2141 lines
60 KiB
C++
2141 lines
60 KiB
C++
#pragma once
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#include <string>
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#include <stdexcept>
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#include <phosg/Strings.hh>
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#include <phosg/Encoding.hh>
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#include "PSOProtocol.hh"
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#include "Text.hh"
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#include "Player.hh"
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#pragma pack(push)
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#pragma pack(1)
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// This file is newserv's canonical reference of the PSO client/server protocol.
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// For the unfamiliar, the le_uint and be_uint types (from phosg/Encoding.hh)
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// are the same as normal uint types, but are explicitly little-endian or
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// big-endian. The parray and ptext types (from Text.hh) are the same as
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// standard arrays, but have various safety and convenience features so we don't
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// have to use easy-to-mess-up functions like memset/memcpy and strncpy.
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// Struct names are like [S|C|SC]_CommandName_[Versions]_Numbers
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// S/C denotes who sends the command (S = server, C = client, SC = both)
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// If versions are not specified, the format is the same for all versions.
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// For variable-length commands, generally a zero-length array is included on
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// the end of the struct if the command is received by newserv, and is omitted
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// if it's sent by newserv. In the latter case, we often use StringWriter to
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// construct the command data instead.
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// Structures are sorted by command number. Long BB commands are placed in order
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// according to their low byte; for example, command 01EB is in position as EB.
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// This is the format of newserv's security data, which we call the client
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// config. This data is opaque to the client, so this structure is not
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// technically part of the PSO protocol. Because it is opaque to the client, we
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// can use the server's native-endian types instead of being explicit as we do
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// for all the other structs in this file.
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enum ClientStateBB : uint8_t {
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// Initial connection; server will redirect client to another port
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INITIAL_LOGIN = 0x00,
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// Second connection; server will send client game data and account data
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DOWNLOAD_DATA = 0x01,
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// Third connection; client will show the choose character menu
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CHOOSE_PLAYER = 0x02,
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// Fourth connection; used for saving characters only. If you do not create a
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// character, the server sets this state during the third connection so this
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// connection is effectively skipped.
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SAVE_PLAYER = 0x03,
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// Fifth connection; redirects client to login server
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SHIP_SELECT = 0x04,
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// All other connections
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IN_GAME = 0x05,
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};
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struct ClientConfig {
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uint64_t magic;
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uint16_t flags;
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uint32_t proxy_destination_address;
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uint16_t proxy_destination_port;
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parray<uint8_t, 0x10> unused;
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};
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struct ClientConfigBB {
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ClientConfig cfg;
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uint8_t bb_game_state;
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uint8_t bb_player_index;
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parray<uint8_t, 0x06> unused;
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};
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// Patch server commands
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// A patch server session generally goes like this:
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// Server: 02
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// Client: 02
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// Server: 04
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// Client: 04
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// Server: 13 (if desired)
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// Server: 0B
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// Server: 09 (with directory name ".")
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// For each directory to be checked:
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// Server: 09
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// Server: (commands to check subdirectories - more 09/0A/0C)
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// For each file in the directory:
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// Server: 0C
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// Server: 0A
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// Server: 0D
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// For each 0C sent by the server earlier:
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// Client: 0F
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// Client: 10
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// If there are any files to be updated:
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// Server: 11
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// For each directory containing files to be updated:
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// Server: 09
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// Server: (commands to update subdirectories)
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// For each file to be updated in this directory:
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// Server: 06
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// Server: 07 (possibly multiple 07s if the file is large)
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// Server: 08
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// Server: 0A
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// Server: 12
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// 02 (S->C): Start encryption
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struct S_ServerInit_Patch_02 {
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ptext<char, 0x40> copyright;
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le_uint32_t server_key;
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le_uint32_t client_key;
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// BB rejects the command if it's larger than this size, so we can't add the
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// after_message like we do in the other server init commands
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};
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// 04 (S->C): Request login information (no arguments); max. size 4
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// 04 (C->S): Log in (patch)
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struct C_Login_Patch_04 {
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parray<le_uint32_t, 3> unused;
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ptext<char, 0x10> username;
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ptext<char, 0x10> password;
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ptext<char, 0x40> email; // Note: this field is blank on BB
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};
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// 05 (S->C): Unknown; probably disconnect
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// No arguments
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// 06 (S->C): Open file for writing
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struct S_OpenFile_Patch_06 {
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le_uint32_t unknown; // Seems to always be zero
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le_uint32_t size;
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ptext<char, 0x30> filename;
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};
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// 07 (S->C): Write file
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// The client's handler table says this command's maximum size is 0x6010
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// including the header, but the only servers I've seen use this command limit
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// chunks to 0x4010 (including the header).
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struct S_WriteFileHeader_Patch_07 {
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le_uint32_t chunk_index;
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le_uint32_t chunk_checksum; // crc32
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le_uint32_t chunk_size;
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// The chunk data immediately follows here
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};
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// 08 (S->C): Close current file
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// Maximum size 8 (including header)
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struct S_CloseCurrentFile_Patch_08 {
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le_uint32_t unknown; // Seems to always be zero
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};
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// 09 (S->C): Enter directory
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struct S_EnterDirectory_Patch_09 {
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ptext<char, 0x40> name;
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};
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// 0A (S->C): Exit directory
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// No arguments
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// 0B (S->C): Unknown; maybe start patch session, or go to game's root directory
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// No arguments
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// 0C (S->C): File checksum request
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struct S_FileChecksumRequest_Patch_0C {
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le_uint32_t request_id;
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ptext<char, 0x20> filename;
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};
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// 0D (S->C): End of file check requests
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// No arguments
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// 0F (C->S): File information
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struct C_FileInformation_Patch_0F {
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le_uint32_t request_id;
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le_uint32_t checksum;
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le_uint32_t size;
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};
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// 10 (C->S): End of file information command list
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// No arguments
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// 11 (S->C): Start file downloads
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struct S_Unknown_Patch_11 {
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le_uint32_t total_bytes;
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le_uint32_t num_files;
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};
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// 12 (S->C): End patch session successfully
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// No arguments
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// 13 (S->C): Message box
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// Same as 1A/D5 on the game server. On PSOBB, the message appears in the upper
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// message box and functions like a normal PSO message box. On PSOPC, the
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// message appears in a Windows edit field, so line breaks must be \r\n (as
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// opposed to just \n on PSOBB) and standard PSO color escapes don't work.
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// THe maximum size of this command is 0x2004 bytes, including the header.
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// 14 (S->C): Reconnect
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// Same as 19 on the game server.
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// 15 (S->C): Unknown
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// No arguments
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// No commands beyond 15 are valid on the patch server.
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// Game server commands
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// 00: Invalid command
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// 01 (S->C): Lobby message box
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// A small message box appears in lower-right corner, and the player must press
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// a key to continue.
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struct SC_TextHeader_01_06_11_B0 {
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le_uint32_t unused;
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le_uint32_t guild_card_number;
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// Text immediately follows this header (char[] on DC/GC, char16_t[] on PC/BB)
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};
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// 02 (S->C): Start encryption (except on BB)
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// Client will respond with an (encrypted) 9A, 9D, or 9E command.
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struct S_ServerInit_DC_PC_GC_02_17 {
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ptext<char, 0x40> copyright;
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le_uint32_t server_key; // Key for data sent by server
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le_uint32_t client_key; // Key for data sent by client
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// This field is not part of SEGA's original implementation
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ptext<char, 0xC0> after_message;
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};
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// 03 (S->C): Start encryption (BB)
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// Client will respond with a 93 command.
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struct S_ServerInit_BB_03 {
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ptext<char, 0x60> copyright;
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parray<uint8_t, 0x30> server_key;
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parray<uint8_t, 0x30> client_key;
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// This field is not part of SEGA's original implementation
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ptext<char, 0xC0> after_message;
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};
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// 04 (S->C): Set guild card number and update client config ("security data")
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// Client will respond with a 96 command, but only the first time it receives
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// this command - for later 04 commands, the client will still update its client
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// config but will not respond. Changing the security data at any time seems ok,
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// but changing the guild card number of a client after it's initially set can
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// confuse the client, and (on pre-V3 clients) possibly corrupt the character
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// data. For this reason, newserv tries pretty hard to hide the remote guild
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// card number when clients connect to the proxy server.
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// Note: PSOBB has a handler for the 04 command, but (as of yet) I haven't
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// figured out what it does.
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struct S_UpdateClientConfig_DC_PC_GC_04 {
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le_uint32_t player_tag;
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le_uint32_t guild_card_number;
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// The ClientConfig structure (defined in Client.hh) describes how newserv
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// uses this command; other servers do not use the same format for the
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// following 0x20 bytes (or may not use it at all). The cfg field is opaque to
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// the client; it will send back the contents verbatim in its next 9E command.
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ClientConfig cfg;
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};
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// 05: Disconnect
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// No arguments
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// 06: Chat
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// Server->client format is same as 01 command.
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// Client->server format is very similar; we include a zero-length array in this
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// struct to make parsing easier.
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struct C_Chat_06 {
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uint64_t unused;
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union {
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char dcgc[0];
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char16_t pcbb[0];
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} text;
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};
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// 07 (S->C): Ship select menu
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// Command is a list of these; header.flag is the entry count. The first entry
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// is not included in the count and does not appear on the client. The text of
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// the first entry becomes the ship name when the client joins a lobby.
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template <typename CharT, int EntryLength>
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struct S_MenuEntry {
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le_uint32_t menu_id;
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le_uint32_t item_id;
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le_uint16_t flags; // should be 0x0F04
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ptext<CharT, EntryLength> text;
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};
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struct S_MenuEntry_PC_BB_07 : S_MenuEntry<char16_t, 17> { };
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struct S_MenuEntry_DC_GC_07 : S_MenuEntry<char, 18> { };
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// 08 (C->S): Request game list
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// No arguments
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// 08 (S->C): Game list
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// Client responds with 09 and 10 commands (or nothing if the player cancels).
