Crossfire Server, Branches 1.12  R18729
newclient.h
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1 /*
2  * static char *rcsid_newclient_h =
3  * "$Id: newclient.h 11578 2009-02-23 22:02:27Z lalo $";
4  */
5 
6 /*
7  CrossFire, A Multiplayer game for X-windows
8 
9  Copyright (C) 2002,2006 Mark Wedel & Crossfire Development Team
10  Copyright (C) 1992 Frank Tore Johansen
11 
12  This program is free software; you can redistribute it and/or modify
13  it under the terms of the GNU General Public License as published by
14  the Free Software Foundation; either version 2 of the License, or
15  (at your option) any later version.
16 
17  This program is distributed in the hope that it will be useful,
18  but WITHOUT ANY WARRANTY; without even the implied warranty of
19  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20  GNU General Public License for more details.
21 
22  You should have received a copy of the GNU General Public License
23  along with this program; if not, write to the Free Software
24  Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 
26  The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28 
53 #ifndef NEWCLIENT_H
54 #define NEWCLIENT_H
55 
56 #include <stddef.h>
57 
63 #define MAP2_COORD_OFFSET 15
64 
74 #define MAP2_COORD_ENCODE(x, y, flags) ((((x)+MAP2_COORD_OFFSET)&0x3f)<<10|(((y)+MAP2_COORD_OFFSET)&0x3f)<<4|(flags&0x0f))
75 
76 #define CS_QUERY_YESNO 0x1
77 #define CS_QUERY_SINGLECHAR 0x2
78 #define CS_QUERY_HIDEINPUT 0x4
80 #define CS_SAY_NORMAL 0x1
81 #define CS_SAY_SHOUT 0x2
82 #define CS_SAY_GSAY 0x4
89 #define FLOAT_MULTI 100000
90 #define FLOAT_MULTF 100000.0
91 
92 /* ID's for the various stats that get sent across. */
93 
94 #define CS_STAT_HP 1
95 #define CS_STAT_MAXHP 2
96 #define CS_STAT_SP 3
97 #define CS_STAT_MAXSP 4
98 #define CS_STAT_STR 5
99 #define CS_STAT_INT 6
100 #define CS_STAT_WIS 7
101 #define CS_STAT_DEX 8
102 #define CS_STAT_CON 9
103 #define CS_STAT_CHA 10
104 #define CS_STAT_EXP 11
105 #define CS_STAT_LEVEL 12
106 #define CS_STAT_WC 13
107 #define CS_STAT_AC 14
108 #define CS_STAT_DAM 15
109 #define CS_STAT_ARMOUR 16
110 #define CS_STAT_SPEED 17
111 #define CS_STAT_FOOD 18
112 #define CS_STAT_WEAP_SP 19
113 #define CS_STAT_RANGE 20
114 #define CS_STAT_TITLE 21
115 #define CS_STAT_POW 22
116 #define CS_STAT_GRACE 23
117 #define CS_STAT_MAXGRACE 24
118 #define CS_STAT_FLAGS 25
119 #define CS_STAT_WEIGHT_LIM 26
120 #define CS_STAT_EXP64 28
121 #define CS_STAT_SPELL_ATTUNE 29
122 #define CS_STAT_SPELL_REPEL 30
123 #define CS_STAT_SPELL_DENY 31
124 
125 /* Start & end of resistances, inclusive. */
126 #define CS_STAT_RESIST_START 100
127 #define CS_STAT_RESIST_END 117
128 #define CS_STAT_RES_PHYS 100
129 #define CS_STAT_RES_MAG 101
130 #define CS_STAT_RES_FIRE 102
131 #define CS_STAT_RES_ELEC 103
132 #define CS_STAT_RES_COLD 104
133 #define CS_STAT_RES_CONF 105
134 #define CS_STAT_RES_ACID 106
135 #define CS_STAT_RES_DRAIN 107
136 #define CS_STAT_RES_GHOSTHIT 108
