (i = 0; i < anim->num_animations; i++) {
1038  if (!(ns->faces_sent[anim->faces[i]->number]&NS_FACESENT_FACE))
1039  esrv_send_face(ns, anim->faces[i], 0);
1040  /* flags - not used right now */
1041  SockList_AddShort(&sl, anim->faces[i]->number);
1042  }
1043  Send_With_Handling(ns, &sl);
1044  SockList_Term(&sl);
1045  ns->anims_sent[anim->num] = 1;
1046 }
1047 
1048 /****************************************************************************
1049  *
1050  * Start of map related commands.
1051  *
1052  ****************************************************************************/
1053 
1055 static void map_clearcell(struct map_cell_struct *cell, int face, int darkness) {
1056  cell->darkness = darkness;
1057  memset(cell->faces, face, sizeof(cell->faces));
1058 }
1059 
1060 #define MAX_HEAD_POS MAX(MAX_CLIENT_X, MAX_CLIENT_Y)
1061 
1069 static const object *heads[MAX_HEAD_POS][MAX_HEAD_POS][MAP_LAYERS];
1070 
1071 /****************************************************************************
1072  * This block is for map2 drawing related commands.
1073  * Note that the map2 still uses other functions.
1074  *
1075  ***************************************************************************/
1076 
1096 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) {
1097  uint8_t nlayer, smoothlevel = 0;
1098  const object *head;
1099 
1100  assert(ob != NULL);
1101 
1102  head = HEAD(ob);
1103  const Face *face = ob->face;
1104 
1105  /* This is a multipart object, and we are not at the lower
1106  * right corner. So we need to store away the lower right corner.
1107  */
1108  if (!is_head && (head->arch->tail_x || head->arch->tail_y)
1109  && (head->arch->tail_x != ob->arch->clone.x || head->arch->tail_y != ob->arch->clone.y)) {
1110  int bx, by, l;
1111 
1112  /* Basically figure out where the offset is from where we
1113  * are right now. the ob->arch->clone.{x,y} values hold
1114  * the offset that this current piece is from the head,
1115  * and the tail is where the tail is from the head.
1116  * Note that bx and by will equal sx and sy if we are
1117  * already working on the bottom right corner. If ob is
1118  * the head, the clone values will be zero, so the right
1119  * thing will still happen.
1120  */
1121  bx = ax+head->arch->tail_x-ob->arch->clone.x;
1122  by = ay+head->arch->tail_y-ob->arch->clone.y;
1123 
1124  /* I don't think this can ever happen, but better to check
1125  * for it just in case.
1126  */
1127  if (bx < ax || by < ay) {
1128  LOG(llevError, "map2_add_ob: bx (%d) or by (%d) is less than ax (%d) or ay (%d)\n", bx, by, ax, ay);
1129  face = NULL;
1130  }
1131  /* the target position must be within +/-1 of our current
1132  * layer as the layers are defined. We are basically checking
1133  * to see if we have already stored this object away.
1134  */
1135  for (l = layer-1; l <= layer+1; l++) {
1136  if (l < 0 || l >= MAP_LAYERS)
1137  continue;
1138  if (heads[by][bx][l] == head)
1139  break;
1140  }
1141  /* Didn't find it. So we need to store it away. Try to store it
1142  * on our original layer, and then move up a layer.
1143  */
1144  if (l == layer+2) {
1145  if (!heads[by][bx][layer])
1146  heads[by][bx][layer] = head;
1147  else if (layer+1 < MAP_LAYERS && !heads[by][bx][layer+1])
1148  heads[by][bx][layer+1] = head;
1149  }
1150  return 0;
1151  /* Ok - All done storing away the head for future use */
1152  } else {
1153  uint16_t face_num = face ? face->number : 0;
1154  (*has_obj)++;
1157  face_num = (ob->animation ? ob->animation->num : 0)|(1<<15);
1159  face_num |= ANIM_SYNC;
1161  face_num |= ANIM_RANDOM;
1162  }
1163  /* Since face_num includes the bits for the animation tag,
1164  * and we will store that away in the faces[] array, below
1165  * check works fine _except_ for the case where animation
1166  * speed chances.
1167  */
1168  if (ns->lastmap.cells[ax][ay].faces[layer] != face_num) {
1169  uint8_t len, anim_speed = 0, i;
1170 
1171  /* This block takes care of sending the actual face
1172  * to the client. */
1173  ns->lastmap.cells[ax][ay].faces[layer] = face_num;
1174 
1175  /* Now form the data packet */
1176  nlayer = MAP2_LAYER_START+layer;
1177 
1178  len = 2;
1179 
1180  if (ob->map && !MAP_NOSMOOTH(ob->map)) {
1181  smoothlevel = ob->smoothlevel;
1182  if (smoothlevel)
1183  len++;
1184  }
1185 
1188  len++;
1189  /* 1/0.004 == 250, so this is a good cap for an
1190  * upper limit */
1191  if (ob->anim_speed)
1192  anim_speed = ob->anim_speed;
1193  else if (FABS(ob->speed) < 0.004)
1194  anim_speed = 255;
1195  else if (FABS(ob->speed) >= 1.0)
1196  anim_speed = 1;
1197  else
1198  anim_speed = (int)(1.0/FABS(ob->speed));
1199 
1200  if (ob->animation && !ns->anims_sent[ob->animation->num])
1201  esrv_send_animation(ns, ob->animation);
1202 
1203  /* If smoothing, need to send smoothing information
1204  * for all faces in the animation sequence. Since
1205  * smoothlevel is an object attribute,
1206  * it applies to all faces.
1207  */
1208  if (smoothlevel) {
1209  for (i = 0; i < NUM_ANIMATIONS(ob); i++) {
1210  if (!(ns->faces_sent[ob->animation->faces[i]->number]&NS_FACESENT_SMOOTH))
1211  send_smooth(ns, ob->animation->faces[i]);
1212  }
1213  }
1214  } else if (!(ns->faces_sent[face_num]&NS_FACESENT_FACE)) {
1215  esrv_send_face(ns, face, 0);
1216  }
1217 
1218  if (smoothlevel
1219  && !(ns->faces_sent[ob->face->number]&NS_FACESENT_SMOOTH))
1220  send_smooth(ns, ob->face);
1221 
1222  /* Length of packet */
1223  nlayer |= len<<5;
1224 
1225  SockList_AddChar(sl, nlayer);
1226  SockList_AddShort(sl, face_num);
1227  if (anim_speed)
1228  SockList_AddChar(sl, anim_speed);
1229  if (smoothlevel)
1230  SockList_AddChar(sl, smoothlevel);
1231  return 1;
1232  } /* Face is different */
1233  }
1234  return 0;
1235 }
1236 
1237 /* This function is used see if a layer needs to be cleared.
1238  * It updates the socklist, and returns 1 if the update is
1239  * needed, 0 otherwise.
1240  */
1241 static int map2_delete_layer(int ax, int ay, int layer, SockList *sl, socket_struct *ns) {
1242  int nlayer;
1243 
1244  if (ns->lastmap.cells[ax][ay].faces[layer] != 0) {
1245  /* Now form the data packet */
1246  nlayer = 0x10+layer+(2<<5);
1247  SockList_AddChar(sl, nlayer);
1248  SockList_AddShort(sl, 0);
1249  ns->lastmap.cells[ax][ay].faces[layer] = 0;
1250  return 1;
1251  }
1252  return 0;
1253 }
1254 
1266 static int check_probe(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer) {
1267  int got_one = 0, poisoned = 0, diseased = 0;
1268  char name[60];
1269  int value, granularity;
1270  const object *probe;
1271 
1272  /* send hp bar if needed */
1273  if ((*alive_layer) != -1 || ob->head || !CAN_PROBE(ob))
1274  return 0;
1275 
1276  if (settings.always_show_hp == 2) {
1277  /* global hp bars are enabled */
1278  granularity = 30;
1279  } else if (settings.always_show_hp == 1 && ob->stats.hp < ob->stats.maxhp) {
1280  granularity = 30;
1281  } else {
1282  /* only give hp bars to monsters that have been probed */
1283  if (!QUERY_FLAG(ob, FLAG_PROBE)) {
1284  return 0;
1285  }
1286  probe = object_find_by_type_and_name(ob, FORCE, "probe_force");
1287  if (probe == NULL || probe->level < 15) {
1288  /* if probe is not null, this is an error, but well */
1289  return 0;
1290  }
1291 
1292  granularity = (probe->level - 14) / 3;
1293  if (granularity <= 0)
1294  granularity = 1;
1295  else if (granularity > 30)
1296  granularity = 30;
1297  }
1298 
1299  if (ob->stats.maxhp > 0) {
1300  value = (ob->stats.hp * granularity) / (ob->stats.maxhp);
1301 
1302  if (value < 0)
1303  value = 0;
1304  else if (value > granularity)
1305  value = granularity;
1306  } else
1307  value = 30;
1308 
1309  value = (value * 30) / granularity;
1310 
1311  if (object_present_in_ob(POISONING, ob) != NULL)
1312  poisoned = 1;
1313  if (object_present_in_ob(DISEASE, ob) != NULL)
1314  diseased = 1;
1315 
1316  if (value > 0) {
1317  archetype *dummy;
1318 
1319  snprintf(name, sizeof(name), "hpbar%s%s%s_%d",
1320  poisoned ? "_poisoned" : "",
1321  diseased ? "_diseased" : "",
1322  (!poisoned && !diseased) ? "_standard" : "",
1323  value);
1324  dummy = try_find_archetype(name);
1325  if (dummy != NULL) {
1326  got_one += map2_add_ob(ax, ay, MAP_LAYER_FLY2, &dummy->clone, sl, ns, has_obj, 0);
1327  (*alive_layer) = MAP_LAYER_FLY2;
1328  }
1329  }
1330 
1331  return got_one;
1332 }
1333 
1334 static int annotate_ob(int ax, int ay, const object *ob, SockList *sl, socket_struct *ns, int *has_obj, int *alive_layer) {
1335  int got_one = check_probe(ax, ay, ob, sl, ns, has_obj, alive_layer);
1337  if (ob->msg != NULL || object_find_by_arch_name(ob, "npc_dialog")) {
1338  archetype *dummy = try_find_archetype("speechbubble");
1339  if (dummy != NULL) {
1340  got_one += map2_add_ob(ax, ay, MAP_LAYER_FLY2, &dummy->clone, sl, ns, has_obj, 0);
1341  (*alive_layer) = MAP_LAYER_FLY2;
1342  }
1343  }
1344  }
1345  return got_one;
1346 }
1347 
1348 /*
1349  * This function is used to check a space (ax, ay) whose only
1350  * data we may care about are any heads. Basically, this
1351  * space is out of direct view. This is only used with the
1352  * Map2 protocol.