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// Command is a list of these; header.flag is the entry count. The first entry
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// is not included in the count and does not appear on the client.
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template <typename CharT>
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struct S_GameMenuEntry {
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le_uint32_t menu_id;
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le_uint32_t game_id;
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uint8_t difficulty_tag; // 0x0A = Ep3; else difficulty + 0x22 (so 0x25 = Ult)
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uint8_t num_players;
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ptext<CharT, 0x10> name;
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uint8_t episode; // 40 = Ep1, 41 = Ep2, 43 = Ep4. Ignored on Ep3
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uint8_t flags; // 02 = locked, 04 = disabled (BB), 10 = battle, 20 = challenge
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};
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struct S_GameMenuEntry_PC_BB_08 : S_GameMenuEntry<char16_t> { };
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struct S_GameMenuEntry_GC_08 : S_GameMenuEntry<char> { };
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// 09 (C->S): Menu item info request
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// Server will respond with an 11 command, or an A3 if it's the quest menu.
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struct C_MenuItemInfoRequest_09 {
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le_uint32_t menu_id;
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le_uint32_t item_id;
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};
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// 0B: Invalid command
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// 0C: Create game (DCv1)
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// Format unknown
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// 0D: Invalid command
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// 0E: Invalid command
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// 0F: Invalid command
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// 10 (C->S): Menu selection
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struct C_MenuSelection {
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le_uint32_t menu_id;
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le_uint32_t item_id;
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// Password is only present when client attempts to join a locked game.
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union {
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char dcgc[0];
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char16_t pcbb[0];
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} password;
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};
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// 11 (S->C): Ship info
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// Same format as 01 command.
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// 12 (S->C): Unknown (BB)
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// 12: Session complete (patch server)
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// No arguments
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// 13 (S->C): Message box (patch server)
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// Same as 1A/D5 command.
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// 13 (C->S): Confirm file write
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// Client sends this in response to each 13 sent by the server. It appears these
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// are only sent by V3 and BB - PSO PC does not send these.
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// This structure is for documentation only; newserv ignores these.
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// header.flag = file chunk index (same as in the 13/A7 sent by the server)
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struct C_WriteFileConfirmation_GC_BB_13_A7 {
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ptext<char, 0x10> filename;
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};
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// 13 (S->C): Write online quest file
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// Used for downloading online quests. All chunks except the last must have
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// 0x400 data bytes. When downloading an online quest, the .bin and .dat chunks
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// may be interleaved (although newserv currently sends them sequentially).
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// header.flag = file chunk index (start offset / 0x400)
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struct S_WriteFile_13_A7 {
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ptext<char, 0x10> filename;
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uint8_t data[0x400];
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le_uint32_t data_size;
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};
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// 14 (S->C): Unknown (BB)
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// 15: Invalid command
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// 16 (S->C): Unknown (BB)
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// 17 (S->C): Start encryption at login server (except on BB)
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// Same format as 02 command, but a different copyright string.
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// Client will respond with a DB command if on V3; otherwise it will respond
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// with a 9D.
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// 18: Invalid command
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// 19 (S->C): Reconnect to different address
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// Client will disconnect, and reconnect to the given address/port.
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// Because PSO PC and some versions of PSO GC use the same port but different
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// protocols, we use a specially-crafted 19 command to send them to two
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// different ports depending on the client version. I originally saw this
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// technique used by Schthack; I don't know if it was his original creation.
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struct S_Reconnect_19 {
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be_uint32_t address;
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le_uint16_t port;
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le_uint16_t unused;
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};
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struct S_ReconnectSplit_19 {
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be_uint32_t pc_address;
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le_uint16_t pc_port;
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parray<uint8_t, 0x0F> unused1;
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uint8_t gc_command;
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uint8_t gc_flag;
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le_uint16_t gc_size;
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be_uint32_t gc_address;
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le_uint16_t gc_port;
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parray<uint8_t, 0xB0 - 0x23> unused2;
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};
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// 1A: Large message box
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// Client will usually respond with a D6 command (see D6 for more information)
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// Contents are plain text (char on DC/GC, char16_t on PC/BB). There must be at
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// least one null character ('\0') before the end of the command data.
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// There is a bug in V3 (and possibly all versions) where if this command is
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// sent after the client has joined a lobby, the chat log window contents will
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// appear in the message box, prepended to the message text from the command.
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// 1B: Invalid command
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// 1C: Invalid command
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// 1D: Ping
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// No arguments
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// When sent to the client, the client will respond with a 1D command. Data sent
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// by the server is ignored; the client always sends a 1D command with no data.
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// 1E: Invalid command
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// 1F (S->C): Information menu
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// Same format and usage as 07 command
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// 20: Invalid command
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// 21: GameGuard control (BB)
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// Format unknown
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// 22: GameGuard check (BB)
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// An older version of BB used a 4-byte challenge in the flag field (and the
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// command had no payload). The latest version uses this 16-byte challenge.
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struct SC_GameCardCheck_BB_22 {
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parray<uint8_t, 0x10> data;
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};
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// 23 (S->C): Unknown (BB)
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// 24 (S->C): Unknown (BB)
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// 25 (S->C): Unknown (BB)
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// 26: Invalid command
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// 27: Invalid command
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// 28: Invalid command
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// 29: Invalid command
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// 2A: Invalid command
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// 2B: Invalid command
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// 2C: Invalid command
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// 2D: Invalid command
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// 2E: Invalid command
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// 2F: Invalid command
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// 30: Invalid command
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// 31: Invalid command
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// 32: Invalid command
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// 33: Invalid command
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// 34: Invalid command
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// 35: Invalid command
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// 36: Invalid command
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// 37: Invalid command
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// 38: Invalid command
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// 39: Invalid command
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// 3A: Invalid command
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// 3B: Invalid command
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// 3C: Invalid command
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// 3D: Invalid command
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// 3E: Invalid command
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// 3F: Invalid command
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// 40 (C->S): Guild card search
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// Server should respond with a 41 command if the target is online. If the
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// target is not online, server doesn't respond at all.
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struct C_GuildCardSearch_40 {
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le_uint32_t player_tag;
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le_uint32_t searcher_guild_card_number;
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le_uint32_t target_guild_card_number;
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};
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// 41 (S->C): Guild card search result
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template <typename HeaderT, typename CharT>
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struct S_GuildCardSearchResult {
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le_uint32_t player_tag;
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le_uint32_t searcher_guild_card_number;
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le_uint32_t result_guild_card_number;
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HeaderT reconnect_command_header;
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S_Reconnect_19 reconnect_command;
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ptext<char, 0x44> location_string;
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|
le_uint32_t menu_id;
|
|
le_uint32_t lobby_id;
|
|
ptext<char, 0x3C> unused;
|
|
ptext<CharT, 0x20> name;
|
|
};
|
|
struct S_GuildCardSearchResult_PC_41 : S_GuildCardSearchResult<PSOCommandHeaderPC, char16_t> { };
|
|
struct S_GuildCardSearchResult_DC_GC_41 : S_GuildCardSearchResult<PSOCommandHeaderDCGC, char> { };
|
|
struct S_GuildCardSearchResult_BB_41 : S_GuildCardSearchResult<PSOCommandHeaderBB, char16_t> { };
|
|
|
|
// 42: Invalid command
|
|
// 43: Invalid command
|
|
|
|
// 44 (C->S): Confirm open file
|
|
// Client sends this in response to each 44 sent by the server.
|
|
// TODO: Are these V3-only just like the 13 (C->S) command?
|
|
// This structure is for documentation only; newserv ignores these.
|
|
|
|
// header.flag = quest number (sort of - seems like the client just echoes
|
|
// whatever the server sent in its header.flag field. Also quest numbers can be
|
|
// > 0xFF so the flag is essentially meaningless)
|
|
struct C_OpenFileConfirmation_44_A6 {
|
|
ptext<char, 0x10> filename;
|
|
};
|
|
|
|
// 44 (S->C): Open file for download
|
|
// Used for downloading online quests.
|
|
|
|
struct S_OpenFile_PC_GC_44_A6 {
|
|
ptext<char, 0x20> name;
|
|
le_uint16_t unused;
|
|
le_uint16_t flags;
|
|
ptext<char, 0x10> filename;
|
|
le_uint32_t file_size;
|
|
};
|
|
|
|
struct S_OpenFile_BB_44_A6 {
|
|
parray<uint8_t, 0x22> unused;
|
|
le_uint16_t flags;
|
|
ptext<char, 0x10> filename;
|
|
le_uint32_t file_size;
|
|
ptext<char, 0x18> name;
|
|
};
|
|
|
|
// 45: Invalid command
|
|
// 46: Invalid command
|
|
// 47: Invalid command
|
|
// 48: Invalid command
|
|
// 49: Invalid command
|
|
// 4A: Invalid command
|
|
// 4B: Invalid command
|
|
// 4C: Invalid command
|
|
// 4D: Invalid command
|
|
// 4E: Invalid command
|
|
// 4F: Invalid command
|
|
// 50: Invalid command
|
|
// 51: Invalid command
|
|
// 52: Invalid command
|
|
// 53: Invalid command
|
|
// 54: Invalid command
|
|
// 55: Invalid command
|
|
// 56: Invalid command
|
|
// 57: Invalid command
|
|
// 58: Invalid command
|
|
// 59: Invalid command
|
|
// 5A: Invalid command
|
|
// 5B: Invalid command
|
|
// 5C: Invalid command
|
|
// 5D: Invalid command
|
|
// 5E: Invalid command
|
|
// 5F: Invalid command
|
|
|
|
// 60: Broadcast command
|
|
// When a client sends this command, the server should forward it to all players
|
|
// in the same game/lobby, except the player who originally sent the command.
