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Added various protocols.
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parent
19766c1be6
commit
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7 changed files with 2636 additions and 6 deletions
453
src/protocol.h
Executable file
453
src/protocol.h
Executable file
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/**************************************************************************
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* File: protocol.h Part of tbaMUD *
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* Usage: MXP, MSDP, ATCP, NAWS, TTYPE, CHARSET, 256-Colors *
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* Author: KaVir *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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**************************************************************************/
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#ifndef PROTOCOL_H
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#define PROTOCOL_H
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/******************************************************************************
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Set your MUD_NAME, and change descriptor_t if necessary.
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******************************************************************************/
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#define MUD_NAME "Unknown MUD"
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typedef struct descriptor_data descriptor_t;
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/******************************************************************************
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Symbolic constants.
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******************************************************************************/
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#define PROTOCOL_BUFFER 2048
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#define MAX_OUTPUT_BUFFER 8192
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#define TELOPT_SEND 1
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#define TELOPT_ACCEPTED 2
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#define TELOPT_REJECTED 3
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#define TELOPT_TTYPE 24
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#define TELOPT_NAWS 31
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#define TELOPT_CHARSET 42
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#define TELOPT_MSDP 69
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#define TELOPT_MSSP 70
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#define TELOPT_MCCP 86 /* This is MCCP version 2 */
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#define TELOPT_MSP 90
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#define TELOPT_MXP 91
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#define TELOPT_ATCP 200
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#define MSDP_VAR 1
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#define MSDP_VAL 2
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#define MAX_MSDP_SIZE 100
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#define MSSP_VAR 1
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#define MSSP_VAL 2
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#define UNICODE_MALE 9794
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#define UNICODE_FEMALE 9792
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#define UNICODE_NEUTER 9791
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/******************************************************************************
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Types.
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******************************************************************************/
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typedef enum
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{
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false,
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true
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} bool_t;
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typedef enum
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{
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eUNKNOWN,
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eNO,
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eSOMETIMES,
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eYES
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} support_t;
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typedef enum
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{
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eMSDP_NONE = -1, /* This must always be first. */
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/* General */
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eMSDP_CHARACTER_NAME,
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eMSDP_SERVER_ID,
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eMSDP_SERVER_TIME,
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/* Character */
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eMSDP_AFFECTS,
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eMSDP_ALIGNMENT,
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eMSDP_EXPERIENCE,
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eMSDP_EXPERIENCE_MAX,
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eMSDP_EXPERIENCE_TNL,
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eMSDP_HEALTH,
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eMSDP_HEALTH_MAX,
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eMSDP_LEVEL,
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eMSDP_RACE,
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eMSDP_CLASS,
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eMSDP_MANA,
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eMSDP_MANA_MAX,
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eMSDP_WIMPY,
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eMSDP_PRACTICE,
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eMSDP_MONEY,
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eMSDP_MOVEMENT,
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eMSDP_MOVEMENT_MAX,
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eMSDP_HITROLL,
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eMSDP_DAMROLL,
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eMSDP_AC,
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eMSDP_STR,
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eMSDP_INT,
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eMSDP_WIS,
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eMSDP_DEX,
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eMSDP_CON,
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eMSDP_STR_PERM,
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eMSDP_INT_PERM,
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eMSDP_WIS_PERM,
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eMSDP_DEX_PERM,
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eMSDP_CON_PERM,
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/* Combat */
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eMSDP_OPPONENT_HEALTH,
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eMSDP_OPPONENT_HEALTH_MAX,
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eMSDP_OPPONENT_LEVEL,
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eMSDP_OPPONENT_NAME,
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/* World */
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eMSDP_AREA_NAME,
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eMSDP_ROOM_EXITS,
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eMSDP_ROOM_NAME,
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eMSDP_ROOM_VNUM,
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eMSDP_WORLD_TIME,
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/* Configuration */
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eMSDP_CLIENT_ID,
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eMSDP_CLIENT_VERSION,
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eMSDP_PLUGIN_ID,
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eMSDP_ANSI_COLORS,
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eMSDP_XTERM_256_COLORS,
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eMSDP_UTF_8,
