/* * static char *rcsid_newclient_h = * "$Id: newclient.h 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002,2006 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file * Defines various flags that both the new client and * newserver uses. These should never be changed, only expanded. * Changing them will likely cause all old clients to not work properly. * While called newclient, it is really used by both the client and * server to keep some values the same. * * Name format is CS_(command)_(flag) * CS = Client/Server. * (command) is protocol command, ie ITEM * (flag) is the flag name * * Ideally, this file should be the same between the server and * the client. However, this often drifts apart because of a value * that is only useful on the client and server. Generally, it isn't * a problem to have a few extra \#defines if this lets them stay * in sync. * * Given this file contains the constants that dictate what is sent * between the server and client, keeping them in sync makes doing changes * easier - modify this file in one place, copy it over. * */ #ifndef NEWCLIENT_H #define NEWCLIENT_H #include /** * How much the x,y coordinates in the map2 are off from * actual upper left corner. Necessary for light sources * that may be off the edge of the visible map. */ #define MAP2_COORD_OFFSET 15 /** * Encodes a (x, y) pair suitable for map2 parameters. The coordinates must be * between [-MAP2_COORD_OFFSET..63-MAP2_COORD_OFFSET]. The flags value must be * between [0..15]. * * @param x the x-coordinate * @param y the y-coordinate * @param flags the flags value */ #define MAP2_COORD_ENCODE(x, y, flags) ((((x)+MAP2_COORD_OFFSET)&0x3f)<<10|(((y)+MAP2_COORD_OFFSET)&0x3f)<<4|(flags&0x0f)) #define CS_QUERY_YESNO 0x1 /**< Yes/no question. */ #define CS_QUERY_SINGLECHAR 0x2 /**< Single character response expected. */ #define CS_QUERY_HIDEINPUT 0x4 /**< Hide input being entered. */ #define CS_SAY_NORMAL 0x1 /**< Normal say command. */ #define CS_SAY_SHOUT 0x2 /**< Text is shouted. */ #define CS_SAY_GSAY 0x4 /**< Text is group say command. */ /** * These are multiplication values that should be used when changing * floats to ints, and vice version. MULTI is integer representatin * (float to int), MULTF is float, for going from int to float. */ #define FLOAT_MULTI 100000 #define FLOAT_MULTF 100000.0 /* ID's for the various stats that get sent across. */ #define CS_STAT_HP 1 #define CS_STAT_MAXHP 2 #define CS_STAT_SP 3 #define CS_STAT_MAXSP 4 #define CS_STAT_STR 5 #define CS_STAT_INT 6 #define CS_STAT_WIS 7 #define CS_STAT_DEX 8 #define CS_STAT_CON 9 #define CS_STAT_CHA 10 #define CS_STAT_EXP 11 #define CS_STAT_LEVEL 12 #define CS_STAT_WC 13 #define CS_STAT_AC 14 #define CS_STAT_DAM 15 #define CS_STAT_ARMOUR 16 #define CS_STAT_SPEED 17 #define CS_STAT_FOOD 18 #define CS_STAT_WEAP_SP 19 #define CS_STAT_RANGE 20 #define CS_STAT_TITLE 21 #define CS_STAT_POW 22 #define CS_STAT_GRACE 23 #define CS_STAT_MAXGRACE 24 #define CS_STAT_FLAGS 25 #define CS_STAT_WEIGHT_LIM 26 #define CS_STAT_EXP64 28 #define CS_STAT_SPELL_ATTUNE 29 #define CS_STAT_SPELL_REPEL 30 #define CS_STAT_SPELL_DENY 31 /* Start & end of resistances, inclusive. */ #define CS_STAT_RESIST_START 100 #define CS_STAT_RESIST_END 117 #define CS_STAT_RES_PHYS 100 #define CS_STAT_RES_MAG 101 #define CS_STAT_RES_FIRE 102 #define CS_STAT_RES_ELEC 103 #define CS_STAT_RES_COLD 104 #define CS_STAT_RES_CONF 