1353  *
1354  * @param ax
1355  * viewport relative x-coordinate
1356  * @param ay
1357  * viewport relative y-coordinate
1358  * @param sl
1359  * the reply to append to
1360  * @param ns
1361  * the client socket
1362  */
1363 static void check_space_for_heads(int ax, int ay, SockList *sl, socket_struct *ns) {
1364  int layer, got_one = 0, del_one = 0, oldlen, has_obj = 0;
1365  uint16_t coord;
1366 
1367  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1368  oldlen = sl->len;
1369  SockList_AddShort(sl, coord);
1370 
1371  for (layer = 0; layer < MAP_LAYERS; layer++) {
1372  const object *head;
1373 
1374  head = heads[ay][ax][layer];
1375  if (head) {
1376  /* in this context, got_one should always increase
1377  * because heads should always point to data to really send.
1378  */
1379  got_one += map2_add_ob(ax, ay, layer, head, sl, ns, &has_obj, 1);
1380  } else {
1381  del_one += map2_delete_layer(ax, ay, layer, sl, ns);
1382  }
1383  }
1384  /* Note - if/when lighting information is added, some code is
1385  * needed here - lighting sources that are out of sight may still
1386  * extend into the viewable area.
1387  */
1388 
1389  /* If nothing to do for this space, we
1390  * can erase the coordinate bytes
1391  */
1392  if (!del_one && !got_one) {
1393  sl->len = oldlen;
1394  } else if (del_one && !has_obj) {
1395  /* If we're only deleting faces and not adding, and there
1396  * are not any faces on the space we care about,
1397  * more efficient
1398  * to send 0 as the type/len field.
1399  */
1400  sl->len = oldlen+2; /* 2 bytes for coordinate */
1401  SockList_AddChar(sl, MAP2_TYPE_CLEAR); /* Clear byte */
1402  SockList_AddChar(sl, 255); /* Termination byte */
1403  // Reduce defreferences by passing the inner array offset instead of address of value
1404  map_clearcell(ns->lastmap.cells[ax] + ay, 0, 0);
1405  } else {
1406  SockList_AddChar(sl, 255); /* Termination byte */
1407  }
1408 }
1409 
1410 static void draw_client_map2(object *pl) {
1411  int x, y, ax, ay, darkness, min_x, max_x, min_y, max_y, oldlen, layer;
1412  size_t startlen;
1413  int16_t nx, ny;
1414  SockList sl;
1415  uint16_t coord;
1416  mapstruct *m;
1417  // Dereference once. It should not change in the middle of processing.
1418  player *plyr = pl->contr;
1419 
1420  SockList_Init(&sl);
1421  SockList_AddString(&sl, "map2 ");
1422  startlen = sl.len;
1423 
1424  /* Handle map scroll */
1425  if (plyr->socket->map_scroll_x || plyr->socket->map_scroll_y) {
1427  plyr->socket->map_scroll_x = 0;
1428  plyr->socket->map_scroll_y = 0;
1429  SockList_AddShort(&sl, coord);
1430  }
1431 
1432  /* Init data to zero */
1433  memset(heads, 0, sizeof(heads));
1434 
1435  /* We could do this logic as conditionals in the if statement,
1436  * but that started to get a bit messy to look at.
1437  */
1438  min_x = pl->x-plyr->socket->mapx/2;
1439  min_y = pl->y-plyr->socket->mapy/2;
1440  max_x = pl->x+(plyr->socket->mapx+1)/2+MAX_HEAD_OFFSET;
1441  max_y = pl->y+(plyr->socket->mapy+1)/2+MAX_HEAD_OFFSET;
1442 
1443  /* x, y are the real map locations. ax, ay are viewport relative
1444  * locations.
1445  */
1446  ay = 0;
1447  for (y = min_y; y < max_y; y++, ay++) {
1448  ax = 0;
1449  for (x = min_x; x < max_x; x++, ax++) {
1450  /* If this space is out of the normal viewable area,
1451  * we only check the heads value. This is used to
1452  * handle big images - if they extend to a viewable
1453  * portion, we need to send just the lower right corner.
1454  */
1455  if (ax >= plyr->socket->mapx || ay >= plyr->socket->mapy) {
1456  check_space_for_heads(ax, ay, &sl, plyr->socket);
1457  } else {
1458  /* This space is within the viewport of the client. Due
1459  * to walls or darkness, it may still not be visible.
1460  */
1461 
1462  /* Meaning of darkness (see defines in LOS_* in los.c):
1463  * LOS_NO_DARKNESS (0) - object is in plain sight, full brightness.
1464  * 1 - MAX_DARKNESS - how dark the space is - higher
1465  * value is darker space. If level is at max darkness,
1466  * you can't see the space (too dark)
1467  * LOS_BLOCKED (100) - space is blocked from sight.
1468  */
1469  darkness = plyr->blocked_los[ax][ay];
1470 
1471  /* If the coordinates are not valid, or it is too
1472  * dark to see, we tell the client as such
1473  */
1474  nx = x;
1475  ny = y;
1476  m = get_map_from_coord(pl->map, &nx, &ny);
1477  coord = MAP2_COORD_ENCODE(ax, ay, 0);
1478 
1479  if (!m) {
1480  /* space is out of map. Update space and clear
1481  * values if this hasn't already been done.
1482  * If the space is out of the map, it shouldn't
1483  * have a head.
1484  */
1485  if (plyr->socket->lastmap.cells[ax][ay].darkness != 0) {
1486  SockList_AddShort(&sl, coord);
1488  SockList_AddChar(&sl, 255); /* Termination byte */
1489  // Reduce dereferences by passing the inner array offset instead of address of value
1490  map_clearcell(plyr->socket->lastmap.cells[ax] + ay, 0, 0);
1491  }
1492  } else if (darkness >= MAX_LIGHT_RADII) {
1493  /* This block deals with spaces that are not
1494  * visible due to darkness or walls. Still
1495  * need to send the heads for this space.
1496  */
1497  check_space_for_heads(ax, ay, &sl, plyr->socket);
1498  } else {
1499  int have_darkness = 0, has_obj = 0, got_one = 0, del_one = 0, g1, alive_layer = -1, old_got;
1500 
1501  /* In this block, the space is visible. */
1502 
1503  /* Rather than try to figure out what everything
1504  * that we might need to send is, then form the
1505  * packet after that, we presume that we will in
1506  * fact form a packet, and update the bits by what
1507  * we do actually send. If we send nothing, we
1508  * just back out sl.len to the old value, and no
1509  * harm is done.
1510  * I think this is simpler than doing a bunch of
1511  * checks to see what if anything we need to send,
1512  * setting the bits, then doing those checks again
1513  * to add the real data.
1514  */
1515 
1516  oldlen = sl.len;
1517  SockList_AddShort(&sl, coord);
1518 
1519  /* Darkness changed */
1520  if (plyr->socket->lastmap.cells[ax][ay].darkness != darkness
1521  && plyr->socket->darkness) {
1522  plyr->socket->lastmap.cells[ax][ay].darkness = darkness;
1523  /* Darkness tag & length (length=1) */
1524  SockList_AddChar(&sl, MAP2_TYPE_DARKNESS|(1<<5));
1525 
1526  /* Convert darkness level (0-MAX_DARKNESS) to a value
1527  * from 1 (dark) to 255 (bright) for the client.
1528  * Darkness values of 0 (completely dark) are not sent,
1529  * as the space is completely dark.