137 #define CS_STAT_RES_POISON 109
138 #define CS_STAT_RES_SLOW 110
139 #define CS_STAT_RES_PARA 111
140 #define CS_STAT_TURN_UNDEAD 112
141 #define CS_STAT_RES_FEAR 113
142 #define CS_STAT_RES_DEPLETE 114
143 #define CS_STAT_RES_DEATH 115
144 #define CS_STAT_RES_HOLYWORD 116
145 #define CS_STAT_RES_BLIND 117
146 
147 /* Start & end of skill experience + skill level, inclusive. */
148 #define CS_STAT_SKILLEXP_START 118
149 #define CS_STAT_SKILLEXP_END 129
150 #define CS_STAT_SKILLEXP_AGILITY 118
151 #define CS_STAT_SKILLEXP_AGLEVEL 119
152 #define CS_STAT_SKILLEXP_PERSONAL 120
153 #define CS_STAT_SKILLEXP_PELEVEL 121
154 #define CS_STAT_SKILLEXP_MENTAL 122
155 #define CS_STAT_SKILLEXP_MELEVEL 123
156 #define CS_STAT_SKILLEXP_PHYSIQUE 124
157 #define CS_STAT_SKILLEXP_PHLEVEL 125
158 #define CS_STAT_SKILLEXP_MAGIC 126
159 #define CS_STAT_SKILLEXP_MALEVEL 127
160 #define CS_STAT_SKILLEXP_WISDOM 128
161 #define CS_STAT_SKILLEXP_WILEVEL 129
162 
170 #define CS_STAT_SKILLINFO 140
171 #define CS_NUM_SKILLS 50
172 
177 #define SF_FIREON 0x01
178 #define SF_RUNON 0x02
179 
195 #define NDI_BLACK 0
196 #define NDI_WHITE 1
197 #define NDI_NAVY 2
198 #define NDI_RED 3
199 #define NDI_ORANGE 4
200 #define NDI_BLUE 5
201 #define NDI_DK_ORANGE 6
202 #define NDI_GREEN 7
203 #define NDI_LT_GREEN 8
205 #define NDI_GREY 9
206 #define NDI_BROWN 10
207 #define NDI_GOLD 11
208 #define NDI_TAN 12
210 #define NDI_MAX_COLOR 12
211 #define NDI_COLOR_MASK 0xff
216 #define NDI_UNIQUE 0x100
217 #define NDI_ALL 0x200
218 #define NDI_ALL_DMS 0x400
223 #define F_APPLIED 0x000F
224 #define F_LOCATION 0x00F0
225 #define F_UNPAID 0x0200
226 #define F_MAGIC 0x0400
227 #define F_CURSED 0x0800
228 #define F_DAMNED 0x1000
229 #define F_OPEN 0x2000
230 #define F_NOPICK 0x4000
231 #define F_LOCKED 0x8000
232 #define F_BLESSED 0x0100
234 #define CF_FACE_NONE 0
235 #define CF_FACE_BITMAP 1
236 #define CF_FACE_XPM 2
237 #define CF_FACE_PNG 3
238 #define CF_FACE_CACHE 0x10
245 #define FACE_FLOOR 0x80
246 #define FACE_WALL 0x40 /* Or'd into the color value by the server
247  * right before sending.
248  */
249 #define FACE_COLOR_MASK 0xf
250 
251 #define UPD_LOCATION 0x01
252 #define UPD_FLAGS 0x02
253 #define UPD_WEIGHT 0x04
254 #define UPD_FACE 0x08
255 #define UPD_NAME 0x10
256 #define UPD_ANIM 0x20
257 #define UPD_ANIMSPEED 0x40
258 #define UPD_NROF 0x80
259 #define UPD_ALL 0xFF
261 /* The flag values sent by the updspell command */
262 #define UPD_SP_MANA 0x01
263 #define UPD_SP_GRACE 0x02
264 #define UPD_SP_DAMAGE 0x04
266 #define SOUND_NORMAL 0
267 #define SOUND_SPELL 1
268 
269 #define FACE_IS_ANIM 1<<15
270 #define ANIM_RANDOM 1<<13
271 #define ANIM_SYNC 2<<13
273 /* ANIM_FLAGS_MASK and ANIM_MASK are only used by the client */
274 #define ANIM_FLAGS_MASK 0x6000
275 
276 /* AND'ing this with data from server gets us just the animation id */
277 #define ANIM_MASK 0x1fff
278 
279 
280 /* Constants in the form EMI_ is for extended map infos.
