/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* This file defines various flags that both the new client and
* newserver uses. These should never be changed, only expanded.
* Changing them will likely cause all old clients to not work properly.
* While called newclient, it is really used by both the client and
* server to keep some values the same.
*
* Name format is CS_(command)_(flag)
* CS = Client/Server.
* (command) is protocol command, ie ITEM
* (flag) is the flag name
*/
/* It is trivial to keep a link of copy of this file in the client
* or server area. But keeping one common file should make things
* more reliable, as both the client and server will definately be
* talking about the same values.
*/
#ifndef NETWORK_H
#define NETWORK_H
#include
/* Maximum size of any packet we expect.
*
* The size must be the same in the server and the client (stupid).
* TODO: make the actual network configurable per clietn and use 2**16.
*/
#define MAXSOCKBUF 10239
#define CS_QUERY_YESNO 0x1 /* Yes/no question */
#define CS_QUERY_SINGLECHAR 0x2 /* Single character response expected */
#define CS_QUERY_HIDEINPUT 0x4 /* Hide input being entered */
/* These are multiplication values that should be used when changing
* floats to ints, and vice version. MULTI is integer representatin
* (float to int), MULTF is float, for going from int to float.
*/
#define FLOAT_MULTI 100000
#define FLOAT_MULTF 100000.0
/* ID's for the various stats that get sent across. */
#define CS_STAT_HP 1
#define CS_STAT_MAXHP 2
#define CS_STAT_SP 3
#define CS_STAT_MAXSP 4
#define CS_STAT_STR 5
#define CS_STAT_INT 6
#define CS_STAT_WIS 7
#define CS_STAT_DEX 8
#define CS_STAT_CON 9
#define CS_STAT_CHA 10
#define CS_STAT_EXP 11
#define CS_STAT_LEVEL 12
#define CS_STAT_WC 13
#define CS_STAT_AC 14
#define CS_STAT_DAM 15
#define CS_STAT_ARMOUR 16
#define CS_STAT_SPEED 17
#define CS_STAT_FOOD 18
#define CS_STAT_WEAP_SP 19
#define CS_STAT_RANGE 20
#define CS_STAT_TITLE 21
#define CS_STAT_POW 22
#define CS_STAT_GRACE 23
#define CS_STAT_MAXGRACE 24
#define CS_STAT_FLAGS 25
#define CS_STAT_WEIGHT_LIM 26
#define CS_STAT_EXP64 28
#define CS_STAT_SPELL_ATTUNE 29
#define CS_STAT_SPELL_REPEL 30
#define CS_STAT_SPELL_DENY 31
/* Start & end of resistances, inclusive. */
#define CS_STAT_RESIST_START 100
#define CS_STAT_RESIST_END 117
#define CS_STAT_RES_PHYS 100
#define CS_STAT_RES_MAG 101
#define CS_STAT_RES_FIRE 102
#define CS_STAT_RES_ELEC 103
#define CS_STAT_RES_COLD 104
#define CS_STAT_RES_CONF 105
#define CS_STAT_RES_ACID 106
#define CS_STAT_RES_DRAIN 107
#define CS_STAT_RES_GHOSTHIT 108
#define CS_STAT_RES_POISON 109
#define CS_STAT_RES_SLOW 110
#define CS_STAT_RES_PARA 111
#define CS_STAT_TURN_UNDEAD 112
#define CS_STAT_RES_FEAR 113
#define CS_STAT_RES_DEPLETE 114
#define CS_STAT_RES_DEATH 115
#define CS_STAT_RES_HOLYWORD 116
#define CS_STAT_RES_BLIND 117
/* Start & end of skill experience + skill level, inclusive. */
#define CS_STAT_SKILLEXP_START 118
#define CS_STAT_SKILLEXP_END 129
#define CS_STAT_SKILLEXP_AGILITY 118
#define CS_STAT_SKILLEXP_AGLEVEL 119
#define CS_STAT_SKILLEXP_PERSONAL 120
#define CS_STAT_SKILLEXP_PELEVEL 121
#define CS_STAT_SKILLEXP_MENTAL 122
#define CS_STAT_SKILLEXP_MELEVEL 123
#define CS_STAT_SKILLEXP_PHYSIQUE 124
#define CS_STAT_SKILLEXP_PHLEVEL 125
#define CS_STAT_SKILLEXP_MAGIC 126
#define CS_STAT_SKILLEXP_MALEVEL 127
#define CS_STAT_SKILLEXP_WISDOM 128
#define CS_STAT_SKILLEXP_WILEVEL 129
/* CS_STAT_SKILLINFO is used as the starting index point. Skill number->name
* map is generated dynamically for the client, so a bunch of entries will
* be used here. CS_NUM_SKILLS does not match how many skills there really
* are - instead, it is used as a range of values so that the client
* can have some idea how many skill categories there may be.