|
|
// See ReceiveSubcommands for details on contents.
|
|
|
|
// 61 (C->S): Player data
|
|
// See PSOPlayerDataPC, PSOPlayerDataGC, PSOPlayerDataBB in Player.hh for this
|
|
// command's format.
|
|
// Note: If the client is in a game, the inventory sent by the client only
|
|
// includes items that would not disappear if the client was disconnected!
|
|
// Upon joining a game, the client assigns inventory item IDs sequentially as
|
|
// (0x00010000 + (0x00200000 * lobby_client_id) + x). So, for example, player
|
|
// 3's 8th item's ID would become 0x00610007.
|
|
|
|
// 62: Target command
|
|
// When a client sends this command, the server should forward it to the player
|
|
// identified by header.flag in the same game/lobby, even if that player is the
|
|
// player who originally sent it.
|
|
// See ReceiveSubcommands for details on contents.
|
|
|
|
// 63: Invalid command
|
|
|
|
// 64 (S->C): Join game
|
|
// This is sent to the joining player; the other players get a 65 instead.
|
|
|
|
// Header flag = entry count
|
|
template <typename LobbyDataT, typename DispDataT>
|
|
struct S_JoinGame {
|
|
parray<le_uint32_t, 0x20> variations;
|
|
// Unlike lobby join commands, these are filled in in their slot positions.
|
|
// That is, if there's only one player in a game with ID 2, then the first two
|
|
// of these are blank and the player's data is in the third entry here.
|
|
LobbyDataT lobby_data[4];
|
|
uint8_t client_id;
|
|
uint8_t leader_id;
|
|
uint8_t disable_udp;
|
|
uint8_t difficulty;
|
|
uint8_t battle_mode;
|
|
uint8_t event;
|
|
uint8_t section_id;
|
|
uint8_t challenge_mode;
|
|
le_uint32_t rare_seed;
|
|
uint8_t episode;
|
|
uint8_t unused2; // Should be 1 for PSO PC?
|
|
uint8_t solo_mode;
|
|
uint8_t unused3;
|
|
struct PlayerEntry {
|
|
PlayerInventory inventory;
|
|
DispDataT disp;
|
|
};
|
|
// This field is only present if the game (and client) is Episode 3. Similarly
|
|
// to lobby_data above, all four of these are always present and they are
|
|
// filled in in slot positions.
|
|
PlayerEntry players_ep3[4];
|
|
};
|
|
struct S_JoinGame_PC_64 : S_JoinGame<PlayerLobbyDataPC, PlayerDispDataPCGC> { };
|
|
struct S_JoinGame_GC_64 : S_JoinGame<PlayerLobbyDataGC, PlayerDispDataPCGC> { };
|
|
struct S_JoinGame_BB_64 : S_JoinGame<PlayerLobbyDataBB, PlayerDispDataBB> { };
|
|
|
|
// 65 (S->C): Other player joined game
|
|
|
|
// Header flag = entry count (always 1 for 65 and 68; up to 0x0C for 67)
|
|
template <typename LobbyDataT, typename DispDataT>
|
|
struct S_JoinLobby {
|
|
uint8_t client_id;
|
|
uint8_t leader_id;
|
|
uint8_t disable_udp;
|
|
uint8_t lobby_number;
|
|
le_uint16_t block_number;
|
|
le_uint16_t event;
|
|
le_uint32_t unused;
|
|
struct Entry {
|
|
LobbyDataT lobby_data;
|
|
PlayerInventory inventory;
|
|
DispDataT disp;
|
|
};
|
|
// Note: not all of these will be filled in and sent if the lobby isn't full
|
|
// (the command size will be shorter than this struct's size)
|
|
Entry entries[0x0C];
|
|
|
|
static inline size_t size(size_t used_entries) {
|
|
return offsetof(S_JoinLobby, entries) + used_entries * sizeof(Entry);
|
|
}
|
|
};
|
|
struct S_JoinLobby_PC_65_67_68 : S_JoinLobby<PlayerLobbyDataPC, PlayerDispDataPCGC> { };
|
|
struct S_JoinLobby_GC_65_67_68 : S_JoinLobby<PlayerLobbyDataGC, PlayerDispDataPCGC> { };
|
|
struct S_JoinLobby_BB_65_67_68 : S_JoinLobby<PlayerLobbyDataBB, PlayerDispDataBB> { };
|
|
|
|
// 66 (S->C): Other player left game
|
|
// This is sent to all players in a game except the leaving player.
|
|
|
|
// Header flag = leaving player ID (same as client_id);
|
|
struct S_LeaveLobby_66_69 {
|
|
uint8_t client_id;
|
|
uint8_t leader_id;
|
|
le_uint16_t unused;
|
|
};
|
|
|
|
// 67 (S->C): Join lobby
|
|
// This is sent to the joining player; the other players get a 68 instead.
|
|
// Same format as 65 command, but used for lobbies instead of games.
|
|
|
|
// 68 (S->C): Other player joined lobby
|
|
// Same format as 65 command, but used for lobbies instead of games.
|
|
|
|
// 69 (S->C): Other player left lobby
|
|
// Same format as 66 command, but used for lobbies instead of games.
|
|
|
|
// 6A: Invalid command
|
|
// 6B: Invalid command
|
|
|
|
// 6C: Broadcast command
|
|
// Same format and usage as 60 command.
|
|
|
|
// 6D: Target command
|
|
// Same format and usage as 62 command.
|
|
|
|
// 6E: Invalid command
|
|
|
|
// 6F: Set game status
|
|
// This command is sent when a player is done loading and other players can then
|
|
// join the game. On BB, this command is sent as 016F if a quest is in progress
|
|
// and the game should not be joined by anyone else.
|
|
|
|
// 70: Invalid command
|
|
// 71: Invalid command
|
|
// 72: Invalid command
|
|
// 73: Invalid command
|
|
// 74: Invalid command
|
|
// 75: Invalid command
|
|
// 76: Invalid command
|
|
// 77: Invalid command
|
|
// 78: Invalid command
|
|
// 79: Invalid command
|
|
// 7A: Invalid command
|
|
// 7B: Invalid command
|
|
// 7C: Invalid command
|
|
// 7D: Invalid command
|
|
// 7E: Invalid command
|
|
// 7F: Invalid command
|
|
// 80: Invalid command
|
|
|
|
// 81: Simple mail
|
|
// Format is the same in both directions. The server should forward the command
|
|
// to the player with to_guild_gard_number, if they are online.
|
|
// On GC (and probably other versions too) the unused space after the text
|
|
// contains uninitialized memory when the client sends this command. None of the
|
|
// unused space appears to contain anything important; newserv clears the
|
|
// uninitialized data for security reasons before forwarding and things seem to
|
|
// work fine.
|
|
|
|
struct SC_SimpleMail_GC_81 {
|
|
le_uint32_t player_tag;
|
|
le_uint32_t from_guild_card_number;
|
|
ptext<char, 0x10> from_name;
|
|
le_uint32_t to_guild_card_number;
|
|
ptext<char, 0x200> text;
|
|
};
|
|
|
|
// 82: Invalid command
|
|
|
|
// 83 (S->C): Lobby menu
|
|
// This sets the menu item IDs that the client uses for the lobby teleport menu.
|
|
// The client expects 15 items here (or 20 on Episode 3); sending more or fewer
|
|
// items does not change the lobby count on the client. If fewer entries are
|
|
// sent, the menu item IDs for some lobbies will not be set, and the client will
|
|
// likely send 84 commands that don't make sense if the player chooses one of
|
|
// lobbies with unset IDs.
|
|
|
|
// Command is a list of these; header.flag is the entry count (15 or 20)
|
|
struct S_LobbyListEntry_83 {
|
|
le_uint32_t menu_id;
|
|
le_uint32_t item_id;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
// 84 (C->S): Choose lobby
|
|
|
|
struct C_LobbySelection_84 {
|
|
le_uint32_t menu_id;
|
|
le_uint32_t item_id;
|
|
};
|
|
|
|
// 85: Invalid command
|
|
// 86: Invalid command
|
|
// 87: Invalid command
|
|
|
|
// 88 (S->C): Update lobby arrows
|
|
|
|
// Command is a list of these; header.flag is the entry count. There should
|
|
// be an update for every player in the lobby in this command, even if their
|
|
// arrow color isn't being changed.
|
|
struct S_ArrowUpdateEntry_88 {
|
|
le_uint32_t player_tag;
|
|
le_uint32_t guild_card_number;
|
|
le_uint32_t arrow_color;
|
|
};
|
|
|
|
// 89 (C->S): Set lobby arrow
|
|
// header.flag = arrow color number; no other arguments.
|
|
// Server should send an 88 command to all players in the lobby.
|
|
|
|
// 8A (C->S): Request lobby/game name
|
|
// No arguments
|
|
|
|
// 8A (S->C): Lobby/game name
|
|
// Contents is a string (char16_t on PC/BB, char on DC/GC) containing the lobby
|
|
// or game name. The client generally only sends this immediately after joining
|
|
// a game, but Sega's servers also replied to it if it was sent in a lobby. They
|
|
// would return a string like "LOBBY01" even though this would never be used
|
|
// under normal circumstances.
