Crossfire Server, Branch 1.12  R12190
newclient.h
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00001 /*
00002  * static char *rcsid_newclient_h =
00003  *   "$Id: newclient.h 11578 2009-02-23 22:02:27Z lalo $";
00004  */
00005 
00006 /*
00007     CrossFire, A Multiplayer game for X-windows
00008 
00009     Copyright (C) 2002,2006 Mark Wedel & Crossfire Development Team
00010     Copyright (C) 1992 Frank Tore Johansen
00011 
00012     This program is free software; you can redistribute it and/or modify
00013     it under the terms of the GNU General Public License as published by
00014     the Free Software Foundation; either version 2 of the License, or
00015     (at your option) any later version.
00016 
00017     This program is distributed in the hope that it will be useful,
00018     but WITHOUT ANY WARRANTY; without even the implied warranty of
00019     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00020     GNU General Public License for more details.
00021 
00022     You should have received a copy of the GNU General Public License
00023     along with this program; if not, write to the Free Software
00024     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00025 
00026     The authors can be reached via e-mail at crossfire-devel@real-time.com
00027 */
00028 
00053 #ifndef NEWCLIENT_H
00054 #define NEWCLIENT_H
00055 
00056 #include <stddef.h>
00057 
00063 #define MAP2_COORD_OFFSET   15
00064 
00074 #define MAP2_COORD_ENCODE(x, y, flags) ((((x)+MAP2_COORD_OFFSET)&0x3f)<<10|(((y)+MAP2_COORD_OFFSET)&0x3f)<<4|(flags&0x0f))
00075 
00076 #define CS_QUERY_YESNO  0x1     
00077 #define CS_QUERY_SINGLECHAR 0x2 
00078 #define CS_QUERY_HIDEINPUT 0x4  
00080 #define CS_SAY_NORMAL   0x1     
00081 #define CS_SAY_SHOUT    0x2     
00082 #define CS_SAY_GSAY     0x4     
00089 #define FLOAT_MULTI     100000
00090 #define FLOAT_MULTF     100000.0
00091 
00092 /* ID's for the various stats that get sent across. */
00093 
00094 #define CS_STAT_HP               1
00095 #define CS_STAT_MAXHP            2
00096 #define CS_STAT_SP               3
00097 #define CS_STAT_MAXSP            4
00098 #define CS_STAT_STR              5
00099 #define CS_STAT_INT              6
00100 #define CS_STAT_WIS              7
00101 #define CS_STAT_DEX              8
00102 #define CS_STAT_CON              9
00103 #define CS_STAT_CHA             10
00104 #define CS_STAT_EXP             11
00105 #define CS_STAT_LEVEL           12
00106 #define CS_STAT_WC              13
00107 #define CS_STAT_AC              14
00108 #define CS_STAT_DAM             15
00109 #define CS_STAT_ARMOUR          16
00110 #define CS_STAT_SPEED           17
00111 #define CS_STAT_FOOD            18
00112 #define CS_STAT_WEAP_SP         19
00113 #define CS_STAT_RANGE           20
00114 #define CS_STAT_TITLE           21
00115 #define CS_STAT_POW             22
00116 #define CS_STAT_GRACE           23
00117 #define CS_STAT_MAXGRACE        24
00118 #define CS_STAT_FLAGS           25
00119 #define CS_STAT_WEIGHT_LIM      26
00120 #define CS_STAT_EXP64           28
00121 #define CS_STAT_SPELL_ATTUNE    29
00122 #define CS_STAT_SPELL_REPEL     30
00123 #define CS_STAT_SPELL_DENY      31
00124 
