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/**
* @file
* Defines various flags that both the new client and new server use. These
* should never be changed, only expanded. Changing them will likely cause all
* old clients to not work properly. While called newclient, it is 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
*/
#ifndef NEWCLIENT_H
#define NEWCLIENT_H
/**
* Maximum size of a packet the client expects to get and that the server can
* send. Using a buffer of this size allows the client to avoid constant
* allocation and deallocation of the same buffer over and over again (at the
* cost of using extra memory). This also makes the code simpler. The size
* is big enough to receive any valid packet: 2 bytes for length, 65535 for
* maximum packet size, 1 for a trailing null character.
*/
#define MAXSOCKBUF (2+65535+1)
/**
* 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
/**
* @defgroup MAP2_TYPE_xxx Type values present in map2 commands.
* The different type values that may be present in a map2 command. These are
* described in the protocol entry in more detail. These values are sent in
* the bottom 5 bits of their byte, the top 3 are for the length of the data
* that is sent.
*/
/*@{*/
#define MAP2_TYPE_CLEAR 0x0
#define MAP2_TYPE_DARKNESS 0x1
/*
* These next two are not used presently, but the numbers are set aside for
* when support is added.
*
* #define MAP2_TYPE_SOUND 0x2
* #define MAP2_TYPE_LIGHTSOURCE 0x3
*/
/*@}*/
#define MAP2_LAYER_START 0x10
/**
* 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. */
/**
* @defgroup FLOAT_xxx FLOAT_xxx multipliers for changing floats to int.
* and vice versa.
*/
/*@{*/
#define FLOAT_MULTI 100000 /**< Integer representation (float to int). */
#define FLOAT_MULTF 100000.0 /**< Float for going from int to float. */
/*@} FLOAT_xxx */
/**
* @defgroup CS_STAT_xxx CS_STAT_xxx IDs for character statistics.
*/
/*@{*/
#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 /**< No longer used */
#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
#define CS_STAT_RACE_STR 32
#define CS_STAT_RACE_INT 33
#define CS_STAT_RACE_WIS 34
#define CS_STAT_RACE_DEX 35
#define CS_STAT_RACE_CON 36
#define CS_STAT_RACE_CHA 37
#define CS_STAT_RACE_POW 38
#define CS_STAT_BASE_STR 39
#define CS_STAT_BASE_INT 40
#define CS_STAT_BASE_WIS 41
#define CS_STAT_BASE_DEX 42
#define CS_STAT_BASE_CON 43
#define CS_STAT_BASE_CHA 44
#define CS_STAT_BASE_POW 45
#define CS_STAT_APPLIED_STR 46 /**< STR changes from gear or skills. */
#define CS_STAT_APPLIED_INT 47 /**< INT changes from gear or skills. */
#define CS_STAT_APPLIED_WIS 48 /**< WIS changes from gear or skills. */
#define CS_STAT_APPLIED_DEX 49 /**< DEX changes from gear or skills. */
#define CS_STAT_APPLIED_CON 50 /**< CON changes from gear or skills. */
#define CS_STAT_APPLIED_CHA 51 /**< CHA changes from gear or skills. */
#define CS_STAT_APPLIED_POW 52 /**< POW changes from gear or skills. */
#define CS_STAT_GOLEM_HP 53 /**< Golem's current hp, 0 if no golem. */
#define CS_STAT_GOLEM_MAXHP 54 /**< Golem's max hp, 0 if no golem. */
#define CS_STAT_RESIST_START 100 /**< Start of resistances (inclusive) */
#define CS_STAT_RESIST_END 117 /**< End of resistances (inclusive) */
#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
/**
* 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.
*/
#define CS_STAT_SKILLINFO 140
/**
* 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_NUM_SKILLS 50
/*@}*/
/**
* @defgroup SF_xxx SF_xxx Masks used in conjunction with fire and run states.
*
* These values 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 ACL_xxx ACL_xxx field IDs that support account login.
*
* These values are used for the account login code to denote what field
* follows. ACL = Account Character Login
*/
/*@{*/
#define ACL_NAME 1
#define ACL_CLASS 2
#define ACL_RACE 3
#define ACL_LEVEL 4
#define ACL_FACE 5
#define ACL_PARTY 6
#define ACL_MAP 7
#define ACL_FACE_NUM 8
/*@}*/
/**
* @defgroup NDI_xxx NDI_xxx message color flags and masks.
*
* 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 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. */
/*@}*/
/**
* @defgroup F_xxx F_xxx flags for the item command.
*/
/*@{*/
enum {a_none, a_readied, a_wielded, a_worn, a_active, a_applied};
#define F_APPLIED 0x000F
#define F_UNIDENTIFIED 0x0010
#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
/*@}*/
/**
* @defgroup FACE_xxx FACE_xxx magic map masks.