281  * Even if the client select the additionnal infos it wants
282  * on the map, there may exist cases where this whole info
283  * is not given in one buch but in separate bunches. This
284  * is done performance reasons (imagine some info related to
285  * a visible object and another info related to a 4 square
286  * width and height area). At the begin of an extended info packet
287  * is a bit field. A bit is activated for each extended info
288  * present in the data
289  */
290 /* Meanings:
291  * EMI_NOREDRAW Take extended infos into account but don't redraw,
292  * some additionnal datas will follow in a new packet
293  * EMI_SMOOTH Datas about smoothing
294  */
295 #define EMI_NOREDRAW 0x01
296 #define EMI_SMOOTH 0x02
297 
298 /* this last one says the bitfield continue un next byte
299  * There may be several on contiguous bytes. So there is 7
300  * actual bits used per byte, and the number of bytes
301  * is not fixed in protocol
302  */
303 #define EMI_HASMOREBITS 0x80
304 
305 
306 /*
307  * Note!
308  * If you add message types here, don't forget
309  * to keep the client up to date too!
310  */
311 
312 
313 /* message types */
314 #define MSG_TYPE_BOOK 1
315 #define MSG_TYPE_CARD 2
316 #define MSG_TYPE_PAPER 3
317 #define MSG_TYPE_SIGN 4
318 #define MSG_TYPE_MONUMENT 5
319 #define MSG_TYPE_DIALOG 6
320 #define MSG_TYPE_MOTD 7
321 #define MSG_TYPE_ADMIN 8
322 #define MSG_TYPE_SHOP 9
323 #define MSG_TYPE_COMMAND 10 /* Responses to commands, eg, who */
324 #define MSG_TYPE_ATTRIBUTE 11 /* Changes to attributes (stats, */
325  /* resistances, etc) */
326 #define MSG_TYPE_SKILL 12 /* Messages related to using skills */
327 #define MSG_TYPE_APPLY 13 /* Applying objects */
328 #define MSG_TYPE_ATTACK 14 /* Attack related messages */
329 #define MSG_TYPE_COMMUNICATION 15 /* Communication between players */
330 #define MSG_TYPE_SPELL 16 /* Spell related info */
331 #define MSG_TYPE_ITEM 17 /* Item related information */
332 #define MSG_TYPE_MISC 18 /* Messages that don't go anyplace else */
333 #define MSG_TYPE_VICTIM 19 /* Something bad is happening to the player */
334 #define MSG_TYPE_LAST 20
336 #define MSG_SUBTYPE_NONE 0
338 /* book messages subtypes */
339 #define MSG_TYPE_BOOK_CLASP_1 1
340 #define MSG_TYPE_BOOK_CLASP_2 2
341 #define MSG_TYPE_BOOK_ELEGANT_1 3
342 #define MSG_TYPE_BOOK_ELEGANT_2 4
343 #define MSG_TYPE_BOOK_QUARTO_1 5
344 #define MSG_TYPE_BOOK_QUARTO_2 6
345 #define MSG_TYPE_BOOK_SPELL_EVOKER 7
346 #define MSG_TYPE_BOOK_SPELL_PRAYER 8
347 #define MSG_TYPE_BOOK_SPELL_PYRO 9
348 #define MSG_TYPE_BOOK_SPELL_SORCERER 10
349 #define MSG_TYPE_BOOK_SPELL_SUMMONER 11
351 /* card messages subtypes*/
352 #define MSG_TYPE_CARD_SIMPLE_1 1
353 #define MSG_TYPE_CARD_SIMPLE_2 2
354 #define MSG_TYPE_CARD_SIMPLE_3 3
355 #define MSG_TYPE_CARD_ELEGANT_1 4
356 #define MSG_TYPE_CARD_ELEGANT_2 5
357 #define MSG_TYPE_CARD_ELEGANT_3 6
358 #define MSG_TYPE_CARD_STRANGE_1 7
359 #define MSG_TYPE_CARD_STRANGE_2 8
360 #define MSG_TYPE_CARD_STRANGE_3 9
361 #define MSG_TYPE_CARD_MONEY_1 10
362 #define MSG_TYPE_CARD_MONEY_2 11
363 #define MSG_TYPE_CARD_MONEY_3 12
365 /* Paper messages subtypes */
366 #define MSG_TYPE_PAPER_NOTE_1 1
367 #define MSG_TYPE_PAPER_NOTE_2 2
368 #define MSG_TYPE_PAPER_NOTE_3 3
369 #define MSG_TYPE_PAPER_LETTER_OLD_1 4
370 #define MSG_TYPE_PAPER_LETTER_OLD_2 5
371 #define MSG_TYPE_PAPER_LETTER_NEW_1 6
372 #define MSG_TYPE_PAPER_LETTER_NEW_2 7
373 #define MSG_TYPE_PAPER_ENVELOPE_1 8
374 #define MSG_TYPE_PAPER_ENVELOPE_2 9
375 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10
376 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11
377 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12