00125 /* Start & end of resistances, inclusive. */
00126 #define CS_STAT_RESIST_START    100
00127 #define CS_STAT_RESIST_END      117
00128 #define CS_STAT_RES_PHYS        100
00129 #define CS_STAT_RES_MAG         101
00130 #define CS_STAT_RES_FIRE        102
00131 #define CS_STAT_RES_ELEC        103
00132 #define CS_STAT_RES_COLD        104
00133 #define CS_STAT_RES_CONF        105
00134 #define CS_STAT_RES_ACID        106
00135 #define CS_STAT_RES_DRAIN       107
00136 #define CS_STAT_RES_GHOSTHIT    108
00137 #define CS_STAT_RES_POISON      109
00138 #define CS_STAT_RES_SLOW        110
00139 #define CS_STAT_RES_PARA        111
00140 #define CS_STAT_TURN_UNDEAD     112
00141 #define CS_STAT_RES_FEAR        113
00142 #define CS_STAT_RES_DEPLETE     114
00143 #define CS_STAT_RES_DEATH       115
00144 #define CS_STAT_RES_HOLYWORD    116
00145 #define CS_STAT_RES_BLIND       117
00146 
00147 /* Start & end of skill experience + skill level, inclusive. */
00148 #define CS_STAT_SKILLEXP_START    118
00149 #define CS_STAT_SKILLEXP_END      129
00150 #define CS_STAT_SKILLEXP_AGILITY  118
00151 #define CS_STAT_SKILLEXP_AGLEVEL  119
00152 #define CS_STAT_SKILLEXP_PERSONAL 120
00153 #define CS_STAT_SKILLEXP_PELEVEL  121
00154 #define CS_STAT_SKILLEXP_MENTAL   122
00155 #define CS_STAT_SKILLEXP_MELEVEL  123
00156 #define CS_STAT_SKILLEXP_PHYSIQUE 124
00157 #define CS_STAT_SKILLEXP_PHLEVEL  125
00158 #define CS_STAT_SKILLEXP_MAGIC    126
00159 #define CS_STAT_SKILLEXP_MALEVEL  127
00160 #define CS_STAT_SKILLEXP_WISDOM   128
00161 #define CS_STAT_SKILLEXP_WILEVEL  129
00162 
00170 #define CS_STAT_SKILLINFO   140
00171 #define CS_NUM_SKILLS        50
00172 
00177 #define SF_FIREON   0x01
00178 #define SF_RUNON    0x02
00179 
00195 #define NDI_BLACK       0
00196 #define NDI_WHITE       1
00197 #define NDI_NAVY        2
00198 #define NDI_RED         3
00199 #define NDI_ORANGE      4
00200 #define NDI_BLUE        5       
00201 #define NDI_DK_ORANGE   6       
00202 #define NDI_GREEN       7       
00203 #define NDI_LT_GREEN    8       
00205 #define NDI_GREY        9
00206 #define NDI_BROWN       10      
00207 #define NDI_GOLD        11
00208 #define NDI_TAN         12      
00210 #define NDI_MAX_COLOR   12      
00211 #define NDI_COLOR_MASK  0xff    
00216 #define NDI_UNIQUE      0x100   
00217 #define NDI_ALL         0x200   
00218 #define NDI_ALL_DMS     0x400   
00220 
00221 
00222 enum {a_none, a_readied, a_wielded, a_worn, a_active, a_applied};
00223 #define F_APPLIED       0x000F
00224 #define F_LOCATION      0x00F0
00225 #define F_UNPAID        0x0200
00226 #define F_MAGIC         0x0400
00227 #define F_CURSED        0x0800
00228 #define F_DAMNED        0x1000
00229 #define F_OPEN          0x2000
00230 #define F_NOPICK        0x4000
00231 #define F_LOCKED        0x8000
00232 #define F_BLESSED       0x0100
00233 
00234 #define CF_FACE_NONE    0
00235 #define CF_FACE_BITMAP  1
00236 #define CF_FACE_XPM     2
00237 #define CF_FACE_PNG     3
00238 #define CF_FACE_CACHE   0x10
00239 
00245 #define FACE_FLOOR      0x80
00246 #define FACE_WALL       0x40    /* Or'd into the color value by the server
00247                                  * right before sending.