*
* Used in the new_face structure on the magicmap field. Low bits are color
* information. For now, only high bit information we need is for the floor.
*/
/*@{*/
#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
/*@}*/
/**
* @defgroup UPD_xxx UPD_xxx UpdSpell constants.
*
*/
/*@{*/
#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
#define UPD_SP_MANA 0x01 /**< updspell command flag value. */
#define UPD_SP_GRACE 0x02 /**< updspell command flag value. */
#define UPD_SP_DAMAGE 0x04 /**< updspell command flag value. */
/*@}*/
/**
* @defgroup Soundtypes Sound types
*/
/*@{*/
#define SOUND_TYPE_LIVING 1
#define SOUND_TYPE_SPELL 2
#define SOUND_TYPE_ITEM 3
#define SOUND_TYPE_GROUND 4
#define SOUND_TYPE_HIT 5
#define SOUND_TYPE_HIT_BY 6
/*@}*/
/**
* @defgroup ANIM_xxx Animation constants.
*
*/
/*@{*/
#define FACE_IS_ANIM 1<<15
#define ANIM_RANDOM 1<<13
#define ANIM_SYNC 2<<13
#define ANIM_FLAGS_MASK 0x6000 /**< Used only by the client. */
/**
* AND'ing this with data from server gets us just the animation id. Used
* only by the client.
*/
#define ANIM_MASK 0x1fff
/*@}*/
/**
* @defgroup EMI_xxx EMI_xxx extended map constants.
*
* 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 bunch 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 information present in the data.
*/
/*@{*/
/**< Take extended information into account but do not redraw. Some
* additional data will follow in a new packet.
*/
#define EMI_NOREDRAW 0x01
/**
* Data about smoothing.
*/
#define EMI_SMOOTH 0x02
/**
* Indicates 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!
* When adding message types, don't forget to keep the client up to date too!
*/
/**
* @defgroup MSG_TYPE_xxx MSG_TYPE_xxx 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 /**< NPCs, magic mouths, and altars */
#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 skill use. */
#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
* elsewhere */
#define MSG_TYPE_VICTIM 19 /**< Something bad is happening to
* the player. */
#define MSG_TYPE_CLIENT 20 /**< Client originated Messages */
#define MSG_TYPE_LAST 21
#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 */ /* Including magic mouths */
#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
#define MSG_TYPE_SIGN_MAGIC_MOUTH 5
/* 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 message */
#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_EAR 3 /**< 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 */
#define MSG_TYPE_ADMIN_ERROR 9 /**< Error on command, setup, etc */
/*
* 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 /**< Race-related changes. */
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START 7 /**< Start of a bad effect
* to the player. */
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END 8 /**< End of a bad effect. */
#define MSG_TYPE_ATTRIBUTE_STAT_GAIN 9
#define MSG_TYPE_ATTRIBUTE_STAT_LOSS 10
#define MSG_TYPE_ATTRIBUTE_LEVEL_GAIN 11
#define MSG_TYPE_ATTRIBUTE_LEVEL_LOSS 12
#define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START 13 /**< Start of a good effect to
* the player. */
#define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END 14 /**< End of a good effect. */
#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 inventory */
#define MSG_TYPE_ITEM_CHANGE 3 /**< Item has changed in some way */
#define MSG_TYPE_ITEM_INFO 4 /**< Information related to items */
/*
* 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 */
#define MSG_TYPE_CLIENT_CONFIG 1 /**< Local configuration issues */
#define MSG_TYPE_CLIENT_SERVER 2 /**< Server configuration issues */
#define MSG_TYPE_CLIENT_COMMAND 3 /**< DrawInfoCmd() */
#define MSG_TYPE_CLIENT_QUERY 4 /**< handle_query() and prompts */
#define MSG_TYPE_CLIENT_DEBUG 5 /**< General debug messages */
#define MSG_TYPE_CLIENT_NOTICE 6 /**< Non-critical note to player */
#define MSG_TYPE_CLIENT_METASERVER 7 /**< Metaserver messages */
#define MSG_TYPE_CLIENT_SCRIPT 8 /**< Script related messages */
#define MSG_TYPE_CLIENT_ERROR 9 /**< Bad things happening */
/*@}*/
/**
* Definitions for the requestion/replyinfo map data.
*/
#define INFO_MAP_ARCH_NAME 1 /**< Archetype name of this entry */
#define INFO_MAP_NAME 2 /**< Proper name of this entry */
#define INFO_MAP_DESCRIPTION 3 /**< Description of this map */
/**
* Contains the base information we use to make up a packet we want to send.
*/
typedef struct SockList {
#ifdef CLIENT_TYPES_H /* Used by the client */
int len;
unsigned char *buf;
#else /* Used by the server */
size_t len;
unsigned char buf[MAXSOCKBUF]; /* 2(size)+65535(content)+1(ending NULL) */
#endif
} 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 */
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