378 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13
379 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14
381 /* road signs messages subtypes */
382 #define MSG_TYPE_SIGN_BASIC 1
383 #define MSG_TYPE_SIGN_DIR_LEFT 2
384 #define MSG_TYPE_SIGN_DIR_RIGHT 3
385 #define MSG_TYPE_SIGN_DIR_BOTH 4
387 /* stones and monument messages */
388 #define MSG_TYPE_MONUMENT_STONE_1 1
389 #define MSG_TYPE_MONUMENT_STONE_2 2
390 #define MSG_TYPE_MONUMENT_STONE_3 3
391 #define MSG_TYPE_MONUMENT_STATUE_1 4
392 #define MSG_TYPE_MONUMENT_STATUE_2 5
393 #define MSG_TYPE_MONUMENT_STATUE_3 6
394 #define MSG_TYPE_MONUMENT_GRAVESTONE_1 7
395 #define MSG_TYPE_MONUMENT_GRAVESTONE_2 8
396 #define MSG_TYPE_MONUMENT_GRAVESTONE_3 9
397 #define MSG_TYPE_MONUMENT_WALL_1 10
398 #define MSG_TYPE_MONUMENT_WALL_2 11
399 #define MSG_TYPE_MONUMENT_WALL_3 12
401 /* dialog messsage */
402 #define MSG_TYPE_DIALOG_NPC 1 /* A message from the npc */
403 #define MSG_TYPE_DIALOG_ALTAR 2 /* A message from an altar */
404 #define MSG_TYPE_DIALOG_MAGIC_MOUTH 3 /* Magic Mouth/Magic Ear */
406 /* MOTD doesn't have any subtypes */
408 /* admin/global messages */
409 #define MSG_TYPE_ADMIN_RULES 1
410 #define MSG_TYPE_ADMIN_NEWS 2
411 #define MSG_TYPE_ADMIN_PLAYER 3 /* Player coming/going/death */
412 #define MSG_TYPE_ADMIN_DM 4 /* DM related admin actions */
413 #define MSG_TYPE_ADMIN_HISCORE 5 /* Hiscore list */
414 #define MSG_TYPE_ADMIN_LOADSAVE 6 /* load/save operations */
415 #define MSG_TYPE_ADMIN_LOGIN 7 /* login messages/errors */
416 #define MSG_TYPE_ADMIN_VERSION 8 /* version info */
419 /* I'm not actually expecting anything to make much use of the MSG_TYPE_SHOP
420  * values However, to use the media tags, need to use draw_ext_info, and need
421  * to have a type/subtype, so figured might as well put in real values here.
422  */
423 #define MSG_TYPE_SHOP_LISTING 1 /* Shop listings - inventory, */
424  /* what it deals in */
425 #define MSG_TYPE_SHOP_PAYMENT 2 /* Messages about payment, lack */
426  /* of funds */
427 #define MSG_TYPE_SHOP_SELL 3 /* Messages about selling items */
428 #define MSG_TYPE_SHOP_MISC 4 /* Random messages */
429 
430 /* Basically, 1 subtype/command. Like shops, not expecting much
431  * to be done, but by having different subtypes, it makes it easier for
432  * client to store way information (eg, who output)
433  */
434 #define MSG_TYPE_COMMAND_WHO 1
435 #define MSG_TYPE_COMMAND_MAPS 2
436 #define MSG_TYPE_COMMAND_BODY 3
437 #define MSG_TYPE_COMMAND_MALLOC 4
438 #define MSG_TYPE_COMMAND_WEATHER 5
439 #define MSG_TYPE_COMMAND_STATISTICS 6
440 #define MSG_TYPE_COMMAND_CONFIG 7 /* bowmode, petmode, applymode */
441 #define MSG_TYPE_COMMAND_INFO 8 /* Generic info - resistances, etc */
442 #define MSG_TYPE_COMMAND_QUESTS 9 /* Quest info */
443 #define MSG_TYPE_COMMAND_DEBUG 10 /* Various debug type commands */
444 #define MSG_TYPE_COMMAND_ERROR 11 /* Bad syntax/can't use command */
445 #define MSG_TYPE_COMMAND_SUCCESS 12 /* Successful result from command */
446 #define MSG_TYPE_COMMAND_FAILURE 13 /* Failed result from command */
447 #define MSG_TYPE_COMMAND_EXAMINE 14 /* Player examining something */
448 #define MSG_TYPE_COMMAND_INVENTORY 15 /* Inventory listing */
449 #define MSG_TYPE_COMMAND_HELP 16 /* Help related information */
450 #define MSG_TYPE_COMMAND_DM 17 /* DM related commands */
451 #define MSG_TYPE_COMMAND_NEWPLAYER 18 /* Create a new character - not */
452  /* really a command, but is responding */
453  /* to player input */
455 /* This is somewhat verbose. If the client ends up being able to
456  * choose various attributes based on message type, I think it is important
457  * for the client to know if this is a benefit or detriment to the player.