00248                                  */
00249 #define FACE_COLOR_MASK 0xf
00250 
00251 #define UPD_LOCATION    0x01
00252 #define UPD_FLAGS       0x02
00253 #define UPD_WEIGHT      0x04
00254 #define UPD_FACE        0x08
00255 #define UPD_NAME        0x10
00256 #define UPD_ANIM        0x20
00257 #define UPD_ANIMSPEED   0x40
00258 #define UPD_NROF        0x80
00259 #define UPD_ALL     0xFF
00260 
00261 /* The flag values sent by the updspell command */
00262 #define UPD_SP_MANA     0x01
00263 #define UPD_SP_GRACE    0x02
00264 #define UPD_SP_DAMAGE   0x04
00265 
00266 #define SOUND_NORMAL    0
00267 #define SOUND_SPELL     1
00268 
00269 #define FACE_IS_ANIM    1<<15
00270 #define ANIM_RANDOM     1<<13
00271 #define ANIM_SYNC       2<<13
00272 
00273 /* ANIM_FLAGS_MASK and ANIM_MASK are only used by the client */
00274 #define ANIM_FLAGS_MASK 0x6000
00275 
00276 /* AND'ing this with data from server gets us just the animation id */
00277 #define ANIM_MASK       0x1fff
00278 
00279 
00280 /* Constants in the form EMI_ is for extended map infos.
00281  * Even if the client select the additionnal infos it wants
00282  * on the map, there may exist cases where this whole info
00283  * is not given in one buch but in separate bunches. This
00284  * is done performance reasons (imagine some info related to
00285  * a visible object and another info related to a 4 square
00286  * width and height area). At the begin of an extended info packet
00287  * is a bit field. A bit is activated for each extended info
00288  * present in the data
00289  */
00290 /* Meanings:
00291  * EMI_NOREDRAW  Take extended infos into account but don't redraw,
00292  *               some additionnal datas will follow in a new packet
00293  * EMI_SMOOTH    Datas about smoothing
00294  */
00295 #define EMI_NOREDRAW        0x01
00296 #define EMI_SMOOTH          0x02
00297 
00298 /* this last one says the bitfield continue un next byte
00299  * There may be several on contiguous bytes. So there is 7
00300  * actual bits used per byte, and the number of bytes
00301  * is not fixed in protocol
00302  */
00303 #define EMI_HASMOREBITS     0x80
00304 
00305 
00306 /*
00307  * Note!
00308  * If you add message types here, don't forget
00309  * to keep the client up to date too!
00310  */
00311 
00312 
00313 /* message types */
00314 #define MSG_TYPE_BOOK               1
00315 #define MSG_TYPE_CARD               2
00316 #define MSG_TYPE_PAPER              3
00317 #define MSG_TYPE_SIGN               4
00318 #define MSG_TYPE_MONUMENT           5
00319 #define MSG_TYPE_DIALOG             6
00320 #define MSG_TYPE_MOTD               7
00321 #define MSG_TYPE_ADMIN              8
00322 #define MSG_TYPE_SHOP               9
00323 #define MSG_TYPE_COMMAND            10  /* Responses to commands, eg, who */
00324 #define MSG_TYPE_ATTRIBUTE          11  /* Changes to attributes (stats, */
00325                                         /* resistances, etc) */
00326 #define MSG_TYPE_SKILL              12  /* Messages related to using skills */
00327 #define MSG_TYPE_APPLY              13  /* Applying objects */
00328 #define MSG_TYPE_ATTACK             14  /* Attack related messages */
00329 #define MSG_TYPE_COMMUNICATION      15  /* Communication between players */
00330 #define MSG_TYPE_SPELL              16  /* Spell related info */
00331 #define MSG_TYPE_ITEM               17  /* Item related information */
00332 #define MSG_TYPE_MISC               18  /* Messages that don't go anyplace else */
00333 #define MSG_TYPE_VICTIM             19  /* Something bad is happening to the player */
00334 #define MSG_TYPE_LAST               20
00335 
00336 #define MSG_SUBTYPE_NONE            0
00337 
00338 /* book messages subtypes */
00339 #define MSG_TYPE_BOOK_CLASP_1         1
00340 #define MSG_TYPE_BOOK_CLASP_2         2