1530  */
1531  SockList_AddChar(&sl, 255-darkness*(256/MAX_LIGHT_RADII));
1532  have_darkness = 1;
1533  }
1534 
1535  for (layer = 0; layer < MAP_LAYERS; layer++) {
1536  const object *ob = GET_MAP_FACE_OBJ(m, nx, ny, layer);
1537 
1538  /* Special case: send player itself if invisible */
1539  if (!ob
1540  && x == pl->x
1541  && y == pl->y
1542  && (pl->invisible&(pl->invisible < 50 ? 4 : 1))
1543  && (layer == MAP_LAYER_LIVING1 || layer == MAP_LAYER_LIVING2))
1544  ob = pl;
1545 
1546  if (ob) {
1547  g1 = has_obj;
1548  old_got = got_one;
1549  got_one += map2_add_ob(ax, ay, layer, ob, &sl, plyr->socket, &has_obj, 0);
1550 
1551  /* if we added the face, or it is a monster's head, check probe spell */
1552  if (got_one != old_got || (ob->head == NULL && ob->more))
1553  got_one += annotate_ob(ax, ay, ob, &sl, plyr->socket, &has_obj, &alive_layer);
1554 
1555  /* If we are just storing away the head
1556  * for future use, then effectively this
1557  * space/layer is blank, and we should clear
1558  * it if needed.
1559  */
1560  if (g1 == has_obj) {
1561  del_one += map2_delete_layer(ax, ay, layer, &sl, plyr->socket);
1562  } else if (ob->head == NULL) {
1563  /* for single-part items */
1564  got_one += annotate_ob(ax, ay, ob, &sl, plyr->socket, &has_obj, &alive_layer);
1565  }
1566  } else {
1567  if (layer != alive_layer)
1568  del_one += map2_delete_layer(ax, ay, layer, &sl, plyr->socket);
1569  }
1570  }
1571  /* If nothing to do for this space, we
1572  * can erase the coordinate bytes
1573  */
1574  if (!del_one && !got_one && !have_darkness) {
1575  sl.len = oldlen;
1576  } else if (del_one && !has_obj) {
1577  /* If we're only deleting faces and don't
1578  * have any objs we care about, just clear
1579  * space. Note it is possible we may have
1580  * darkness, but if there is nothing on the
1581  * space, darkness isn't all that interesting
1582  * - we can send it when an object shows up.
1583  */
1584  sl.len = oldlen+2; /* 2 bytes for coordinate */
1586  SockList_AddChar(&sl, 255); /* Termination byte */
1587  // Reduce dereferences by passing the inner array offset instead of address of value
1588  map_clearcell(plyr->socket->lastmap.cells[ax] + ay, 0, 0);
1589  } else {
1590  SockList_AddChar(&sl, 255); /* Termination byte */
1591  }
1592  }
1593  } /* else this is a viewable space */
1594  } /* for x loop */
1595  } /* for y loop */
1596 
1597  /* Only send this if there are in fact some differences. */
1598  if (sl.len > startlen) {
1599  Send_With_Handling(plyr->socket, &sl);
1600  }
1601  SockList_Term(&sl);
1602 }
1603 
1607 void draw_client_map(object *pl) {
1608  int i, j;
1609  int16_t ax, ay;
1610  int mflags;
1611  mapstruct *m, *pm;
1612  int min_x, min_y, max_x, max_y;
1613 
1614  if (pl->type != PLAYER) {
1615  LOG(llevError, "draw_client_map called with non player/non eric-server\n");
1616  return;
1617  }
1618 
1619  if (pl->contr->transport) {
1620  pm = pl->contr->transport->map;
1621  } else
1622  pm = pl->map;
1623 
1624  /* If player is just joining the game, he isn't here yet, so
1625  * the map can get swapped out. If so, don't try to send them
1626  * a map. All will be OK once they really log in.
1627  */
1628  if (pm == NULL || pm->in_memory != MAP_IN_MEMORY)
1629  return;
1630 
1631  /*
1632  * This block just makes sure all the spaces are properly
1633  * updated in terms of what they look like.
1634  */
1635  min_x = pl->x-pl->contr->socket->mapx/2;
1636  min_y = pl->y-pl->contr->socket->mapy/2;
1637  max_x = pl->x+(pl->contr->socket->mapx+1)/2;
1638  max_y = pl->y+(pl->contr->socket->mapy+1)/2;
1639  for (j = min_y; j < max_y; j++) {
1640  for (i = min_x; i < max_x; i++) {
1641  ax = i;
1642  ay = j;
1643  m = pm;
1644  mflags = get_map_flags(m, &m, ax, ay, &ax, &ay);
1645  if (mflags&P_OUT_OF_MAP)
1646  continue;
1647  if (mflags&P_NEED_UPDATE)
1648  update_position(m, ax, ay);
1649  /* If a map is visible to the player, we don't want
1650  * to swap it out just to reload it. This should
1651  * really call something like swap_map, but this is
1652  * much more efficient and 'good enough'
1653  */
1654  if (mflags&P_NEW_MAP)
1655  m->timeout = 50;
1656  }
1657  }
1658 
1659  /* do LOS after calls to update_position */
1660  if (pl->contr->do_los) {
1661  update_los(pl);
1662  pl->contr->do_los = 0;
1663  }
1664 
1666 }
1667 
1668 void esrv_map_scroll(socket_struct *ns, int dx, int dy) {
1669  struct Map newmap;
1670  int x, y, mx, my;
1671 
1672  ns->map_scroll_x += dx;
1673  ns->map_scroll_y += dy;
1674 
1675  mx = ns->mapx+MAX_HEAD_OFFSET;
1676  my = ns->mapy+MAX_HEAD_OFFSET;
1677 
1678  /* the x and y here are coordinates for the new map, i.e. if we moved
1679  * (dx,dy), newmap[x][y] = oldmap[x-dx][y-dy]. For this reason,
1680  * if the destination x or y coordinate is outside the viewable
1681  * area, we clear the values - otherwise, the old values
1682  * are preserved, and the check_head thinks it needs to clear them.
1683  */
1684  for (x = 0; x < mx; x++) {
1685  for (y = 0; y < my; y++) {
1686  if (x >= ns->mapx || y >= ns->mapy) {
1687  /* clear cells outside the viewable area */
1688  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1689  } else if (x+dx < 0 || x+dx >= ns->mapx || y+dy < 0 || y+dy >= ns->mapy) {
1690  /* clear newly visible tiles within the viewable area */
1691  memset(&newmap.cells[x][y], 0, sizeof(newmap.cells[x][y]));
1692  } else {
1693  memcpy(&newmap.cells[x][y], &ns->lastmap.cells[x+dx][y+dy], sizeof(newmap.cells[x][y]));
1694  }
1695  }
1696  }
1697 
1698  memcpy(&ns->lastmap, &newmap, sizeof(ns->lastmap));
1699 }
1700 
1706 void send_plugin_custom_message(object *pl, char *buf) {
1707  SockList sl;
1708 
1709  SockList_Init(&sl);
1710  SockList_AddString(&sl, buf);
1711  Send_With_Handling(pl->contr->socket, &sl);
1712  SockList_Term(&sl);
1713 }
1714 
1721  SockList sl;
1722  int flags = 0;
1723  client_spell *spell_info;
1724 
1725  if (!pl->socket || !pl->socket->monitor_spells)
1726  return;
1727 
1728  /* Handles problem at login, where this is called from fix_object
1729  * before we have had a chance to send spells to the player. It does seem
1730  * to me that there should never be a case where update_spells is called
1731  * before add_spells has been called. Add_spells() will update the
1732  * spell_state to non null.
1733  */
1734  if (!pl->spell_state)
1735  return;
1736 
1737  FOR_INV_PREPARE(pl->ob, spell) {
1738  if (spell->type == SPELL) {
1739  spell_info = get_client_spell_state(pl, spell);
1740  /* check if we need to update it*/
1741  if (spell_info->last_sp != SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA)) {
1742  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1743  flags |= UPD_SP_MANA;
1744  }
1745  if (spell_info->last_grace != SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE)) {
1746  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1747  flags |= UPD_SP_GRACE;
1748  }
1749  if (spell_info->last_dam != spell->stats.dam+SP_level_dam_adjust(pl->ob, spell)) {
1750  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1751  flags |= UPD_SP_DAMAGE;
1752  }
1753  if (flags != 0) {
1754  SockList_Init(&sl);
1755  SockList_AddString(&sl, "updspell ");
1756  SockList_AddChar(&sl, flags);
1757  SockList_AddInt(&sl, spell->count);
1758  if (flags&UPD_SP_MANA)
1759  SockList_AddShort(&sl, spell_info->last_sp);
1760  if (flags&UPD_SP_GRACE)
1761  SockList_AddShort(&sl, spell_info->last_grace);
1762  if (flags&UPD_SP_DAMAGE)
1763  SockList_AddShort(&sl, spell_info->last_dam);
1764  flags = 0;
1765  Send_With_Handling(pl->socket, &sl);
1766  SockList_Term(&sl);
1767  }
1768  }
1769  } FOR_INV_FINISH();
1770 }
1771 
1772 void esrv_remove_spell(player *pl, object *spell) {
1773  SockList sl;
1774 
1775  if (!pl || !spell || spell->env != pl->ob) {
1776  LOG(llevError, "Invalid call to esrv_remove_spell\n");
1777  return;
1778  }
1779  if (!pl->socket->monitor_spells)
1780  return;
1781 
1782  SockList_Init(&sl);
1783  SockList_AddString(&sl, "delspell ");
1784  SockList_AddInt(&sl, spell->count);
1785  Send_With_Handling(pl->socket, &sl);
1786  SockList_Term(&sl);
1787 }
1788 
1796  SockList sl;
1797 
1798  if (!pl->socket->want_pickup)
1799  return;
1800  SockList_Init(&sl);
1801  SockList_AddString(&sl, "pickup ");
1802  SockList_AddInt(&sl, pl->mode);
1803  Send_With_Handling(pl->socket, &sl);
1804  SockList_Term(&sl);
1805 }
1806 
1815 static int spell_client_use(const object *spell) {
1816  switch (spell->type)
1817  {
1818  case SP_RAISE_DEAD:
1819  case SP_MAKE_MARK:
1820  return 3;
1821  case SP_RUNE:
1822  if (!spell->other_arch)
1823  return 1;
1824  break;
1825  case SP_CREATE_FOOD:
1826  case SP_CREATE_MISSILE:
1827  return 2;
1828  case SP_SUMMON_MONSTER:
1829  if (spell->randomitems != NULL)
1830  return 2;
1831  /* break; */// If add conditins below, use this break statement
1832  }
1833  // This is not in the switch statement so that it supports fallthrough logic
1834  // on the few spell types that have additional conditions attached.