*/
#define CS_STAT_SKILLINFO 140
#define CS_NUM_SKILLS 50
/* These are used with CS_STAT_FLAGS above to communicate S->C what the
* server thinks the fireon & runon states are.
*/
#define SF_FIREON 0x01
#define SF_RUNON 0x02
/* The following are the color flags passed to new_draw_info.
*
* We also set up some control flags
*
* NDI = New Draw Info
*/
/* Color specifications - note these match the order in xutil.c */
/* Note 2: Black, the default color, is 0. Thus, it does not need to
* be implicitly specified.
*/
#define NDI_BLACK 0
#define NDI_WHITE 1
#define NDI_NAVY 2
#define NDI_RED 3
#define NDI_ORANGE 4
#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
#define NDI_DK_ORANGE 6 /* DarkOrange2 */
#define NDI_GREEN 7 /* SeaGreen */
#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
/* Than seagreen - also background color */
#define NDI_GREY 9
#define NDI_BROWN 10 /* Sienna */
#define NDI_GOLD 11
#define NDI_TAN 12 /* Khaki */
#define NDI_MAX_COLOR 12 /* Last value in */
#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
/* using an int anyways, so we have the space */
/* to still do all the flags */
#define NDI_REPLY 0x20 // is a direct reply to a user command
#define NDI_NOCREATE 0x40 // do not create a tba if one doesn't exist
#define NDI_CLIENT_MASK 0x7f // what the client is allowed to see
#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
#define NDI_ALL 0x2000 /* Inform all players of this message */
#define NDI_DEF 0x4000 // ignore colour for channel protocol
/* Flags for the item command */
enum {a_none, a_readied, a_wielded, a_worn, a_active, a_applied};
#define F_APPLIED 0x000F
#define F_LOCATION 0x00F0
#define F_UNPAID 0x0200
#define F_MAGIC 0x0400
#define F_CURSED 0x0800
#define F_DAMNED 0x1000
#define F_OPEN 0x2000
#define F_NOPICK 0x4000
#define F_LOCKED 0x8000
#define CF_FACE_NONE 0
#define CF_FACE_BITMAP 1
#define CF_FACE_XPM 2
#define CF_FACE_PNG 3
#define CF_FACE_CACHE 0x10
/* Used in the new_face structure on the magicmap field. Low bits
* are color informatin. For now, only high bit information we need
* is floor information.
*/
#define FACE_FLOOR 0x80
#define FACE_WALL 0x40 /* Or'd into the color value by the server
* right before sending.