00341 #define MSG_TYPE_BOOK_ELEGANT_1       3
00342 #define MSG_TYPE_BOOK_ELEGANT_2       4
00343 #define MSG_TYPE_BOOK_QUARTO_1        5
00344 #define MSG_TYPE_BOOK_QUARTO_2        6
00345 #define MSG_TYPE_BOOK_SPELL_EVOKER    7
00346 #define MSG_TYPE_BOOK_SPELL_PRAYER    8
00347 #define MSG_TYPE_BOOK_SPELL_PYRO      9
00348 #define MSG_TYPE_BOOK_SPELL_SORCERER  10
00349 #define MSG_TYPE_BOOK_SPELL_SUMMONER  11
00350 
00351 /* card messages subtypes*/
00352 #define MSG_TYPE_CARD_SIMPLE_1    1
00353 #define MSG_TYPE_CARD_SIMPLE_2    2
00354 #define MSG_TYPE_CARD_SIMPLE_3    3
00355 #define MSG_TYPE_CARD_ELEGANT_1   4
00356 #define MSG_TYPE_CARD_ELEGANT_2   5
00357 #define MSG_TYPE_CARD_ELEGANT_3   6
00358 #define MSG_TYPE_CARD_STRANGE_1   7
00359 #define MSG_TYPE_CARD_STRANGE_2   8
00360 #define MSG_TYPE_CARD_STRANGE_3   9
00361 #define MSG_TYPE_CARD_MONEY_1     10
00362 #define MSG_TYPE_CARD_MONEY_2     11
00363 #define MSG_TYPE_CARD_MONEY_3     12
00364 
00365 /* Paper messages subtypes */
00366 #define MSG_TYPE_PAPER_NOTE_1       1
00367 #define MSG_TYPE_PAPER_NOTE_2       2
00368 #define MSG_TYPE_PAPER_NOTE_3       3
00369 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
00370 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
00371 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
00372 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
00373 #define MSG_TYPE_PAPER_ENVELOPE_1   8
00374 #define MSG_TYPE_PAPER_ENVELOPE_2   9
00375 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
00376 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
00377 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
00378 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
00379 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
00380 
00381 /* road signs messages subtypes */
00382 #define MSG_TYPE_SIGN_BASIC         1
00383 #define MSG_TYPE_SIGN_DIR_LEFT      2
00384 #define MSG_TYPE_SIGN_DIR_RIGHT     3
00385 #define MSG_TYPE_SIGN_DIR_BOTH      4
00386 
00387 /* stones and monument messages */
00388 #define MSG_TYPE_MONUMENT_STONE_1      1
00389 #define MSG_TYPE_MONUMENT_STONE_2      2
00390 #define MSG_TYPE_MONUMENT_STONE_3      3
00391 #define MSG_TYPE_MONUMENT_STATUE_1     4
00392 #define MSG_TYPE_MONUMENT_STATUE_2     5
00393 #define MSG_TYPE_MONUMENT_STATUE_3     6
00394 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
00395 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
00396 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
00397 #define MSG_TYPE_MONUMENT_WALL_1       10
00398 #define MSG_TYPE_MONUMENT_WALL_2       11
00399 #define MSG_TYPE_MONUMENT_WALL_3       12
00400 
00401 /* dialog messsage */
00402 #define MSG_TYPE_DIALOG_NPC             1   /* A message from the npc */
00403 #define MSG_TYPE_DIALOG_ALTAR           2   /* A message from an altar */
00404 #define MSG_TYPE_DIALOG_MAGIC_MOUTH     3   /* Magic Mouth/Magic Ear */
00405 
00406 /* MOTD doesn't have any subtypes */
00407 
00408 /* admin/global messages */
00409 #define MSG_TYPE_ADMIN_RULES        1
00410 #define MSG_TYPE_ADMIN_NEWS         2
00411 #define MSG_TYPE_ADMIN_PLAYER       3       /* Player coming/going/death */
00412 #define MSG_TYPE_ADMIN_DM           4       /* DM related admin actions */
00413 #define MSG_TYPE_ADMIN_HISCORE      5       /* Hiscore list */
00414 #define MSG_TYPE_ADMIN_LOADSAVE     6       /* load/save operations */
00415 #define MSG_TYPE_ADMIN_LOGIN        7       /* login messages/errors */
00416 #define MSG_TYPE_ADMIN_VERSION      8       /* version info */
00417 
00418 
00419 /* I'm not actually expecting anything to make much use of the MSG_TYPE_SHOP
00420  * values However, to use the media tags, need to use draw_ext_info, and need
00421  * to have a type/subtype, so figured might as well put in real values here.
