Files
DarkflameServer/dGame/dGameMessages/PlayerMessages.h
Aaron Kimbrell 130f3566cc wire: guild packets and DisplayGuildCreateBox as structs
The guild packets of the 1.10.64 client (docs/Guilds.md) as Serialize/Deserialize structs, laid out the way the client's
packet handlers read them: GUILD_CREATE_RESPONSE, GUILD_INVITE, GUILD_INVITE_INITIAL_RESPONSE, _FINAL_RESPONSE,
_CONFIRM, GUILD_ADD_PLAYER, GUILD_REMOVE_PLAYER, GUILD_LOGIN_LOGOUT and GUILD_DATA (ClientPackets), the world packet
TMP_GUILD_CREATE the create box sends, the chat packets the client sends through its world (GUILD_INVITE,
GUILD_INVITE_RESPONSE, GUILD_LEAVE, GUILD_GET_ALL), DLU's world <-> chat packets (GUILD_CREATE, GUILD_KICK,
GUILD_GET_STATUS as the chat server's guild update to a world, and GUILD_SET_RANK and GUILD_DISBAND appended to
MessageType::Chat after CREATE_TEAM) and the game message DisplayGuildCreateBox (626). Fixed-size names always keep a
NUL, since the client reads them as C strings. Enums eGuildCreateResponse, eGuildInviteResponse,
eGuildInviteFinalResponse, eGuildRank and eGuildLeaveReason. Nothing sends them yet.

Check: GuildPacketsTests compares every packet with the bytes at the client's offsets. Nothing to check in game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:48:40 -05:00

