%% @author Loïc Hoguin %% @copyright 2010 Loïc Hoguin. %% @doc Independent implementation of the PSU protocol. %% %% This file is part of EGS. %% %% EGS is free software: you can redistribute it and/or modify %% it under the terms of the GNU Affero General Public License as %% published by the Free Software Foundation, either version 3 of the %% License, or (at your option) any later version. %% %% EGS 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 Affero General Public License for more details. %% %% You should have received a copy of the GNU Affero General Public License %% along with EGS. If not, see . -module(psu_proto). -compile(export_all). -include("include/records.hrl"). %% @doc Log the message. log(Msg) -> io:format("~p ~s~n", [get(gid), Msg]). %% @spec log(Msg, FmtVars) -> ok %% @doc Format and log the message. log(Msg, FmtVars) -> FmtMsg = io_lib:format(Msg, FmtVars), log(FmtMsg). %% @spec assert() -> ok %% @doc Log a detailed message when the function is called. -define(ASSERT(), log("assert error in module ~p on line ~p", [?MODULE, ?LINE])). %% @spec assert(A, B) -> ok %% @doc Log a detailed message when the assertion A =:= B fails. -define(ASSERT_EQ(A, B), if A =:= B -> ok; true -> log("assert error in module ~p on line ~p", [?MODULE, ?LINE]) end). %% @spec parse(Packet) -> Result %% @doc Parse the packet and return a result accordingly. parse(<< Size:32/little, Command:16, Channel:8, _Unknown:8, Data/bits >>) -> parse(Size, Command, Channel, Data). %% @todo Maybe we shouldn't ignore it? %% @todo VarI is probably animation state related and defines what the player is doing. parse(Size, 16#0102, 2, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, _FromGID:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, _TargetGID:32/little, _TargetLID:32/little, _VarI:8, _IntDir:24/little, VarJ:32/little, _X:32/little-float, _Y:32/little-float, _Z:32/little-float, _QuestID:32/little, _ZoneID:32/little, _MapID:32/little, _EntryID:32/little, VarK:32/little >> = Data, ?ASSERT_EQ(Size, 92), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 0), ignore; %% @todo One of the missing events is probably learning a new PA. parse(Size, 16#0105, Channel, Data) -> << _LID:16/little, _VarB:16/little, VarC:32/little, _FromGID:32/little, VarD:32/little, VarE:32/little, TypeID:32/little, GID:32/little, VarF:32/little, VarG:32/little, TargetGID:32/little, TargetLID:32/little, ItemIndex:8, EventID:8, _PAIndex:8, VarH:8, VarI:32/little, Rest/bits >> = Data, ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(TypeID, 0), ?ASSERT_EQ(GID, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), Event = case EventID of 1 -> item_equip; 2 -> item_unequip; 3 -> ignore; %% @todo item_link_pa; 4 -> ignore; %% @todo item_unlink_pa; 5 -> item_drop; 7 -> ignore; %% @todo item_learn_pa; 8 -> ignore; %% @todo item_use; 9 -> item_set_trap; 18 -> ignore; %% @todo item_unlearn_pa; _ -> log("unknown 0105 EventID ~p", [EventID]) end, case Event of item_drop -> ?ASSERT_EQ(Size, 76), << _Quantity:32/little, _PosX:32/little-float, _PosY:32/little-float, _PosZ:32/little-float >> = Rest, %~ {Event, ItemIndex, Quantity, ...}; ignore; ignore -> ?ASSERT_EQ(Size, 60), ignore; _ -> ?ASSERT_EQ(Size, 60), {Event, ItemIndex, TargetGID, TargetLID, VarH, VarI} end; parse(Size, 16#010a, Channel, Data) -> << HeaderLID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _GID:32/little, BodyLID:32/little, EventID:16/little, QuantityOrColor:8, VarK:8, Param:16/bits, VarL:16 >> = Data, ?ASSERT_EQ(Size, 60), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(HeaderLID, BodyLID), case EventID of 1 -> << ShopID:16/little >> = Param, ?ASSERT_EQ(QuantityOrColor, 0), ?ASSERT_EQ(VarK, 0), ?ASSERT_EQ(VarL, 0), {npc_shop_enter, ShopID}; 2 -> << ShopItemIndex:16/little >> = Param, ?ASSERT_EQ(QuantityOrColor, VarK), ?ASSERT_EQ(VarL, 0), {npc_shop_buy, ShopItemIndex, QuantityOrColor}; 3 -> << InventoryItemIndex:8, _Unknown:8 >> = Param, ?ASSERT_EQ(VarK, 0), ?ASSERT_EQ(VarL, 0), {npc_shop_sell, InventoryItemIndex, QuantityOrColor}; 4 -> ignore; %% @todo npc_shop_gift_wrap 5 -> << ShopID:16/little >> = Param, ?ASSERT_EQ(QuantityOrColor, 0), ?ASSERT_EQ(VarK, 0), ?ASSERT_EQ(VarL, 0), {npc_shop_leave, ShopID}; 6 -> ?ASSERT(), ignore end; %% @todo We probably want to check some of those values and save the others. It's mostly harmless though, ignore for now. %% @todo We also probably should send the spawn to everyone in response to this command rather than on area_change. parse(Size, 16#010b, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, HeaderGID:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, BodyGID:32/little, _PartyPosOrLID:32/little, VarJ:16/little, _IntDir:16/little, _X:32/little-float, _Y:32/little-float, _Z:32/little-float, VarK:32/little, VarL:32/little, _QuestID:32/little, _ZoneID:32/little, _MapID:32/little, _EntryID:32/little >> = Data, ?ASSERT_EQ(Size, 92), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 0), ?ASSERT_EQ(VarL, 0), ?ASSERT_EQ(HeaderGID, BodyGID), ignore; %% @todo player_enter_area parse(Size, 16#0110, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, HeaderGID:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, BodyGID:32/little, _PartyPosOrLID:32/little, EventID:32/little, Param:32/little >> = Data, ?ASSERT_EQ(Size, 60), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(HeaderGID, BodyGID), case EventID of 1 -> ?ASSERT_EQ(Param, 0), ?ASSERT(), ignore; 2 -> ?ASSERT_EQ(Param, 0), player_type_capabilities_request; 3 -> ignore; %% @todo {player_type_change, Param}; 4 -> ?ASSERT_EQ(Param, 0), ignore; %% @todo (related to npc death) 6 -> ?ASSERT_EQ(Param, 0), ignore; %% @todo 7 -> ?ASSERT_EQ(Param, 0), player_death; 8 -> ?ASSERT_EQ(Param, 0), player_death_return_to_lobby; 9 -> ?ASSERT_EQ(Param, 10), ignore; %% @todo 10 -> ignore; %% @todo {player_online_status_change, Param}; _ -> log("unknown 0110 EventID ~p", [EventID]) end; parse(Size, 16#020b, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, Slot:32/little, VarJ:8, BackToPreviousField:8, VarK:16/little >> = Data, ?ASSERT_EQ(Size, 52), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 0), AtomBackToPreviousField = if BackToPreviousField =:= 0 -> false; true -> true end, {char_select_enter, Slot, AtomBackToPreviousField}; parse(Size, 16#020d, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, AuthGID:32/little, AuthKey:32/bits, VarJ:32/little, VarK:32/little >> = Data, ?ASSERT_EQ(Size, 60), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 0), {system_key_auth_request, AuthGID, AuthKey}; parse(Size, 16#0217, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), system_game_server_request; parse(Size, 16#0219, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, UsernameBlob:192/bits, PasswordBlob:192/bits, _VarJ:32/little, _VarK:32/little >> = Data, ?ASSERT_EQ(Size, 100), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), [Username|_] = re:split(UsernameBlob, "\\0"), [Password|_] = re:split(PasswordBlob, "\\0"), {system_login_auth_request, Username, Password}; parse(Size, 16#021c, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), char_load_complete; parse(Size, 16#021d, Channel, Data) -> << _LID:16/little, VarB:16/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:32/little, _EntryID:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), unicube_request; parse(Size, 16#021f, Channel, Data) -> << _LID:16/little, VarB:16/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:32/little, UniID:32/little, EntryID:32/little >> = Data, ?ASSERT_EQ(Size, 52), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), Selection = case UniID of 0 -> cancel; _ -> UniID end, {unicube_select, Selection, EntryID}; %% @doc Seems to be exactly the same as 023f, except Channel, and that it's used for JP clients. parse(Size, 16#0226, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, Page:8, Language:8, VarJ:16/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 3), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), {system_motd_request, Page, language_integer_to_atom(Language)}; %% @doc Whether the MOTD was accepted. Safely ignored. parse(Size, 16#0227, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _AcceptMOTD:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; %% {system_motd_accept, true|false (AcceptMOTD)}; %% @doc Seems to be exactly the same as 0226, except Channel, and that it's used for US clients. parse(Size, 16#023f, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, Page:8, Language:8, VarJ:16/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), {system_motd_request, Page, language_integer_to_atom(Language)}; parse(_Size, 16#0304, Channel, Data) -> << _LID:16/little, VarB:16/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:32/little, FromTypeID:32, FromGID:32/little, VarK:32/little, VarL:32/little, ChatType:8, ChatCutIn:8, ChatCutInAngle:8, ChatMsgLength:8, ChatChannel:8, ChatCharacterType:8, VarN:8, _VarO:8, FromName:512/bits, ChatMsg/bits >> = Data, ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 0), ?ASSERT_EQ(VarL, 0), ?ASSERT_EQ(VarN, 0), Modifiers = {chat_modifiers, ChatType, ChatCutIn, ChatCutInAngle, ChatMsgLength, ChatChannel, ChatCharacterType}, {chat, FromTypeID, FromGID, FromName, Modifiers, ChatMsg}; %% @doc Probably safely ignored. _AreaNb is apparently replied with the same value sent by 0205, the one after EntryID. parse(Size, 16#0806, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _AreaNb:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; parse(Size, 16#0807, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, QuestID:32/little, ZoneID:16/little, MapID:16/little, EntryID:16/little, _AreaChangeNb:16/little, PartyPos:32/little >> = Data, ?ASSERT_EQ(Size, 60), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {area_change, QuestID, ZoneID, MapID, EntryID, PartyPos}; %% @doc Probably safely ignored. _AreaNb is apparently replied with the same value sent by 0208. parse(Size, 16#0808, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _AreaNb:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; %% @todo Check that _Rest is full of 0s. parse(Size, 16#080c, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:32/little, NPCid:16/little, _VarK:16/little, VarL:32/little, VarM:32/little, VarN:16/little, _Var0:16/little, _Rest/bits >> = Data, ?ASSERT_EQ(Size, 648), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 16#ffffffff), ?ASSERT_EQ(VarL, 16#ffffffff), ?ASSERT_EQ(VarM, 16#ffffffff), ?ASSERT_EQ(VarN, 0), {npc_force_invite, NPCid}; %% @doc This command should be safely ignored. Probably indicates that a non-mission area change was successful. parse(Size, 16#080d, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; %% @todo Make sure the Language field is the right one. parse(Size, 16#080e, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:8, Language:8, VarK:8, Entrance:8, Platform:8, VarM:24/little, Revision:8, Minor:4, _VarN:12, Major:4, _VarO:4, VarP:32/little, VarQ:32/little, VarR:32/little >> = Data, ?ASSERT_EQ(Size, 68), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 1), ?ASSERT_EQ(VarM, 0), ?ASSERT_EQ(VarP, 0), ?ASSERT_EQ(VarQ, 0), ?ASSERT_EQ(VarR, 0), AtomPlatform = case Platform of 0 -> ps2; 1 -> pc; _ -> log("unknown 080e Platform ~p", [Platform]), unknown end, Version = Major * 1000000 + Minor * 1000 + Revision, {system_client_version_info, Entrance, language_integer_to_atom(Language), AtomPlatform, Version}; %% @todo Find out what it's really doing! parse(Size, 16#080f, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _PartyPos:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; parse(Size, 16#0811, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _CounterType:8, VarJ:8, FromZoneID:16/little, FromMapID:16/little, FromEntryID:16/little, CounterID:32/little, VarK:32/little >> = Data, ?ASSERT_EQ(Size, 60), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 41), ?ASSERT_EQ(VarK, 16#ffffffff), {counter_enter, CounterID, FromZoneID, FromMapID, FromEntryID}; parse(Size, 16#0812, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), counter_leave; parse(Size, 