|
|
|
|
// 8B: Invalid command
|
|
// 8C: Invalid command
|
|
// 8D: Invalid command
|
|
// 8E: Invalid command
|
|
// 8F: Invalid command
|
|
// 90: Invalid command
|
|
// 91: Invalid command
|
|
// 92: Invalid command
|
|
|
|
// 93 (C->S): Log in (BB)
|
|
|
|
struct C_Login_BB_93 {
|
|
ptext<char, 0x14> unused;
|
|
ptext<char, 0x10> username;
|
|
ptext<char, 0x20> unused2;
|
|
ptext<char, 0x10> password;
|
|
ptext<char, 0x28> unused3;
|
|
uint64_t unknown;
|
|
// Note: Unlike other versions, BB puts the version string in the client
|
|
// config at connect time. So the first time the server gets this command, it
|
|
// will be something like "Ver. 1.24.3". Note also that some old versions
|
|
// (before 1.23.8?) omit the unknown field before the client config, so the
|
|
// client config starts 8 bytes earlier on those versions.
|
|
union ClientConfigFields {
|
|
ClientConfigBB cfg;
|
|
ptext<char, 0x28> version_string;
|
|
ClientConfigFields() : version_string() { }
|
|
ClientConfigFields(const ClientConfigFields& other)
|
|
: version_string(other.version_string) { }
|
|
inline ClientConfigFields& operator=(const ClientConfigFields& other) {
|
|
this->version_string = other.version_string;
|
|
return *this;
|
|
}
|
|
} client_config;
|
|
};
|
|
|
|
// 94: Invalid command
|
|
|
|
// 95 (S->C): Request player data
|
|
// No arguments
|
|
// For some reason, some servers send high values in the header.flag field here.
|
|
// From what I can tell, that field appears to be completely unused by the
|
|
// client - sending zero works just fine. The original Sega servers had some
|
|
// uninitialized memory bugs, of which that may have been one, and other private
|
|
// servers may have just duplicated Sega's behavior verbatim.
|
|
// Client will respond with a 61 command
|
|
|
|
// 96 (C->S): Client checksum
|
|
|
|
struct C_ClientChecksum_GC_96 {
|
|
// It seems only at most 48 bits of this are actually used - the highest-order
|
|
// (last) two bytes seem to always be zero.
|
|
le_uint64_t checksum;
|
|
};
|
|
|
|
// 97 (S->C): Save to memory card
|
|
// No arguments
|
|
|
|
// 98 (C->S): Leave game
|
|
// Same format as 61 command.
|
|
// Client will send an 84 when it's ready to join a lobby.
|
|
|
|
// 99 (C->S): Server time accepted
|
|
// No arguments
|
|
|
|
// 9A (S->C): License verification result
|
|
// The result code is sent in the header.flag field. Result codes:
|
|
// 00 = license ok (don't save to memory card; client responds with 9E command)
|
|
// 01 = registration required (client responds with a 9C command)
|
|
// 02 = license ok (save to memory card; client responds with 9E command)
|
|
// 03 = access key invalid (125)
|
|
// 04 = serial number invalid (126)
|
|
// 07 = invalid Hunter's License (117)
|
|
// 08 = Hunter's License expired (116)
|
|
// 0B = HL not registered under this serial number/access key (112)
|
|
// 0C = HL not registered under this serial number/access key (113)
|
|
// 0D = HL not registered under this serial number/access key (114)
|
|
// 0E = connection error (115)
|
|
// 0F = connection suspended (111)
|
|
// 10 = connection suspended (111)
|
|
// 11 = Hunter's License expired (116)
|
|
// 12 = invalid Hunter's License (117)
|
|
// 13 = servers under maintenance (118)
|
|
// Seems like most (all?) of the rest of the codes are "network error" (119).
|
|
|
|
// 9A (C->S): Initial login (no password or client config)
|
|
|
|
struct C_Login_DC_PC_GC_9A {
|
|
ptext<char, 0x20> unused;
|
|
ptext<char, 0x10> serial_number;
|
|
ptext<char, 0x10> access_key;
|
|
uint32_t player_tag;
|
|
uint32_t guild_card_number;
|
|
uint32_t sub_version;
|
|
ptext<char, 0x30> serial_number2;
|
|
ptext<char, 0x30> access_key2;
|
|
ptext<char, 0x30> email_address;
|
|
};
|
|
|
|
// 9B (S->C): Unknown (BB)
|
|
|
|
// 9C (S->C): Login result
|
|
// The only possible error here seems to be wrong password (127) which is
|
|
// displayed if the header.flag field is zero. If header.flag is nonzero, the
|
|
// client proceeds with the login procedure by sending a 9E.
|
|
|
|
// 9C (C->S): Register
|
|
|
|
struct C_Register_DC_PC_GC_9C {
|
|
ptext<char, 8> unused;
|
|
le_uint32_t sub_version;
|
|
le_uint32_t unused2;
|
|
ptext<char, 0x30> serial_number;
|
|
ptext<char, 0x30> access_key;
|
|
ptext<char, 0x30> password;
|
|
};
|
|
|
|
// 9D (C->S): Log in
|
|
// In some cases the client sends extra unused data at the end of this command.
|
|
// This seems to only occur if the client has not yet received an 04 (guild card
|
|
// number / client config) command.
|
|
|
|
struct C_Login_PC_9D {
|
|
le_uint32_t player_tag; // 00 00 01 00 if guild card is set (via 04)
|
|
le_uint32_t guild_card_number; // FF FF FF FF if not set
|
|
le_uint64_t unused;
|
|
le_uint32_t sub_version;
|
|
parray<uint8_t, 0x24> unused2; // 00 01 00 00 ... (rest is 00)
|
|
ptext<char, 0x10> serial_number;
|
|
ptext<char, 0x10> access_key;
|
|
ptext<char, 0x30> serial_number2;
|
|
ptext<char, 0x30> access_key2;
|
|
ptext<char, 0x10> name;
|
|
};
|
|
struct C_LoginWithUnusedSpace_PC_9D : C_Login_PC_9D {
|
|
parray<uint8_t, 0x84> unused_space;
|
|
};
|
|
|
|
// 9E (C->S): Log in with client config
|
|
// In some cases the client sends extra unused data at the end of this command.
|
|
// This seems to only occur if the client has not yet received an 04 (guild card
|
|
// number / client config) command.
|
|
|
|
struct C_Login_GC_9E : C_Login_PC_9D {
|
|
union ClientConfigFields {
|
|
ClientConfig cfg;
|
|
parray<uint8_t, 0x20> data;
|
|
ClientConfigFields() : data() { }
|
|
} client_config;
|
|
};
|
|
struct C_LoginWithUnusedSpace_GC_9E : C_Login_GC_9E {
|
|
parray<uint8_t, 0x64> unused_space;
|
|
};
|
|
|
|
// 9F (S->C): Unknown (BB)
|
|
|
|
// A0 (C->S): Change ship
|
|
// No arguments
|
|
|
|
// A0 (S->C): Ship select menu
|
|
// Same as 07 command.
|
|
|
|
// A1 (C->S): Change block
|
|
// No arguments
|
|
|
|
// A1 (S->C): Block select menu
|
|
// Same as 07 command.
|
|
|
|
// A2 (C->S): Request quest menu
|
|
// No arguments
|
|
|
|
// A2 (S->C): Quest menu
|
|
// Client will respond with an 09, 10, or A9 command. For 09, the server should
|
|
// send the category or quest description via an A3 response; for 10, the server
|
|
// should send another quest menu (if a category was chosen), or send the quest
|
|
// data with 44/13 commands; for A9, the server does not need to respond.
|
|
|
|
template <typename CharT>
|
|
struct S_QuestMenuEntry {
|
|
le_uint32_t menu_id;
|
|
le_uint32_t item_id;
|
|
ptext<CharT, 0x20> name;
|
|
ptext<CharT, 0x70> short_desc;
|
|
};
|
|
struct S_QuestMenuEntry_PC_A2_A4 : S_QuestMenuEntry<char16_t> { };
|
|
struct S_QuestMenuEntry_GC_A2_A4 : S_QuestMenuEntry<char> { };
|
|
|
|
struct S_QuestMenuEntry_BB_A2_A4 {
|
|
le_uint32_t menu_id;
|
|
le_uint32_t item_id;
|
|
ptext<char16_t, 0x20> name;
|
|
// Why is this 10 characters longer than on other versions...?
|
|
ptext<char16_t, 0x7A> short_desc;
|
|
};
|
|
|
|
// A3 (S->C): Quest information
|
|
// Same format as 1A/D5 command (plain text)
|
|
|
|
// A4 (S->C): Download quest menu
|
|
// Same format as A2, but can be used when not in a game. The client responds
|
|
// similarly to A2; the primary difference is that if a quest is chosen, it
|
|
// should be sent with A6/A7 commands rather than 44/13, and it must be in a
|
|
// different encrypted format (not described here).
|
|
|
|
// A5 (S->C): Unknown (BB)
|
|
|
|
// A6: Open file for download
|
|
// Used for download quests and GBA games.
|
|
// Same format as 44.
|
|
|
|
// A7: Write download file
|
|
// Same format as 13.
|
|
|
|
// A8: Invalid command
|
|
|
|
// A9: Quest menu closed (canceled)
|
|
// No arguments
|
|
|
|
// AA: Invalid command
|
|
// AB (S->C): Unknown (BB)
|
|
|
|
// AC (C->S): Ready to start quest
|
|
// AC (S->C): Start quest
|
|
// No arguments
|
|
// When all players in a game have sent an AC to the server, the server should
|
|
// send them all an AC back, which starts the quest for all players at
|
|
// (approximately) the same time.
|
|
// Sending this command to a GC client when it is not waiting to start a quest
|
|
// will cause it to crash.
|
|
|
|
// AD: Invalid command
|
|
// AE: Invalid command
|
|
// AF: Invalid command
|
|
|
|
// B0: Text message
|
|
// Same format as 01 command.
|
|
|
|
// B1 (C->S): Request server time
|
|
// No arguments
|
|
|
|
// B1 (S->C): Server time
|
|
// Contents is a string like "%Y:%m:%d: %H:%M:%S.000" (the space is not a typo).