199 lines
8.0 KiB
C++

#ifndef PLAYERMESSAGES_H
#define PLAYERMESSAGES_H
#include "GameMessages.h"
#include "eGameMasterLevel.h"
#include "eHelpType.h"
#include "eLootSourceType.h"
#include <string>
// Game messages about a player's own state: GM level and chat mode, score, coins, reputation, statistics, chat
// commands and bug reports.
// Fields are listed in wire order; names follow the client (legouniverse.exe 1.10.64) where known.
namespace GameMessages {
// Server -> client, broadcast.
struct UpdateChatMode : public NetGameMsg {
UpdateChatMode() : NetGameMsg(MessageType::Game::UPDATE_CHAT_MODE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
eGameMasterLevel level{};
};
// Server -> client, broadcast.
struct SetGMLevel : public NetGameMsg {
SetGMLevel() : NetGameMsg(MessageType::Game::SET_GM_LEVEL) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
// DLU always writes this bit set.
bool bOverride{ true };
eGameMasterLevel level{};
};
// Server -> client, to one client.
struct ModifyLEGOScore : public NetGameMsg {
ModifyLEGOScore() : NetGameMsg(MessageType::Game::MODIFY_LEGO_SCORE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int64_t score{};
eLootSourceType sourceType{ eLootSourceType::NONE }; // optional
};
// Server -> client, to one client.
struct SetCurrency : public NetGameMsg {
SetCurrency() : NetGameMsg(MessageType::Game::SET_CURRENCY) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int64_t currency{};
int32_t lootType{ LOOTTYPE_NONE }; // optional
NiPoint3 position{ NiPoint3Constant::ZERO };
LOT sourceLOT{ LOT_NULL }; // optional
LWOOBJID sourceID{ LWOOBJID_EMPTY }; // optional
LWOOBJID sourceTradeID{ LWOOBJID_EMPTY }; // optional; the client reads an object ID (8 bytes)
eLootSourceType sourceType{ eLootSourceType::NONE }; // optional
};
// Server -> client, to one client.
struct UpdateReputation : public NetGameMsg {
UpdateReputation() : NetGameMsg(MessageType::Game::UPDATE_REPUTATION) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
int64_t reputation{};
};
// Client -> server. The client sets or clears a tooltip's bit in its own flags, then sends SetFlag for the same
// ID; the server keeps the bits and saves them as char@ttip, which the client reads on load.
struct SetTooltipFlag : public NetGameMsg {
SetTooltipFlag() : NetGameMsg(MessageType::Game::SET_TOOLTIP_FLAG) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bFlag{};
int32_t iToolTip{};
};
// Client -> server. The client's rocket build ("1:LOT;1:LOT;1:LOT;"), sent when it assembles the rocket the
// player carries (at the launchpad and when landing). The client keeps it as lastUsedRocketInfo and reads it
// back from char@lcbp on load.
struct SetLastCustomBuild : public NetGameMsg {
SetLastCustomBuild() : NetGameMsg(MessageType::Game::SET_LAST_CUSTOM_BUILD) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
std::u16string tokenizedLOTList{};
};
// Server -> client, broadcast.
struct ToggleGMInvis : public NetGameMsg {
ToggleGMInvis() : NetGameMsg(MessageType::Game::TOGGLE_GM_INVIS) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bStateOut{ false };
};
using ToggleGMInvisEvent = NetGameMsgEvent<ToggleGMInvis>;
// Client -> server. DLU reads only the amount; lu_packets has a position after it.
struct PickupCurrency : public NetGameMsg {
PickupCurrency() : NetGameMsg(MessageType::Game::PICKUP_CURRENCY) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
uint32_t currency{};
NiPoint3 position{ NiPoint3Constant::ZERO }; // where the client picked the coins up
};
// Client -> server.
struct ModifyPlayerZoneStatistic : public NetGameMsg {
ModifyPlayerZoneStatistic() : NetGameMsg(MessageType::Game::MODIFY_PLAYER_ZONE_STATISTIC) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
bool bSet{ false };
std::u16string statName{};
int32_t statValue{ 0 }; // optional
LWOMAPID zoneID{ LWOMAPID_INVALID }; // optional
};
// Server -> client (CharacterComponent::SendPlayerStatistic), as live sent it; live captures hold no client -> server
// copy, but one is still counted when it comes. The client's CharacterComponent adds updateValue
// to the passport statistic and, for every statistic but MetersTraveled, updates the passport UI. updateID is a
// StatisticID. See docs/CaptureUnknowns.md.
struct UpdatePlayerStatistic : public NetGameMsg {
UpdatePlayerStatistic() : NetGameMsg(MessageType::Game::UPDATE_PLAYER_STATISTIC) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
int32_t updateID{};
int64_t updateValue{ 1 }; // optional
};
// Client -> server. Chat text the client parses as a command (starts with '/').
struct ParseChatMessage : public NetGameMsg {
ParseChatMessage() : NetGameMsg(MessageType::Game::PARSE_CHAT_MESSAGE) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
int32_t iClientState{};
std::u16string wsString{};
};
// Client -> server. A bug report, or a player report when otherPlayerID holds a player's ID.
struct ReportBug : public NetGameMsg {
ReportBug() : NetGameMsg(MessageType::Game::REPORT_BUG) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
std::u16string body{};
std::string clientVersion{};
std::string otherPlayerID{};
std::string selection{};
};
// Client -> server. Nothing is done with it.
struct VerifyAck : public NetGameMsg {
VerifyAck() : NetGameMsg(MessageType::Game::VERIFY_ACK) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bDifferent{ false };
std::string sBitStream{};
uint32_t uiHandle{ 0 }; // optional
};
// Server -> client, to the player. Shows a one-time tutorial tooltip (LWOCharacterComponent::ShowHelp); the
// client skips it once the player flag with the same ID is set, and sets that flag itself.
// Serialize 0x00dc51e0 / Deserialize 0x00dc5220: a single int32.
struct Help : public NetGameMsg {
Help() : NetGameMsg(MessageType::Game::HELP) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
eHelpType helpId{ eHelpType::NONE };
};
// Server -> client, to one client. Opens the guild create box (the client ignores bShow and always opens it).
// Live sent it from the Guild Master NPC's script (LOT 3001, L_GUILD_CREATE.lua); see docs/Guilds.md.
struct DisplayGuildCreateBox : public NetGameMsg {
DisplayGuildCreateBox() : NetGameMsg(MessageType::Game::DISPLAY_GUILD_CREATE_BOX) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool Deserialize(RakNet::BitStream& bitStream) override;
bool bShow{ true };
};
}
#endif // PLAYERMESSAGES_H