Crossfire Server, Trunk  R20513
Data Structures | Macros | Typedefs | Enumerations | Variables
newclient.h File Reference

Defines various flags that both the new client and new server use. More...

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Data Structures

struct  CS_Stats
 Statistics on server. More...
 
struct  SockList
 Contains the base information we use to make up a packet we want to send. More...
 

Macros

#define ACL_CLASS   2
 
#define ACL_FACE   5
 
#define ACL_FACE_NUM   8
 
#define ACL_LEVEL   4
 
#define ACL_MAP   7
 
#define ACL_NAME   1
 
#define ACL_PARTY   6
 
#define ACL_RACE   3
 
#define ANIM_FLAGS_MASK   0x6000
 Used only by the client. More...
 
#define ANIM_MASK   0x1fff
 AND'ing this with data from server gets us just the animation id. More...
 
#define ANIM_RANDOM   1<<13
 
#define ANIM_SYNC   2<<13
 
#define CS_NUM_SKILLS   50
 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. More...
 
#define CS_QUERY_HIDEINPUT   0x4
 Hide input being entered. More...
 
#define CS_QUERY_SINGLECHAR   0x2
 Single character response expected. More...
 
#define CS_QUERY_YESNO   0x1
 Yes/no question. More...
 
#define CS_SAY_GSAY   0x4
 Text is group say command. More...
 
#define CS_SAY_NORMAL   0x1
 Normal say command. More...
 
#define CS_SAY_SHOUT   0x2
 Text is shouted. More...
 
#define CS_STAT_AC   14
 
#define CS_STAT_APPLIED_CHA   51
 CHA changes from gear or skills. More...
 
#define CS_STAT_APPLIED_CON   50
 CON changes from gear or skills. More...
 
#define CS_STAT_APPLIED_DEX   49
 DEX changes from gear or skills. More...
 
#define CS_STAT_APPLIED_INT   47
 INT changes from gear or skills. More...
 
#define CS_STAT_APPLIED_POW   52
 POW changes from gear or skills. More...
 
#define CS_STAT_APPLIED_STR   46
 STR changes from gear or skills. More...
 
#define CS_STAT_APPLIED_WIS   48
 WIS changes from gear or skills. More...
 
#define CS_STAT_ARMOUR   16
 
#define CS_STAT_BASE_CHA   44
 
#define CS_STAT_BASE_CON   43
 
#define CS_STAT_BASE_DEX   42
 
#define CS_STAT_BASE_INT   40
 
#define CS_STAT_BASE_POW   45
 
#define CS_STAT_BASE_STR   39
 
#define CS_STAT_BASE_WIS   41
 
#define CS_STAT_CHA   10
 
#define CS_STAT_CON   9
 
#define CS_STAT_DAM   15
 
#define CS_STAT_DEX   8
 
#define CS_STAT_EXP   11
 No longer used. More...
 
#define CS_STAT_EXP64   28
 
#define CS_STAT_FLAGS   25
 
#define CS_STAT_FOOD   18
 
#define CS_STAT_GOLEM_HP   53
 Golem's current hp, 0 if no golem. More...
 
#define CS_STAT_GOLEM_MAXHP   54
 Golem's max hp, 0 if no golem. More...
 
#define CS_STAT_GRACE   23
 
#define CS_STAT_HP   1
 
#define CS_STAT_INT   6
 
#define CS_STAT_LEVEL   12
 
#define CS_STAT_MAXGRACE   24
 
#define CS_STAT_MAXHP   2
 
#define CS_STAT_MAXSP   4
 
#define CS_STAT_POW   22
 
#define CS_STAT_RACE_CHA   37
 
#define CS_STAT_RACE_CON   36
 
#define CS_STAT_RACE_DEX   35
 
#define CS_STAT_RACE_INT   33
 
#define CS_STAT_RACE_POW   38
 
#define CS_STAT_RACE_STR   32
 
#define CS_STAT_RACE_WIS   34
 
#define CS_STAT_RANGE   20
 
#define CS_STAT_RES_ACID   106
 
#define CS_STAT_RES_BLIND   117
 
#define CS_STAT_RES_COLD   104
 
#define CS_STAT_RES_CONF   105
 
#define CS_STAT_RES_DEATH   115
 
#define CS_STAT_RES_DEPLETE   114
 
#define CS_STAT_RES_DRAIN   107
 
#define CS_STAT_RES_ELEC   103
 
#define CS_STAT_RES_FEAR   113
 
#define CS_STAT_RES_FIRE   102
 
#define CS_STAT_RES_GHOSTHIT   108
 
#define CS_STAT_RES_HOLYWORD   116
 
#define CS_STAT_RES_MAG   101
 
#define CS_STAT_RES_PARA   111
 
#define CS_STAT_RES_PHYS   100
 
#define CS_STAT_RES_POISON   109
 
#define CS_STAT_RES_SLOW   110
 
#define CS_STAT_RESIST_END   117
 End of resistances (inclusive) More...
 