|
|
// For example: 2022:03:30: 15:36:42.000
|
|
// Client will respond with a 99 command.
|
|
|
|
// B2 (S->C): Execute code
|
|
// GC v1.0 and v1.1 only.
|
|
// Format unknown.
|
|
// Client will respond with a B3 command.
|
|
// Note: BB has a handler for this, but (as of yet) I don't know what it does.
|
|
|
|
// B3 (C->S): Execute code response
|
|
// GC v1.0 and v1.1 only.
|
|
|
|
struct C_ExecuteCodeResponse_GC_B3 {
|
|
le_uint32_t return_value;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
// B4: Invalid command
|
|
// B5: Invalid command
|
|
// B6: Invalid command
|
|
|
|
// B7: Rank update (Episode 3)
|
|
|
|
struct S_RankUpdate_GC_Ep3_B7 {
|
|
le_uint32_t rank;
|
|
ptext<char, 0x0C> rank_text;
|
|
le_uint32_t meseta;
|
|
le_uint32_t max_meseta;
|
|
le_uint32_t jukebox_songs_unlocked;
|
|
};
|
|
|
|
// B8 (S->C): Update card definitions (Episode 3)
|
|
// Contents is a single little-endian le_uint32_t specifying the size of the
|
|
// (PRS-compressed) data, followed immediately by the data. newserv sends the
|
|
// system/ep3/cardupdate.mnr file verbatim using this command when an Episode 3
|
|
// client connects to the login server.
|
|
// Note: BB has a handler for this, but (as of yet) I don't know what it does.
|
|
// It almost certainly doesn't do the same thing as the Ep3 B8 command.
|
|
|
|
// B9: Invalid command
|
|
|
|
// BA: Meseta transaction (Episode 3)
|
|
|
|
struct C_Meseta_GC_Ep3_BA {
|
|
le_uint32_t transaction_num;
|
|
le_uint32_t value;
|
|
le_uint32_t unknown_token;
|
|
};
|
|
|
|
struct S_Meseta_GC_Ep3_BA {
|
|
le_uint32_t remaining_meseta;
|
|
le_uint32_t unknown;
|
|
le_uint32_t unknown_token; // Should match the token sent by the client
|
|
};
|
|
|
|
// BB: Invalid command
|
|
// BC: Invalid command
|
|
// BD: Invalid command
|
|
// BE: Invalid command
|
|
// BF: Invalid command
|
|
|
|
// C0 (C->S): Request choice search options
|
|
// No arguments
|
|
// Server should respond with a C0 command (described below).
|
|
|
|
// C0 (S->C): Choice search options
|
|
|
|
// Command is a list of these; header.flag is the entry count (incl. top-level).
|
|
template <typename CharT>
|
|
struct S_ChoiceSearchEntry {
|
|
// Category IDs are nonzero; if the high byte of the ID is nonzero then the
|
|
// category can be set by the user at any time; otherwise it can't.
|
|
le_uint16_t parent_category_id; // 0 for top-level categories
|
|
le_uint16_t category_id;
|
|
ptext<CharT, 0x1C> text;
|
|
};
|
|
struct S_ChoiceSearchEntry_DC_GC_C0 : S_ChoiceSearchEntry<char> { };
|
|
struct S_ChoiceSearchEntry_PC_BB_C0 : S_ChoiceSearchEntry<char16_t> { };
|
|
|
|
// Top-level categories are things like "Level", "Class", etc.
|
|
// Choices for each top-level category immediately follow the category, so
|
|
// a reasonable order of items is (for example):
|
|
// 00 00 11 01 "Preferred difficulty"
|
|
// 11 01 01 01 "Normal"
|
|
// 11 01 02 01 "Hard"
|
|
// 11 01 03 01 "Very Hard"
|
|
// 11 01 04 01 "Ultimate"
|
|
// 00 00 22 00 "Character class"
|
|
// 22 00 01 00 "HUmar"
|
|
// 22 00 02 00 "HUnewearl"
|
|
// etc.
|
|
|
|
// C1 (C->S): Create game
|
|
|
|
template <typename CharT>
|
|
struct C_CreateGame {
|
|
le_uint64_t unused;
|
|
ptext<CharT, 0x10> name;
|
|
ptext<CharT, 0x10> password;
|
|
uint8_t difficulty; // 0-3
|
|
uint8_t battle_mode; // 0 or 1
|
|
// Note: Episode 3 uses the challenge mode flag for view battle permissions.
|
|
// 0 = view battle allowed; 1 = not allowed
|
|
uint8_t challenge_mode; // 0 or 1
|
|
uint8_t episode; // 1-4 on V3+; unused on DC/PC
|
|
};
|
|
struct C_CreateGame_DC_GC_C1_EC : C_CreateGame<char> { };
|
|
struct C_CreateGame_PC_C1 : C_CreateGame<char16_t> { };
|
|
|
|
struct C_CreateGame_BB_C1 : C_CreateGame<char16_t> {
|
|
uint8_t solo_mode;
|
|
uint8_t unused2[3];
|
|
};
|
|
|
|
// C2 (C->S): Set choice search parameters
|
|
// Server does not respond.
|
|
|
|
struct C_SetChoiceSearchParameters_C2 {
|
|
le_uint16_t disabled; // 0 = enabled, 1 = disabled
|
|
le_uint16_t unused;
|
|
struct Entry {
|
|
le_uint16_t parent_category_id;
|
|
le_uint16_t category_id;
|
|
};
|
|
Entry entries[0];
|
|
};
|
|
|
|
// C3 (C->S): Execute choice search
|
|
// Server should respond with a C4 command.
|
|
|
|
struct C_ExecuteChoiceSearch_C3 {
|
|
le_uint32_t unknown;
|
|
struct Entry {
|
|
le_uint16_t parent_category_id;
|
|
le_uint16_t category_id;
|
|
};
|
|
Entry entries[0];
|
|
};
|
|
|
|
// C4 (S->C): Choice search results
|
|
|
|
// Command is a list of these; header.flag is the entry count
|
|
struct S_ChoiceSearchResultEntry_GC_C4 {
|
|
le_uint32_t guild_card_number;
|
|
ptext<char, 0x10> name; // No language marker, as usual on GC
|
|
ptext<char, 0x20> info_string; // Usually something like "<class> Lvl <level>"
|
|
// Format is stricter here; this is "LOBBYNAME,BLOCKNUM,SHIPNAME"
|
|
// If target is in game, for example, "Game Name,BLOCK01,Alexandria"
|
|
// If target is in lobby, for example, "BLOCK01-1,BLOCK01,Alexandria"
|
|
ptext<char, 0x34> locator_string;
|
|
// Server IP and port for "meet user" option
|
|
le_uint32_t server_ip;
|
|
le_uint16_t server_port;
|
|
le_uint16_t unused1;
|
|
le_uint32_t menu_id;
|
|
le_uint32_t lobby_id; // These two are guesses
|
|
le_uint32_t game_id; // Zero if target is in a lobby rather than a game
|
|
parray<uint8_t, 0x58> unused2;
|
|
};
|
|
|
|
// C5 (S->C): Challenge rank update
|
|
// TODO: Document format and usage for this command
|
|
|
|
// C6 (C->S): Set blocked senders list
|
|
|
|
struct C_SetBlockedSenders_C6 {
|
|
parray<le_uint32_t, 30> blocked_senders;
|
|
};
|
|
|
|
// C7 (C->S): Enable simple mail auto-reply
|
|
// Same format as 1A/D5 command (plain text).
|
|
|
|
// C8 (C->S): Disable simple mail auto-reply
|
|
|
|
// C9: Broadcast command (Episode 3)
|
|
// Same as 60, but only send to Episode 3 clients.
|
|
|
|
// CA (C->S): Ep3 server data request
|
|
// TODO: Document this. It does many different things.
|
|
|
|
// CB: Broadcast command (Episode 3)
|
|
// Same as 60, but only send to Episode 3 clients.
|
|
|
|
// CC: Invalid command
|
|
// CD: Invalid command
|
|
// CE: Invalid command
|
|
// CF: Invalid command
|
|
|
|
// D0 (C->S): Execute trade via trade window
|
|
// General sequence: client sends D0, server sends D1 to that client, server
|
|
// sends D3 to other client, server sends D4 to both (?) clients.
|
|
// Format unknown
|
|
|
|
// D1 (S->C): Confirm trade to initiator
|
|
// No arguments
|
|
|
|
// D2: Invalid command
|
|
|
|
// D3 (S->C): Execute trade with accepter
|
|
// Format unknown; appears to be same as D0.
|
|
|
|
// D4 (S->C): Close trade
|
|
// No arguments
|
|
|
|
// D5: Large message box
|
|
// Same as 1A command.
|
|
|
|
// D6 (C->S): Large message box closed (GC)
|
|
// No arguments
|
|
// DC and PC do not send this command at all. GC v1.0 and v1.1 will send this
|
|
// command when any large message box is closed; GC Plus and Episode 3 will send
|
|
// this only for large message boxes that are sent before the client has joined
|
|
// a lobby. (After joining a lobby, large message boxes will still be displayed
|
|
// if sent by the server, but the client won't send a D6 when they are closed.)
|
|
|
|
// D7 (C->S): Request GBA game file
|
|
// The server should send the requested file using A6/A7 commands.
|
|
|
|
struct C_GBAGameRequest_GC_D7 {
|
|
ptext<char, 0x10> filename;
|
|
};
|
|
|
|
// D7 (S->C): Unknown (BB)
|
|
|
|
// D8 (C->S): Info board request
|
|
// No arguments
|
|
// The server should respond with a D8 command (described below).