*/
#define FACE_COLOR_MASK 0xf
#define UPD_LOCATION 0x01
#define UPD_FLAGS 0x02
#define UPD_WEIGHT 0x04
#define UPD_FACE 0x08
#define UPD_NAME 0x10
#define UPD_ANIM 0x20
#define UPD_ANIMSPEED 0x40
#define UPD_NROF 0x80
/* The flag values sent by the updspell command */
#define UPD_SP_MANA 0x01
#define UPD_SP_GRACE 0x02
#define UPD_SP_DAMAGE 0x04
#define SOUND_NORMAL 0
#define SOUND_SPELL 1
struct data
{
unsigned int len;
const void *ptr;
data (const void *ptr, int len) : len (len), ptr (ptr) { }
data (const char *str) : len (strlen (str ? str : 0)), ptr ((void *)str) { }
data (const shstr &sh) : len (sh.length ()), ptr ((void *)&sh) { }
};
struct data8
{
unsigned int len;
const void *ptr;
data8 (const void *ptr, int len) : len (len), ptr (ptr) { }
data8 (const char *str) : len (strlen (str ? str : 0)), ptr ((void *)str) { }
data8 (const shstr &sh) : len (sh.length ()), ptr ((void *)&sh) { }
};
struct data16
{
unsigned int len;
const void *ptr;
data16 (const void *ptr, int len) : len (len), ptr (ptr) { }
data16 (const char *str) : len (strlen (str ? str : 0)), ptr ((void *)str) { }
data16 (const shstr &sh) : len (sh.length ()), ptr ((void *)&sh) { }
};
struct ber32
{
enum { size = 5 }; // maximum length of an encoded ber32
uint32 val;
ber32 (uint32 val) : val (val) { }
static int encoded_size (uint32 val)
{
if (val >= (1 << 7*4)) return 5;
if (val >= (1 << 7*3)) return 4;
if (val >= (1 << 7*2)) return 3;
if (val >= (1 << 7*1)) return 2;
return 1;
}
};
/* Contains the base information we use to make up a packet we want to send. */
struct packet
{
enum { bufsize = MAXSOCKBUF };
enum { hdrlen = 2 }; // keep this many bytes free at the front
// strategy: only check on variable-length adds
// and allow 256 bytes for any headers.
uint8 *cur;
uint8 buf_ [hdrlen + bufsize + 256];
packet ()
{
reset ();
}
packet (const char *name);
uint8 operator [](unsigned int i) const { return buf_ [i + hdrlen]; }
uint8 &operator [](unsigned int i) { return buf_ [i + hdrlen]; }
uint8 *buf () { return buf_ + hdrlen; }
const uint8 *buf () const { return buf_ + hdrlen; }
void reset (int offset = 0) { cur = buf () + offset; }
int length () const { return cur - buf (); }
int room () { return bufsize - (cur - buf ()); }
// unchecked
packet &operator <<(uint8 v) { *cur++ = v; return *this; }
packet &operator <<(uint16 v) { return *this << uint8 (v >> 8) << uint8 (v); }
packet &operator <<(uint32 v) { return *this << uint16 (v >> 16) << uint16 (v); }
packet &operator <<(uint64 v) { return *this << uint32 (v >> 32) << uint32 (v); }
packet &operator <<(sint8 v) { return *this << (uint8 )v; }
packet &operator <<(sint16 v) { return *this << (uint16)v; }
packet &operator <<(sint32 v) { return *this << (uint32)v; }
packet &operator <<(sint64 v) { return *this << (uint64)v; }
// checked
packet &operator <<(const ber32 v);
packet &operator <<(const data &v);
packet &operator <<(const data8 &v);
packet &operator <<(const data16 &v);
packet &operator <<(const char *v);
packet &operator <<(const shstr &sh) { return *this << data (&sh, sh.length ()); }
packet &operator <<(const std::string &s) { return *this << data (s.data (), s.size ()); }
void vprintf (const char *format, va_list ap);
void printf (const char *format, ...)
{
va_list ap;
va_start (ap, format);
vprintf (format, ap);
va_end (ap);
}
};
inline uint16 net_uint16 (uint8 *data) { return (data [0] << 8) | data [1]; }
inline uint32 net_uint32 (uint8 *data) { return (net_uint16 (data) << 16) | net_uint16 (data + 2); }
inline sint16 net_sint16 (uint8 *data) { return sint16 (net_uint16 (data)); }
inline sint16 net_sint32 (uint8 *data) { return sint32 (net_uint32 (data)); }
#endif