458  * In the case of losing a bonus, this typically indicates a spell has
459  * ended, which is probably more important (and should be displayed more
460  * prominently) than when you cast the spell
461  */
462 
463 #define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_GAIN 1 /* Atacktypes here refer to */
464 #define MSG_TYPE_ATTRIBUTE_ATTACKTYPE_LOSS 2 /* the player gaining or */
465  /* losing these attacktypes */
466  /* not being a victim of an */
467  /* attacktype. */
468 #define MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN 3 /* Protections in this */
469 #define MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS 4 /* context are pretty */
470  /* generic - things like */
471  /* reflection or lifesave */
472  /* are also under the */
473  /* protection category. */
474 #define MSG_TYPE_ATTRIBUTE_MOVE 5 /* A change in the movement */
475  /* type of the player */
476 #define MSG_TYPE_ATTRIBUTE_RACE 6 /* Racial related changes */
477 #define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START 7 /* The start/end of bad */
478 #define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END 8 /* effects to the player */
479 #define MSG_TYPE_ATTRIBUTE_STAT_GAIN 9 /* Start/end of stat changes */
480 #define MSG_TYPE_ATTRIBUTE_STAT_LOSS 10
481 #define MSG_TYPE_ATTRIBUTE_LEVEL_GAIN 11 /* Gaining/losing of levels */
482 #define MSG_TYPE_ATTRIBUTE_LEVEL_LOSS 12
483 #define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START 13 /* Like bad effects, but for */
484 #define MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END 14 /* good effects to the player */
485 #define MSG_TYPE_ATTRIBUTE_GOD 15 /* changing god info */
488 /* I think one type/skill is overkill, so instead, use broader categories
489  * for these messages.
490  * The difference in ERROR vs FAILURE is basically this: ERROR indicates
491  * something wasn't right to even attempt to use the skill (don't have
492  * needed object, or haven't marked objects, etc).
493  * FAILURE indicates that player attempted to use the skill, but it
494  * didn't work.
495  * PRAY is listed out because praying over altars can generate some
496  * messages not really related to the skill itself.
497  */
498 #define MSG_TYPE_SKILL_MISSING 1 /* Don't have the skill */
499 #define MSG_TYPE_SKILL_ERROR 2 /* Doing something wrong */
500 #define MSG_TYPE_SKILL_SUCCESS 3 /* Successfully used skill */
501 #define MSG_TYPE_SKILL_FAILURE 4 /* Failure in using skill */
502 #define MSG_TYPE_SKILL_PRAY 5 /* Praying related messages */
503 #define MSG_TYPE_SKILL_LIST 6 /* List of skills */
506 /* Messages related to applying objects. Note that applying many
507  * objects may generate MSG_TYPE_ATTRIBUTE messages - the APPLY here
508  * more directly related to the direct messages related to applying
509  * them (you put on your armor, you apply scroll, etc).
510  * The ERROR is like that for SKILLS - something prevent even trying
511  * to apply the object. FAILURE indicates result wasn't successful.