#define CS_STAT_RESIST_START   100
 Start of resistances (inclusive) More...
 
#define CS_STAT_SKILLINFO   140
 CS_STAT_SKILLINFO is used as the starting index point. More...
 
#define CS_STAT_SP   3
 
#define CS_STAT_SPEED   17
 
#define CS_STAT_SPELL_ATTUNE   29
 
#define CS_STAT_SPELL_DENY   31
 
#define CS_STAT_SPELL_REPEL   30
 
#define CS_STAT_STR   5
 
#define CS_STAT_TITLE   21
 
#define CS_STAT_TURN_UNDEAD   112
 
#define CS_STAT_WC   13
 
#define CS_STAT_WEAP_SP   19
 
#define CS_STAT_WEIGHT_LIM   26
 
#define CS_STAT_WIS   7
 
#define EMI_HASMOREBITS   0x80
 Indicates the bitfield continue un next byte There may be several on contiguous bytes. More...
 
#define EMI_NOREDRAW   0x01
 < Take extended information into account but do not redraw. More...
 
#define EMI_SMOOTH   0x02
 Data about smoothing. More...
 
#define F_APPLIED   0x000F
 
#define F_BLESSED   0x0100
 
#define F_CURSED   0x0800
 
#define F_DAMNED   0x1000
 
#define F_LOCKED   0x8000
 
#define F_MAGIC   0x0400
 
#define F_NOPICK   0x4000
 
#define F_OPEN   0x2000
 
#define F_UNIDENTIFIED   0x0010
 
#define F_UNPAID   0x0200
 
#define FACE_COLOR_MASK   0xf
 
#define FACE_FLOOR   0x80
 
#define FACE_IS_ANIM   1<<15
 
#define FACE_WALL   0x40
 Or'd into the color value by the server right before sending. More...
 
#define FLOAT_MULTF   100000.0
 Float for going from int to float. More...
 
#define FLOAT_MULTI   100000
 Integer representation (float to int). More...
 
#define INFO_MAP_ARCH_NAME   1
 Definitions for the requestion/replyinfo map data. More...
 
#define INFO_MAP_DESCRIPTION   3
 Description of this map. More...
 
#define INFO_MAP_NAME   2
 Proper name of this entry. More...
 
#define MAP2_COORD_ENCODE(x, y, flags)   ((((x)+MAP2_COORD_OFFSET)&0x3f)<<10|(((y)+MAP2_COORD_OFFSET)&0x3f)<<4|(flags&0x0f))
 Encodes a (x, y) pair suitable for map2 parameters. More...
 
#define MAP2_COORD_OFFSET   15
 How much the x,y coordinates in the map2 are off from actual upper left corner. More...
 
#define MAP2_LAYER_START   0x10
 
#define MAP2_TYPE_CLEAR   0x0
 
#define MAP2_TYPE_DARKNESS   0x1
 
#define MAXSOCKBUF   (2+65535+1)
 Maximum size of a packet the client expects to get and that the server can send. More...
 
#define MSG_SUBTYPE_NONE   0
 
#define MSG_TYPE_ADMIN   8
 
#define MSG_TYPE_ADMIN_DM   4
 DM related admin actions. More...
 
#define MSG_TYPE_ADMIN_ERROR   9
 Error on command, setup, etc. More...
 
#define MSG_TYPE_ADMIN_HISCORE   5
 Hiscore list. More...
 
#define MSG_TYPE_ADMIN_LOADSAVE   6
 load/save operations More...
 
#define MSG_TYPE_ADMIN_LOGIN   7
 login messages/errors More...
 
#define MSG_TYPE_ADMIN_NEWS   2
 
#define MSG_TYPE_ADMIN_PLAYER   3
 Player coming/going/death. More...
 
#define MSG_TYPE_ADMIN_RULES   1
 
#define MSG_TYPE_ADMIN_VERSION   8
 version info More...
 
