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/cvs/deliantra/server/include/newclient.h
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:49 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22, UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_newclient_h =
3 * "$Id: newclient.h,v 1.12 2006/01/09 19:35:12 cavesomething Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 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
29 /* This file defines various flags that both the new client and
30 * newserver uses. These should never be changed, only expanded.
31 * Changing them will likely cause all old clients to not work properly.
32 * While called newclient, it is really used by both the client and
33 * server to keep some values the same.
34 *
35 * Name format is CS_(command)_(flag)
36 * CS = Client/Server.
37 * (command) is protocol command, ie ITEM
38 * (flag) is the flag name
39 */
40
41 /* It is trivial to keep a link of copy of this file in the client
42 * or server area. But keeping one common file should make things
43 * more reliable, as both the client and server will definately be
44 * talking about the same values.
45 */
46
47
48 #ifndef NEWCLIENT_H
49 #define NEWCLIENT_H
50
51 /* Maximum size of any packet we expect. Using this makes it so we don't need to
52 * allocated and deallocated teh same buffer over and over again and the price
53 * of using a bit of extra memory. IT also makes the code simpler.
54 */
55 #define MAXSOCKBUF 10240
56
57
58 #define CS_QUERY_YESNO 0x1 /* Yes/no question */
59 #define CS_QUERY_SINGLECHAR 0x2 /* Single character response expected */
60 #define CS_QUERY_HIDEINPUT 0x4 /* Hide input being entered */
61
62 #define CS_SAY_NORMAL 0x1 /* Normal say command */
63 #define CS_SAY_SHOUT 0x2 /* Text is shouted. */
64 #define CS_SAY_GSAY 0x4 /* Text is group say command */
65
66 /* These are multiplication values that should be used when changing
67 * floats to ints, and vice version. MULTI is integer representatin
68 * (float to int), MULTF is float, for going from int to float.
69 */
70 #define FLOAT_MULTI 100000
71 #define FLOAT_MULTF 100000.0
72
73 /* ID's for the various stats that get sent across. */
74
75 #define CS_STAT_HP 1
76 #define CS_STAT_MAXHP 2
77 #define CS_STAT_SP 3
78 #define CS_STAT_MAXSP 4
79 #define CS_STAT_STR 5
80 #define CS_STAT_INT 6
81 #define CS_STAT_WIS 7
82 #define CS_STAT_DEX 8
83 #define CS_STAT_CON 9
84 #define CS_STAT_CHA 10
85 #define CS_STAT_EXP 11
86 #define CS_STAT_LEVEL 12
87 #define CS_STAT_WC 13
88 #define CS_STAT_AC 14
89 #define CS_STAT_DAM 15
90 #define CS_STAT_ARMOUR 16
91 #define CS_STAT_SPEED 17
92 #define CS_STAT_FOOD 18
93 #define CS_STAT_WEAP_SP 19
94 #define CS_STAT_RANGE 20
95 #define CS_STAT_TITLE 21
96 #define CS_STAT_POW 22
97 #define CS_STAT_GRACE 23
98 #define CS_STAT_MAXGRACE 24
99 #define CS_STAT_FLAGS 25
100 #define CS_STAT_WEIGHT_LIM 26
101 #define CS_STAT_EXP64 28
102 #define CS_STAT_SPELL_ATTUNE 29
103 #define CS_STAT_SPELL_REPEL 30
104 #define CS_STAT_SPELL_DENY 31
105
106 /* Start & end of resistances, inclusive. */
107 #define CS_STAT_RESIST_START 100
108 #define CS_STAT_RESIST_END 117
109 #define CS_STAT_RES_PHYS 100
110 #define CS_STAT_RES_MAG 101
111 #define CS_STAT_RES_FIRE 102
112 #define CS_STAT_RES_ELEC 103
113 #define CS_STAT_RES_COLD 104
114 #define CS_STAT_RES_CONF 105
115 #define CS_STAT_RES_ACID 106
116 #define CS_STAT_RES_DRAIN 107
117 #define CS_STAT_RES_GHOSTHIT 108
118 #define CS_STAT_RES_POISON 109
119 #define CS_STAT_RES_SLOW 110
120 #define CS_STAT_RES_PARA 111
121 #define CS_STAT_TURN_UNDEAD 112
122 #define CS_STAT_RES_FEAR 113
123 #define CS_STAT_RES_DEPLETE 114
124 #define CS_STAT_RES_DEATH 115
125 #define CS_STAT_RES_HOLYWORD 116
126 #define CS_STAT_RES_BLIND 117
127
128 /* Start & end of skill experience + skill level, inclusive. */
129 #define CS_STAT_SKILLEXP_START 118
130 #define CS_STAT_SKILLEXP_END 129
131 #define CS_STAT_SKILLEXP_AGILITY 118
132 #define CS_STAT_SKILLEXP_AGLEVEL 119
133 #define CS_STAT_SKILLEXP_PERSONAL 120
134 #define CS_STAT_SKILLEXP_PELEVEL 121
135 #define CS_STAT_SKILLEXP_MENTAL 122
136 #define CS_STAT_SKILLEXP_MELEVEL 123
137 #define CS_STAT_SKILLEXP_PHYSIQUE 124
138 #define CS_STAT_SKILLEXP_PHLEVEL 125
139 #define CS_STAT_SKILLEXP_MAGIC 126
140 #define CS_STAT_SKILLEXP_MALEVEL 127
141 #define CS_STAT_SKILLEXP_WISDOM 128
142 #define CS_STAT_SKILLEXP_WILEVEL 129
143
144 /* CS_STAT_SKILLINFO is used as the starting index point. Skill number->name
145 * map is generated dynamically for the client, so a bunch of entries will
146 * be used here. CS_NUM_SKILLS does not match how many skills there really
147 * are - instead, it is used as a range of values so that the client
148 * can have some idea how many skill categories there may be.