|
|
|
|
// D8 (S->C): Info board
|
|
|
|
// Command is a list of these; header.flag is the entry count. There should be
|
|
// one entry for each player in the current lobby/game.
|
|
template <typename CharT>
|
|
struct S_InfoBoardEntry_D8 {
|
|
ptext<CharT, 0x10> name;
|
|
ptext<CharT, 0xAC> message;
|
|
};
|
|
struct S_InfoBoardEntry_PC_BB_D8 : S_InfoBoardEntry_D8<char16_t> { };
|
|
struct S_InfoBoardEntry_DC_GC_D8 : S_InfoBoardEntry_D8<char> { };
|
|
|
|
// D9 (C->S): Write info board
|
|
// Contents are plain text, like 1A/D5.
|
|
|
|
// DA (S->C): Change lobby event
|
|
// header.flag = new event number; no other arguments.
|
|
|
|
// DB (C->S): Verify license (GC)
|
|
// Server should respond with a 9A command.
|
|
|
|
struct C_VerifyLicense_GC_DB {
|
|
ptext<char, 0x20> unused;
|
|
ptext<char, 0x10> serial_number;
|
|
ptext<char, 0x10> access_key;
|
|
ptext<char, 0x08> unused2;
|
|
le_uint32_t sub_version;
|
|
ptext<char, 0x30> serial_number2;
|
|
ptext<char, 0x30> access_key2;
|
|
ptext<char, 0x30> password;
|
|
};
|
|
|
|
// DC: Player menu state (Episode 3)
|
|
// No arguments. It seems the client expects the server to respond with another
|
|
// DC command with header.flag = 0.
|
|
|
|
// DC: Guild card data (BB)
|
|
|
|
struct C_GuildCardDataRequest_BB_03DC {
|
|
le_uint32_t unknown;
|
|
le_uint32_t chunk_index;
|
|
le_uint32_t cont;
|
|
};
|
|
|
|
struct S_GuildCardHeader_BB_01DC {
|
|
le_uint32_t unknown; // should be 1
|
|
le_uint32_t filesize; // 0x0000D590
|
|
le_uint32_t checksum;
|
|
};
|
|
|
|
// Command 02DC is used to send the guild card file data. It goes like this:
|
|
// uint32_t unknown; // 0
|
|
// uint32_t chunk_index;
|
|
// uint8_t data[0x6800, or less if last chunk]
|
|
|
|
// DD (S->C): Unknown (BB)
|
|
// DE (S->C): Unknown (BB)
|
|
// DF: Invalid command
|
|
|
|
// E0 (S->C): Tournament list (Episode 3)
|
|
|
|
// Command is a list of these; header.flag is the entry count. Some servers
|
|
// always send 0x740 bytes even if the entries don't fill the space.
|
|
struct S_TournamentEntry_GC_Ep3_E0 {
|
|
le_uint32_t menu_id;
|
|
le_uint32_t item_id;
|
|
parray<uint8_t, 0x30> unknown;
|
|
};
|
|
|
|
// E0 (C->S): Request team and key config (BB)
|
|
|
|
// E1: Invalid command
|
|
|
|
// E2 (C->S): Tournament control (Episode 3)
|
|
// Flag = 0 => request tournament list (server responds with E0)
|
|
// Flag = 1 => check tournament
|
|
// Flag = 2 => cancel tournament entry
|
|
// Flag = 3 => create tournament spectator team
|
|
// Flag = 4 => join tournament spectator team
|
|
|
|
// E2 (S->C): Tournament entry control (Episode 3)
|
|
|
|
// E2 (S->C): Team and key config (BB)
|
|
// See KeyAndTeamConfigBB in Player.hh for format
|
|
|
|
// E3: Player preview request (BB)
|
|
|
|
struct C_PlayerPreviewRequest_BB_E3 {
|
|
le_uint32_t player_index;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
// E4: CARD lobby game (Episode 3)
|
|
// When client sends an E4, server should respond with another E4 (but these
|
|
// commands have different formats).
|
|
|
|
// Header flag = seated state (1 = present, 0 = leaving)
|
|
struct C_CardLobbyGame_GC_E4 {
|
|
le_uint16_t table_number;
|
|
le_uint16_t seat_number;
|
|
};
|
|
|
|
// Header flag = 2
|
|
struct S_CardLobbyGame_GC_E4 {
|
|
struct Entry {
|
|
le_uint32_t present; // 1 = player present, 0 = no player
|
|
le_uint32_t guild_card_number;
|
|
};
|
|
Entry entries[4];
|
|
};
|
|
|
|
// E4 (S->C): Player choice or no player present (BB)
|
|
|
|
struct S_ApprovePlayerChoice_BB_00E4 {
|
|
le_uint32_t player_index;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
struct S_PlayerPreview_NoPlayer_BB_E4 {
|
|
le_uint32_t player_index;
|
|
le_uint32_t error;
|
|
};
|
|
|
|
// E5 (S->C): Player preview (BB)
|
|
// E5 (C->S): Create character (BB)
|
|
|
|
struct SC_PlayerPreview_CreateCharacter_BB_E5 {
|
|
le_uint32_t player_index;
|
|
PlayerDispDataBBPreview preview;
|
|
};
|
|
|
|
// E6: Spectator team list (Episode 3)
|
|
// Same format as 08 command.
|
|
|
|
// E6 (S->C): Set guild card number and update client config (BB)
|
|
|
|
struct S_ClientInit_BB_E6 {
|
|
le_uint32_t error;
|
|
le_uint32_t player_tag;
|
|
le_uint32_t guild_card_number;
|
|
le_uint32_t team_id;
|
|
ClientConfigBB cfg;
|
|
le_uint32_t caps; // should be 0x00000102
|
|
};
|
|
|
|
// E7: Save or load full player data
|
|
// See export_bb_player_data() in Player.cc for format.
|
|
|
|
// E8 (C->S): Client checksum (BB)
|
|
// E8 (S->C): Accept client checksum (BB)
|
|
|
|
struct S_AcceptClientChecksum_BB_02E8 {
|
|
le_uint32_t verify;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
// E9: Invalid command
|
|
// EA: Team control (BB)
|
|
|
|
// EB: Send stream file index and chunks
|
|
|
|
// Command is a list of these; header.flag is the entry count.
|
|
struct S_StreamFileIndexEntry_BB_01EB {
|
|
le_uint32_t size;
|
|
le_uint32_t checksum; // crc32 of file data
|
|
le_uint32_t offset; // offset in stream (== sum of all previous files' sizes)
|
|
ptext<char, 0x40> filename;
|
|
};
|
|
|
|
struct S_StreamFileChunk_BB_02EB {
|
|
le_uint32_t chunk_index;
|
|
uint8_t data[0x6800];
|
|
};
|
|
|
|
// EC: Create game (Episode 3)
|
|
// Same format as C1; some fields are unused (e.g. episode, difficulty).
|
|
|
|
// EC: Leave character select (BB)
|
|
|
|
// ED (C->S): Update account data (BB)
|
|
// TODO: Actually define these structures and don't just treat them as raw data
|
|
|
|
union C_UpdateAccountData_BB_ED {
|
|
le_uint32_t option; // 01ED
|
|
parray<uint8_t, 0x4E0> symbol_chats; // 02ED
|
|
parray<uint8_t, 0xA40> chat_shortcuts; // 03ED
|
|
parray<uint8_t, 0x16C> key_config; // 04ED
|
|
parray<uint8_t, 0x38> pad_config; // 05ED
|
|
parray<uint8_t, 0x28> tech_menu; // 06ED
|
|
parray<uint8_t, 0xE8> customize; // 07ED
|
|
};
|
|
|
|
// EE (S->C): Scrolling message (BB)
|
|
// Contents are plain text (char16_t)
|
|
|
|
// EF (S->C): Unknown (BB)
|
|
// F0 (S->C): Unknown (BB)
|
|
// F1: Invalid command
|
|
// F2: Invalid command
|
|
// F3: Invalid command
|
|
// F4: Invalid command
|
|
// F5: Invalid command
|
|
// F6: Invalid command
|
|
// F7: Invalid command
|
|
// F8: Invalid command
|
|
// F9: Invalid command
|
|
// FA: Invalid command
|
|
// FB: Invalid command
|
|
// FC: Invalid command
|
|
// FD: Invalid command
|
|
// FE: Invalid command
|
|
// FF: Invalid command
|
|
|
|
|
|
|
|
// Now, the game subcommands (used in commands 60, 62, 6C, 6D, C9, and CB).
|
|
// These are laid out similarly as above. These structs start with G_ to
|
|
// indicate that they are (usually) bidirectional, and are (usually) generated
|
|
// by clients and consumed by clients.