#define MSG_TYPE_APPLY   13
 Applying objects. More...
 
#define MSG_TYPE_APPLY_BADBODY   7
 Don't have body to use object. More...
 
#define MSG_TYPE_APPLY_BUILD   9
 Build related actions. More...
 
#define MSG_TYPE_APPLY_CURSED   5
 Applied a cursed object (BAD) More...
 
#define MSG_TYPE_APPLY_ERROR   1
 
#define MSG_TYPE_APPLY_FAILURE   4
 Apply OK, but no/bad result. More...
 
#define MSG_TYPE_APPLY_PROHIBITION   8
 Class/god prohibiiton on obj. More...
 
#define MSG_TYPE_APPLY_SUCCESS   3
 Was able to apply object. More...
 
#define MSG_TYPE_APPLY_TRAP   6
 Have activated a trap. More...
 
#define MSG_TYPE_APPLY_UNAPPLY   2
 Unapply an object. More...
 
#define MSG_TYPE_ATTACK   14
 Attack related messages. More...
 
#define MSG_TYPE_ATTACK_DID_HIT   1
 Player hit something else. More...
 
#define MSG_TYPE_ATTACK_DID_KILL   4
 Player killed something. More...
 
#define MSG_TYPE_ATTACK_FUMBLE   3
 Player fumbled attack. More...
 
#define MSG_TYPE_ATTACK_MISS   9
 attack didn't hit More...
 
#define MSG_TYPE_ATTACK_NOATTACK   7
 You avoid attacking. More...
 
#define MSG_TYPE_ATTACK_NOKEY   6
 Keys are like attacks, so... More...
 
#define MSG_TYPE_ATTACK_PET_DIED   5
 Pet was killed. More...
 
#define MSG_TYPE_ATTACK_PET_HIT   2
 Players pet hit something else. More...
 
#define MSG_TYPE_ATTACK_PUSHED   8
 Pushed a friendly player. More...
 
#define MSG_TYPE_ATTRIBUTE   11
 Changes to attributes (stats, resistances, etc) More...
 
#define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_GAIN   1
 Atacktypes here refer to. More...
 
#define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_LOSS   2
 the player gaining or losing these attacktypes not being a victim of an attacktype. More...
 
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END   8
 End of a bad effect. More...
 
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START   7
 Start of a bad effect to the player. More...
 
#define MSG_TYPE_ATTRIBUTE_GOD   15
 changing god info More...
 
#define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END   14
 End of a good effect. More...
 
#define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START   13
 Start of a good effect to the player. More...
 
#define MSG_TYPE_ATTRIBUTE_LEVEL_GAIN   11
 
#define MSG_TYPE_ATTRIBUTE_LEVEL_LOSS   12
 
#define MSG_TYPE_ATTRIBUTE_MOVE   5
 A change in the movement type of the player. More...
 
#define MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN   3
 Protections in this. More...
 
#define MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS   4
 context are pretty generic - things like reflection or lifesave are also under the protection category. More...
 
#define MSG_TYPE_ATTRIBUTE_RACE   6
 Race-related changes. More...
 
#define MSG_TYPE_ATTRIBUTE_STAT_GAIN   9
 
#define MSG_TYPE_ATTRIBUTE_STAT_LOSS   10
 
#define MSG_TYPE_BOOK   1
 
#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
 
#define MSG_TYPE_CARD   2
 
#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_MONEY_1   10
 
#define MSG_TYPE_CARD_MONEY_2   11
 
#define MSG_TYPE_CARD_MONEY_3   12
 
#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_STRANGE_1   7
 
#define MSG_TYPE_CARD_STRANGE_2   8
 
#define MSG_TYPE_CARD_STRANGE_3   9
 
#define MSG_TYPE_CLIENT   20
 Client originated Messages. More...
 
#define MSG_TYPE_CLIENT_COMMAND   3
 DrawInfoCmd() More...
 
#define MSG_TYPE_CLIENT_CONFIG   1
 Local configuration issues. More...
 
#define MSG_TYPE_CLIENT_DEBUG   5
 General debug messages. More...
 
#define MSG_TYPE_CLIENT_ERROR   9
 Bad things happening. More...
 
#define MSG_TYPE_CLIENT_METASERVER   7
 Metaserver messages. More...
 
#define MSG_TYPE_CLIENT_NOTICE   6
 Non-critical note to player. More...
 
