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Comparing deliantra/server/include/commands.h (file contents):
Revision 1.4 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.17 by root, Fri Mar 26 01:04:44 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 1994 Mark Wedel 5 * Copyright (©) 1994 Mark Wedel
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to mark@pyramid.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* 25/*
25 * Crossfire commands 26 * Crossfire commands
26 * ++Jam 27 * ++Jam
27 * 28 *
28 * ''', run and fire-keys are parsed separately (cannot be overrided). 29 * ''', run and fire-keys are parsed separately (cannot be overrided).
29 */ 30 */
30 31
31 32
32/* The initialized arrays were removed from this file and are now 33/* The initialised arrays were removed from this file and are now
33 * in commands.c. Initializing the arrays in any header file 34 * in commands.c. initialising the arrays in any header file
34 * is stupid, as it means that header file can only be included 35 * is stupid, as it means that header file can only be included
35 * in one source file (so what is the point of putting them in a header 36 * in one source file (so what is the point of putting them in a header
36 * file then?). Header files should be used like this one - to declare 37 * file then?). Header files should be used like this one - to declare
37 * the structures externally - they actual structures should resided/ 38 * the structures externally - they actual structures should resided/
38 * be initialized in one of the source files. 39 * be initialised in one of the source files.
39 */ 40 */
40 41
41#ifndef COMMANDS_H 42#ifndef COMMANDS_H
42#define COMMANDS_H 43#define COMMANDS_H
43 44
47 const char *name; 48 const char *name;
48 CommFunc func; 49 CommFunc func;
49 float time; /* How long it takes to execute this command */ 50 float time; /* How long it takes to execute this command */
50}; 51};
51 52
53extern CommArray_s Commands[], SocketCommands[], WizCommands[];
52 54
53extern CommArray_s Commands[],NewServerCommands [],SocketCommands[], 55extern const int CommandsSize, SocketCommandsSize, WizCommandsSize;
54 WizCommands [], CommunicationCommands[];
55 56
56extern const int CommandsSize,NewServerCommandSize,
57 SocketCommandsSize, WizCommandsSize, CommunicationCommandSize;
58
59#define EMOTE_NOD 1
60#define EMOTE_DANCE 2
61#define EMOTE_KISS 3
62#define EMOTE_BOUNCE 4
63#define EMOTE_SMILE 5
64#define EMOTE_CACKLE 6
65#define EMOTE_LAUGH 7
66#define EMOTE_GIGGLE 8
67#define EMOTE_SHAKE 9
68#define EMOTE_PUKE 10
69#define EMOTE_GROWL 11
70#define EMOTE_SCREAM 12
71#define EMOTE_SIGH 13
72#define EMOTE_SULK 14
73#define EMOTE_HUG 15
74#define EMOTE_CRY 16
75#define EMOTE_POKE 17
76#define EMOTE_ACCUSE 18
77#define EMOTE_GRIN 19
78#define EMOTE_BOW 20
79#define EMOTE_CLAP 21
80#define EMOTE_BLUSH 22
81#define EMOTE_BURP 23
82#define EMOTE_CHUCKLE 24
83#define EMOTE_COUGH 25
84#define EMOTE_FLIP 26
85#define EMOTE_FROWN 27
86#define EMOTE_GASP 28
87#define EMOTE_GLARE 29
88#define EMOTE_GROAN 30
89#define EMOTE_HICCUP 31
90#define EMOTE_LICK 32
91#define EMOTE_POUT 33
92#define EMOTE_SHIVER 34
93#define EMOTE_SHRUG 35
94#define EMOTE_SLAP 36
95#define EMOTE_SMIRK 37
96#define EMOTE_SNAP 38
97#define EMOTE_SNEEZE 39
98#define EMOTE_SNICKER 40
99#define EMOTE_SNIFF 41
100#define EMOTE_SNORE 42
101#define EMOTE_SPIT 43
102#define EMOTE_STRUT 44
103#define EMOTE_THANK 45
104#define EMOTE_TWIDDLE 46
105#define EMOTE_WAVE 47
106#define EMOTE_WHISTLE 48
107#define EMOTE_WINK 49
108#define EMOTE_YAWN 50
109#define EMOTE_BEG 51
110#define EMOTE_BLEED 52
111#define EMOTE_CRINGE 53
112#define EMOTE_THINK 54
113#endif 57#endif

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