|
|
|
|
// This structure is used by many commands (noted below)
|
|
struct G_ItemSubcommand {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint32_t item_id;
|
|
le_uint32_t amount;
|
|
};
|
|
|
|
|
|
|
|
// 00: Invalid subcommand
|
|
// 01: Invalid subcommand
|
|
// 02: Unknown
|
|
// 03: Unknown (same handler as 02)
|
|
// 04: Unknown
|
|
|
|
// 05: Switch state changed
|
|
|
|
// TODO: make last_switch_enabled_subcommand in both Client and Proxy use this
|
|
// when it's available
|
|
struct G_SwitchStateChanged_6x05 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t switch_id; // 0xFFFF for room clear when all enemies defeated
|
|
parray<uint8_t, 6> unknown;
|
|
uint8_t area;
|
|
uint8_t enabled;
|
|
};
|
|
|
|
// 06: Send guild card
|
|
|
|
template <typename CharT>
|
|
struct G_SendGuildCard_PC_GC {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t unused;
|
|
le_uint32_t player_tag;
|
|
le_uint32_t guild_card_number;
|
|
ptext<CharT, 0x18> name;
|
|
ptext<CharT, 0x48> desc;
|
|
parray<uint8_t, 0x24> unused2;
|
|
uint8_t reserved1;
|
|
uint8_t reserved2;
|
|
uint8_t section_id;
|
|
uint8_t char_class;
|
|
};
|
|
struct G_SendGuildCard_PC_6x06 : G_SendGuildCard_PC_GC<char16_t> { };
|
|
struct G_SendGuildCard_GC_6x06 : G_SendGuildCard_PC_GC<char> { };
|
|
|
|
struct G_SendGuildCard_BB_6x06 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t unused;
|
|
le_uint32_t guild_card_number;
|
|
ptext<char16_t, 0x18> name;
|
|
ptext<char16_t, 0x10> team_name;
|
|
ptext<char16_t, 0x58> desc;
|
|
uint8_t reserved1;
|
|
uint8_t reserved2;
|
|
uint8_t section_id;
|
|
uint8_t char_class;
|
|
};
|
|
|
|
// 07: Symbol chat
|
|
// 08: Invalid subcommand
|
|
// 09: Unknown
|
|
|
|
// 0A: Enemy hit
|
|
|
|
struct G_EnemyHitByPlayer_6x0A {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
le_uint16_t enemy_id2;
|
|
le_uint16_t enemy_id;
|
|
le_uint16_t damage;
|
|
le_uint32_t flags;
|
|
};
|
|
|
|
// 0B: Unknown (supported; game only)
|
|
// 0C: Add condition (poison/slow/etc.)
|
|
// 0D: Remove condition (poison/slow/etc.)
|
|
// 0E: Unknown
|
|
// 0F: Invalid subcommand
|
|
// 10: Unknown
|
|
// 11: Unknown
|
|
// 12: Dragon (Episode 1 boss) actions
|
|
// 13: Re Rol Le (Episode 1 boss) actions
|
|
// 14: Unknown (supported; game only)
|
|
// 15: Unknown (supported; game only)
|
|
// 16: Unknown
|
|
// 17: Unknown (supported; game only)
|
|
// 18: Unknown (supported; game only)
|
|
// 19: Dark Falz (Episode 1 boss) actions
|
|
// 1A: Invalid subcommand
|
|
// 1B: Unknown
|
|
// 1C: Unknown (supported; game only)
|
|
// 1D: Invalid subcommand
|
|
// 1E: Invalid subcommand
|
|
// 1F: Unknown (supported; lobby & game)
|
|
// 20: Unknown (supported; lobby & game)
|
|
// 21: Inter-level warp
|
|
|
|
// 22: Set player visibility
|
|
// 23: Set player visibility
|
|
|
|
struct G_SetPlayerVisibility_6x22_6x23 {
|
|
uint8_t subcommand; // 22 = invisible, 23 = visible
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
};
|
|
|
|
// 24: Unknown (supported; game only)
|
|
|
|
// 25: Equip item
|
|
|
|
struct G_EquipItem_6x25 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint32_t item_id;
|
|
le_uint32_t equip_slot;
|
|
};
|
|
|
|
// 26: Unequip item
|
|
|
|
struct G_UnequipItem_6x26 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint32_t item_id;
|
|
le_uint32_t unused2;
|
|
};
|
|
|
|
// 27: Use item
|
|
|
|
struct G_UseItem_6x27 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint32_t item_id;
|
|
};
|
|
|
|
// 28: Feed MAG
|
|
|
|
struct G_FeedMAG_6x28 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
le_uint32_t mag_item_id;
|
|
le_uint32_t fed_item_id;
|
|
};
|
|
|
|
// 29: Delete item (via bank deposit / sale / feeding MAG)
|
|
// This subcommand is also used for reducing the size of stacks - if amount is
|
|
// less than the stack count, the item is not deleted; its item ID remains valid
|
|
// Format is G_ItemSubcommand
|
|
|
|
// 2A: Drop item
|
|
|
|
struct G_PlayerDropItem_6x2A {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint16_t unused2; // should be 1
|
|
le_uint16_t area;
|
|
le_uint32_t item_id;
|
|
le_float x;
|
|
le_float y;
|
|
le_float z;
|
|
};
|
|
|
|
// 2B: Create item in inventory (e.g. via tekker or bank withdraw)
|
|
|
|
struct G_PlayerCreateInventoryItem_6x2B {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id; // TODO: verify this
|
|
uint8_t unused;
|
|
ItemData item;
|
|
le_uint32_t unknown;
|
|
};
|
|
|
|
// 2C: Talk to NPC
|
|
// 2D: Done talking to NPC
|
|
// 2E: Unknown
|
|
// 2F: Hit by enemy
|
|
|
|
// 30: Level up
|
|
|
|
struct G_LevelUp_6x30 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint16_t atp;
|
|
le_uint16_t mst;
|
|
le_uint16_t evp;
|
|
le_uint16_t hp;
|
|
le_uint16_t dfp;
|
|
le_uint16_t ata;
|
|
le_uint32_t level;
|
|
};
|
|
|
|
// 31: Medical center
|
|
// 32: Medical center
|
|
// 33: Revive player (e.g. with moon atomizer)
|
|
// 34: Unknown
|
|
// 35: Invalid subcommand
|
|
// 36: Unknown (supported; game only)
|
|
// 37: Photon blast
|
|
// 38: Unknown
|
|
// 39: Photon blast ready
|
|
// 3A: Unknown (supported; game only)
|
|
// 3B: Unknown (supported; lobby & game)
|
|
// 3C: Invalid subcommand
|
|
// 3D: Invalid subcommand
|
|
// 3E: Stop moving
|
|
|
|
struct G_StopAtPosition_6x3E {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
uint64_t unknown;
|
|
le_float x;
|
|
le_float y;
|
|
le_float z;
|
|
};
|
|
|
|
// 3F: Set position
|
|
|
|
struct G_SetPosition_6x3F {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
le_uint32_t unknown;
|
|
le_uint32_t area;
|
|
le_float x;
|
|
le_float y;
|
|
le_float z;
|
|
};
|
|
|
|
// 40: Walk
|
|
|
|
struct G_WalkToPosition_6x40 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
le_float x;
|
|
le_float z;
|
|
uint32_t unused;
|
|
};
|
|
|
|
// 41: Unknown
|
|
|
|
// 42: Run
|
|
|
|
struct G_RunToPosition_6x42 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
le_float x;
|
|
le_float z;
|
|
};
|
|
|
|
// 43: Unknown (supported; lobby & game)
|
|
// 44: Unknown (supported; lobby & game)
|
|
// 45: Unknown (supported; lobby & game)
|
|
// 46: Unknown (supported; lobby & game)
|
|
// 47: Unknown (supported; lobby & game)
|
|
// 48: Use technique
|
|
// 49: Unknown (supported; lobby & game)
|
|
// 4A: Unknown (supported; lobby & game)
|
|
// 4B: Hit by enemy
|
|
// 4C: Hit by enemy
|
|
// 4D: Unknown (supported; lobby & game)
|
|
// 4E: Unknown (supported; lobby & game)
|
|
// 4F: Unknown (supported; lobby & game)
|
|
// 50: Unknown (supported; lobby & game)
|
|
// 51: Invalid subcommand
|
|
// 52: Toggle shop/bank interaction
|
|
// 53: Unknown (supported; game only)
|
|
// 54: Unknown
|
|
// 55: Intra-map warp
|
|
// 56: Unknown (supported; lobby & game)
|
|
// 57: Unknown (supported; lobby & game)
|
|
// 58: Unknown (supported; game only)
|
|
|
|
// 59: Pick up item
|
|
|
|
struct G_PickUpItem_6x59 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
le_uint16_t client_id2;
|
|
le_uint16_t area;
|
|
le_uint32_t item_id;
|
|
};
|
|
|
|
// 5A: Request to pick up item
|
|
|
|
struct G_PickUpItemRequest_6x5A {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint32_t item_id;
|
|
uint8_t area;
|
|
uint8_t unused2[3];
|
|
};
|
|
|
|
// 5B: Invalid subcommand
|
|
// 5C: Unknown
|
|
|
|
// 5D: Drop meseta or stacked item
|
|
|
|
struct G_DropStackedItem_6x5D {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
uint8_t client_id; // TODO: verify this
|
|
uint8_t unused;
|
|
le_uint16_t area;
|
|
le_uint16_t unused2;
|
|
le_float x;
|
|
le_float z;
|
|
ItemData data;
|
|
le_uint32_t unused3;
|
|
};
|
|
|
|
// 5E: Buy item at shop
|
|
|
|
struct G_BuyShopItem_6x5E {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
ItemData item;
|
|
};
|
|
|
|
// 5F: Drop item from box/enemy
|
|
|
|
struct G_DropItem_6x5F {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t unused;
|
|
uint8_t area;
|
|
uint8_t enemy_instance;
|
|
le_uint16_t request_id;
|
|
le_float x;
|
|
le_float z;
|
|
le_uint32_t unused2;
|
|
ItemData data;
|
|
le_uint32_t unused3;
|
|
};
|
|
|
|
// 60: Request for item drop (handled by the server on BB)
|
|
|
|
struct G_EnemyDropItemRequest_6x60 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