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eMSDP_SOUND,
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eMSDP_MXP,
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/* GUI variables */
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eMSDP_BUTTON_1,
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eMSDP_BUTTON_2,
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eMSDP_BUTTON_3,
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eMSDP_BUTTON_4,
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eMSDP_BUTTON_5,
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eMSDP_GAUGE_1,
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eMSDP_GAUGE_2,
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eMSDP_GAUGE_3,
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eMSDP_GAUGE_4,
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eMSDP_GAUGE_5,
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eMSDP_MAX /* This must always be last */
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} variable_t;
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typedef struct
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{
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variable_t Variable; /* The enum type of this variable */
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char *pName; /* The string name of this variable */
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bool_t bString; /* Is this variable a string or a number? */
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bool_t bConfigurable; /* Can it be configured by the client? */
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bool_t bWriteOnce; /* Can only set this variable once */
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bool_t bGUI; /* It's a special GUI configuration variable */
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int Min; /* The minimum valid value or string length */
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int Max; /* The maximum valid value or string length */
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int Default; /* The default value for a number */
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const char *pDefault; /* The default value for a string */
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} variable_name_t;
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typedef struct
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{
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bool_t bReport; /* Is this variable being reported? */
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bool_t bDirty; /* Does this variable need to be sent again? */
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int ValueInt; /* The numeric value of the variable */
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char *pValueString; /* The string value of the variable */
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} MSDP_t;
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typedef struct
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{
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const char *pName; /* The name of the MSSP variable */
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const char *pValue; /* The value of the MSSP variable */
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} MSSP_t;
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typedef struct
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{
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int WriteOOB; /* Used internally to indicate OOB data */
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bool_t bNegotiated; /* Indicates client successfully negotiated */
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bool_t bBlockMXP; /* Used internally based on MXP version */
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bool_t bTTYPE; /* The client supports TTYPE */
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bool_t bNAWS; /* The client supports NAWS */
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bool_t bCHARSET; /* The client supports CHARSET */
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bool_t bMSDP; /* The client supports MSDP */
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bool_t bATCP; /* The client supports ATCP */
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bool_t bMSP; /* The client supports MSP */
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bool_t bMXP; /* The client supports MXP */
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support_t b256Support; /* The client supports XTerm 256 colors */
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int ScreenWidth; /* The client's screen width */
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int ScreenHeight; /* The client's screen height */
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char *pMXPVersion; /* The version of MXP supported */
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char *pLastTTYPE; /* Used for the cyclic TTYPE check */
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MSDP_t **pVariables; /* The MSDP variables */
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} protocol_t;
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/******************************************************************************
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Protocol functions.
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******************************************************************************/
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/* Function: ProtocolCreate
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*
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* Creates, initialises and returns a structure containing protocol data for a
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* single user. This should be called when the descriptor is initialised.
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*/
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protocol_t *ProtocolCreate( void );
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/* Function: ProtocolDestroy
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*
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* Frees the memory allocated by the specified structure. This should be
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* called just before a descriptor is freed.
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*/
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void ProtocolDestroy( protocol_t *apProtocol );
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/* Function: ProtocolNegotiate
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*
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* Negatiates with the client to see which protocols the user supports, and
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* stores the results in the user's protocol structure. Call this when you
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* wish to perform negotiation (but only call it once). It is usually called
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* either immediately after the user has connected, or just after they have
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* entered the game.
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*/
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void ProtocolNegotiate( descriptor_t *apDescriptor );
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/* Function: ProtocolInput
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*
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* Extracts any negotiation sequences from the input buffer, and passes back
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* whatever is left for the mud to parse normally. Call this after data has
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* been read into the input buffer, before it is used for anything else.
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*/
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void ProtocolInput( descriptor_t *apDescriptor, char *apData, int aSize, char *apOut );
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/* Function: ProtocolOutput
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*
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* This function takes a string, applies colour codes to it, and returns the
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* result. It should be called just before writing to the output buffer.