16#0813, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:32/little, NPCid:32/little >> = Data, ?ASSERT_EQ(Size, 52), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 16#ffffffff), {npc_invite, NPCid}; %% @doc This command should be safely ignored. Probably indicates that a mission area change was successful. parse(Size, 16#0814, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; %% @doc This command should be safely ignored. Probably indicates that a non-mission area change was successful. parse(Size, 16#0815, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; parse(Size, 16#0818, Channel, Data) -> << LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, BinGPU:512/bits, BinCPU:384/bits, _VarJ:32/little >> = Data, ?ASSERT_EQ(Size, 160), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(LID, 16#ffff), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), [_StringCPU|_] = re:split(BinCPU, "\\0", [{return, binary}]), [_StringGPU|_] = re:split(BinGPU, "\\0", [{return, binary}]), ignore; %% @todo {system_client_hardware_info, StringGPU, StringCPU}; worth logging? parse(Size, 16#0a10, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, ItemID:32 >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {item_description_request, ItemID}; parse(Size, 16#0b05, _Channel, _Data) -> ?ASSERT_EQ(Size, 8), ignore; parse(Size, 16#0c01, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, QuestID:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {mission_start, QuestID}; parse(Size, 16#0c05, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, CounterID:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {counter_quest_files_request, CounterID}; %% @doc On official, Price = Rate x 200. parse(Size, 16#0c07, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _QuestID:32/little, _Rate:32/little >> = Data, ?ASSERT_EQ(Size, 52), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), lobby_transport_request; %% @doc This command should be safely ignored. Probably indicates that a mission area change was successful. parse(Size, 16#0c0d, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; parse(Size, 16#0c0e, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), mission_abort; parse(Size, 16#0c0f, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, CounterID:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {counter_quest_options_request, CounterID}; %% @todo Return a tuple rather than a binary! %% @todo Parse and validate the data here rather than in psu_game. parse(Size, 16#0d02, Channel, Data) -> << VarA:32/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, Slot:32/little, CharBin/bits >> = Data, ?ASSERT_EQ(Size, 324), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {char_select_create, Slot, CharBin}; parse(Size, 16#0d06, Channel, Data) -> << VarA:32/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), char_select_request; %% @todo Return a tuple rather than a binary! parse(Size, 16#0d07, Channel, Data) -> << VarA:32/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, TextDisplaySpeed:8, Sound:8, MusicVolume:8, SoundEffectVolume:8, Vibration:8, RadarMapDisplay:8, CutInDisplay:8, MainMenuCursorPosition:8, VarJ:8, Camera3rdY:8, Camera3rdX:8, Camera1stY:8, Camera1stX:8, Controller:8, WeaponSwap:8, LockOn:8, Brightness:8, FunctionKeySetting:8, _VarK:8, ButtonDetailDisplay:8, VarL:32/little >> = Data, ?ASSERT_EQ(Size, 68), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarL, 0), %% Make sure the options are valid. true = TextDisplaySpeed =< 1, true = Sound =< 1, true = MusicVolume =< 9, true = SoundEffectVolume =< 9, true = Vibration =< 1, true = RadarMapDisplay =< 1, true = CutInDisplay =< 1, true = MainMenuCursorPosition =< 1, true = Camera3rdY =< 1, true = Camera3rdX =< 1, true = Camera1stY =< 1, true = Camera1stX =< 1, true = Controller =< 1, true = WeaponSwap =< 1, true = LockOn =< 1, true = Brightness =< 4, true = FunctionKeySetting =< 1, true = ButtonDetailDisplay =< 2, %% Options are considered safe past this point. Options = {options, TextDisplaySpeed, Sound, MusicVolume, SoundEffectVolume, Vibration, RadarMapDisplay, CutInDisplay, MainMenuCursorPosition, Camera3rdY, Camera3rdX, Camera1stY, Camera1stX, Controller, WeaponSwap, LockOn, Brightness, FunctionKeySetting, ButtonDetailDisplay}, {player_options_change, psu_characters:options_tuple_to_binary(Options)}; %% @todo {player_options_change, Options}; %% @todo Many unknown vars in the command header. parse(Size, 16#0e00, Channel, Data) -> << _UnknownVars:288/bits, NbHits:32/little, _PartyPosOrLID:32/little, _HitCommandNb:32/little, Hits/bits >> = Data, ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(Size, 56 + NbHits * 80), {hits, parse_hits(Hits, [])}; parse(Size, 16#0f0a, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, BlockID:16/little, ListNb:16/little, ObjectNb:16/little, _MapID:16/little, ObjectID:16/little, VarJ:16/little, ObjectTargetID:32/little, ObjectType:16/little, VarK:16/little, ObjectBaseTargetID:16/little, VarL:16/little, PartyPosOrLID:32/little, VarN:32/little, VarO:32/little, VarP:32/little, VarQ:32/little, VarR:32/little, VarS:32/little, VarT:32/little, VarU:32/little, ObjectType2:16/little, EventID:8, VarV:8, VarW:32/little >> = Data, ?ASSERT_EQ(Size, 112), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarK, 0), ?ASSERT_EQ(VarP, 16#ffffffff), ?ASSERT_EQ(VarQ, 16#ffffffff), ?ASSERT_EQ(VarR, 16#ffffffff), ?ASSERT_EQ(VarS, 0), ?ASSERT_EQ(VarT, 0), ?ASSERT_EQ(VarU, 0), ?ASSERT_EQ(ObjectType, ObjectType2), case [ObjectType, EventID] of [ 5, 13] -> ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_switch_on, ObjectID}; [ 5, 14] -> ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_switch_off, ObjectID}; [ 9, 20] -> %% @todo We probably need to handle it for Airboard Rally. ignore; %% object_sensor_trigger [14, 0] -> ?ASSERT_EQ(ObjectID, 16#ffff), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), {object_warp_take, BlockID, ListNb, ObjectNb}; [22, 12] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_key_console_enable, ObjectID}; [22, 23] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_key_console_init, ObjectID}; [22, 24] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_key_console_open_gate, ObjectID}; [31, 12] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_key_enable, ObjectID}; [48, 4] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_boss_gate_enter, ObjectID}; [48, 5] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_boss_gate_leave, ObjectID}; [48, 6] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_boss_gate_activate, ObjectID}; [48, 7] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), ?ASSERT(), ignore; %% @todo object_boss_gate_??? [49, 3] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_crystal_activate, ObjectID}; [50, 9] -> %% @todo Make NPC characters be healed too. This would use VarN and VarO as PartyPosOrLID, and VarV would be > 1. ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_healing_pad_tick, [PartyPosOrLID]}; [51, 1] -> ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(ObjectTargetID, VarN), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_goggle_target_activate, ObjectID}; [56, 25] -> ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_chair_sit, ObjectTargetID}; [56, 26] -> ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_chair_stand, ObjectTargetID}; [57, 12] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), {object_vehicle_boost_enable, ObjectID}; [57, 28] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, 16#ffffffff), ?ASSERT_EQ(ObjectBaseTargetID, 16#ffff), ?ASSERT_EQ(VarL, 116), ?ASSERT_EQ(VarN, 16#ffffffff), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), {object_vehicle_boost_respawn, ObjectID}; [71, 27] -> ?ASSERT_EQ(VarJ, 134), ?ASSERT_EQ(ObjectTargetID, VarN), ?ASSERT_EQ(VarO, 16#ffffffff), ?ASSERT_EQ(VarV, 1), ?ASSERT_EQ(VarW, 0), ?ASSERT(), ignore; %% @todo object_trap(3rd)_??? _ -> %% Unhandled actions. log("unknown 0f0a ObjectType ~p EventID ~p", [ObjectType, EventID]), ignore end; parse(Size, 16#1007, Channel, Data) -> << VarA:32/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, PartyPos:32/little, _Name:512/bits >> = Data, ?ASSERT_EQ(Size, 112), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {party_remove_member, PartyPos}; parse(Size, 16#1701, Channel, Data) -> << VarA:32/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, VarJ:32/little, VarK:32/little >> = Data, ?ASSERT_EQ(Size, 52), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 16#ffffffff), counter_join_party_request; parse(Size, 16#1705, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), counter_party_info_request; %% @todo Currently selected quest. Probably need to broadcast it to other players in the party. parse(Size, 16#1707, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, _QuestID:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ignore; %% @todo {counter_quest_selection, QuestID} parse(Size, 16#1709, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), counter_party_options_request; parse(Size, 16#170b, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little >> = Data, ?ASSERT_EQ(Size, 44), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), counter_background_locations_request; parse(Size, 16#1710, Channel, Data) -> << _LID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, CounterID:32/little >> = Data, ?ASSERT_EQ(Size, 48), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), {counter_options_request, CounterID}; parse(Size, 16#1a01, Channel, Data) -> << HeaderLID:16/little, VarA:16/little, VarB:32/little, VarC:32/little, VarD:32/little, VarE:32/little, VarF:32/little, VarG:32/little, VarH:32/little, VarI:32/little, BodyLID:32/little, ShopID:32/little, EventID:32/little, VarJ:32/little, VarK:32/little >> = Data, ?ASSERT_EQ(Size, 64), ?ASSERT_EQ(Channel, 2), ?ASSERT_EQ(VarA, 0), ?ASSERT_EQ(VarB, 0), ?ASSERT_EQ(VarC, 0), ?ASSERT_EQ(VarD, 0), ?ASSERT_EQ(VarE, 0), ?ASSERT_EQ(VarF, 0), ?ASSERT_EQ(VarG, 0), ?ASSERT_EQ(VarH, 0), ?ASSERT_EQ(VarI, 0), ?ASSERT_EQ(HeaderLID, BodyLID), case EventID of 0 -> ?ASSERT_EQ(VarJ, 0), {npc_shop_request, ShopID}; 2 -> ?ASSERT_EQ(ShopID, 0), ?ASSERT_EQ(VarJ, 0), lumilass_options_request; 3 -> ?ASSERT_EQ(ShopID, 0), ?ASSERT_EQ(VarJ, 0), ppcube_request; 4 -> ?ASSERT_EQ(ShopID, 0), ignore; %% @todo ppcube_recharge_all 5 -> ?ASSERT_EQ(ShopID, 0), ignore; %% @todo ppcube_recharge_one 6 -> ?ASSERT_EQ(ShopID, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT(), ignore; %% @todo put_on_outfit 7 -> ?ASSERT_EQ(ShopID, 0), ?ASSERT(), ignore; %% @todo remove_outfit 9 -> ?ASSERT_EQ(ShopID, 0), ?ASSERT_EQ(VarJ, 0), ?ASSERT_EQ(VarK, 0), player_type_availability_request; _ -> log("unknown 1a01 EventID ~p", [EventID]) end; %% @doc Unknown command, parse(_Size, Command, Channel, _Data) -> {command, Command, Channel}. %% @todo Many unknown vars in the hit values. parse_hits(<< >>, Acc) -> lists:reverse(Acc); parse_hits(Hits, Acc) -> << A:224/bits, B:128/bits, _C:128/bits, _D:160/bits, Rest/bits >> = Hits, << _PosX1:32/little-float, _PosY1:32/little-float, _PosZ1:32/little-float, FromTargetID:32/little, ToTargetID:32/little, _AEnd1:32, _AEnd2:32 >> = A, %~ << Stuff2:32, PosX2:32/little-float, PosY2:32/little-float, PosZ2:32/little-float >> = B, %% player %~ << Stuff3:32, PosX3:32/little-float, PosY3:32/little-float, PosZ3:32/little-float >> = C, %% target %~ << D1:32, D2:32, D3:32, D4:32, D5:32 >> = D, parse_hits(Rest, [{hit, FromTargetID, ToTargetID, A, B}|Acc]). %% @doc Send character appearance and other information. %% @todo Probably don't pattern match the data like this... %% @todo Handle the DestLID properly. send_010d(CharUser, #state{socket=Socket, gid=DestGID}) -> CharGID = CharUser#egs_user_model.id, CharLID = CharUser#egs_user_model.lid, << _:640, CharBin/bits >> = psu_characters:character_user_to_binary(CharUser), packet_send(Socket, << 16#010d0300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64, 1:32/little, 0:32, 16#00000300:32, 16#ffff0000:32, 