105 #define CS_STAT_RES_ACID 106 #define CS_STAT_RES_DRAIN 107 #define CS_STAT_RES_GHOSTHIT 108 #define CS_STAT_RES_POISON 109 #define CS_STAT_RES_SLOW 110 #define CS_STAT_RES_PARA 111 #define CS_STAT_TURN_UNDEAD 112 #define CS_STAT_RES_FEAR 113 #define CS_STAT_RES_DEPLETE 114 #define CS_STAT_RES_DEATH 115 #define CS_STAT_RES_HOLYWORD 116 #define CS_STAT_RES_BLIND 117 /* Start & end of skill experience + skill level, inclusive. */ #define CS_STAT_SKILLEXP_START 118 #define CS_STAT_SKILLEXP_END 129 #define CS_STAT_SKILLEXP_AGILITY 118 #define CS_STAT_SKILLEXP_AGLEVEL 119 #define CS_STAT_SKILLEXP_PERSONAL 120 #define CS_STAT_SKILLEXP_PELEVEL 121 #define CS_STAT_SKILLEXP_MENTAL 122 #define CS_STAT_SKILLEXP_MELEVEL 123 #define CS_STAT_SKILLEXP_PHYSIQUE 124 #define CS_STAT_SKILLEXP_PHLEVEL 125 #define CS_STAT_SKILLEXP_MAGIC 126 #define CS_STAT_SKILLEXP_MALEVEL 127 #define CS_STAT_SKILLEXP_WISDOM 128 #define CS_STAT_SKILLEXP_WILEVEL 129 /** * CS_STAT_SKILLINFO is used as the starting index point. Skill number->name * map is generated dynamically for the client, so a bunch of entries will * be used here. CS_NUM_SKILLS does not match how many skills there really * are - instead, it is used as a range of values so that the client * can have some idea how many skill categories there may be. */ #define CS_STAT_SKILLINFO 140 #define CS_NUM_SKILLS 50 /** * These are used with CS_STAT_FLAGS above to communicate S->C what the * server thinks the fireon & runon states are. */ #define SF_FIREON 0x01 #define SF_RUNON 0x02 /** * @defgroup NDI_xxx Flags for messages * * The following are the color flags passed to new_draw_info(). * * We also set up some control flags * * NDI = New Draw Info * * Color specifications - note these match the order in xutil.c. * * Note 2: Black, the default color, is 0. Thus, it does not need to * be implicitly specified. */ /*@{*/ #define NDI_BLACK 0 #define NDI_WHITE 1 #define NDI_NAVY 2 #define NDI_RED 3 #define NDI_ORANGE 4 #define NDI_BLUE 5 /**< Actually, it is Dodger Blue */ #define NDI_DK_ORANGE 6 /**< DarkOrange2 */ #define NDI_GREEN 7 /**< SeaGreen */ #define NDI_LT_GREEN 8 /**< DarkSeaGreen, which is actually paler * Than seagreen - also background color. */ #define NDI_GREY 9 #define NDI_BROWN 10 /**< Sienna. */ #define NDI_GOLD 11 #define NDI_TAN 12 /**< Khaki. */ #define NDI_MAX_COLOR 12 /**< Last value in. */ #define NDI_COLOR_MASK 0xff /**< Gives lots of room for expansion - we are * using an int anyways, so we have the space * to still do all the flags. */ #define NDI_UNIQUE 0x100 /**< Print this out immediately, don't buffer. */ #define NDI_ALL 0x200 /**< Inform all players of this message. */ #define NDI_ALL_DMS 0x400 /**< Inform all logged in DMs. Used in case of errors. Overrides NDI_ALL. */ /*@}*/ /** Flags for the item command */ enum {a_none, a_readied, a_wielded, a_worn, a_active, a_applied}; #define F_APPLIED 0x000F #define F_LOCATION 0x00F0 #define F_UNPAID 0x0200 #define F_MAGIC 0x0400 #define F_CURSED 0x0800 #define F_DAMNED 0x1000 #define F_OPEN 0x2000 #define F_NOPICK 0x4000 #define F_LOCKED 0x8000 #define F_BLESSED 0x0100 #define CF_FACE_NONE 0 #define CF_FACE_BITMAP 1 #define CF_FACE_XPM 2 #define CF_FACE_PNG 3 #define CF_FACE_CACHE 0x10 /** * Used in the new_face structure on the magicmap field. Low bits * are color information. For now, only high bit information we need * is floor information. */ #define