149 */
150 #define CS_STAT_SKILLINFO 140
151 #define CS_NUM_SKILLS 50
152
153 /* These are used with CS_STAT_FLAGS above to communicate S->C what the
154 * server thinks the fireon & runon states are.
155 */
156 #define SF_FIREON 0x01
157 #define SF_RUNON 0x02
158
159 /* The following are the color flags passed to new_draw_info.
160 *
161 * We also set up some control flags
162 *
163 * NDI = New Draw Info
164 */
165
166 /* Color specifications - note these match the order in xutil.c */
167 /* Note 2: Black, the default color, is 0. Thus, it does not need to
168 * be implicitly specified.
169 */
170 #define NDI_BLACK 0
171 #define NDI_WHITE 1
172 #define NDI_NAVY 2
173 #define NDI_RED 3
174 #define NDI_ORANGE 4
175 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */
176 #define NDI_DK_ORANGE 6 /* DarkOrange2 */
177 #define NDI_GREEN 7 /* SeaGreen */
178 #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
179 /* Than seagreen - also background color */
180 #define NDI_GREY 9
181 #define NDI_BROWN 10 /* Sienna */
182 #define NDI_GOLD 11
183 #define NDI_TAN 12 /* Khaki */
184
185 #define NDI_MAX_COLOR 12 /* Last value in */
186 #define NDI_COLOR_MASK 0xff /* Gives lots of room for expansion - we are */
187 /* using an int anyways, so we have the space */
188 /* to still do all the flags */
189
190
191 #define NDI_UNIQUE 0x100 /* Print this out immediately, don't buffer */
192 #define NDI_ALL 0x200 /* Inform all players of this message */
193
194 /* Flags for the item command */
195 enum {a_none, a_readied, a_wielded, a_worn, a_active, a_applied};
196 #define F_APPLIED 0x000F
197 #define F_LOCATION 0x00F0
198 #define F_UNPAID 0x0200
199 #define F_MAGIC 0x0400
200 #define F_CURSED 0x0800
201 #define F_DAMNED 0x1000
202 #define F_OPEN 0x2000
203 #define F_NOPICK 0x4000
204 #define F_LOCKED 0x8000
205
206 #define CF_FACE_NONE 0
207 #define CF_FACE_BITMAP 1
208 #define CF_FACE_XPM 2
209 #define CF_FACE_PNG 3
210 #define CF_FACE_CACHE 0x10
211
212 /* Used in the new_face structure on the magicmap field. Low bits
213 * are color informatin. For now, only high bit information we need
214 * is floor information.
215 */
216 #define FACE_FLOOR 0x80
217 #define FACE_WALL 0x40 /* Or'd into the color value by the server
218 * right before sending.
219 */
220 #define FACE_COLOR_MASK 0xf
221
222 #define UPD_LOCATION 0x01
223 #define UPD_FLAGS 0x02
224 #define UPD_WEIGHT 0x04
225 #define UPD_FACE 0x08
226 #define UPD_NAME 0x10
227 #define UPD_ANIM 0x20
228 #define UPD_ANIMSPEED 0x40
229 #define UPD_NROF 0x80
230
231 /* The flag values sent by the updspell command */
232 #define UPD_SP_MANA 0x01
233 #define UPD_SP_GRACE 0x02
234 #define UPD_SP_DAMAGE 0x04
235
236 #define SOUND_NORMAL 0
237 #define SOUND_SPELL 1
238
239 /* Contains the base information we use to make up a packet we want to send. */
240 typedef struct SockList {
241 int len;
242 unsigned char *buf;
243 } SockList;
244
245 typedef struct CS_Stats {
246 int ibytes; /* ibytes, obytes are bytes in, out */
247 int obytes;
248 short max_conn; /* Maximum connections received */
249 time_t time_start; /* When we started logging this */
250 } CS_Stats;
251
252
253 extern CS_Stats cst_tot, cst_lst;
254
255 #endif