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*
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* The special character used to indicate the start of a colour sequence is
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* '\t' (i.e., a tab, or ASCII character 9). This makes it easy to include
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* in help files (as you can literally press the tab key) as well as strings
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* (where you can use \t instead). However players can't send tabs (on most
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* muds at least), so this stops them from sending colour codes to each other.
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*
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* The predefined colours are:
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*
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* n: no colour (switches colour off)
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* r: dark red R: bright red
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* g: dark green G: bright green
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* b: dark blue B: bright blue
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* y: dark yellow Y: bright yellow
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* m: dark magenta M: bright magenta
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* c: dark cyan C: bright cyan
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* w: dark white W: bright white
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* o: dark orange O: bright orange
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*
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* So for example "This is \tOorange\tn." will colour the word "orange". You
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* can add more colours yourself just by updating the switch statement.
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*
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* It's also possible to explicitly specify an RGB value, by including the four
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* character colour sequence (as used by ColourRGB) within square brackets, eg:
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*
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* This is a \t[F010]very dark green foreground\tn.
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*
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* The square brackets can also be used to send unicode characters, like this:
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*
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* Boat: \t[U9973/B]
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* Rook: \t[U9814/C]
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*
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* For example you might use 'B' to represent a boat on your ASCII map, or a 'C'
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* to represent a castle - but players with UTF-8 support would actually see the
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* appropriate unicode characters for a boat or a rook (the chess playing piece).
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*
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* The exact syntax is '\t' (tab), '[', 'U' (indicating unicode), then the decimal
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* number of the unicode character (see http://www.unicode.org/charts), then '/'
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* followed by the ASCII character/s that should be used if the client doesn't
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* support UTF-8. The ASCII sequence can be up to 7 characters in length, but in
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* most cases you'll only want it to be one or two characters (so that it has the
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* same alignment as the unicode character).
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*
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* Finally, this function also allows you to embed MXP tags. The easiest and
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* safest way to do this is via the ( and ) bracket options:
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*
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* From here, you can walk \t(north\t).
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*
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* However it's also possible to include more explicit MSP tags, like this:
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*
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* The baker offers to sell you a \t<send href="buy pie">pie\t</send>.
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*
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* Note that the MXP tags will automatically be removed if the user doesn't
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* support MXP, but it's very important you remember to close the tags.
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*/
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const char *ProtocolOutput( descriptor_t *apDescriptor, const char *apData, int *apLength );
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/******************************************************************************
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Copyover save/load functions.
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******************************************************************************/
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/* Function: CopyoverGet
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*
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* Returns the protocol values stored as a short string. If your mud uses
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* copyover, you should call this for each player and insert it after their
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* name in the temporary text file.
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*/
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const char *CopyoverGet( descriptor_t *apDescriptor );
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/* Function: CopyoverSet
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*
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* Call this function for each player after a copyover, passing in the string
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* you added to the temporary text file. This will restore their protocol
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* settings, and automatically renegotiate MSDP/ATCP.
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*
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* Note that the client doesn't recognise a copyover, and therefore refuses to
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* renegotiate certain telnet options (to avoid loops), so they really need to
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* be saved. However MSDP/ATCP is handled through scripts, and we don't want
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* to have to save all of the REPORT variables, so it's easier to renegotiate.
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*
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* Client name and version are not saved. It is recommended you save these in
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* the player file, as then you can grep to collect client usage stats.
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*/
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void CopyoverSet( descriptor_t *apDescriptor, const char *apData );
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/******************************************************************************
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MSDP functions.
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******************************************************************************/
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/* Function: MSDPUpdate
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*
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* Call this regularly (I'd suggest at least once per second) to flush every
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* dirty MSDP variable that has been requested by the client via REPORT. This
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* will automatically use ATCP instead if MSDP is not supported by the client.
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*/
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void MSDPUpdate( descriptor_t *apDescriptor );
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/* Function: MSDPSend
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*
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* Send the specified MSDP variable to the player. You shouldn't ever really
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* need to do this manually, except perhaps when debugging something. This
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* will automatically use ATCP instead if MSDP is not supported by the client.