FACE_FLOOR 0x80 #define FACE_WALL 0x40 /* Or'd into the color value by the server * right before sending. */ #define FACE_COLOR_MASK 0xf #define UPD_LOCATION 0x01 #define UPD_FLAGS 0x02 #define UPD_WEIGHT 0x04 #define UPD_FACE 0x08 #define UPD_NAME 0x10 #define UPD_ANIM 0x20 #define UPD_ANIMSPEED 0x40 #define UPD_NROF 0x80 #define UPD_ALL 0xFF /* The flag values sent by the updspell command */ #define UPD_SP_MANA 0x01 #define UPD_SP_GRACE 0x02 #define UPD_SP_DAMAGE 0x04 #define SOUND_NORMAL 0 #define SOUND_SPELL 1 #define FACE_IS_ANIM 1<<15 #define ANIM_RANDOM 1<<13 #define ANIM_SYNC 2<<13 /* ANIM_FLAGS_MASK and ANIM_MASK are only used by the client */ #define ANIM_FLAGS_MASK 0x6000 /* AND'ing this with data from server gets us just the animation id */ #define ANIM_MASK 0x1fff /* Constants in the form EMI_ is for extended map infos. * Even if the client select the additionnal infos it wants * on the map, there may exist cases where this whole info * is not given in one buch but in separate bunches. This * is done performance reasons (imagine some info related to * a visible object and another info related to a 4 square * width and height area). At the begin of an extended info packet * is a bit field. A bit is activated for each extended info * present in the data */ /* Meanings: * EMI_NOREDRAW Take extended infos into account but don't redraw, * some additionnal datas will follow in a new packet * EMI_SMOOTH Datas about smoothing */ #define EMI_NOREDRAW 0x01 #define EMI_SMOOTH 0x02 /* this last one says the bitfield continue un next byte * There may be several on contiguous bytes. So there is 7 * actual bits used per byte, and the number of bytes * is not fixed in protocol */ #define EMI_HASMOREBITS 0x80 /* * Note! * If you add message types here, don't forget * to keep the client up to date too! */ /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2 #define MSG_TYPE_PAPER 3 #define MSG_TYPE_SIGN 4 #define MSG_TYPE_MONUMENT 5 #define MSG_TYPE_DIALOG 6 #define MSG_TYPE_MOTD 7 #define MSG_TYPE_ADMIN 8 #define MSG_TYPE_SHOP 9 #define MSG_TYPE_COMMAND 10 /* Responses to commands, eg, who */ #define MSG_TYPE_ATTRIBUTE 11 /* Changes to attributes (stats, */ /* resistances, etc) */ #define MSG_TYPE_SKILL 12 /* Messages related to using skills */ #define MSG_TYPE_APPLY 13 /* Applying objects */ #define MSG_TYPE_ATTACK 14 /* Attack related messages */ #define MSG_TYPE_COMMUNICATION 15 /* Communication between players */ #define MSG_TYPE_SPELL 16 /* Spell related info */ #define MSG_TYPE_ITEM 17 /* Item related information */ #define MSG_TYPE_MISC 18 /* Messages that don't go anyplace else */ #define MSG_TYPE_VICTIM 19 /* Something bad is happening to the player */ #define MSG_TYPE_LAST 20 #define MSG_SUBTYPE_NONE 0 /* book messages subtypes */ #define MSG_TYPE_BOOK_CLASP_1 1 #define MSG_TYPE_BOOK_CLASP_2 2 #define MSG_TYPE_BOOK_ELEGANT_1 3 #define MSG_TYPE_BOOK_ELEGANT_2 4 #define MSG_TYPE_BOOK_QUARTO_1 5 #define MSG_TYPE_BOOK_QUARTO_2 6 #define MSG_TYPE_BOOK_SPELL_EVOKER 7 #define MSG_TYPE_BOOK_SPELL_PRAYER 8 #define MSG_TYPE_BOOK_SPELL_PYRO 9 #define MSG_TYPE_BOOK_SPELL_SORCERER 10 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11 /* card messages subtypes*/ #define MSG_TYPE_CARD_SIMPLE_1 1 #define MSG_TYPE_CARD_SIMPLE_2 2 #define MSG_TYPE_CARD_SIMPLE_3 3 #define MSG_TYPE_CARD_ELEGANT_1 4 #define MSG_TYPE_CARD_ELEGANT_2 5 #define