1835  return 0;
1836 }
1837 
1839 static void append_spell(player *pl, SockList *sl, object *spell) {
1840  client_spell *spell_info;
1841  int len, i, skill = 0;
1842 
1843  if (!spell->name) {
1844  LOG(llevError, "item number %d is a spell with no name.\n", spell->count);
1845  return;
1846  }
1847 
1848  if (spell->face && !(pl->socket->faces_sent[spell->face->number]&NS_FACESENT_FACE))
1849  esrv_send_face(pl->socket, spell->face, 0);
1850 
1851  spell_info = get_client_spell_state(pl, spell);
1852  SockList_AddInt(sl, spell->count);
1853  SockList_AddShort(sl, spell->level);
1854  SockList_AddShort(sl, spell->casting_time);
1855  /* store costs and damage in the object struct, to compare to later */
1856  spell_info->last_sp = SP_level_spellpoint_cost(pl->ob, spell, SPELL_MANA);
1857  spell_info->last_grace = SP_level_spellpoint_cost(pl->ob, spell, SPELL_GRACE);
1858  spell_info->last_dam = spell->stats.dam+SP_level_dam_adjust(pl->ob, spell);
1859  /* send the current values */
1860  SockList_AddShort(sl, spell_info->last_sp);
1861  SockList_AddShort(sl, spell_info->last_grace);
1862  SockList_AddShort(sl, spell_info->last_dam);
1863 
1864  /* figure out which skill it uses, if it uses one */
1865  if (spell->skill) {
1866  for (i = 0; i < MAX_SKILLS && skill_names[i]; i++)
1867  if (!strcmp(spell->skill, skill_names[i])) {
1868  skill = i+CS_STAT_SKILLINFO;
1869  break;
1870  }
1871  }
1872  SockList_AddChar(sl, skill);
1873 
1874  SockList_AddInt(sl, spell->path_attuned);
1875  SockList_AddInt(sl, spell->face ? spell->face->number : 0);
1876  SockList_AddLen8Data(sl, spell->name, strlen(spell->name));
1877 
1878  if (!spell->msg) {
1879  SockList_AddShort(sl, 0);
1880  } else {
1881  len = strlen(spell->msg);
1882  SockList_AddShort(sl, len);
1883  SockList_AddData(sl, spell->msg, len);
1884  }
1885 
1886  /* Extended spell information available if the client wants it.
1887  */
1888  if (pl->socket->monitor_spells >= 2) {
1889  /* spellmon 2
1890  */
1891  sstring req = object_get_value(spell, "casting_requirements");
1892 
1893  SockList_AddChar(sl, spell_client_use(spell)); /* Usage code */
1894 
1895  if (req) { /* Requirements */
1896  SockList_AddLen8Data(sl, req, strlen(req));
1897  } else {
1898  SockList_AddChar(sl, 0);
1899  }
1900  /* end spellmon 2
1901  */
1902  }
1903 }
1904 
1909 void esrv_add_spells(player *pl, object *spell) {
1910  SockList sl;
1911  size_t size;
1912  sstring value;
1913 
1914  if (!pl) {
1915  LOG(llevError, "esrv_add_spells, tried to add a spell to a NULL player\n");
1916  return;
1917  }
1918 
1919  if (!pl->socket->monitor_spells)
1920  return;
1921 
1922  SockList_Init(&sl);
1923  SockList_AddString(&sl, "addspell ");
1924  if (!spell) {
1925  FOR_INV_PREPARE(pl->ob, spell) {
1926  if (spell->type != SPELL)
1927  continue;
1928  /* Were we to simply keep appending data here, we could
1929  * exceed the SockList buffer if the player has enough spells
1930  * to add. We know that append_spell will always append
1931  * 23 data bytes, plus 3 length bytes and 2 strings
1932  * (because that is the spec) so we need to check that
1933  * the length of those 2 strings, plus the 26 bytes,
1934  * won't take us over the length limit for the socket.
1935  * If it does, we need to send what we already have,
1936  * and restart packet formation.
1937  */
1938  size = 26+strlen(spell->name)+(spell->msg ? strlen(spell->msg) : 0);
1939  if (pl->socket->monitor_spells >= 2) {
1941  value = object_get_value(spell, "casting_requirements");
1942  size += 2 + (value ? strlen(value) : 0);
1943  }
1944  if (SockList_Avail(&sl) < size) {
1945  Send_With_Handling(pl->socket, &sl);
1946  SockList_Reset(&sl);
1947  SockList_AddString(&sl, "addspell ");
1948  }
1949  append_spell(pl, &sl, spell);
1950  } FOR_INV_FINISH();
1951  } else if (spell->type != SPELL) {
1952  LOG(llevError, "Asked to send a non-spell object as a spell\n");
1953  return;
1954  } else
1955  append_spell(pl, &sl, spell);
1956  /* finally, we can send the packet */
1957  Send_With_Handling(pl->socket, &sl);
1958  SockList_Term(&sl);
1959 }
1960 
1961 /* sends a 'tick' information to the client.
1962  * We also take the opportunity to toggle TCP_NODELAY -
1963  * this forces the data in the socket to be flushed sooner to the
1964  * client - otherwise, the OS tries to wait for full packets
1965  * and will this hold sending the data for some amount of time,
1966  * which thus adds some additional latency.