512  */
513 #define MSG_TYPE_APPLY_ERROR 1
514 #define MSG_TYPE_APPLY_UNAPPLY 2 /* Unapply an object */
515 #define MSG_TYPE_APPLY_SUCCESS 3 /* Was able to apply object */
516 #define MSG_TYPE_APPLY_FAILURE 4 /* Apply OK, but no/bad result */
517 #define MSG_TYPE_APPLY_CURSED 5 /* Applied a cursed object (BAD) */
518 #define MSG_TYPE_APPLY_TRAP 6 /* Have activated a trap */
519 #define MSG_TYPE_APPLY_BADBODY 7 /* Don't have body to use object */
520 #define MSG_TYPE_APPLY_PROHIBITION 8 /* Class/god prohibiiton on obj */
521 #define MSG_TYPE_APPLY_BUILD 9 /* Build related actions */
523 /* attack related messages */
524 #define MSG_TYPE_ATTACK_DID_HIT 1 /* Player hit something else */
525 #define MSG_TYPE_ATTACK_PET_HIT 2 /* Players pet hit something else */
526 #define MSG_TYPE_ATTACK_FUMBLE 3 /* Player fumbled attack */
527 #define MSG_TYPE_ATTACK_DID_KILL 4 /* Player killed something */
528 #define MSG_TYPE_ATTACK_PET_DIED 5 /* Pet was killed */
529 #define MSG_TYPE_ATTACK_NOKEY 6 /* Keys are like attacks, so... */
530 #define MSG_TYPE_ATTACK_NOATTACK 7 /* You avoid attacking */
531 #define MSG_TYPE_ATTACK_PUSHED 8 /* Pushed a friendly player */
532 #define MSG_TYPE_ATTACK_MISS 9 /* attack didn't hit */
534 #define MSG_TYPE_COMMUNICATION_RANDOM 1 /* Random event (coin toss) */
535 #define MSG_TYPE_COMMUNICATION_SAY 2 /* Player says something */
536 #define MSG_TYPE_COMMUNICATION_ME 3 /* Player me's a message */
537 #define MSG_TYPE_COMMUNICATION_TELL 4 /* Player tells something */
538 #define MSG_TYPE_COMMUNICATION_EMOTE 5 /* Player emotes */
539 #define MSG_TYPE_COMMUNICATION_PARTY 6 /* Party message */
540 #define MSG_TYPE_COMMUNICATION_SHOUT 7 /* Party message */
541 #define MSG_TYPE_COMMUNICATION_CHAT 8 /* Party message */
543 #define MSG_TYPE_SPELL_HEAL 1 /* Healing related spells */
544 #define MSG_TYPE_SPELL_PET 2 /* Pet related messages */
545 #define MSG_TYPE_SPELL_FAILURE 3 /* Spell failure messages */
546 #define MSG_TYPE_SPELL_END 4 /* A spell ends */
547 #define MSG_TYPE_SPELL_SUCCESS 5 /* Spell succeeded messages */
548 #define MSG_TYPE_SPELL_ERROR 6 /* Spell failure messages */
549 #define MSG_TYPE_SPELL_PERCEIVE_SELF 7 /* Perceive self messages */
550 #define MSG_TYPE_SPELL_TARGET 8 /* Target of non attack spell */
551 #define MSG_TYPE_SPELL_INFO 9 /* random info about spell, not */
552  /* related to failure/success */
554 #define MSG_TYPE_ITEM_REMOVE 1 /* Item removed from inv */
555 #define MSG_TYPE_ITEM_ADD 2 /* Item added to inv */
556 #define MSG_TYPE_ITEM_CHANGE 3 /* Item has changed in some way */
557 #define MSG_TYPE_ITEM_INFO 3 /* Information related to an item */
559 /* MSG_TYPE_MISC, by its very nature, doesn't really have subtypes. It is
560  * used for messages that really don't belong anyplace else
561  */
562 
563 #define MSG_TYPE_VICTIM_SWAMP 1 /* Player is sinking in a swamp */
564 #define MSG_TYPE_VICTIM_WAS_HIT 2 /* Player was hit by something */
565 #define MSG_TYPE_VICTIM_STEAL 3 /* Someone tried to steal from the player */
566 #define MSG_TYPE_VICTIM_SPELL 4 /* Someone cast a bad spell on the player */
567 #define MSG_TYPE_VICTIM_DIED 5 /* Player died! */
568 #define MSG_TYPE_VICTIM_WAS_PUSHED 6 /* Player was pushed or attempted pushed */
571 typedef struct SockList {
572  size_t len;
573  unsigned char buf[2+65536UL+1]; /* 2=length, 65536=content, 1=trailing NUL */
577 typedef struct CS_Stats {
578  int ibytes;
579  int obytes;
580  short max_conn;
581  time_t time_start;
585 
586 #endif /* NEWCLIENT_H */
size_t len
Definition: newclient.h:575
int obytes
Definition: newclient.h:582
unsigned char buf[2+65536UL+1]
Definition: newclient.h:576
CS_Stats cst_lst
short max_conn
Definition: newclient.h:583
int ibytes
Definition: newclient.h:581
struct SockList SockList
CS_Stats cst_tot
time_t time_start
Definition: newclient.h:584
struct CS_Stats CS_Stats