#define MSG_TYPE_CLIENT_QUERY   4
 handle_query() and prompts More...
 
#define MSG_TYPE_CLIENT_SCRIPT   8
 Script related messages. More...
 
#define MSG_TYPE_CLIENT_SERVER   2
 Server configuration issues. More...
 
#define MSG_TYPE_COMMAND   10
 Responses to commands, eg, who. More...
 
#define MSG_TYPE_COMMAND_BODY   3
 
#define MSG_TYPE_COMMAND_CONFIG   7
 bowmode, petmode, applymode More...
 
#define MSG_TYPE_COMMAND_DEBUG   10
 Various debug type commands. More...
 
#define MSG_TYPE_COMMAND_DM   17
 DM related commands. More...
 
#define MSG_TYPE_COMMAND_ERROR   11
 Bad syntax/can't use command. More...
 
#define MSG_TYPE_COMMAND_EXAMINE   14
 Player examining something. More...
 
#define MSG_TYPE_COMMAND_FAILURE   13
 Failed result from command. More...
 
#define MSG_TYPE_COMMAND_HELP   16
 Help related information. More...
 
#define MSG_TYPE_COMMAND_INFO   8
 Generic info: resistances, etc. More...
 
#define MSG_TYPE_COMMAND_INVENTORY   15
 Inventory listing. More...
 
#define MSG_TYPE_COMMAND_MALLOC   4
 
#define MSG_TYPE_COMMAND_MAPS   2
 
#define MSG_TYPE_COMMAND_NEWPLAYER   18
 Create a new character - not really a command, but is responding to player input. More...
 
#define MSG_TYPE_COMMAND_QUESTS   9
 Quest info. More...
 
#define MSG_TYPE_COMMAND_STATISTICS   6
 
#define MSG_TYPE_COMMAND_SUCCESS   12
 Successful result from command. More...
 
#define MSG_TYPE_COMMAND_WEATHER   5
 
#define MSG_TYPE_COMMAND_WHO   1
 
#define MSG_TYPE_COMMUNICATION   15
 Communication between players. More...
 
#define MSG_TYPE_COMMUNICATION_CHAT   8
 Party message. More...
 
#define MSG_TYPE_COMMUNICATION_EMOTE   5
 Player emotes. More...
 
#define MSG_TYPE_COMMUNICATION_ME   3
 Player me's a message. More...
 
#define MSG_TYPE_COMMUNICATION_PARTY   6
 Party message. More...
 
#define MSG_TYPE_COMMUNICATION_RANDOM   1
 Random event (coin toss) More...
 
#define MSG_TYPE_COMMUNICATION_SAY   2
 Player says something. More...
 
#define MSG_TYPE_COMMUNICATION_SHOUT   7
 Party message. More...
 
#define MSG_TYPE_COMMUNICATION_TELL   4
 Player tells something. More...
 
#define MSG_TYPE_DIALOG   6
 NPCs, magic mouths, and altars. More...
 
#define MSG_TYPE_DIALOG_ALTAR   2
 A message from an altar. More...
 
#define MSG_TYPE_DIALOG_MAGIC_EAR   3
 Magic ear. More...
 
#define MSG_TYPE_DIALOG_NPC   1
 A message from the npc. More...
 
#define MSG_TYPE_ITEM   17
 Item related information. More...
 
#define MSG_TYPE_ITEM_ADD   2
 Item added to inventory. More...
 
#define MSG_TYPE_ITEM_CHANGE   3
 Item has changed in some way. More...
 
#define MSG_TYPE_ITEM_INFO   4
 Information related to items. More...
 
#define MSG_TYPE_ITEM_REMOVE   1
 Item removed from inv. More...
 
#define MSG_TYPE_LAST   21
 
#define MSG_TYPE_MISC   18
 Messages that don't go elsewhere. More...
 