00422  */
00423 #define MSG_TYPE_SHOP_LISTING           1   /* Shop listings - inventory, */
00424                                             /* what it deals in */
00425 #define MSG_TYPE_SHOP_PAYMENT           2   /* Messages about payment, lack */
00426                                             /* of funds */
00427 #define MSG_TYPE_SHOP_SELL              3   /* Messages about selling items */
00428 #define MSG_TYPE_SHOP_MISC              4   /* Random messages */
00429 
00430 /* Basically, 1 subtype/command.  Like shops, not expecting much
00431  * to be done, but by having different subtypes, it makes it easier for
00432  * client to store way information (eg, who output)
00433  */
00434 #define MSG_TYPE_COMMAND_WHO        1
00435 #define MSG_TYPE_COMMAND_MAPS       2
00436 #define MSG_TYPE_COMMAND_BODY       3
00437 #define MSG_TYPE_COMMAND_MALLOC     4
00438 #define MSG_TYPE_COMMAND_WEATHER    5
00439 #define MSG_TYPE_COMMAND_STATISTICS 6
00440 #define MSG_TYPE_COMMAND_CONFIG     7   /* bowmode, petmode, applymode */
00441 #define MSG_TYPE_COMMAND_INFO       8   /* Generic info - resistances, etc */
00442 #define MSG_TYPE_COMMAND_QUESTS     9   /* Quest info */
00443 #define MSG_TYPE_COMMAND_DEBUG      10  /* Various debug type commands */
00444 #define MSG_TYPE_COMMAND_ERROR      11  /* Bad syntax/can't use command */
00445 #define MSG_TYPE_COMMAND_SUCCESS    12  /* Successful result from command */
00446 #define MSG_TYPE_COMMAND_FAILURE    13  /* Failed result from command */
00447 #define MSG_TYPE_COMMAND_EXAMINE    14  /* Player examining something */
00448 #define MSG_TYPE_COMMAND_INVENTORY  15  /* Inventory listing */
00449 #define MSG_TYPE_COMMAND_HELP       16  /* Help related information */
00450 #define MSG_TYPE_COMMAND_DM         17  /* DM related commands */
00451 #define MSG_TYPE_COMMAND_NEWPLAYER  18  /* Create a new character - not */
00452                                         /* really a command, but is responding */
00453                                         /* to player input */
00454 
00455 /* This is somewhat verbose.  If the client ends up being able to
00456  * choose various attributes based on message type, I think it is important
00457  * for the client to know if this is a benefit or detriment to the player.
