void send_image_info(socket_struct *ns)
void SockList_AddInt(SockList *sl, uint32_t data)
void send_image_sums(socket_struct *ns, char *params)
void reply_cmd(char *buf, int len, player *pl)
void print_ext_msg(socket_struct *ns, int color, uint8_t type, uint8_t subtype, const char *message)
void SockList_AddInt64(SockList *sl, uint64_t data)
void init_connection(socket_struct *ns, const char *from_ip)
void request_info_cmd(char *buf, int len, socket_struct *ns)
void esrv_map_scroll(socket_struct *ns, int dx, int dy)
void esrv_new_player(player *pl, uint32_t weight)
void esrv_send_inventory(object *pl, object *op)
static event_registration c
void SockList_AddString(SockList *sl, const char *data)
#define PRINTF_ARGS(x, y)
void esrv_send_pickup(player *pl)
void mark_item_cmd(uint8_t *data, int len, player *pl)
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
void play_sound_player_only(player *pl, int8_t sound_type, object *emitter, int dir, const char *action)
void send_new_char_info(socket_struct *ns)
void free_all_newserver(void)
void play_sound_map(int8_t sound_type, object *emitter, int dir, const char *action)
static const flag_definition flags[]
void send_map_info(socket_struct *ns)
void esrv_update_spells(player *pl)
void send_exp_table(socket_struct *ns)
void send_account_players(socket_struct *ns)
void esrv_add_spells(player *pl, object *spell)
void SockList_AddLen16Data(SockList *sl, const void *data, size_t len)
void toggle_extended_infos_cmd(char *buf, int len, socket_struct *ns)
void SockList_Reset(SockList *sl)
void esrv_send_item(object *pl, object *op)
size_t SockList_Avail(const SockList *sl)
short GetShort_String(const unsigned char *data)
void account_password(char *buf, int len, socket_struct *ns)
void send_skill_info(socket_struct *ns, char *params)
void account_login_cmd(char *buf, int len, socket_struct *ns)
void look_at_cmd(char *buf, int len, player *pl)
void set_title(const object *pl, char *buf, size_t len)
void esrv_remove_spell(player *pl, object *spell)
void final_free_player(player *pl)
void esrv_send_face(socket_struct *ns, const Face *face, int nocache)
void esrv_update_stats(player *pl)
void ext_info_map_except2(int color, const mapstruct *map, const object *op1, const object *op2, int type, int subtype, const char *str1)
bool handle_client(socket_struct *ns, player *pl)
void SockList_AddShort(SockList *sl, uint16_t data)
void void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype, const char *str1)
void SockList_AddChar(SockList *sl, unsigned char c)
int metaserver2_init(void)
TIPS on SURVIVING Crossfire is populated with a wealth of different monsters These monsters can have varying immunities and attack types In some of them can be quite a bit smarter than others It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them This section discusses how monsters can interact with players Most monsters in the game are out to mindlessly kill and destroy the players These monsters will help boost a player s after he kills them When fighting a large amount of monsters in a single attempt to find a narrower hallway so that you are not being attacked from all sides Charging into a room full of Beholders for instance would not be open the door and fight them one at a time For there are several maps designed for them Find these areas and clear them out All throughout these a player can find signs and books which they can read by stepping onto them and hitting A to apply the book sign These messages will help the player to learn the system One more always keep an eye on your food If your food drops to your character will soon so BE CAREFUL ! NPCs Non Player Character are special monsters which have intelligence Players may be able to interact with these monsters to help solve puzzles and find items of interest To speak with a monster you suspect to be a simply move to an adjacent square to them and push the double ie Enter your message
void send_background_music(player *pl, const char *music)
void draw_magic_map(object *pl)
void send_tick(player *pl)
with a maximum of six This is not so if you are wearing plate you receive no benefit Armour is additive with all the supplementry forms of which means that it lasts until the next semi permanent spell effect is cast upon the character spell
void set_sound_cmd(char *buf, int len, socket_struct *ns)
void ask_smooth_cmd(char *buf, int len, socket_struct *ns)
void account_add_player_cmd(char *buf, int len, socket_struct *ns)
void create_player_cmd(char *buf, int len, socket_struct *ns)
void new_player_cmd(uint8_t *buf, int len, player *pl)
void account_play_cmd(char *buf, int len, socket_struct *ns)
void SockList_Init(SockList *sl)