#define MSG_TYPE_MONUMENT   5
 
#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_STATUE_1   4
 
#define MSG_TYPE_MONUMENT_STATUE_2   5
 
#define MSG_TYPE_MONUMENT_STATUE_3   6
 
#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_WALL_1   10
 
#define MSG_TYPE_MONUMENT_WALL_2   11
 
#define MSG_TYPE_MONUMENT_WALL_3   12
 
#define MSG_TYPE_MOTD   7
 
#define MSG_TYPE_PAPER   3
 
#define MSG_TYPE_PAPER_ENVELOPE_1   8
 
#define MSG_TYPE_PAPER_ENVELOPE_2   9
 
#define MSG_TYPE_PAPER_LETTER_NEW_1   6
 
#define MSG_TYPE_PAPER_LETTER_NEW_2   7
 
#define MSG_TYPE_PAPER_LETTER_OLD_1   4
 
#define MSG_TYPE_PAPER_LETTER_OLD_2   5
 
#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_SCROLL_MAGIC   14
 
#define MSG_TYPE_PAPER_SCROLL_NEW_1   12
 
#define MSG_TYPE_PAPER_SCROLL_NEW_2   13
 
#define MSG_TYPE_PAPER_SCROLL_OLD_1   10
 
#define MSG_TYPE_PAPER_SCROLL_OLD_2   11
 
#define MSG_TYPE_SHOP   9
 
#define MSG_TYPE_SHOP_LISTING   1
 Shop listings - inventory, what it deals in. More...
 
#define MSG_TYPE_SHOP_MISC   4
 Random messages. More...
 
#define MSG_TYPE_SHOP_PAYMENT   2
 Messages about payment, lack of funds. More...
 
#define MSG_TYPE_SHOP_SELL   3
 Messages about selling items. More...
 
#define MSG_TYPE_SIGN   4
 
#define MSG_TYPE_SIGN_BASIC   1
 
#define MSG_TYPE_SIGN_DIR_BOTH   4
 
#define MSG_TYPE_SIGN_DIR_LEFT   2
 
#define MSG_TYPE_SIGN_DIR_RIGHT   3
 
#define MSG_TYPE_SIGN_MAGIC_MOUTH   5
 
#define MSG_TYPE_SKILL   12
 Messages related to skill use. More...
 
#define MSG_TYPE_SKILL_ERROR   2
 Doing something wrong. More...
 
#define MSG_TYPE_SKILL_FAILURE   4
 Failure in using skill. More...
 
#define MSG_TYPE_SKILL_LIST   6
 List of skills. More...
 
#define MSG_TYPE_SKILL_MISSING   1
 Don't have the skill. More...
 
#define MSG_TYPE_SKILL_PRAY   5
 Praying related messages. More...
 
#define MSG_TYPE_SKILL_SUCCESS   3
 Successfully used skill. More...
 
#define MSG_TYPE_SPELL   16
 Spell related info. More...
 
#define MSG_TYPE_SPELL_END   4
 A spell ends. More...
 
#define MSG_TYPE_SPELL_ERROR   6
 Spell failure messages. More...
 
#define MSG_TYPE_SPELL_FAILURE   3
 Spell failure messages. More...
 
#define MSG_TYPE_SPELL_HEAL   1
 Healing related spells. More...
 
#define MSG_TYPE_SPELL_INFO   9
 random info about spell, not related to failure/success More...
 
#define MSG_TYPE_SPELL_PERCEIVE_SELF   7
 Perceive self messages. More...
 
#define MSG_TYPE_SPELL_PET   2
 Pet related messages. More...
 
#define MSG_TYPE_SPELL_SUCCESS   5
 Spell succeeded messages. More...
 
#define MSG_TYPE_SPELL_TARGET   8
 Target of non attack spell. More...
 
#define MSG_TYPE_VICTIM   19
 Something bad is happening to the player. More...
 
#define MSG_TYPE_VICTIM_DIED   5
 Player died! More...
 
#define MSG_TYPE_VICTIM_SPELL   4
 Someone cast a bad spell on the player. More...
 
#define MSG_TYPE_VICTIM_STEAL   3
 Someone tried to steal from the player. More...
 
#define MSG_TYPE_VICTIM_SWAMP   1
 Player is sinking in a swamp. More...
 
#define MSG_TYPE_VICTIM_WAS_HIT   2
 Player was hit by something. More...
 
#define MSG_TYPE_VICTIM_WAS_PUSHED   6
 Player was pushed or attempted pushed. More...
 
#define NDI_ALL   0x200
 Inform all players of this message. More...
 
#define NDI_ALL_DMS   0x400
 Inform all logged in DMs. More...
 
#define NDI_BLACK   0
 
#define NDI_BLUE   5
 Actually, it is Dodger Blue. More...
 
#define NDI_BROWN   10
 Sienna. More...
 
#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. More...
 
#define NDI_DK_ORANGE   6
 DarkOrange2. More...
 
#define NDI_GOLD   11
 
#define NDI_GREEN   7
 SeaGreen. More...
 