00458  * In the case of losing a bonus, this typically indicates a spell has
00459  * ended, which is probably more important (and should be displayed more
00460  * prominently) than when you cast the spell
00461  */
00462 
00463 #define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_GAIN  1   /* Atacktypes here refer to */
00464 #define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_LOSS  2   /* the player gaining or */
00465                                                 /* losing these attacktypes */
00466                                                 /* not being a victim of an */
00467                                                 /* attacktype. */
00468 #define MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN  3   /* Protections in this */
00469 #define MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS  4   /* context  are pretty */
00470                                                 /* generic - things like */
00471                                                 /* reflection or lifesave */
00472                                                 /* are also under the */
00473                                                 /* protection category. */
00474 #define MSG_TYPE_ATTRIBUTE_MOVE             5   /* A change in the movement */
00475                                                 /* type of the player */
00476 #define MSG_TYPE_ATTRIBUTE_RACE             6   /* Racial related changes */
00477 #define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START 7   /* The start/end of bad */
00478 #define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END   8   /* effects to the player */
00479 #define MSG_TYPE_ATTRIBUTE_STAT_GAIN        9   /* Start/end of stat changes */
00480 #define MSG_TYPE_ATTRIBUTE_STAT_LOSS        10
00481 #define MSG_TYPE_ATTRIBUTE_LEVEL_GAIN       11  /* Gaining/losing of levels */
00482 #define MSG_TYPE_ATTRIBUTE_LEVEL_LOSS       12
00483 #define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START 13 /* Like bad effects, but for */
00484 #define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END  14  /* good effects to the player */
00485 #define MSG_TYPE_ATTRIBUTE_GOD              15  /* changing god info */
00486 
00487 
00488 /* I think one type/skill is overkill, so instead, use broader categories
00489  * for these messages.
00490  * The difference in ERROR vs FAILURE is basically this:  ERROR indicates
00491  * something wasn't right to even attempt to use the skill (don't have
00492  * needed object, or haven't marked objects, etc).
00493  * FAILURE indicates that player attempted to use the skill, but it
00494  * didn't work.
00495  * PRAY is listed out because praying over altars can generate some
00496  * messages not really related to the skill itself.
00497  */
00498 #define MSG_TYPE_SKILL_MISSING  1       /* Don't have the skill */
00499 #define MSG_TYPE_SKILL_ERROR    2       /* Doing something wrong */
00500 #define MSG_TYPE_SKILL_SUCCESS  3       /* Successfully used skill */
00501 #define MSG_TYPE_SKILL_FAILURE  4       /* Failure in using skill */
00502 #define MSG_TYPE_SKILL_PRAY     5       /* Praying related messages */
00503 #define MSG_TYPE_SKILL_LIST     6       /* List of skills */
00504 
00505 
00506 /* Messages related to applying objects.  Note that applying many
00507  * objects may generate MSG_TYPE_ATTRIBUTE messages - the APPLY here
00508  * more directly related to the direct messages related to applying
00509  * them (you put on your armor, you apply scroll, etc).
00510  * The ERROR is like that for SKILLS - something prevent even trying
00511  * to apply the object.  FAILURE indicates result wasn't successful.
00512  */
00513 #define MSG_TYPE_APPLY_ERROR       1
00514 #define MSG_TYPE_APPLY_UNAPPLY     2   /* Unapply an object */
00515 #define MSG_TYPE_APPLY_SUCCESS     3   /* Was able to apply object */
00516 #define MSG_TYPE_APPLY_FAILURE     4   /* Apply OK, but no/bad result */