TIPS on SURVIVING Crossfire is populated with a wealth of different monsters These monsters can have varying immunities and attack types In some of them can be quite a bit smarter than others It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them This section discusses how monsters can interact with players Most monsters in the game are out to mindlessly kill and destroy the players These monsters will help boost a player s after he kills them When fighting a large amount of monsters in a single attempt to find a narrower hallway so that you are not being attacked from all sides Charging into a room full of Beholders for instance would not be open the door and fight them one at a time For there are several maps designed for them Find these areas and clear them out All throughout these a player can find signs and books which they can read by stepping onto them and hitting A to apply the book sign These messages will help the player to learn the system One more always keep an eye on your food If your food drops to your character will soon so BE CAREFUL ! NPCs Non Player Character are special monsters which have intelligence Players may be able to interact with these monsters to help solve puzzles and find items of interest To speak with a monster you suspect to be a simply move to an adjacent square to them and push the double ie Enter your and press< Return > You can also use say if you feel like typing a little extra Other NPCs may not speak to but display intelligence with their movement Some monsters can be and may attack the nearest of your enemies Others can be in that they follow you around and help you in your quest to kill enemies and find treasure SPECIAL ITEMS There are many special items which can be found in of these the most important may be the signs all a player must do is apply the handle In the case of the player must move items over the button to hold it down Some of the larger buttons may need very large items to be moved onto before they can be activated Gates and locked but be for you could fall down into a pit full of ghosts or dragons and not be able to get back out Break away sometimes it may be worth a player s time to test the walls of a map for secret doors Fire such as missile weapons and spells you will notice them going up in smoke ! So be careful not to destroy valuable items Spellbooks sometimes a player can learn the other times they cannot There are many different types of books and scrolls out there Improve item have lower weight
void move_cmd(char *buf, int len, player *pl)
void send_class_info(socket_struct *ns, char *params)
void look_at(object *op, int dx, int dy)
void esrv_del_item(player *pl, object *ob)
void version_cmd(char *buf, int len, socket_struct *ns)
void send_plugin_custom_message(object *pl, char *buf)
void SockList_Term(SockList *sl)
void set_face_mode_cmd(char *buf, int len, socket_struct *ns)
void send_race_list(socket_struct *ns)
void esrv_send_animation(socket_struct *ns, const Animations *anim)
void free_newsocket(socket_struct *ns)
void ext_info_map_except(int color, const mapstruct *map, const object *op, uint8_t type, uint8_t subtype, const char *str1)
void inscribe_scroll_cmd(char *buf, int len, player *pl)
void SockList_AddData(SockList *sl, const void *data, size_t len)
void esrv_move_object(object *pl, tag_t to, tag_t tag, long nrof)
void send_class_list(socket_struct *ns)
void toggle_extended_text_cmd(char *buf, int len, socket_struct *ns)
void metaserver_update(void)
void write_cs_stats(void)
void update_players(void)
void SockList_AddLen8Data(SockList *sl, const void *data, size_t len)
Python Guilds Quick outline Add a guild(mapmakers) this is still a problem *after dropping the token to gain access to the stove a woodfloor now appears which is Toolshed Token(found in Guild_HQ) *Note also have multiple gates in place to protect players and items from the mana explosion drop x for Jewelers room *Jewelers room works just need to determine what x is drop x for Thaumaturgy room *Thaumaturgy room works just need to determine what x is drop gold dropping the Firestar named fearless allows access to but I suspect that the drop location of the chest is not as intended because the player is in the way once you enter the chest the exit back to the basement is things such as the message et al reside on teleporters which then transport items to the map as they are when the map is already purchased items reappear in that area From my this does not cause any problems at the moment But this should be corrected fixed Major it s now possible to buy guilds Ryo Update Uploaded guild package to CVS Changes the cauldrons and the charging room I spent a while agonizing over They were natural guild enhancements but much too much value for any reasonable expense to buy them Then I thought that they should be pay access but at a greatly reduced rate SO when you buy a forge or whatever for your guild it is available on a perplayer daily rate but it will be accessable for testing and to DMs to play with Like I said lots still to do with the especially comingt up with quest items for buying things like the new workshops and stuff One of the things I would like some input on would be proposals for additional fields for either the guildhouses or guild datafiles to play with Currently the Guildhouse but there is no reason we can t have more than one measure of a guild perhaps have dues relate to Dues and use points for some other suspended or inactive or when a guild is founded inactive active Guilds have the format