1967  */
1969  SockList sl;
1970  ssop_t tmp;
1971 
1972  SockList_Init(&sl);
1973  SockList_AddString(&sl, "tick ");
1974  SockList_AddInt(&sl, pticks);
1975  tmp = 1;
1976  if (setsockopt(pl->socket->fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1977  LOG(llevError, "send_tick: Unable to turn on TCP_NODELAY\n");
1978 
1979  Send_With_Handling(pl->socket, &sl);
1980  tmp = 0;
1981  if (setsockopt(pl->socket->fd, IPPROTO_TCP, TCP_NODELAY, &tmp, sizeof(tmp)))
1982  LOG(llevError, "send_tick: Unable to turn off TCP_NODELAY\n");
1983  SockList_Term(&sl);
1984 }
1985 
1998 static void add_char_field(SockList *sl, int type, const char *data)
1999 {
2000  int len;
2001 
2002  len = strlen(data);
2003 
2004  if (len) {
2005  /* one extra for length for the type byte */
2006  SockList_AddChar(sl, len+1);
2007  SockList_AddChar(sl, type);
2008  SockList_AddString(sl, data);
2009  }
2010 }
2011 
2033 {
2034  SockList sl;
2035  int num_chars;
2036  linked_char *extra;
2037 
2038  if (ns->account_chars) {
2040  }
2042 
2043  num_chars = 0;
2044  extra = account_get_additional_chars(ns->account_name, ns->account_chars, &num_chars);
2045 
2046  SockList_Init(&sl);
2047  SockList_AddString(&sl, "accountplayers ");
2048 
2049  SockList_AddChar(&sl, static_cast<char>(ns->account_chars->chars.size() + num_chars));
2050 
2051  /* Now add real character data */
2052  for (auto acn : ns->account_chars->chars) {
2053  uint16_t faceno = 0;
2054 
2055  /* Ignore a dead character. They don't need to show up. */
2056  if (acn->isDead) {
2057  continue;
2058  }
2059 
2060  add_char_field(&sl, ACL_NAME, acn->name);
2061  add_char_field(&sl, ACL_CLASS, acn->character_class);
2062  add_char_field(&sl, ACL_RACE, acn->race);
2063  add_char_field(&sl, ACL_FACE, acn->face);
2064  if (acn->face[0] != 0 ) {
2065  const Face *face = try_find_face(acn->face, NULL);
2066 
2067  if (face != NULL) {
2068  if (!(ns->faces_sent[face->number]&NS_FACESENT_FACE)) {
2069  esrv_send_face(ns, face, 0);
2070  }
2071  faceno = face->number;
2072  }
2073  }
2074 
2075  add_char_field(&sl, ACL_PARTY, acn->party);
2076  add_char_field(&sl, ACL_MAP, acn->map);
2077  SockList_AddChar(&sl, 3);
2079  SockList_AddShort(&sl, acn->level);
2080  if (faceno) {
2081  SockList_AddChar(&sl, 3);
2083  SockList_AddShort(&sl, faceno);
2084  }
2085 
2086  SockList_AddChar(&sl, 0);
2087  }
2088  /* Now for any characters where we just have the name */
2089  for (linked_char *e = extra; e != NULL; e = e->next) {
2090  add_char_field(&sl, ACL_NAME, e->name);
2091  SockList_AddChar(&sl, 0);
2092  }
2093 
2094  Send_With_Handling(ns, &sl);
2095  SockList_Term(&sl);
2096 
2097  if (extra) {
2098  free_charlinks(extra);
2099  }
2100 }
2101 
2123 static int decode_name_password(const char *buf, int *len, char *name, char *password)
2124 {
2125  int nlen, plen;
2126 
2127  if (*len < 2) {
2128  return 1;
2129  }
2130 
2131  nlen = (unsigned char)buf[0];
2132  if (nlen >= MAX_BUF || nlen > *len-2) {
2133  return 1;
2134  }
2135  memcpy(name, buf+1, nlen);
2136  name[nlen] = 0;
2137 
2138  plen = (unsigned char)buf[nlen+1];
2139  if (plen >= MAX_BUF || plen > *len-2-nlen) {
2140  return 2;
2141  }
2142  memcpy(password, buf+2+nlen, plen);
2143  password[plen] = 0;
2144 
2145  *len = nlen+plen+2;
2146 
2147  return 0;
2148 }
2159 void account_login_cmd(char *buf, int len, socket_struct *ns) {
2160  char name[MAX_BUF], password[MAX_BUF];
2161  int status;
2162  SockList sl;
2163 
2164  if (len <= 0 || !buf) {
2165  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2166  return;
2167  }
2168 
2169  SockList_Init(&sl);
2170 
2171  status = decode_name_password(buf, &len, name, password);
2172 
2173  if (status == 1) {
2174  SockList_AddString(&sl, "failure accountlogin Name is too long");
2175  Send_With_Handling(ns, &sl);
2176  SockList_Term(&sl);
2177  return;
2178  }
2179  if (status == 2) {
2180  SockList_AddString(&sl, "failure accountlogin Password is too long");
2181  Send_With_Handling(ns, &sl);
2182  SockList_Term(&sl);
2183  return;
2184  }
2185 
2186  if (!account_exists(name)) {
2187  SockList_AddString(&sl, "failure accountlogin No such account name exists on this server");
2188  Send_With_Handling(ns, &sl);
2189  SockList_Term(&sl);
2190  return;
2191  }
2192 
2193  if (account_login(name, password)) {
2194  LOG(llevInfo, "Account login for '%s' from %s\n", name, ns->host);
2195 
2196  if (ns->account_name) free(ns->account_name);
2197  /* We want to store away official name so we do not
2198  * have any case sensitivity issues on the files.
2199  * because we have already checked password, we
2200  * know that account_exists should never return NULL in
2201  * this case.
2202  */
2204 
2206  } else {
2207  LOG(llevInfo, "Failed account login for '%s' from %s\n", name, ns->host);
2208  SockList_AddString(&sl, "failure accountlogin Incorrect password for account");
2209  Send_With_Handling(ns, &sl);
2210  SockList_Term(&sl);
2211  }
2212 }
2213 
2222 static int account_block_create(const socket_struct *ns) {
2223  /* Check if account creation is blocked. */
2225  /* Account creation is allowed for everyone. */
2226  return 0;
2227  }
2228 
2229  /* Has the trusted host been defined? */
2230  if(settings.account_trusted_host == NULL) {
2231  /* No, allocate it and set it to localhost now. */
2233  }
2234 
2235  /* Return false if the client connected from the trusted host. */
2236  if(strcmp(ns->host, settings.account_trusted_host) == 0){
2237  return 0;
2238  }
2239 
2240  /*
2241  * If we are here, then we are blocking account create and we do
2242  * not trust this client's IP address.
2243  */
2244  return 1;
2245 }
2246 
2258 void account_new_cmd(char *buf, int len, socket_struct *ns) {
2259  char name[MAX_BUF], password[MAX_BUF];
2260  int status;
2261  SockList sl;
2262 
2263  if (len <= 0 || !buf) {
2264  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2265  return;
2266  }
2267 
2268  SockList_Init(&sl);
2269 
2270  status = decode_name_password(buf, &len, name, password);
2271 
2272  if (account_block_create(ns)) {
2273  LOG(llevInfo, "Account create blocked from %s\n", ns->host);
2274  SockList_AddString(&sl, "failure accountnew Account creation is disabled");
2275  Send_With_Handling(ns, &sl);
2276  SockList_Term(&sl);
2277  return;
2278  }
2279 
2280  if (status == 1) {
2281  SockList_AddString(&sl, "failure accountnew Name is too long");
2282  Send_With_Handling(ns, &sl);
2283  SockList_Term(&sl);
2284  return;
2285  }
2286  if (status == 2) {
2287  SockList_AddString(&sl, "failure accountnew Password is too long");
2288  Send_With_Handling(ns, &sl);
2289  SockList_Term(&sl);
2290  return;
2291  }
2292  /*The minimum length isn't exactly required, but in the current implementation,
2293  * client will send the same password for character for which there is a
2294  * 2 character minimum size. Thus an account with a one character password
2295  * won't be able to create a character. */
2296  if (strlen(name)<settings.min_name) {
2297  SockList_AddString(&sl, "failure accountnew Name is too short");
2298  Send_With_Handling(ns, &sl);
2299  SockList_Term(&sl);
2300  return;
2301  }
2302  if (strlen(password)<2) {
2303  SockList_AddString(&sl, "failure accountnew Password is too short");
2304  Send_With_Handling(ns, &sl);
2305  SockList_Term(&sl);
2306  return;
2307  }
2308 
2309  if (account_exists(name)) {
2310  SockList_AddString(&sl, "failure accountnew That account already exists on this server");
2311  Send_With_Handling(ns, &sl);
2312  SockList_Term(&sl);
2313  return;
2314  }
2315 
2317  if (status == 1) {
2318  SockList_AddString(&sl,
2319  "failure accountnew Choose a different account name. " VALIDCHAR_MSG);
2320  Send_With_Handling(ns, &sl);
2321  SockList_Term(&sl);
2322  return;
2323  }
2324 
2325  if (status == 2) {
2326  SockList_AddString(&sl,
2327  "failure accountnew That account name is too long");
2328  Send_With_Handling(ns, &sl);
2329  SockList_Term(&sl);
2330  return;
2331  }
2332 
2333  status = account_check_string(password);
2334  if (status == 1) {
2335  SockList_AddString(&sl,
2336  "failure accountnew Choose a different password. " VALIDCHAR_MSG);
2337  Send_With_Handling(ns, &sl);
2338  SockList_Term(&sl);
2339  return;
2340  }
2341 
2342  if (status == 2) {
2343  SockList_AddString(&sl,
2344  "failure accountnew That password is too long");
2345  Send_With_Handling(ns, &sl);
2346  SockList_Term(&sl);
2347  return;
2348  }
2349 
2350  /* If we got here, we passed all checks - so now add it */
2351  if (ns->account_name) free(ns->account_name);
2353  account_new(name, password);
2354  /* save account information */
2355  accounts_save();
2357 }
2358 
2372 void account_add_player_cmd(char *buf, int len, socket_struct *ns) {
2373  char name[MAX_BUF], password[MAX_BUF];
2374  int status, force, nlen;
2375  SockList sl;
2376  const char *cp;
2377 
2378  if (len <= 0 || !buf) {
2379  LOG(llevDebug, "IP '%s' sent bogus add_player_cmd information\n", ns->host);
2380  return;
2381  }
2382 
2383  SockList_Init(&sl);
2384 
2385  if (ns->account_name == NULL) {
2386  SockList_AddString(&sl, "failure accountaddplayer Not logged in");
2387  Send_With_Handling(ns, &sl);
2388  SockList_Term(&sl);
2389  return;
2390  }
2391 
2392  force = buf[0];
2393  nlen = len - 1;
2394  status = decode_name_password(buf+1, &nlen, name, password);
2395  if (status == 1) {
2396  SockList_AddString(&sl, "failure accountaddplayer Name is too long");
2397  Send_With_Handling(ns, &sl);
2398  SockList_Term(&sl);
2399  return;
2400  }
2401  if (status == 2) {
2402  SockList_AddString(&sl, "failure accountaddplayer Password is too long");
2403  Send_With_Handling(ns, &sl);
2404  SockList_Term(&sl);
2405  return;
2406  }
2407 
2408  status = verify_player(name, password);
2409  if (status) {
2410  /* From a security standpoint, telling random folks if it
2411  * it as wrong password makes it easier to hack. However,
2412  * it is fairly easy to determine what characters exist on a server
2413  * (either by trying to create a new one and see if the name is in
2414  * in use, or just looking at the high score file), so this
2415  * really does not make things much less secure
2416  */
2417  if (status == 1)
2418  SockList_AddString(&sl, "failure accountaddplayer 0 The character does not exist.");
2419  else
2420  SockList_AddString(&sl, "failure accountaddplayer 0 That password is incorrect.");
2421 
2422  Send_With_Handling(ns, &sl);
2423  SockList_Term(&sl);
2424  return;
2425  }
2426  /* Check to see if this character is associated with an account.
