/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero 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 Affero GNU General Public License * and 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 //+GPL #include #include "compiler.h" /* 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 client 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 /* 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 /* 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_LEVEL 0x04 // was UPD_SP_DAMAGE in <= server 2.93, client 2.10 #define SOUND_NORMAL 0 #define SOUND_SPELL 1 //-GPL 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 (shstr_tmp sh) : len (sh.length ()), ptr ((void *)&sh) { } data (dynbuf &buf) : len (buf.size ()), ptr (buf.linearise ()) { } }; 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 (shstr_tmp sh) : len (sh.length ()), ptr ((void *)&sh) { } data8 (dynbuf &buf) : len (buf.size ()), ptr (buf.linearise ()) { } }; 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 (shstr_tmp sh) : len (sh.length ()), ptr ((void *)&sh) { } data16 (dynbuf &buf) : len (buf.size ()), ptr (buf.linearise ()) { } }; 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 <<(shstr_tmp sh) { return *this << data (sh); } 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, ...) attribute ((format (printf, 2, 3))) { 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