0:32, CharGID:32/little, 0:192, CharGID:32/little, CharLID:32/little, 16#ffffffff:32, CharBin/binary >>). %% @doc Trigger a character-related event. send_0111(CharUser, EventID, State) -> send_0111(CharUser, EventID, 0, State). send_0111(#egs_user_model{id=CharGID, lid=CharLID}, EventID, Param, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#01110300:32, DestLID:16/little, 0:48, CharGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, CharGID:32/little, CharLID:32/little, EventID:32/little, Param:32/little >>). %% @doc Update the character level, blastbar, luck and money information. send_0115(CharUser, State) -> send_0115(CharUser, 16#ffffffff, State). send_0115(#egs_user_model{id=CharGID, lid=CharLID, character=Character}, EnemyTargetID, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#01150300:32, DestLID:16/little, 0:48, CharGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, CharGID:32/little, CharLID:32/little, EnemyTargetID:32/little, (build_char_level(Character))/binary >>). %% @todo Handle class levels. build_char_level(#characters{type=Type, mainlevel=#level{number=Level, exp=EXP}, blastbar=BlastBar, luck=Luck, money=Money, playtime=PlayTime}) -> ClassesBin = case Type of npc -> << 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#4e4f4630:32, 16#08000000:32, 0:32, 0:32, 16#4e454e44:32 >>; _ -> << 0:160, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32, 16#01000000:32 >> end, << Level:32/little, BlastBar:16/little, Luck:8, 0:40, EXP:32/little, 0:32, Money:32/little, PlayTime:32/little, ClassesBin/binary >>. %% @doc Revive player with optional SEs. %% @todo SEs. send_0117(#egs_user_model{id=CharGID, lid=CharLID, character=#characters{currenthp=HP}}, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> SE = << 0:64 >>, packet_send(Socket, << 16#01170300:32, DestLID:16/little, 0:48, CharGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, CharGID:32/little, CharLID:32/little, SE/binary, HP:32/little, 0:32 >>). %% @doc Send the zone initialization command. %% @todo Handle the LID properly in both places. %% @todo Handle NbPlayers properly. There's more than 1 player! send_0200(ZoneID, ZoneType, #state{socket=Socket, gid=DestGID}) -> Var = case ZoneType of mission -> << 16#06000500:32, 16#01000000:32, 0:64, 16#00040000:32, 16#00010000:32, 16#00140000:32 >>; myroom -> << 16#06000000:32, 16#02000000:32, 0:64, 16#40000000:32, 16#00010000:32, 16#00010000:32 >>; _ -> << 16#00040000:32, 0:160, 16#00140000:32 >> end, packet_send(Socket, << 16#02000300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64, 0:16, ZoneID:16/little, 1:32/little, 16#ffffffff:32, Var/binary, 16#ffffffff:32, 16#ffffffff:32 >>). %% @doc Send character location, appearance and other information. %% @todo Handle the DestLID properly. send_0201(CharUser, #state{socket=Socket, gid=DestGID}) -> [CharTypeID, GameVersion] = case (CharUser#egs_user_model.character)#characters.type of npc -> [16#00001d00, 255]; _ -> [16#00001200, 0] end, CharGID = CharUser#egs_user_model.id, CharBin = psu_characters:character_user_to_binary(CharUser), IsGM = 0, OnlineStatus = 0, packet_send(Socket, << 16#02010300:32, 0:32, CharTypeID:32, CharGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, CharBin/binary, IsGM:8, 0:8, OnlineStatus:8, GameVersion:8, 0:608 >>). %% @doc Hello command. Sent when a client connects to the game or login server. %% @todo Can contain an error message if 0:1024 is setup similar to this: 0:32, 3:32/little, 0:48, Len:16/little, Error/binary, 0:Padding. send_0202(#state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#020203bf:32, DestLID:16/little, 0:272, DestGID:32/little, 0:1024 >>). %% @doc Spawn a player with the given GID and LID. %% @todo Handle the LID properly. send_0203(#egs_user_model{id=CharGID, lid=CharLID}, #state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#02030300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64, CharGID:32/little, CharLID:32/little >>). %% @doc Unspawn the given character. %% @todo LID. %% @todo The last 4 bytes are probably the number of players remaining in the zone. send_0204(User, #state{socket=Socket, gid=DestGID}) -> CharTypeID = case (User#egs_user_model.character)#characters.type of npc -> 16#00001d00; _ -> 16#00001200 end, #egs_user_model{id=CharGID, lid=CharLID} = User, packet_send(Socket, << 16#02040300:32, 0:32, CharTypeID:32, CharGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, CharGID:32/little, CharLID:32/little, 100:32/little >>). %% @doc Make the client load a new map. send_0205(CharUser, IsSeasonal, #state{socket=Socket, gid=DestGID, lid=DestLID, areanb=AreaNb}) -> #egs_user_model{lid=CharLID, area=#psu_area{zoneid=ZoneID, mapid=MapID}, entryid=EntryID} = CharUser, packet_send(Socket, << 16#02050300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:64, 16#ffffffff:32, ZoneID:32/little, MapID:32/little, EntryID:32/little, AreaNb:32/little, CharLID:16/little, 0:8, IsSeasonal:8 >>). %% @doc Indicate to the client that loading should finish. %% @todo Handle the DestLID properly. send_0208(#state{socket=Socket, gid=DestGID, areanb=AreaNb}) -> packet_send(Socket, << 16#02080300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64, AreaNb:32/little >>). %% @todo No idea what this one does. For unknown reasons it uses channel 2. %% @todo Handle the DestLID properly? send_020c(#state{socket=Socket}) -> packet_send(Socket, << 16#020c0200:32, 16#ffff0000:32, 0:256 >>). %% @doc Send the quest file to be loaded by the client. %% @todo Handle the DestLID properly? send_020e(QuestData, #state{socket=Socket}) -> Size = byte_size(QuestData), packet_send(Socket, << 16#020e0300:32, 16#ffff:16, 0:272, Size:32/little, 0:32, QuestData/binary, 0:32 >>). %% @doc Send the zone file to be loaded. send_020f(Filename, SetID, SeasonID, #state{socket=Socket}) -> {ok, File} = file:read_file(Filename), Size = byte_size(File), packet_send(Socket, << 16#020f0300:32, 16#ffff:16, 0:272, SetID, SeasonID, 0:16, Size:32/little, File/binary >>). %% @doc Send the current UNIX