2427  */
2429  if (cp) {
2430  if (!strcmp(cp, ns->account_name)) {
2431  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to this account.");
2432  Send_With_Handling(ns, &sl);
2433  SockList_Term(&sl);
2434  return;
2435  } else {
2436  if (!force) {
2437  SockList_AddString(&sl, "failure accountaddplayer 1 That character is already connected to a different account.");
2438  Send_With_Handling(ns, &sl);
2439  SockList_Term(&sl);
2440  return;
2441  } else if (account_is_logged_in(cp)) {
2442  /* We could be clever and try to handle this case, but it is
2443  * trickier. If the character is logged in, it has to
2444  * be logged out. And the socket holds some data which
2445  * needs to be cleaned up. Since it should be fairly
2446  * uncommon that users need to do this, just disallowing
2447  * it makes things a lot simpler.
2448  */
2449  SockList_AddString(&sl, "failure accountaddplayer 0 That character is already connected to a different account which is currently logged in.");
2450  Send_With_Handling(ns, &sl);
2451  SockList_Term(&sl);
2452  return;
2453  }
2454  }
2455  }
2456  /* If we have gotten this far, the name/password provided is OK,
2457  * and the character is not associated with a different account (or
2458  * force is true). Now try to add the character to this account.
2459  */
2461 
2462  /* This should never happen, but check for it just in case -
2463  * if we were able to log in, the account should exist. but
2464  * if this fails, need to give the user some clue.
2465  */
2466  if (status==1) {
2467  SockList_AddString(&sl, "failure accountaddplayer 0 Could not find your account.");
2468  Send_With_Handling(ns, &sl);
2469  SockList_Term(&sl);
2470  return;
2471  } else if (status == 2) {
2472  SockList_AddString(&sl, "failure accountaddplayer 0 You have reached the maximum number of characters allowed per account.");
2473  Send_With_Handling(ns, &sl);
2474  SockList_Term(&sl);
2475  return;
2476  }
2477 
2478  /* If cp is set, then this character used to belong to a different
2479  * account. Remove it now.
2480  */
2481  if (cp) {
2482  Account_Chars *chars;
2483 
2485  chars = account_char_load(cp);
2486  account_char_remove(chars, name);
2487  account_char_save(chars);
2488  account_char_free(chars);
2489  }
2490 
2492 
2493  /* store data so nothing is lost in case of crash */
2495 }
2496 
2501 void account_play_cmd(char *buf, int len, socket_struct *ns)
2502 {
2503  char **chars;
2504  int i;
2505  SockList sl;
2506  player *pl;
2507 
2508  if (len <= 0 || !buf) {
2509  LOG(llevDebug, "IP '%s' sent bogus account_play_cmd information\n", ns->host);
2510  return;
2511  }
2512 
2513  SockList_Init(&sl);
2514 
2515  if (ns->status != Ns_Add) {
2516  SockList_AddString(&sl, "failure accountplay Not allowed right now");
2517  Send_With_Handling(ns, &sl);
2518  SockList_Term(&sl);
2519  return;
2520  }
2521 
2522  if (!buf[0]) {
2523  SockList_AddString(&sl, "failure accountplay Malformed character name");
2524  Send_With_Handling(ns, &sl);
2525  SockList_Term(&sl);
2526  return;
2527  }
2528 
2529  if (ns->account_name == NULL) {
2530  SockList_AddString(&sl, "failure accountplay Not logged in");
2531  Send_With_Handling(ns, &sl);
2532  SockList_Term(&sl);
2533  return;
2534  }
2535 
2536  /* Make sure a client is not trying to spoof us here */
2538 
2539  for (i=0; chars[i]; i++) {
2540  if (strcmp(chars[i], buf) == 0)
2541  break;
2542  }
2543  if (!chars[i]) {
2544  SockList_AddPrintf(&sl,
2545  "failure accountplay Character %s is not associated with account %s",
2546  buf, ns->account_name);
2547  Send_With_Handling(ns, &sl);
2548  SockList_Term(&sl);
2549  return;
2550  }
2551 
2552  for (pl = first_player; pl; pl = pl->next) {
2553  if (pl->ob && pl->socket != ns && strcmp(buf, pl->ob->name) == 0 && pl->state != ST_PLAY_AGAIN && pl->state != ST_GET_NAME) {
2554  SockList_AddPrintf(&sl,
2555  "failure accountplay Character %s is already playing",
2556  buf);
2557  Send_With_Handling(ns, &sl);
2558  SockList_Term(&sl);
2559  return;
2560  }
2561  }
2562 
2563  /* from a protocol standpoint, accountplay can be used
2564  * before there is a player structure (first login) or after
2565  * (character has logged in and is changing characters).
2566  * Checkthe sockets for that second case - if so,
2567  * we don't need to make a new player object, etc.
2568  */
2569  for (pl=first_player; pl; pl=pl->next) {
2570  if (pl->socket == ns) {
2571  /* The player still in the socket must be saved first. */
2572  save_player(pl->ob, 0);
2573  break;
2574  }
2575  }
2576 
2577  /* Some of this logic is from add_player()
2578  * we just don't use add_player() as it does some other work
2579  * we don't really want to do.
2580  */
2581  if (!pl) {
2582  pl = get_player(NULL);
2583  set_player_socket(pl, ns);
2584  ns->status = Ns_Avail;
2585  ns->account_chars = NULL;
2586  SockList_ResetRead(&pl->socket->inbuf);
2587  } else {
2588  pl->state = ST_PLAYING;
2589  }
2590 
2591  pl->ob->name = add_string(buf);
2592  check_login(pl->ob, NULL);
2593 
2594  SockList_AddString(&sl, "addme_success");
2595  Send_With_Handling(ns, &sl);
2596  SockList_Term(&sl);
2597 }
2598 
2599 #define MAX_CHOICES 100
2600 
2606 void create_player_cmd(char *buf, int len, socket_struct *ns)
2607 {
2608  char name[MAX_BUF], password[MAX_BUF], *choices[MAX_CHOICES];
2609  int status, nlen, choice_num=0, i;
2610  SockList sl;
2611  player *pl;
2612  archetype *map=NULL, *race_a=NULL, *class_a=NULL;
2613  living new_stats;
2614 
2615  if (len <= 0 || !buf) {
2616  LOG(llevDebug, "IP '%s' sent bogus create_player_cmd information\n", ns->host);
2617  return;
2618  }
2619 
2620  SockList_Init(&sl);
2621 
2622  if (ns->status != Ns_Add) {
2623  SockList_AddString(&sl, "failure createplayer Not allowed right now");
2624  Send_With_Handling(ns, &sl);
2625  SockList_Term(&sl);
2626  return;
2627  }
2628 
2629  nlen = len;
2630  status = decode_name_password(buf, &nlen, name, password);
2631  if (status == 1) {
2632  SockList_AddString(&sl, "failure createplayer Name is too long");
2633  Send_With_Handling(ns, &sl);
2634  SockList_Term(&sl);
2635  return;
2636  }
2637 
2638  /* Minimum character name limit (if set) */
2639  if (strlen(name)<settings.min_name) {
2640  SockList_AddString(&sl, "failure createplayer Name is too short");
2641  Send_With_Handling(ns, &sl);
2642  SockList_Term(&sl);
2643  return;
2644  }
2645 
2646  if (playername_ok(name) == 0) {
2647  SockList_AddString(&sl, "failure createplayer Player name contains invalid characters");
2648  Send_With_Handling(ns, &sl);
2649  SockList_Term(&sl);
2650  return;
2651  }
2652 
2653  /* 2 characters minimum for password */
2654  if (strlen(password)<2) {
2655  SockList_AddString(&sl, "failure createplayer Password is too short");
2656  Send_With_Handling(ns, &sl);
2657  SockList_Term(&sl);
2658  return;
2659  }
2660 
2662  if (status == 2) {
2663  SockList_AddString(&sl, "failure createplayer Password is too long");
2664  Send_With_Handling(ns, &sl);
2665  SockList_Term(&sl);
2666  return;
2667  }
2668 
2669  /* This is a fairly ugly solution - we're truncating the password.
2670  * however, the password information for characters is really
2671  * a legacy issue - when every character is associated with
2672  * an account, legacy login (character name/password) will get
2673  * removed, at which point the only use for password might be
2674  * to move characters from one account to another, but not sure
2675  * if that is something we want to allow.
2676  */
2677  if (strlen(password)>17)
2678  password[16] = 0;
2679 
2680  /* We just can't call check_name(), since that uses draw_info() to
2681  * report status. We are also more permissive on names, so we use
2682  * account_check_string() - if that is safe for account, also safe
2683  * for player names.