le_uint16_t unused;
|
|
uint8_t area;
|
|
uint8_t enemy_id;
|
|
le_uint16_t request_id;
|
|
le_float x;
|
|
le_float z;
|
|
le_uint64_t unknown;
|
|
};
|
|
|
|
// 61: Feed MAG
|
|
// 62: Unknown
|
|
// 63: Destroy an item on the ground (used when too many items have been dropped)
|
|
// 64: Unknown
|
|
// 65: Unknown
|
|
// 66: Use star atomizer
|
|
// 67: Create enemy set
|
|
// 68: Telepipe/Ryuker
|
|
// 69: Unknown (supported; game only)
|
|
// 6A: Unknown (supported; game only)
|
|
// 6B: Unknown (used while loading into game)
|
|
// 6C: Unknown (used while loading into game)
|
|
// 6D: Unknown (used while loading into game)
|
|
// 6E: Unknown (used while loading into game)
|
|
// 6F: Unknown (used while loading into game)
|
|
// 70: Unknown (used while loading into game)
|
|
// 71: Unknown (used while loading into game)
|
|
// 72: Unknown (used while loading into game)
|
|
// 73: Invalid subcommand (but apparently valid on BB; function is unknown)
|
|
// 74: Word select
|
|
// 75: Unknown (supported; game only)
|
|
// 76: Enemy killed
|
|
// 77: Sync quest data
|
|
// 78: Unknown
|
|
// 79: Lobby 14/15 soccer game
|
|
// 7A: Unknown
|
|
// 7B: Unknown
|
|
// 7C: Unknown (supported; game only)
|
|
// 7D: Unknown (supported; game only)
|
|
// 7E: Unknown
|
|
// 7F: Unknown
|
|
// 80: Trigger trap
|
|
// 81: Unknown
|
|
// 82: Unknown
|
|
// 83: Place trap
|
|
// 84: Unknown (supported; game only)
|
|
// 85: Unknown (supported; game only)
|
|
// 86: Hit destructible wall
|
|
// 87: Unknown
|
|
// 88: Unknown (supported; game only)
|
|
// 89: Unknown (supported; game only)
|
|
// 8A: Unknown
|
|
// 8B: Unknown
|
|
// 8C: Unknown
|
|
// 8D: Unknown (supported; lobby & game)
|
|
// 8E: Unknown
|
|
// 8F: Unknown
|
|
// 90: Unknown
|
|
// 91: Unknown (supported; game only)
|
|
// 92: Unknown
|
|
// 93: Timed switch activated
|
|
// 94: Warp (the $warp chat command is implemented using this)
|
|
// 95: Unknown
|
|
// 96: Unknown
|
|
// 97: Unknown
|
|
// 98: Unknown
|
|
// 99: Unknown
|
|
// 9A: Update player stat ($infhp/$inftp are implemented using this)
|
|
// 9B: Unknown
|
|
// 9C: Unknown (supported; game only)
|
|
// 9D: Unknown
|
|
// 9E: Unknown
|
|
// 9F: Episode 2 boss actions
|
|
// A0: Episode 2 boss actions
|
|
// A1: Unknown
|
|
|
|
// A2: Request for item drop from box (handled by server on BB)
|
|
|
|
struct G_BoxItemDropRequest_6xA2 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
le_uint16_t unused;
|
|
uint8_t area;
|
|
uint8_t unused2;
|
|
le_uint16_t request_id;
|
|
le_float x;
|
|
le_float z;
|
|
le_uint32_t unknown[6];
|
|
};
|
|
|
|
// A3: Episode 2 boss actions
|
|
// A4: Unknown
|
|
// A5: Episode 2 boss actions
|
|
// A6: Trade proposal
|
|
// A7: Unknown
|
|
// A8: Episode 2 boss actions
|
|
// A9: Episode 2 boss actions
|
|
// AA: Episode 2 boss actions
|
|
// AB: Create lobby chair
|
|
// AC: Unknown
|
|
// AD: Unknown
|
|
// AE: Unknown (supported; lobby & game)
|
|
// AF: Turn in lobby chair
|
|
// B0: Move in lobby chair
|
|
// B1: Unknown
|
|
// B2: Unknown
|
|
// B3: Invalid subcommand
|
|
// B4: Invalid subcommand
|
|
// B5: Episode 3 game setup menu state sync
|
|
// B5: BB shop request (handled by the server)
|
|
// B6: Episode 3 map list (server->client only)
|
|
|
|
// B6: BB shop contents (server->client only)
|
|
|
|
struct G_ShopContents_BB_6xB6 {
|
|
uint8_t subcommand;
|
|
uint8_t size; // always 2C regardless of the number of items??
|
|
le_uint16_t params; // 037F
|
|
uint8_t shop_type;
|
|
uint8_t num_items;
|
|
le_uint16_t unused;
|
|
ItemData entries[20];
|
|
};
|
|
|
|
// B7: BB buy shop item (handled by the server)
|
|
|
|
// B8: Accept tekker result (handled by the server on BB)
|
|
// Format is G_IdentifyResult
|
|
|
|
// B9: Provisional tekker result
|
|
|
|
struct G_IdentifyResult_BB_6xB9 {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
ItemData item;
|
|
};
|
|
|
|
// BA: Invalid subcommand
|
|
// BB: BB bank request (handled by the server)
|
|
|
|
// BC: BB bank contents (server->client only)
|
|
|
|
struct G_BankContentsHeader_BB_6xBC {
|
|
uint8_t subcommand;
|
|
uint8_t unused1;
|
|
le_uint16_t unused2;
|
|
le_uint32_t size; // same as size in overall command header
|
|
le_uint32_t checksum; // can be random; client won't notice
|
|
le_uint32_t numItems;
|
|
le_uint32_t meseta;
|
|
// Item data follows
|
|
};
|
|
|
|
// BD: BB bank action (take/deposit meseta/item) (handled by the server)
|
|
|
|
struct G_BankAction_BB_6xBD {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t unused;
|
|
le_uint32_t item_id; // 0xFFFFFFFF = meseta; anything else = item
|
|
le_uint32_t meseta_amount;
|
|
uint8_t action; // 0 = deposit, 1 = take
|
|
uint8_t item_amount;
|
|
le_uint16_t unused2;
|
|
};
|
|
|
|
// BE: BB create inventory item (server->client only)
|
|
|
|
struct G_CreateInventoryItem_BB_6xBE {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
le_uint16_t client_id;
|
|
ItemData item;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
// BF: Ep3 change music
|
|
// BF: Give EXP (BB) (server->client only)
|
|
|
|
struct G_GiveExperience_BB_6xBF {
|
|
uint8_t subcommand;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint32_t amount;
|
|
};
|
|
|
|
// C0: Unknown
|
|
// C1: Unknown
|
|
// C2: Unknown
|
|
|
|
// C3: Split stacked item (not sent if entire stack is dropped) (handled by the server on BB)
|
|
|
|
struct G_SplitStackedItem_6xC3 {
|
|
uint8_t command;
|
|
uint8_t size;
|
|
uint8_t client_id;
|
|
uint8_t unused;
|
|
le_uint16_t area;
|
|
le_uint16_t unused2;
|
|
le_float x;
|
|
le_float z;
|
|
le_uint32_t item_id;
|
|
le_uint32_t amount;
|
|
};
|
|
|
|
// C4: Sort inventory (handled by the server on BB)
|
|
|
|
struct G_SortInventory_6xC4 {
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|
uint8_t command;
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|
uint8_t size;
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|
le_uint16_t unused;
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|
le_uint32_t item_ids[30];
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|
};
|
|
|
|
// C5: Invalid subcommand
|
|
// C6: Invalid subcommand
|
|
// C7: Invalid subcommand
|
|
|
|
// C8: Enemy killed (handled by the server on BB)
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|
|
|
struct G_EnemyKilled_6xC8 {
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|
uint8_t command;
|
|
uint8_t size;
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|
le_uint16_t enemy_id2;
|
|
le_uint16_t enemy_id;
|
|
le_uint16_t killer_client_id;
|
|
le_uint32_t unused;
|
|
};
|
|
|
|
// C9: Invalid subcommand
|
|
// CA: Invalid subcommand
|
|
// CB: Unknown
|
|
// CC: Unknown
|
|
// CD: Unknown
|
|
// CE: Unknown
|
|
// CF: Unknown (supported; game only) (handled by the server on BB)
|
|
// D0: Invalid subcommand
|
|
// D1: Invalid subcommand
|
|
// D2: Unknown
|
|
// D3: Invalid subcommand
|
|
// D4: Unknown
|
|
// D5: Invalid subcommand
|
|
// D6: Invalid subcommand
|
|
// D7: Invalid subcommand
|
|
// D8: Invalid subcommand
|
|
// D9: Invalid subcommand
|
|
// DA: Invalid subcommand
|
|
// DB: Unknown
|
|
// DC: Unknown
|
|
// DD: Unknown
|
|
// DE: Invalid subcommand
|
|
// DF: Invalid subcommand
|
|
// E0: Invalid subcommand
|
|
// E1: Invalid subcommand
|
|
// E2: Invalid subcommand
|
|
// E3: Unknown
|
|
// E4: Invalid subcommand
|
|
// E5: Invalid subcommand
|
|
// E6: Invalid subcommand
|
|
// E7: Invalid subcommand
|
|
// E8: Invalid subcommand
|
|
// E9: Invalid subcommand
|
|
// EA: Invalid subcommand
|
|
// EB: Invalid subcommand
|
|
// EC: Invalid subcommand
|
|
// ED: Invalid subcommand
|
|
// EE: Invalid subcommand
|
|
// EF: Invalid subcommand
|
|
// F0: Invalid subcommand
|
|
// F1: Invalid subcommand
|
|
// F2: Invalid subcommand
|
|
// F3: Invalid subcommand
|
|
// F4: Invalid subcommand
|
|
// F5: Invalid subcommand
|
|
// F6: Invalid subcommand
|
|
// F7: Invalid subcommand
|
|
// F8: Invalid subcommand
|
|
// F9: Invalid subcommand
|
|
// FA: Invalid subcommand
|
|
// FB: Invalid subcommand
|
|
// FC: Invalid subcommand
|
|
// FD: Invalid subcommand
|
|
// FE: Invalid subcommand
|
|
// FF: Invalid subcommand
|
|
|
|
#pragma pack(pop)
|