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/**
** Objserial.h - Object serialization.
**
** Written: 5/25/2001 - JSF
**/
/*
Copyright (C) 2001-2022 The Exult Team
This program 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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef OBJSERIAL_H
#define OBJSERIAL_H 1
#include "endianio.h"
#include "servemsg.h"
#include <string>
class Serial_out {
unsigned char*& buf;
public:
Serial_out(unsigned char*& b) : buf(b) {}
template <typename T>
Serial_out& operator<<(T v) {
little_endian::WriteN(buf, v);
return *this;
}
Serial_out& operator<<(bool v) {
Write1(buf, (v ? 1 : 0));
return *this;
}
Serial_out& operator<<(std::string& s);
template <typename T>
Serial_out& operator<<(const T* v) {
(*this) << reinterpret_cast<uintptr_t>(v);
return *this;
}
};
/*
* Decode.
*/
class Serial_in {
const unsigned char*& buf;
public:
Serial_in(const unsigned char*& b) : buf(b) {}
template <typename T>
Serial_in& operator<<(T& v) {
v = little_endian::ReadN<T>(buf);
return *this;
}
Serial_in& operator<<(bool& v) {
v = Read1(buf) != 0;
return *this;
}
Serial_in& operator<<(std::string& s);
template <typename T>
Serial_in& operator<<(T*& v) {
uintptr_t val;
(*this) << val;
v = reinterpret_cast<T*>(val);
return *this;
}
};
class Game_object;
extern int Object_out(
int fd, // Socket.
Exult_server::Msg_type id, // Message id.
const Game_object* addr, // Address.
int tx, int ty, int tz, // Absolute tile coords.
int shape, int frame, int quality, std::string name);
extern bool Object_in(
const unsigned char* data, // Data that was read.
int datalen, // Length of data.
Game_object*& addr, // Address.
int& tx, int& ty, int& tz, // Absolute tile coords.
int& shape, int& frame, int& quality, std::string& name);
class Container_game_object;
extern int Container_out(
int fd, // Socket.
const Container_game_object* addr, // Address.
int tx, int ty, int tz, // Absolute tile coords.
int shape, int frame, int quality, std::string name,
unsigned char resistance, bool invisible, bool okay_to_take);
extern bool Container_in(
const unsigned char* data, // Data that was read.
int datalen, // Length of data.
Container_game_object*& addr, // Address.
int& tx, int& ty, int& tz, // Absolute tile coords.
int& shape, int& frame, int& quality, std::string& name,
unsigned char& resistance, bool& invisible, bool& okay_to_take);
class Barge_object;
extern int Barge_object_out(
int fd, // Socket.
const Barge_object* addr, // Address.
int tx, int ty, int tz, // Absolute tile coords.
int shape, int frame, int xtiles, int ytiles, int dir);
extern bool Barge_object_in(
const unsigned char* data, // Data that was read.
int datalen, // Length of data.
Barge_object*& addr, // Address.
int& tx, int& ty, int& tz, // Absolute tile coords.
int& shape, int& frame, int& xtiles, int& ytiles, int& dir);
class Egg_object;
extern int Egg_object_out(
int fd, // Socket.
const Egg_object* addr, // Address.
int tx, int ty, int tz, // Absolute tile coords.
int shape, int frame, int type, int criteria, int probability,
int distance, bool nocturnal, bool once, bool hatched, bool auto_reset,
int data1, int data2, int data3, std::string str1);
extern bool Egg_object_in(
const unsigned char* data, // Data that was read.
int datalen, // Length of data.
Egg_object*& addr, // Address.
int& tx, int& ty, int& tz, // Absolute tile coords.
int& shape, int& frame, int& type, int& criteria, int& probability,
int& distance, bool& nocturnal, bool& once, bool& hatched,
bool& auto_reset, int& data1, int& data2, int& data3,
std::string& str1);
struct Serial_schedule { // For passing a schedule change.
short time; // 0-7 (3-hour period).
short type; // Schedule type (mostly 0-31).
int tx, ty, tz; // Tile to go to.
};
class Actor;
int Npc_actor_out(
int fd, // Socket.
const Actor* addr, // Address.
int tx, int ty, int tz, // Absolute tile coords.
int shape, int frame, int face, std::string name, short npc_num,
short ident, int usecode, std::string usecodefun,
int (&properties)[12], // 12 entries.
short attack_mode, short alignment,
unsigned long oflags, // Object flags.
unsigned long xflags, // Extra object flags.
unsigned long type_flags, // Movement flags.
short num_schedules, // # of schedule changes.
Serial_schedule* schedules // Schedule changes.
);
bool Npc_actor_in(
const unsigned char* data, // Data that was read.
int datalen, // Length of data.
Actor*& addr, // Address.
int& tx, int& ty, int& tz, // Absolute tile coords.
int& shape, int& frame, int& face, std::string& name, short& npc_num,
short& ident, int& usecode, std::string& usecodefun,
int (&properties)[12], // Must have room for 12.
short& attack_mode, short& alignment,
unsigned long& oflags, // Object flags.
unsigned long& xflags, // Extra object flags.
unsigned long& type_flags, // Movement flags.
short& num_schedules, // # of schedule changes.
Serial_schedule* schedules // Schedule changes. Room for 8.
);
extern int Game_info_out(
int fd, // Socket.
int version, // Server/client version.
int edit_lift, // Lift being edited.
int hide_lift, // Lift being hidden.
bool map_editing, // In 'map-editing' mode.
bool tile_grid, // Showing tile grid.
bool map_modified, // Map was changed.
int edit_mode // Mode we're in.
);
extern bool Game_info_in(
const unsigned char* data, // Data that was read.
int datalen, // Length of data.
int& version, // Server/client version.
int& edit_lift, // Lift being edited.
int& hide_lift, // Lift being hidden.
bool& map_editing, // In 'map-editing' mode.
bool& tile_grid, // Showing tile grid.
bool& map_modified, // Map was changed.
int& edit_mode // Mode we're in.
);
#endif
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