MSG_TYPE_CARD_ELEGANT_3 6 #define MSG_TYPE_CARD_STRANGE_1 7 #define MSG_TYPE_CARD_STRANGE_2 8 #define MSG_TYPE_CARD_STRANGE_3 9 #define MSG_TYPE_CARD_MONEY_1 10 #define MSG_TYPE_CARD_MONEY_2 11 #define MSG_TYPE_CARD_MONEY_3 12 /* Paper messages subtypes */ #define MSG_TYPE_PAPER_NOTE_1 1 #define MSG_TYPE_PAPER_NOTE_2 2 #define MSG_TYPE_PAPER_NOTE_3 3 #define MSG_TYPE_PAPER_LETTER_OLD_1 4 #define MSG_TYPE_PAPER_LETTER_OLD_2 5 #define MSG_TYPE_PAPER_LETTER_NEW_1 6 #define MSG_TYPE_PAPER_LETTER_NEW_2 7 #define MSG_TYPE_PAPER_ENVELOPE_1 8 #define MSG_TYPE_PAPER_ENVELOPE_2 9 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14 /* road signs messages subtypes */ #define MSG_TYPE_SIGN_BASIC 1 #define MSG_TYPE_SIGN_DIR_LEFT 2 #define MSG_TYPE_SIGN_DIR_RIGHT 3 #define MSG_TYPE_SIGN_DIR_BOTH 4 /* stones and monument messages */ #define MSG_TYPE_MONUMENT_STONE_1 1 #define MSG_TYPE_MONUMENT_STONE_2 2 #define MSG_TYPE_MONUMENT_STONE_3 3 #define MSG_TYPE_MONUMENT_STATUE_1 4 #define MSG_TYPE_MONUMENT_STATUE_2 5 #define MSG_TYPE_MONUMENT_STATUE_3 6 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9 #define MSG_TYPE_MONUMENT_WALL_1 10 #define MSG_TYPE_MONUMENT_WALL_2 11 #define MSG_TYPE_MONUMENT_WALL_3 12 /* dialog messsage */ #define MSG_TYPE_DIALOG_NPC 1 /* A message from the npc */ #define MSG_TYPE_DIALOG_ALTAR 2 /* A message from an altar */ #define MSG_TYPE_DIALOG_MAGIC_MOUTH 3 /* Magic Mouth/Magic Ear */ /* MOTD doesn't have any subtypes */ /* admin/global messages */ #define MSG_TYPE_ADMIN_RULES 1 #define MSG_TYPE_ADMIN_NEWS 2 #define MSG_TYPE_ADMIN_PLAYER 3 /* Player coming/going/death */ #define MSG_TYPE_ADMIN_DM 4 /* DM related admin actions */ #define MSG_TYPE_ADMIN_HISCORE 5 /* Hiscore list */ #define MSG_TYPE_ADMIN_LOADSAVE 6 /* load/save operations */ #define MSG_TYPE_ADMIN_LOGIN 7 /* login messages/errors */ #define MSG_TYPE_ADMIN_VERSION 8 /* version info */ /* I'm not actually expecting anything to make much use of the MSG_TYPE_SHOP * values However, to use the media tags, need to use draw_ext_info, and need * to have a type/subtype, so figured might as well put in real values here. */ #define MSG_TYPE_SHOP_LISTING 1 /* Shop listings - inventory, */ /* what it deals in */ #define MSG_TYPE_SHOP_PAYMENT 2 /* Messages about payment, lack */ /* of funds */ #define MSG_TYPE_SHOP_SELL 3 /* Messages about selling items */ #define MSG_TYPE_SHOP_MISC 4 /* Random messages */ /* Basically, 1 subtype/command. Like shops, not expecting much * to be done, but by having different subtypes, it makes it easier for * client to store way information (eg, who output) */ #define MSG_TYPE_COMMAND_WHO 1 #define MSG_TYPE_COMMAND_MAPS 2 #define MSG_TYPE_COMMAND_BODY 3 #define MSG_TYPE_COMMAND_MALLOC 4 #define MSG_TYPE_COMMAND_WEATHER 5 #define MSG_TYPE_COMMAND_STATISTICS 6 #define MSG_TYPE_COMMAND_CONFIG 7 /* bowmode, petmode, applymode */ #define MSG_TYPE_COMMAND_INFO 8 /* Generic info - resistances, etc */ #define MSG_TYPE_COMMAND_QUESTS 9 /* Quest info */ #define MSG_TYPE_COMMAND_DEBUG 10 /* Various debug type commands */ #define MSG_TYPE_COMMAND_ERROR 11 /* Bad syntax/can't use command */ #define MSG_TYPE_COMMAND_SUCCESS 12 /* Successful result from command */ #define MSG_TYPE_COMMAND_FAILURE 13 /* Failed result from command */ #define MSG_TYPE_COMMAND_EXAMINE 14 /* Player examining something */ #define MSG_TYPE_COMMAND_INVENTORY 15 /* Inventory listing */ #define