time. send_0210(#state{socket=Socket, gid=DestGID, lid=DestLID}) -> UnixTime = calendar:datetime_to_gregorian_seconds(calendar:now_to_universal_time(now())) - calendar:datetime_to_gregorian_seconds({{1970, 1, 1}, {0, 0, 0}}), packet_send(Socket, << 16#02100300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:96, UnixTime:32/little >>). %% @todo No idea what this is doing. send_0215(UnknownValue, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#02150300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:64, UnknownValue:32/little >>). %% @doc Send the game server's IP and port that the client requested. send_0216(IP, Port, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#02160300:32, DestLID:16/little, 0:144, 16#00000f00:32, DestGID:32/little, 0:64, IP/binary, Port:16/little, 0:16 >>). %% @doc End of character loading. send_021b(#state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#021b0300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:64 >>). %% @doc Send the list of available universes. send_021e(Universes, #state{socket=Socket}) -> NbUnis = length(Universes), UnisBin = build_021e_uni(Universes, []), packet_send(Socket, << 16#021e0300:32, 0:288, NbUnis:32/little, UnisBin/binary >>). build_021e_uni([], Acc) -> iolist_to_binary(lists:reverse(Acc)); build_021e_uni([{_UniID, {myroom, Name, NbPlayers, _MaxPlayers}}|Tail], Acc) -> Padding = 8 * (44 - byte_size(Name)), Bin = << 16#ffffffff:32, NbPlayers:16/little, 0:16, Name/binary, 0:Padding >>, build_021e_uni(Tail, [Bin|Acc]); build_021e_uni([{UniID, {universe, Name, NbPlayers, _MaxPlayers}}|Tail], Acc) -> Padding = 8 * (32 - byte_size(Name)), PopString = lists:flatten(io_lib:format("~5b", [NbPlayers])), PopString2 = << << X:8, 0:8 >> || X <- PopString >>, Bin = << UniID:32/little, NbPlayers:16/little, 643:16/little, Name/binary, 0:Padding, PopString2/binary, 0:16 >>, build_021e_uni(Tail, [Bin|Acc]). %% @doc Send the current universe info along with the current level cap. send_0222(UniID, #state{socket=Socket, gid=DestGID}) -> {_Type, Name, NbPlayers, MaxPlayers} = egs_universes:read(UniID), Padding = 8 * (44 - byte_size(Name)), LevelCap = egs_conf:read(level_cap), packet_send(Socket, << 16#02220300:32, 16#ffff:16, 0:16, 16#00001200:32, DestGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, UniID:32/little, NbPlayers:16/little, MaxPlayers:16/little, Name/binary, 0:Padding, LevelCap:32/little >>). %% @doc Send the auth key, or, in case of failure, a related error message. send_0223(AuthGID, AuthKey, #state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#02230300:32, 0:160, 16#00000f00:32, DestGID:32/little, 0:64, AuthGID:32/little, AuthKey:32/bits >>). send_0223(ErrorMsg, #state{socket=Socket, gid=DestGID}) -> Length = byte_size(ErrorMsg) div 2 + 2, packet_send(Socket, << 16#02230300:32, 0:160, 16#00000f00:32, DestGID:32/little, 0:128, 3:32/little, 0:48, Length:16/little, ErrorMsg/binary, 0:16 >>). %% @doc Send a MOTD page. send_0225(MOTD, CurrentPage, #state{socket=Socket, lid=DestLID}) -> Tokens = re:split(MOTD, "\n."), Msg = << << Line/binary, "\n", 0 >> || Line <- lists:sublist(Tokens, 1 + CurrentPage * 15, 15) >>, NbPages = 1 + length(Tokens) div 15, Length = byte_size(Msg) div 2 + 2, packet_send(Socket, << 16#02250300:32, DestLID:16/little, 0:272, NbPages:8, CurrentPage:8, Length:16/little, Msg/binary, 0:16 >>). %% @doc Display a notice on the player's screen. %% There are four types of notices: dialog, top, scroll and timeout. %% * dialog: A dialog in the center of the screen, which can be OK'd by players. %% * top: Horizontal scroll on top of the screen, traditionally used for server-wide messages. %% * scroll: Vertical scroll on the right of the screen, traditionally used for rare missions obtention messages. %% * timeout: A dialog in the center of the screen that disappears after Duration seconds. send_0228(Type, Duration, Message, #state{socket=Socket, gid=DestGID}) -> TypeInt = case Type of dialog -> 0; top -> 1; scroll -> 2; timeout -> 3 end, UCS2Message = << << X:8, 0:8 >> || X <- Message >>, packet_send(Socket, << 16#02280300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64, TypeInt:32/little, Duration:32/little, UCS2Message/binary, 0:16 >>). %% @todo Not sure. Sent when going to or from room. Possibly when changing universes too? send_0230(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#02300300:32, 16#ffff:16, 0:16, 16#00011300:32, DestGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64 >>). %% @doc Forward the player to a website. The website will open when the player closes the game. Used for login issues mostly. send_0231(URL, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> URLBin = list_to_binary(URL), Length = byte_size(URLBin) + 1, Padding = 8 * (512 - Length - 1), packet_send(Socket, << 16#02310300:32, DestLID:16/little, 0:16, 16#00000f00:32, DestGID:32/little, 0:64, 16#00000f00:32, DestGID:32/little, 0:64, Length:32/little, URLBin/binary, 0:Padding >>). %% @todo Handle the LID properly. send_0233(Users, #state{socket=Socket, gid=DestGID}) -> NbUsers = length(Users), Bin = build_0233_users(Users, []), packet_send(Socket, << 16#02330300:32, 0:32, 16#00001200:32, DestGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, NbUsers:32/little, Bin/binary, 0:608 >>). build_0233_users([], Acc) -> iolist_to_binary(lists:reverse(Acc)); build_0233_users([User|Tail], Acc) -> Bin = psu_characters:character_user_to_binary(User), build_0233_users(Tail, [<< Bin/binary, 0:32 >>|Acc]). %% @doc Start the zone handling: load the zone file and the objects sent separately. %% @todo Handle the LID properly. send_0236(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#02360300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64 >>). %% @doc Chat message. %% @todo Handle the LID properly. send_0304(FromGID, ChatTypeID, ChatGID, ChatName, ChatModifiers, ChatMessage, #state{socket=Socket, gid=DestGID}) -> {chat_modifiers, ChatType, ChatCutIn, ChatCutInAngle, ChatMsgLength, ChatChannel, ChatCharacterType} = ChatModifiers, packet_send(Socket, << 16#03040300:32, 