void esrv_update_item(int flags, object *pl, object *op)
void esrv_draw_look(object *pl)
void send_file(socket_struct *ns, const char *file)
void examine_cmd(char *buf, int len, player *pl)
void magic_mapping_mark(object *pl, char *map_mark, int strength)
void SockList_ResetRead(SockList *sl)
void send_skill_extra(socket_struct *ns, char *params)
void send_spell_paths(socket_struct *ns)
void account_new_cmd(char *buf, int len, socket_struct *ns)
void map_newmap_cmd(socket_struct *ns)
int GetInt_String(const unsigned char *data)
void lock_item_cmd(uint8_t *data, int len, player *pl)
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
void SockList_AddStringBuffer(SockList *sl, StringBuffer *sb)
int is_valid_faceset(int fsn)
int SockList_ReadPacket(int fd, SockList *sl, int len)
void set_up_cmd(char *buf, int len, socket_struct *ns)
Crossfire Protocol most of the time after the actual code was already omit certain important and possibly make life miserable any new developer or curious player should be able to find most of the relevant information here If inconsistencies are found or this documentation proves to be consider the latest server side protocol code in the public source code repository as the authoritative reference Introduction If you were ever curious enough to telnet or netcat to a Crossfire chances are you were sorely disappointed While the protocol may seem to use plain text at it actually uses a mix of ASCII and binary data This handbook attempts to document various aspects of the Crossfire protocol As consult the README file to find out how to get in touch with helpful people via mailing and more History the communications plan was set to be a text based system It was up to the server and client to parse these messages and determine what to do These messages were assumed to be line per message At a reasonably early stage of Eric Anderson wrote a then the data itself you could send many data and after the other end could decode these commands This works fairly but I think the creation of numerous sub packets has some performance hit the eutl was not especially well so writing a client for a different platform became more Eric left to work on other products shortly after writing his which didn t really leave anyone with a full understanding of the socket code I have decided to remove the eutl dependency At least one advantage is that having this network related code directly in the client and server makes error handling a bit easier cleaner Packet Format the outside packet method the byte size for the size information is not included here Eutl originally used bytes for the size to bytes seems it makes a least some sense The actual data is something of the nature of the commands listed below It is a text followed by possible other data The remaining data can be binary it is up to the client and server to decode what it sent The commands as described below is just the data portion of the packet If writing a new remember that you must take into account the size of the packet There is no termination of other than knowing how long it should be For most everything that is sent is text This is more or less how things worked under except it packed the ints into bytes in a known order In some we handle ints as in they are sent as binary information How any command handles it is detailed below in the command description The S and C represent the direction of the we use MSB as well as any ints or shorts that get sent inside the packets All packets are defined to have at least one word of text
void send_race_info(socket_struct *ns, char *params)
void add_me_cmd(char *buf, int len, socket_struct *ns)
void draw_client_map(object *pl)
void send_query(socket_struct *ns, uint8_t flags, const char *text)
void Send_With_Handling(socket_struct *ns, SockList *sl)
void apply_cmd(char *buf, int len, player *pl)
void SockList_NullTerminate(SockList *sl)
void send_face_cmd(char *buff, int len, socket_struct *ns)
void rangetostring(const object *pl, char *obuf, size_t len)
void SockList_AddPrintf(SockList *sl, const char *format,...)
void player_update_bg_music(object *player)
void init_listening_socket(socket_struct *ns)