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*/
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void MSDPSend( descriptor_t *apDescriptor, variable_t aMSDP );
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/* Function: MSDPSendPair
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*
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* Send the specified strings to the user as an MSDP variable/value pair. This
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* will automatically use ATCP instead if MSDP is not supported by the client.
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*/
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void MSDPSendPair( descriptor_t *apDescriptor, const char *apVariable, const char *apValue );
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/* Function: MSDPSetNumber
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*
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* Call this whenever an MSDP integer variable has changed. The easiest
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* approach is to send every MSDP variable within an update function (and
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* this is what the snippet does by default), but if the variable is only
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* set in one place you can just move its MDSPSend() call to there.
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*
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* You can also this function for bools, chars, enums, short ints, etc.
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*/
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void MSDPSetNumber( descriptor_t *apDescriptor, variable_t aMSDP, int aValue );
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/* Function: MSDPSetString
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*
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* Call this whenever an MSDP string variable has changed. The easiest
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* approach is to send every MSDP variable within an update function (and
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* this is what the snippet does by default), but if the variable is only
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* set in one place you can just move its MDSPSend() call to there.
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*/
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void MSDPSetString( descriptor_t *apDescriptor, variable_t aMSDP, char *apValue );
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/******************************************************************************
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MSSP functions.
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******************************************************************************/
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/* Function: MSSPSetPlayers
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*
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* Stores the current number of players. The first time it's called, it also
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* stores the uptime.
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*/
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void MSSPSetPlayers( int aPlayers );
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/******************************************************************************
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MXP functions.
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******************************************************************************/
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/* Function: MXPCreateTag
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*
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* Puts the specified tag into a secure line, if MXP is supported. If the user
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* doesn't support MXP they will see the string unchanged, meaning they will
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* see the <send> tags or whatever. You should therefore check for support and
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* provide a different sequence for other users, or better yet just embed MXP
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* tags for the ProtocolOutput() function.
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*/
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char *MXPCreateTag( descriptor_t *apDescriptor, char *apTag );
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/* Function: MXPSendTag
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*
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* This works like MXPCreateTag, but instead of returning the string it sends
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* it directly to the user. This is mainly useful for the <VERSION> tag.
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*/
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void MXPSendTag( descriptor_t *apDescriptor, char *apTag );
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/******************************************************************************
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Sound functions.
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******************************************************************************/
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/* Function: SoundSend
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*
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* Sends the specified sound trigger to the player, using MSDP or ATCP if
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* supported, MSP if not. The trigger string itself is a relative path and
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* filename, eg: SoundSend( pDesc, "monster/growl.wav" );
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*/
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void SoundSend( descriptor_t *apDescriptor, const char *apTrigger );
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/******************************************************************************
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Colour functions.
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******************************************************************************/
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/* Function: ColourRGB
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*
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* Returns a colour as an escape code, based on the RGB value provided. The
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* string must be four characters, where the first is either 'f' for foreground
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* or 'b' for background (case insensitive), and the other three characters are
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* numeric digits in the range 0 to 5, representing red, green and blue.
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*
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* For example "F500" returns a red foreground, "B530" an orange background,
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* and so on. An invalid colour will clear whatever you've set previously.
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*
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* If the user doesn't support XTerm 256 colours, this function will return the
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* best-fit ANSI colour instead.
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*
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* If you wish to embed colours in strings, use ProtocolOutput().
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*/
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const char *ColourRGB( descriptor_t *apDescriptor, const char *apRGB );
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/******************************************************************************
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Unicode (UTF-8 conversion) functions.
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******************************************************************************/
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/* Function: UnicodeGet
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*
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* Returns the UTF-8 sequence for the specified unicode value.
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*/
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char *UnicodeGet( int aValue );
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/* Function: UnicodeAdd
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*
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* Adds the UTF-8 sequence for the specified unicode value onto the end of the
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* string, without adding a NUL character at the end.
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*/
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void UnicodeAdd( char **apString, int aValue );
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#endif // PROTOCOL_H
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