#define NDI_GREY   9
 
#define NDI_LT_GREEN   8
 DarkSeaGreen, which is actually paler than seagreen - also background color. More...
 
#define NDI_MAX_COLOR   12
 Last value in. More...
 
#define NDI_NAVY   2
 
#define NDI_ORANGE   4
 
#define NDI_RED   3
 
#define NDI_TAN   12
 Khaki. More...
 
#define NDI_UNIQUE   0x100
 Print immediately, don't buffer. More...
 
#define NDI_WHITE   1
 
#define SF_FIREON   0x01
 
#define SF_RUNON   0x02
 
#define SOUND_TYPE_GROUND   4
 
#define SOUND_TYPE_HIT   5
 
#define SOUND_TYPE_HIT_BY   6
 
#define SOUND_TYPE_ITEM   3
 
#define SOUND_TYPE_LIVING   1
 
#define SOUND_TYPE_SPELL   2
 
#define UPD_ALL   0xFF
 
#define UPD_ANIM   0x20
 
#define UPD_ANIMSPEED   0x40
 
#define UPD_FACE   0x08
 
#define UPD_FLAGS   0x02
 
#define UPD_LOCATION   0x01
 
#define UPD_NAME   0x10
 
#define UPD_NROF   0x80
 
#define UPD_SP_DAMAGE   0x04
 updspell command flag value. More...
 
#define UPD_SP_GRACE   0x02
 updspell command flag value. More...
 
#define UPD_SP_MANA   0x01
 updspell command flag value. More...
 
#define UPD_WEIGHT   0x04
 

Typedefs

typedef struct CS_Stats CS_Stats
 Statistics on server. More...
 
typedef struct SockList SockList
 Contains the base information we use to make up a packet we want to send. More...
 

Enumerations

enum  {
  a_none, a_readied, a_wielded, a_worn,
  a_active, a_applied
}
 

Variables

CS_Stats cst_lst
 
CS_Stats cst_tot
 

Detailed Description

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

Definition in file newclient.h.

Macro Definition Documentation

#define CS_QUERY_HIDEINPUT   0x4

Hide input being entered.

Definition at line 68 of file newclient.h.

Referenced by command_passwd(), confirm_password(), get_party_password(), get_password(), and receive_player_password().

#define CS_QUERY_SINGLECHAR   0x2

Single character response expected.

Definition at line 67 of file newclient.h.

Referenced by command_quit(), key_change_class(), key_roll_stat(), play_again(), and roll_again().

#define CS_QUERY_YESNO   0x1

Yes/no question.

Definition at line 66 of file newclient.h.

#define CS_SAY_GSAY   0x4

Text is group say command.

Definition at line 72 of file newclient.h.

#define CS_SAY_NORMAL   0x1

Normal say command.

Definition at line 70 of file newclient.h.

#define CS_SAY_SHOUT   0x2

Text is shouted.

Definition at line 71 of file newclient.h.

#define INFO_MAP_ARCH_NAME   1

Definitions for the requestion/replyinfo map data.

Archetype name of this entry

Definition at line 673 of file newclient.h.

Referenced by send_map_info().

#define INFO_MAP_DESCRIPTION   3

Description of this map.

Definition at line 675 of file newclient.h.

Referenced by send_map_info().

#define INFO_MAP_NAME   2

Proper name of this entry.

Definition at line 674 of file newclient.h.

Referenced by send_map_info().

#define MAP2_COORD_ENCODE (   x,
  y,
  flags 
)    ((((x)+MAP2_COORD_OFFSET)&0x3f)<<10|(((y)+MAP2_COORD_OFFSET)&0x3f)<<4|(flags&0x0f))

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].

Parameters
xthe x-coordinate
ythe y-coordinate
flagsthe flags value

Definition at line 64 of file newclient.h.

Referenced by check_space_for_heads(), and draw_client_map2().

#define MAP2_COORD_OFFSET   15

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.

Definition at line 32 of file newclient.h.

#define MAP2_LAYER_START   0x10

Definition at line 53 of file newclient.h.

Referenced by map2_add_ob().

#define MAXSOCKBUF   (2+65535+1)

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.

Definition at line 25 of file newclient.h.

Typedef Documentation

typedef struct CS_Stats CS_Stats

Statistics on server.

typedef struct SockList SockList

Contains the base information we use to make up a packet we want to send.

Variable Documentation

CS_Stats cst_lst
CS_Stats cst_tot