MSG_TYPE_COMMAND_HELP 16 /* Help related information */ #define MSG_TYPE_COMMAND_DM 17 /* DM related commands */ #define MSG_TYPE_COMMAND_NEWPLAYER 18 /* Create a new character - not */ /* really a command, but is responding */ /* to player input */ /* This is somewhat verbose. If the client ends up being able to * choose various attributes based on message type, I think it is important * for the client to know if this is a benefit or detriment to the player. * In the case of losing a bonus, this typically indicates a spell has * ended, which is probably more important (and should be displayed more * prominently) than when you cast the spell */ #define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_GAIN 1 /* Atacktypes here refer to */ #define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_LOSS 2 /* the player gaining or */ /* losing these attacktypes */ /* not being a victim of an */ /* attacktype. */ #define MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN 3 /* Protections in this */ #define MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS 4 /* context are pretty */ /* generic - things like */ /* reflection or lifesave */ /* are also under the */ /* protection category. */ #define MSG_TYPE_ATTRIBUTE_MOVE 5 /* A change in the movement */ /* type of the player */ #define MSG_TYPE_ATTRIBUTE_RACE 6 /* Racial related changes */ #define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START 7 /* The start/end of bad */ #define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END 8 /* effects to the player */ #define MSG_TYPE_ATTRIBUTE_STAT_GAIN 9 /* Start/end of stat changes */ #define MSG_TYPE_ATTRIBUTE_STAT_LOSS 10 #define MSG_TYPE_ATTRIBUTE_LEVEL_GAIN 11 /* Gaining/losing of levels */ #define MSG_TYPE_ATTRIBUTE_LEVEL_LOSS 12 #define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START 13 /* Like bad effects, but for */ #define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END 14 /* good effects to the player */ #define MSG_TYPE_ATTRIBUTE_GOD 15 /* changing god info */ /* I think one type/skill is overkill, so instead, use broader categories * for these messages. * The difference in ERROR vs FAILURE is basically this: ERROR indicates * something wasn't right to even attempt to use the skill (don't have * needed object, or haven't marked objects, etc). * FAILURE indicates that player attempted to use the skill, but it * didn't work. * PRAY is listed out because praying over altars can generate some * messages not really related to the skill itself. */ #define MSG_TYPE_SKILL_MISSING 1 /* Don't have the skill */ #define MSG_TYPE_SKILL_ERROR 2 /* Doing something wrong */ #define MSG_TYPE_SKILL_SUCCESS 3 /* Successfully used skill */ #define MSG_TYPE_SKILL_FAILURE 4 /* Failure in using skill */ #define MSG_TYPE_SKILL_PRAY 5 /* Praying related messages */ #define MSG_TYPE_SKILL_LIST 6 /* List of skills */ /* Messages related to applying objects. Note that applying many * objects may generate MSG_TYPE_ATTRIBUTE messages - the APPLY here * more directly related to the direct messages related to applying * them (you put on your armor, you apply scroll, etc). * The ERROR is like that for SKILLS - something prevent even trying * to apply the object. FAILURE indicates result wasn't successful. */ #define MSG_TYPE_APPLY_ERROR 1 #define MSG_TYPE_APPLY_UNAPPLY 2 /* Unapply an object */ #define MSG_TYPE_APPLY_SUCCESS 3 /* Was