server-1.12/include/newclient.h

587 lines
24 KiB
C

/*
* 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 <stddef.h>
/**
* 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 */