0:32, 16#00011300:32, FromGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, ChatTypeID:32, ChatGID:32/little, 0:64, ChatType:8, ChatCutIn:8, ChatCutInAngle:8, ChatMsgLength:8, ChatChannel:8, ChatCharacterType:8, 0:16, ChatName/binary, ChatMessage/binary >>). %% @todo Inventory related. Doesn't seem to do anything. %% @todo Handle the LID properly. send_0a05(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#0a050300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64 >>). %% @doc Send the list of ItemUUID for the items in the inventory. %% @todo Handle the LID properly. send_0a06(CharUser, #state{socket=Socket, gid=DestGID}) -> Len = length((CharUser#egs_user_model.character)#characters.inventory), UUIDs = lists:seq(1, Len), Bin = iolist_to_binary([ << N:32/little >> || N <- UUIDs]), Blanks = lists:seq(1, 60 - Len), Bin2 = iolist_to_binary([ << 16#ffffffff:32 >> || _N <- Blanks]), packet_send(Socket, << 16#0a060300:32, 0:64, DestGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, Bin/binary, Bin2/binary >>). %% @doc Send an item's description. send_0a11(ItemID, ItemDesc, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> Length = 1 + byte_size(ItemDesc) div 2, packet_send(Socket, << 16#0a110300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:64, ItemID:32, Length:32/little, ItemDesc/binary, 0:16 >>). %% @doc Quest init. %% @todo When first entering a zone it seems LID should be set to ffff apparently. send_0c00(CharUser, #state{socket=Socket, gid=DestGID, lid=DestLID}) -> #egs_user_model{area=#psu_area{questid=QuestID}} = CharUser, packet_send(Socket, << 16#0c000300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:64, QuestID:32/little, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32, 16#ffffffff:32 >>). %% @doc Send the huge pack of quest files available in the counter. send_0c06(Pack, #state{socket=Socket}) -> packet_send(Socket, << 16#0c060300:32, 0:288, 1:32/little-unsigned-integer, Pack/binary >>). %% @doc Reply that the player is allowed to use the lobby transport. Always allow. send_0c08(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#0c080300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:96 >>). %% @doc Send the counter's mission options (0 = invisible, 2 = disabled, 3 = available). %% @todo LID. send_0c10(Options, #state{socket=Socket, gid=DestGID}) -> Size = byte_size(Options), packet_send(Socket, << 16#0c100300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64, 1, 0, Size:16/little, Options/binary >>). %% @doc Send the general data and flags for the selected character. %% @todo Handle bitflags and value flags properly. send_0d01(Character, #state{socket=Socket, gid=DestGID}) -> CharBin = psu_characters:character_tuple_to_binary(Character), OptionsBin = psu_characters:options_tuple_to_binary(Character#characters.options), packet_send(Socket, << 16#0d010300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64, CharBin/binary, 16#ffbbef1c:32, 16#f8ff0700:32, 16#fc810916:32, 16#7802134c:32, 16#b0c0040f:32, 16#7cf0e583:32, 16#b7bce0c6:32, 16#7ff8f963:32, 16#3fd7ffff:32, 16#fff7ffff:32, 16#f3ff63e0:32, 16#1fe00000:32, 0:7744, OptionsBin/binary >>). %% @doc Send the flags list. This is the whole list of available values, not the character's. %% Sent without fragmentation on official for unknown reasons. Do the same here. send_0d05(#state{socket=Socket, gid=DestGID}) -> {ok, Flags} = file:read_file("p/flags.bin"), Packet = << 16#0d050300:32, 0:32, 16#00011300:32, DestGID:32/little, 0:64, 16#00011300:32, DestGID:32/little, 0:64, Flags/binary >>, Size = 4 + byte_size(Packet), ssl:send(Socket, << Size:32/little, Packet/binary >>). %% @doc Send the client's own player's party information, on the bottom left of the screen. %% @todo Location and the 20 bytes following sometimes have values, not sure why; when joining a party maybe? send_1005(Character, #state{socket=Socket, gid=DestGID}) -> #characters{name=Name, mainlevel=#level{number=Level}, currenthp=CurrentHP, maxhp=MaxHP} = Character, Location = << 0:512 >>, packet_send(Socket, << 16#10050300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64, 16#00000100:32, 0:32, 16#ffffffff:32, 0:32, 16#00011200:32, DestGID:32/little, 0:64, Name/binary, Level:8, 0:16, 1:8, 16#01010000:32, 0:32, Location/binary, 16#ffffffff:32, 0:96, 16#ffffffff:32, 0:64, CurrentHP:32/little, MaxHP:32/little, 0:640, 16#0100ffff:32, 16#0000ff00:32, 16#ffff0000:32, 0:640, 16#ffffffff:32, 0:768, 16#0100ffff:32, 16#0000ff00:32, 16#ffff0000:32, 0:640, 16#ffffffff:32, 0:768, 16#0100ffff:32, 16#0000ff00:32, 16#ffff0000:32, 0:640, 16#ffffffff:32, 0:768, 16#0100ffff:32, 16#0000ff00:32, 16#ffff0000:32, 0:640, 16#ffffffff:32, 0:768, 16#0100ffff:32, 16#0000ff00:32, 16#ffff0000:32, 0:640, 16#ffffffff:32, 0:448, 16#ffffffff:32, 0:32, 16#ff020000:32, 16#ffff0000:32, 16#ffff0000:32, 16#ffff0000:32, 16#ffff0000:32, 16#ffff0000:32, 16#ffff0000:32, 0:3680 >>). %% @doc Party-related events. send_1006(EventID, State) -> send_1006(EventID, 0, State). send_1006(EventID, PartyPos, #state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#10060300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64, EventID:8, PartyPos:8, 0:16 >>). %% @doc Send the player's current location. %% @todo Handle PartyPos. %% @todo Receive the AreaName as UCS2 directly to allow for color codes and the like. %% @todo Handle TargetLID probably (right after the padding). %% @todo Do counters even have a name? send_100e(CounterID, AreaName, #state{socket=Socket, gid=DestGID}) -> PartyPos = 0, UCS2Name = << << X:8, 0:8 >> || X <- AreaName >>, Padding = 8 * (64 - byte_size(UCS2Name)), CounterType = if CounterID =:= 16#ffffffff -> 2; true -> 1 end, packet_send(Socket, << 16#100e0300:32, 16#ffffffbf:32, 0:128, 16#00011300:32, DestGID:32, 0:64, 1, PartyPos, 0:48, 16#ffffff7f:32, UCS2Name/binary, 0:Padding, 0:32, CounterID:32/little, CounterType:32/little >>). send_100e(#psu_area{questid=QuestID, zoneid=ZoneID, mapid=MapID}, EntryID, AreaName, #state{socket=Socket, gid=DestGID}) -> PartyPos = 0, UCS2Name = << << X:8, 