00517 #define MSG_TYPE_APPLY_CURSED      5   /* Applied a cursed object (BAD) */
00518 #define MSG_TYPE_APPLY_TRAP        6   /* Have activated a trap */
00519 #define MSG_TYPE_APPLY_BADBODY     7   /* Don't have body to use object */
00520 #define MSG_TYPE_APPLY_PROHIBITION 8   /* Class/god prohibiiton on obj */
00521 #define MSG_TYPE_APPLY_BUILD       9   /* Build related actions */
00522 
00523 /* attack related messages */
00524 #define MSG_TYPE_ATTACK_DID_HIT     1   /* Player hit something else */
00525 #define MSG_TYPE_ATTACK_PET_HIT     2   /* Players pet hit something else */
00526 #define MSG_TYPE_ATTACK_FUMBLE      3   /* Player fumbled attack */
00527 #define MSG_TYPE_ATTACK_DID_KILL    4   /* Player killed something */
00528 #define MSG_TYPE_ATTACK_PET_DIED    5   /* Pet was killed */
00529 #define MSG_TYPE_ATTACK_NOKEY       6   /* Keys are like attacks, so... */
00530 #define MSG_TYPE_ATTACK_NOATTACK    7   /* You avoid attacking */
00531 #define MSG_TYPE_ATTACK_PUSHED      8   /* Pushed a friendly player */
00532 #define MSG_TYPE_ATTACK_MISS        9   /* attack didn't hit */
00533 
00534 #define MSG_TYPE_COMMUNICATION_RANDOM   1   /* Random event (coin toss) */
00535 #define MSG_TYPE_COMMUNICATION_SAY      2   /* Player says something */
00536 #define MSG_TYPE_COMMUNICATION_ME       3   /* Player me's a message */
00537 #define MSG_TYPE_COMMUNICATION_TELL     4   /* Player tells something */
00538 #define MSG_TYPE_COMMUNICATION_EMOTE    5   /* Player emotes */
00539 #define MSG_TYPE_COMMUNICATION_PARTY    6   /* Party message */
00540 #define MSG_TYPE_COMMUNICATION_SHOUT    7   /* Party message */
00541 #define MSG_TYPE_COMMUNICATION_CHAT     8   /* Party message */
00542 
00543 #define MSG_TYPE_SPELL_HEAL             1   /* Healing related spells */
00544 #define MSG_TYPE_SPELL_PET              2   /* Pet related messages */
00545 #define MSG_TYPE_SPELL_FAILURE          3   /* Spell failure messages */
00546 #define MSG_TYPE_SPELL_END              4   /* A spell ends */
00547 #define MSG_TYPE_SPELL_SUCCESS          5   /* Spell succeeded messages */
00548 #define MSG_TYPE_SPELL_ERROR            6   /* Spell failure messages */
00549 #define MSG_TYPE_SPELL_PERCEIVE_SELF    7   /* Perceive self messages */
00550 #define MSG_TYPE_SPELL_TARGET           8   /* Target of non attack spell */
00551 #define MSG_TYPE_SPELL_INFO             9   /* random info about spell, not */
00552                                             /* related to failure/success */
00553 
00554 #define MSG_TYPE_ITEM_REMOVE            1   /* Item removed from inv */
00555 #define MSG_TYPE_ITEM_ADD               2   /* Item added to inv */
00556 #define MSG_TYPE_ITEM_CHANGE            3   /* Item has changed in some way */
00557 #define MSG_TYPE_ITEM_INFO              3   /* Information related to an item */
00558 
00559 /* MSG_TYPE_MISC, by its very nature, doesn't really have subtypes.  It is
00560  * used for messages that really don't belong anyplace else
00561  */
00562 
00563 #define MSG_TYPE_VICTIM_SWAMP           1   /* Player is sinking in a swamp */
00564 #define MSG_TYPE_VICTIM_WAS_HIT         2   /* Player was hit by something */
00565 #define MSG_TYPE_VICTIM_STEAL           3   /* Someone tried to steal from the player */
00566 #define MSG_TYPE_VICTIM_SPELL           4   /* Someone cast a bad spell on the player */
00567 #define MSG_TYPE_VICTIM_DIED            5   /* Player died! */
00568 #define MSG_TYPE_VICTIM_WAS_PUSHED      6   /* Player was pushed or attempted pushed */
00569 
00571 typedef struct SockList {
00572     size_t len;
00573     unsigned char buf[2+65536UL+1]; /* 2=length, 65536=content, 1=trailing NUL */
00574 } SockList;
00575 
00577 typedef struct CS_Stats {
00578     int     ibytes;     
00579     int     obytes;
00580     short   max_conn;   
00581     time_t  time_start; 
00582 } CS_Stats;
00583 
00584 extern CS_Stats cst_tot, cst_lst;
00585 
00586 #endif /* NEWCLIENT_H */