2684  */
2685  if (account_check_string(name)) {
2686  SockList_AddString(&sl, "failure createplayer Choose a different character name. " VALIDCHAR_MSG);
2687  Send_With_Handling(ns, &sl);
2688  SockList_Term(&sl);
2689  return;
2690  }
2691 
2692  /* 1 means no such player, 0 is correct name/password (which in this
2693  * case, is an error), and 2 is incorrect password. Only way we
2694  * go onward is if there is no such player.
2695  */
2696  if (verify_player(name, password) != 1) {
2697  SockList_AddString(&sl, "failure createplayer That name is already in use");
2698  Send_With_Handling(ns, &sl);
2699  SockList_Term(&sl);
2700  return;
2701  }
2702 
2703  /* from a protocol standpoint, accountplay can be used
2704  * before there is a player structure (first login) or after
2705  * (character has logged in and is changing characters).
2706  * Check the sockets for that second case - if so,
2707  * we don't need to make a new player object, etc.
2708  */
2709  for (pl=first_player; pl; pl=pl->next)
2710  if (pl->socket == ns) {
2711  if (pl->ob->name) {
2712  if (!strcmp(pl->ob->name, name)) {
2713  /* For some reason not only the socket is the same but also
2714  * the player is already playing. If this happens at this
2715  * point let's assume the character never was able to apply
2716  * a bet of reality to make a correct first-time save.
2717  * So, for safety remove it and start over.
2718  */
2719  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
2720  object_remove(pl->ob);
2721  }
2722  else {
2723  /* If this is a different player on the same socket, then we
2724  * need to make sure that the old one is not connected to the player
2725  *
2726  * This prevents bizarre scenarios where the player is on the map
2727  * multiple times (from multiple createplayer commands), and
2728  * only one of them is controlled by the player.
2729  */
2730  if (pl->ob->contr == pl) {
2731  if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
2732  object_remove(pl->ob);
2733  }
2734  }
2735  }
2736  break;
2737  }
2738 
2739  /* In this mode, we have additional data
2740  * Note that because there are a lot of failure cases in here
2741  * (where we end up not creating the new player), the code
2742  * to create the new player is done within this routine
2743  * after all checks pass. Note that all of the checks
2744  * done are done without using the player structure,
2745  * as pl may be null right now.
2746  */
2747  if (ns->login_method >= 2) {
2748  int i, j, stat_total=0;
2749  char *key, *value, *race=NULL, *class_name=NULL;
2750 
2751  /* By setting this to zero, then we can easily
2752  * check to see if all stats have been set.
2753  */
2754  memset(&new_stats, 0, sizeof(living));
2755 
2756  while (nlen < len) {
2757  i = buf[nlen]; /* Length of this line */
2758  /* Sanity check from client - don't want to loop
2759  * forever if there is a 0 length, and don't
2760  * want to read beyond size of packet.
2761  * Likewise, client should have sent
2762  * the string to us already null terminated,
2763  * but we will just make sure.
2764  */
2765  if ((i == 0) || (nlen + i > len)) break;
2766  buf[nlen + i] = 0;
2767 
2768  /* What we have are a series of lines -
2769  * 'key value' format. Find that space,
2770  * and null it out so we can do strcasecmp.
2771  * If no space, abort processing
2772  */
2773  key = buf + nlen + 1;
2774  value = strchr(key, ' ');
2775  if (!value) break;
2776  *value = 0;
2777  value++;
2778 
2779  if (!strcasecmp(key,"race")) race = value;
2780  else if (!strcasecmp(key,"class")) class_name = value;
2781  else if (!strcasecmp(key,"starting_map")) {
2783  if (!map || map->clone.type != MAP || map->clone.subtype !=MAP_TYPE_CHOICE) {
2784  SockList_AddString(&sl,
2785  "failure createplayer Invalid starting map");
2786  Send_With_Handling(ns, &sl);
2787  SockList_Term(&sl);
2788  return;
2789  }
2790  }
2791  else if (!strcasecmp(key,"choice")) {
2792  /* In general, MAX_CHOICES should be large enough
2793  * to always handle the choices from the client - of
2794  * course, the client could be broken and send us many
2795  * more choices than we should have, so handle that.
2796  */
2797  if (choice_num == MAX_CHOICES) {
2798  LOG(llevError,
2799  "Number of choices receive exceed max value: %d>%d\n",
2800  choice_num, MAX_CHOICES);
2801  } else {
2802  choices[choice_num] = value;
2803  choice_num++;
2804  }
2805  }
2806  else {
2807  /* Do stat processing here */
2808  for (j=0; j < NUM_STATS; j++) {
2809  if (!strcasecmp(key,short_stat_name[j])) {
2810  int val = atoi(value);
2811 
2812  set_attr_value(&new_stats, j, val);
2813  break;
2814  }
2815  }
2816  if (j >= NUM_STATS) {
2817  /* Bad clients could do this - we should at least report
2818  * it, and useful when trying to add new parameters.
2819  */
2820  LOG(llevError, "Got unknown key/value from client: %s %s\n", key, value);
2821  }
2822  }
2823  nlen += i + 1;
2824  }
2825  /* Do some sanity checking now. But checking the stat
2826  * values here, we will catch any 0 values since we do
2827  * a memset above. A properly behaving client should
2828  * never do any of these things, but we do not presume
2829  * clients will behave properly.
2830  */
2831  for (j=0; j<NUM_STATS; j++) {
2832  int val = get_attr_value(&new_stats, j);
2833 
2834  stat_total += val;
2835  if (val > settings.starting_stat_max ||
2836  val < settings.starting_stat_min) {
2837  SockList_AddPrintf(&sl,
2838  "failure createplayer Stat value is out of range - %d must be between %d and %d",
2840  Send_With_Handling(ns, &sl);
2841  SockList_Term(&sl);
2842  return;
2843  }
2844  }
2845  if (stat_total > settings.starting_stat_points) {
2846  SockList_AddPrintf(&sl,
2847  "failure createplayer Total allocated statistics is higher than allowed (%d>%d)",
2848  stat_total, settings.starting_stat_points);
2849  Send_With_Handling(ns, &sl);
2850  SockList_Term(&sl);
2851  return;
2852  }
2853 
2854  if (race)
2855  race_a = try_find_archetype(race);
2856 
2857  if (class_name)
2858  class_a = try_find_archetype(class_name);
2859 
2860  /* This should never happen with a properly behaving client, so the error message
2861  * doesn't have to be that great.
2862  */
2863  if (!race_a || race_a->clone.type != PLAYER || !class_a || class_a->clone.type != CLASS) {
2864  SockList_AddString(&sl,
2865  "failure createplayer Invalid or unknown race or class");
2866  Send_With_Handling(ns, &sl);
2867  SockList_Term(&sl);
2868  return;
2869  }
2870 
2871  /* At current time, only way this can fail is if the adjusted
2872  * stat is less than 1.
2873  */
2874  if (check_race_and_class(&new_stats, race_a, class_a)) {
2875  SockList_AddString(&sl,
2876  "failure createplayer Unable to apply race or class - statistic is out of bounds");
2877  Send_With_Handling(ns, &sl);
2878  SockList_Term(&sl);
2879  return;
2880  }
2881 
2882  if (!pl)
2884  // If we already have a player, we a replaying on the same connection.
2885  // Since add_player normally sets ns->status, we still need that to happen.
2886  else
2887  ns->status = Ns_Avail;
2888 
2889  // We need to copy the name in before apply_race_and_class() because it
2890  // tells the client our character name. If we don't update it, they get the old one.
2891  FREE_AND_COPY(pl->ob->name, name);
2892 
2893  apply_race_and_class(pl->ob, race_a, class_a, &new_stats);
2894 
2895  } else {
2896  /* In thise case, old login method */
2897  if (!pl)
2898  pl = add_player(ns, ADD_PLAYER_NEW);
2899  // If we already have a player, we a replaying on the same connection.
2900  // Since add_player normally sets ns->status, we still need that to happen.
2901  else
2902  ns->status = Ns_Avail;
2903 
2904  // Make sure to do this on both code branches.
2905  FREE_AND_COPY(pl->ob->name, name);
2906 /* already done by add_player
2907  roll_again(pl->ob);
2908  pl->state = ST_ROLL_STAT;
2909  set_first_map(pl->ob);*/
2910  }
2911 
2912  /* add_player does a lot of the work, but there are a few
2913  * things we need to update, like starting name and
2914  * password.
2915  * This is done before processing in login_method>2.
2916  * The character creation process it does when
2917  * applying the race/class will use this
2918  * name information.
2919  */
2920  FREE_AND_COPY(pl->ob->name_pl, name);
2921  pl->name_changed = 1;
2922  safe_strncpy(pl->password, newhash(password), sizeof(pl->password));
2923 
2924  SockList_AddString(&sl, "addme_success");
2925  Send_With_Handling(ns, &sl);
2926  SockList_Term(&sl);
2927 
2928  if (ns->login_method >= 2) {
2929  /* The client could have provided us a map - if so, map will be set
2930  * and we don't want to overwrite it
2931  */
2932  if (!map)
2934  assert(map); // Existence checked in init_dynamic()
2935 
2936  enter_exit(pl->ob, &map->clone);
2937 
2938  if (pl->ob->map == NULL) {
2939  LOG(llevError, "Couldn't put player %s on start map %s!", pl->ob->name, map->name);
2940  abort();
2941  }
2942 
2943  /* copy information to bed of reality information, in case the player dies */
2944  safe_strncpy(pl->savebed_map, pl->ob->map->path, sizeof(pl->savebed_map));
2945  pl->bed_x = pl->ob->x;
2946  pl->bed_y = pl->ob->y;
2947 
2949  }
2950 
2951  /* We insert any objects after we have put the player on the map -
2952  * this makes things safer, as certain objects may expect a normal
2953  * environment. Note that choice_num will only be set in the
2954  * loginmethod > 2, which also checks (and errors out) if the
2955  * race/class is not set, which is why explicit checking for
2956  * those is not need.