0:8 >> || X <- AreaName >>, Padding = 8 * (64 - byte_size(UCS2Name)), packet_send(Socket, << 16#100e0300:32, 16#ffffffbf:32, 0:128, 16#00011300:32, DestGID:32, 0:64, 1, PartyPos, ZoneID:16/little, MapID:16/little, EntryID:16/little, QuestID:32/little, UCS2Name/binary, 0:Padding, 0:32, 16#ffffffff:32, 0:32 >>). %% @doc Mission start related. send_1020(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#10200300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64 >>). %% @doc Update HP in the party members information on the left. %% @todo Handle PartyPos. Probably only pass HP later. send_1022(#egs_user_model{character=#characters{currenthp=HP}}, #state{socket=Socket, gid=DestGID}) -> PartyPos = 0, packet_send(Socket, << 16#10220300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64, HP:32/little, PartyPos:32/little >>). %% @todo Always the same value, no idea what it's for. %% @todo Handle the LID properly. send_1204(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#12040300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:96, 16#20000000:32, 0:256 >>). %% @doc Send the player's partner card. %% @todo Handle the LID and comment properly. send_1500(Character, #state{socket=Socket, gid=DestGID}) -> #characters{slot=Slot, name=Name, race=Race, gender=Gender, class=Class, appearance=Appearance} = Character, case Appearance of #flesh_appearance{voicetype=VoiceType, voicepitch=VoicePitch} -> ok; #metal_appearance{voicetype=VoiceType, voicepitch=VoicePitch} -> ok end, RaceBin = psu_characters:race_atom_to_binary(Race), GenderBin = psu_characters:gender_atom_to_binary(Gender), ClassBin = psu_characters:class_atom_to_binary(Class), Comment = << 0:2816 >>, packet_send(Socket, << 16#15000300:32, 16#ffff:16, 0:144, 16#00011300:32, DestGID:32/little, 0:64, Name/binary, RaceBin:8, GenderBin:8, ClassBin:8, VoiceType:8, VoicePitch:8, 0:24, DestGID:32/little, 0:224, Comment/binary, 1, 4, 1, Slot, 0:64 >>). %% @doc Send the list of parties to join. %% @todo Handle lists of parties. %% @todo Probably has to handle a LID here, although it should always be 0. send_1701(#state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#17010300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:96 >>). %% @doc Send the background to use for the counter. %% @todo Handle LID properly. send_1711(Bg, #state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#17110300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:64, Bg:8, 0:24 >>). %% @doc NPC shop request reply. %% @todo Handle the LID properly. send_1a02(A, B, C, D, #state{socket=Socket, gid=DestGID}) -> packet_send(Socket, << 16#1a020300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:96, A:16/little, B:16/little, C:16/little, D:16/little >>). %% @doc Lumilass available hairstyles/headtypes handler. %% @todo Handle the LID properly. send_1a03(CharUser, #state{socket=Socket, gid=DestGID}) -> {ok, Conf} = file:consult("priv/lumilass.conf"), Character = CharUser#egs_user_model.character, NbHeadtypes = proplists:get_value({headtypes, Character#characters.gender, Character#characters.race}, Conf, 0), HairstylesList = proplists:get_value({hairstyles, Character#characters.gender}, Conf), NbHairstyles = length(HairstylesList), HairstylesBin = iolist_to_binary([ << N:32 >> || N <- HairstylesList]), packet_send(Socket, << 16#1a030300:32, 0:160, 16#00011300:32, DestGID:32/little, 0:96, NbHairstyles:32/little, NbHeadtypes:32/little, 0:416, HairstylesBin/binary, 0:32 >>). %% @doc Available types handler. Enable all 16 types. send_1a07(#state{socket=Socket, gid=DestGID, lid=DestLID}) -> packet_send(Socket, << 16#1a070300:32, DestLID:16/little, 0:144, 16#00011300:32, DestGID:32/little, 0:160, 16#01010101:32, 16#01010101:32, 16#01010101:32, 16#01010101:32 >>). %% Utility functions. %% @doc Return the language as an atom from its integer value. %% @todo Identify which of the english languages is american and which is uk. language_integer_to_atom(0) -> japanese; language_integer_to_atom(1) -> american_english; language_integer_to_atom(2) -> british_english; language_integer_to_atom(3) -> french; language_integer_to_atom(4) -> german; language_integer_to_atom(5) -> spanish; language_integer_to_atom(6) -> italian; language_integer_to_atom(7) -> korean; language_integer_to_atom(8) -> simplified_chinese; language_integer_to_atom(9) -> traditional_chinese; language_integer_to_atom(Language) -> log("unknown 080e Language ~p", [Language]). %% @doc Prepare a packet. Return the real size and padding at the end. packet_prepare(Packet) -> Size = 4 + byte_size(Packet), case Size rem 4 of 0 -> {ok, Size, <<>>}; 2 -> {ok, Size + 2, << 0:16 >>}; _ -> {error, badarg} end. %% @doc Send a packet. The packet argument must not contain the size field. packet_send(CSocket, Packet) -> {ok, Size, Padding} = packet_prepare(Packet), packet_send(CSocket, << Size:32/little, Packet/binary, Padding/binary >>, Size). %% @doc Send a normal command. packet_send(CSocket, Packet, Size) when Size =< 16#4000 -> ssl:send(CSocket, Packet); %% @doc Send a fragmented command when size is too big. packet_send(CSocket, Packet, Size) -> packet_fragment_send(CSocket, Packet, Size, 0). %% @doc Send the last chunk of a fragmented command. packet_fragment_send(CSocket, Packet, Size, Current) when Size - Current =< 16#4000 -> FragmentSize = 16#10 + byte_size(Packet), Fragment = << FragmentSize:32/little, 16#0b030000:32, Size:32/little, Current:32/little, Packet/binary >>, ssl:send(CSocket, Fragment); %% @doc Send another chunk of a fragmented command. packet_fragment_send(CSocket, Packet, Size, Current) -> << Chunk:131072/bits, Rest/bits >> = Packet, Fragment = << 16#10400000:32, 16#0b030000:32, Size:32/little, Current:32/little, Chunk/binary >>, ssl:send(CSocket, Fragment), packet_fragment_send(CSocket, Rest, Size, Current + 16#4000). %% @doc Keepalive. Just send an empty packet, the game doesn't really care. %% @todo If there's an actual keepalive command, use it instead. send_keepalive(CSocket) -> Packet = << 0:32 >>, packet_send(CSocket, Packet).