able to apply object */ #define MSG_TYPE_APPLY_FAILURE 4 /* Apply OK, but no/bad result */ #define MSG_TYPE_APPLY_CURSED 5 /* Applied a cursed object (BAD) */ #define MSG_TYPE_APPLY_TRAP 6 /* Have activated a trap */ #define MSG_TYPE_APPLY_BADBODY 7 /* Don't have body to use object */ #define MSG_TYPE_APPLY_PROHIBITION 8 /* Class/god prohibiiton on obj */ #define MSG_TYPE_APPLY_BUILD 9 /* Build related actions */ /* attack related messages */ #define MSG_TYPE_ATTACK_DID_HIT 1 /* Player hit something else */ #define MSG_TYPE_ATTACK_PET_HIT 2 /* Players pet hit something else */ #define MSG_TYPE_ATTACK_FUMBLE 3 /* Player fumbled attack */ #define MSG_TYPE_ATTACK_DID_KILL 4 /* Player killed something */ #define MSG_TYPE_ATTACK_PET_DIED 5 /* Pet was killed */ #define MSG_TYPE_ATTACK_NOKEY 6 /* Keys are like attacks, so... */ #define MSG_TYPE_ATTACK_NOATTACK 7 /* You avoid attacking */ #define MSG_TYPE_ATTACK_PUSHED 8 /* Pushed a friendly player */ #define MSG_TYPE_ATTACK_MISS 9 /* attack didn't hit */ #define MSG_TYPE_COMMUNICATION_RANDOM 1 /* Random event (coin toss) */ #define MSG_TYPE_COMMUNICATION_SAY 2 /* Player says something */ #define MSG_TYPE_COMMUNICATION_ME 3 /* Player me's a message */ #define MSG_TYPE_COMMUNICATION_TELL 4 /* Player tells something */ #define MSG_TYPE_COMMUNICATION_EMOTE 5 /* Player emotes */ #define MSG_TYPE_COMMUNICATION_PARTY 6 /* Party message */ #define MSG_TYPE_COMMUNICATION_SHOUT 7 /* Party message */ #define MSG_TYPE_COMMUNICATION_CHAT 8 /* Party message */ #define MSG_TYPE_SPELL_HEAL 1 /* Healing related spells */ #define MSG_TYPE_SPELL_PET 2 /* Pet related messages */ #define MSG_TYPE_SPELL_FAILURE 3 /* Spell failure messages */ #define MSG_TYPE_SPELL_END 4 /* A spell ends */ #define MSG_TYPE_SPELL_SUCCESS 5 /* Spell succeeded messages */ #define MSG_TYPE_SPELL_ERROR 6 /* Spell failure messages */ #define MSG_TYPE_SPELL_PERCEIVE_SELF 7 /* Perceive self messages */ #define MSG_TYPE_SPELL_TARGET 8 /* Target of non attack spell */ #define MSG_TYPE_SPELL_INFO 9 /* random info about spell, not */ /* related to failure/success */ #define MSG_TYPE_ITEM_REMOVE 1 /* Item removed from inv */ #define MSG_TYPE_ITEM_ADD 2 /* Item added to inv */ #define MSG_TYPE_ITEM_CHANGE 3 /* Item has changed in some way */ #define MSG_TYPE_ITEM_INFO 3 /* Information related to an item */ /* MSG_TYPE_MISC, by its very nature, doesn't really have subtypes. It is * used for messages that really don't belong anyplace else */ #define MSG_TYPE_VICTIM_SWAMP 1 /* Player is sinking in a swamp */ #define MSG_TYPE_VICTIM_WAS_HIT 2 /* Player was hit by something */ #define MSG_TYPE_VICTIM_STEAL 3 /* Someone tried to steal from the player */ #define MSG_TYPE_VICTIM_SPELL 4 /* Someone cast a bad spell on the player */ #define MSG_TYPE_VICTIM_DIED 5 /* Player died! */ #define MSG_TYPE_VICTIM_WAS_PUSHED 6 /* Player was pushed or attempted pushed */ /** Contains the base information we use to make up a packet we want to send. */ typedef struct SockList { size_t len; unsigned char buf[2+65536UL+1]; /* 2=length, 65536=content, 1=trailing NUL */ } SockList; /** Statistics on server. */ typedef struct CS_Stats { int ibytes; /**< ibytes, obytes are bytes in, out. */ int obytes; short max_conn; /**< Maximum connections received. */ time_t time_start; /**< When we started logging this. */ } CS_Stats; extern CS_Stats cst_tot, cst_lst; #endif /* NEWCLIENT_H */