2957  */
2958  for (i=0; i < choice_num; i++) {
2959  char *choiceval;
2960  const char *value, *cp;
2961  archetype *arch;
2962  object *op;
2963 
2964  choiceval = strchr(choices[i], ' ');
2965  if (!choiceval) {
2966  LOG(llevError, "Choice does not specify value: %s\n", choices[i]);
2967  continue;
2968  }
2969  *choiceval=0;
2970  choiceval++;
2971  value = object_get_value(&race_a->clone, choices[i]);
2972  if (!value)
2973  value = object_get_value(&class_a->clone, choices[i]);
2974 
2975  if (!value) {
2976  LOG(llevError, "Choice not found in archetype: %s\n", choices[i]);
2977  continue;
2978  }
2979  cp = strstr(value, choiceval);
2980  if (!cp) {
2981  LOG(llevError, "Choice value not found in archetype: %s %s\n",
2982  choices[i], choiceval);
2983  continue;
2984  }
2985 
2986  /* Check to make sure that the matched string is an entire word,
2987  * and not a substring (eg, valid choice being great_sword but
2988  * we just get sword) - the space after the match should either be a
2989  * space or null, and space before match should also be a space
2990  * or the start of the string.
2991  */
2992  if ((cp[strlen(choiceval)] != ' ') && (cp[strlen(choiceval)] != 0) &&
2993  (cp != value) && (*(cp-1) != ' ')) {
2994 
2995  LOG(llevError, "Choice value matches substring but not entire word: %s substring %s\n",
2996  choiceval, value);
2997  continue;
2998  }
2999  arch = try_find_archetype(choiceval);
3000  if (!arch) {
3001  LOG(llevError, "Choice value can not find archetype %s\n", choiceval);
3002  continue;
3003  }
3004  op = arch_to_object(arch);
3005  op = object_insert_in_ob(op, pl->ob);
3007  ob_apply(op, pl->ob, 0);
3008  }
3009 
3010  LOG(llevInfo, "new character %s from %s\n", pl->ob->name, pl->ob->contr->socket->host);
3013  "%s has entered the game.", pl->ob->name);
3014 }
3015 
3026 void account_password(char *buf, int len, socket_struct *ns) {
3027  char old[MAX_BUF], change[MAX_BUF];
3028  int status;
3029  SockList sl;
3030 
3031  if (len <= 0 || !buf) {
3032  LOG(llevDebug, "IP '%s' sent bogus account_password_cmd information\n", ns->host);
3033  return;
3034  }
3035 
3036  SockList_Init(&sl);
3037 
3038  if (ns->account_name == NULL) {
3039  SockList_AddString(&sl, "failure accountpw Not logged in");
3040  Send_With_Handling(ns, &sl);
3041  SockList_Term(&sl);
3042  return;
3043  }
3044 
3045  status = decode_name_password(buf, &len, old, change);
3046  if (status == 1) {
3047  SockList_AddString(&sl, "failure accountpw Old password is too long");
3048  Send_With_Handling(ns, &sl);
3049  SockList_Term(&sl);
3050  return;
3051  }
3052  if (status == 2) {
3053  SockList_AddString(&sl, "failure accountpw New password is too long");
3054  Send_With_Handling(ns, &sl);
3055  SockList_Term(&sl);
3056  return;
3057  }
3058  /*The minimum length isn't exactly required, but in the current implementation,
3059  * client will send the same password for character for which there is a
3060  * 2 character minimum size. Thus an account with a one character password
3061  * won't be able to create a character. */
3062  if (strlen(change)<2) {
3063  SockList_AddString(&sl, "failure accountpw New password is too short");
3064  Send_With_Handling(ns, &sl);
3065  SockList_Term(&sl);
3066  return;
3067  }
3068 
3069  status = account_check_string(change);
3070  if (status == 1) {
3071  SockList_AddString(&sl,
3072  "failure accountpw Choose a different password. " VALIDCHAR_MSG);
3073  Send_With_Handling(ns, &sl);
3074  SockList_Term(&sl);
3075  return;
3076  }
3077 
3078  if (status == 2) {
3079  SockList_AddString(&sl,
3080  "failure accountpw That password is too long");
3081  Send_With_Handling(ns, &sl);
3082  SockList_Term(&sl);
3083  return;
3084  }
3085 
3086  status = account_change_password(ns->account_name, old, change);
3087  if (status != 0) {
3088  const char *error;
3089 
3090  if (status == 1) {
3091  error = "failure accountpw Illegal characters present";
3092  } else if (status == 2) {
3093  error = "failure accountpw Invalid account";
3094  } else {
3095  error = "failure accountpw Incorrect current password";
3096  }
3097 
3098  SockList_AddString(&sl, error);
3099  Send_With_Handling(ns, &sl);
3100  SockList_Term(&sl);
3101  return;
3102  }
3103 
3104  /* If we got here, we passed all checks, and password was changed */
3106 }
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Definition: shstr.cpp:124
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Definition: newclient.h:188
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Definition: newserver.h:126
CS_STAT_AC
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Definition: request.cpp:1363
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Definition: newclient.h:131
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Definition: object.h:348
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CS_STAT_WEAP_SP
#define CS_STAT_WEAP_SP
Definition: newclient.h:94
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uint32_t monitor_spells
Definition: newserver.h:110
FLAG_PARALYZED
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Definition: define.h:371
CS_STAT_APPLIED_CON
#define CS_STAT_APPLIED_CON
Definition: newclient.h:124
MAP_LAYER_LIVING1
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Definition: map.h:46
navar-midane_time.data
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Definition: navar-midane_time.py:11
esrv_update_spells
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Definition: request.cpp:1720
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const char * skill_names[MAX_SKILLS]
Definition: skill_util.cpp:59
map_cell_struct::faces
uint16_t faces[MAP_LAYERS]
Definition: newserver.h:32
socket_struct::faceset
uint8_t faceset
Definition: newserver.h:117
CS_STAT_RES_GHOSTHIT
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struct linked_char * next
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CS_STAT_SKILLINFO
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Definition: newclient.h:161
FOR_INV_FINISH
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Definition: define.h:677
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Definition: account.cpp:400
ST_CHANGE_PASSWORD_NEW
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Definition: define.h:551
CS_STAT_RES_BLIND
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Definition: newclient.h:154
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Definition: define.h:272
CF_DISEASED
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Definition: newclient.h:191
MAP2_TYPE_DARKNESS
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MAP2_COORD_ENCODE
static uint16_t MAP2_COORD_ENCODE(int x, int y, int flags)
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Definition: skills.h:70
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animate.anim
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SP_level_spellpoint_cost
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MAP_TYPE_CHOICE
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SockList_Init
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Definition: lowlevel.cpp:52
nlohmann::detail::void
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Definition: living.h:35
guild_entry.text
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Definition: guild_entry.py:44
P_OUT_OF_MAP
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Definition: map.h:248
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Ns_Add
@ Ns_Add
Definition: newserver.h:66
CS_STAT_ITEM_POWER
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CS_STAT_RES_POISON
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CS_STAT_WC
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ADD_PLAYER_NEW
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object_present_in_ob
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get_weight_limit
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Definition: lowlevel.cpp:62
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probe
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Definition: spell_effect.cpp:699
FLAG_CLIENT_SENT
#define FLAG_CLIENT_SENT
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CS_STAT_MAXGRACE
#define CS_STAT_MAXGRACE
Definition: newclient.h:99
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FLAG_CLIENT_ANIM_SYNC
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Definition: newclient.h:114
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llevInfo
@ llevInfo
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get_client_spell_state
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SP_level_dam_adjust
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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)
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account_block_create
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@ DISEASE
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P_NEED_UPDATE
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BEAT_INTERVAL
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enum Sock_Status status
Definition: newserver.h:90
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MAP_CLIENT_Y_MINIMUM
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autojail.value
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FLAG_AUTO_APPLY
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object::skill
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mapstruct::in_memory
uint32_t in_memory
Definition: map.h:335
add_me_cmd
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esrv_draw_look
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Definition: diamondslots.py:16
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struct map_cell_struct cells[MAX_CLIENT_X][MAX_CLIENT_Y]
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CF_CONFUSED
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ob_apply
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NUM_ANIMATIONS
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castle_read.key
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make_face_from_files.int
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ACL_LEVEL
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MAP_LAYER_FLY2
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CS_STAT_TITLE
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MAP_TYPE_DEFAULT
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ST_GET_PARTY_PASSWORD
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Definition: newclient.h:100