/* * static char *rcsid_newclient_h = * "$Id: newclient.h,v 1.6 2005/05/29 15:34:44 tchize Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* This file defines various flags that both the new client and * newserver uses. These should never be changed, only expanded. * Changing them will likely cause all old clients to not work properly. * While called newclient, it is really 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 */ /* It is trivial to keep a link of copy of this file in the client * or server area. But keeping one common file should make things * more reliable, as both the client and server will definately be * talking about the same values. */ #ifndef NEWCLIENT_H #define NEWCLIENT_H /* Maximum size of any packet we expect. Using this makes it so we don't need to * allocated and deallocated teh same buffer over and over again and the price * of using a bit of extra memory. IT also makes the code simpler. */ #define MAXSOCKBUF 10240 #define CS_QUERY_YESNO 0x1 /* Yes/no question */ #define CS_QUERY_SINGLECHAR 0x2 /* Single character response expected */ #define CS_QUERY_HIDEINPUT 0x4 /* Hide input being entered */ #define CS_SAY_NORMAL 0x1 /* Normal say command */ #define CS_SAY_SHOUT 0x2 /* Text is shouted. */ #define CS_SAY_GSAY 0x4 /* Text is group say command */ /* These are multiplication values that should be used when changing * floats to ints, and vice version. MULTI is integer representatin * (float to int), MULTF is float, for going from int to float. */ #define FLOAT_MULTI 100000 #define FLOAT_MULTF 100000.0 /* ID's for the various stats that get sent across. */ #define CS_STAT_HP 1 #define CS_STAT_MAXHP 2 #define CS_STAT_SP 3 #define CS_STAT_MAXSP 4 #define CS_STAT_STR 5 #define CS_STAT_INT 6 #define CS_STAT_WIS 7 #define CS_STAT_DEX 8 #define CS_STAT_CON 9 #define CS_STAT_CHA 10 #define CS_STAT_EXP 11 #define CS_STAT_LEVEL 12 #define CS_STAT_WC 13 #define CS_STAT_AC 14 #define CS_STAT_DAM 15 #define CS_STAT_ARMOUR 16 #define CS_STAT_SPEED 17 #define CS_STAT_FOOD 18 #define CS_STAT_WEAP_SP 19 #define CS_STAT_RANGE 20 #define CS_STAT_TITLE 21 #define CS_STAT_POW 22 #define CS_STAT_GRACE 23 #define CS_STAT_MAXGRACE 24 #define CS_STAT_FLAGS 25 #define CS_STAT_WEIGHT_LIM 26 #define CS_STAT_EXP64 28 /* Start & end of resistances, inclusive. */ #define CS_STAT_RESIST_START 100 #define CS_STAT_RESIST_END 117 #define CS_STAT_RES_PHYS 100 #define CS_STAT_RES_MAG 101 #define CS_STAT_RES_FIRE 102 #define CS_STAT_RES_ELEC 103 #define CS_STAT_RES_COLD 104 #define CS_STAT_RES_CONF 105 #define CS_STAT_RES_ACID 106 #define CS_STAT_RES_DRAIN 107 #define CS_STAT_RES_GHOSTHIT 108 #define CS_STAT_RES_POISON 109 #define CS_STAT_RES_SLOW 110 #define CS_STAT_RES_PARA 111 #define CS_STAT_TURN_UNDEAD 112 #define CS_STAT_RES_FEAR 113 #define CS_STAT_RES_DEPLETE 114 #define CS_STAT_RES_DEATH 115 #define CS_STAT_RES_HOLYWORD 116 #define CS_STAT_RES_BLIND 117 /* Start & end of skill experience + skill level, inclusive. */ #define CS_STAT_SKILLEXP_START 118 #define CS_STAT_SKILLEXP_END 129 #define CS_STAT_SKILLEXP_AGILITY 118 #define CS_STAT_SKILLEXP_AGLEVEL 119 #define CS_STAT_SKILLEXP_PERSONAL 120 #define CS_STAT_SKILLEXP_PELEVEL 121 #define CS_STAT_SKILLEXP_MENTAL 122 #define CS_STAT_SKILLEXP_MELEVEL 123 #define CS_STAT_SKILLEXP_PHYSIQUE 124 #define CS_STAT_SKILLEXP_PHLEVEL 125 #define CS_STAT_SKILLEXP_MAGIC 126 #define CS_STAT_SKILLEXP_MALEVEL 127 #define CS_STAT_SKILLEXP_WISDOM 128 #define CS_STAT_SKILLEXP_WILEVEL 129 /* CS_STAT_SKILLINFO is used as the starting index point. Skill number->name * map is generated dynamically for the client, so a bunch of entries will * be used here. 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. */ #define CS_STAT_SKILLINFO 140 #define CS_NUM_SKILLS 50 /* These are used with CS_STAT_FLAGS above to communicate S->C what the * server thinks the fireon & runon states are. */ #define SF_FIREON 0x01 #define SF_RUNON 0x02 /* The following are the color flags passed to new_draw_info. * * We also set up some control flags * * NDI = New Draw Info */ /* Color specifications - note these match the order in xutil.c */ /* Note 2: Black, the default color, is 0. Thus, it does not need to * be implicitly specified. */ #define NDI_BLACK 0 #define NDI_WHITE 1 #define NDI_NAVY 2 #define NDI_RED 3 #define NDI_ORANGE 4 #define NDI_BLUE 5 /* Actually, it is Dodger Blue */ #define NDI_DK_ORANGE 6 /* DarkOrange2 */ #define NDI_GREEN 7 /* SeaGreen */ #define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ /* Than seagreen - also background color */ #define NDI_GREY 9 #define NDI_BROWN 10 /* Sienna */ #define NDI_GOLD 11 #define NDI_TAN 12 /* Khaki */ #define NDI_MAX_COLOR 12 /* Last value in */ #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 */ #define NDI_UNIQUE 0x100 /* Print this out immediately, don't buffer */ #define NDI_ALL 0x200 /* Inform all players of this message */ /* Flags for the item command */ enum {a_none, a_readied, a_wielded, a_worn, a_active, a_applied}; #define F_APPLIED 0x000F #define F_LOCATION 0x00F0 #define F_UNPAID 0x0200 #define F_MAGIC 0x0400 #define F_CURSED 0x0800 #define F_DAMNED 0x1000 #define F_OPEN 0x2000 #define F_NOPICK 0x4000 #define F_LOCKED 0x8000 #define CF_FACE_NONE 0 #define CF_FACE_BITMAP 1 #define CF_FACE_XPM 2 #define CF_FACE_PNG 3 #define CF_FACE_CACHE 0x10 /* Used in the new_face structure on the magicmap field. Low bits * are color informatin. For now, only high bit information we need * is floor information. */ #define FACE_FLOOR 0x80 #define FACE_WALL 0x40 /* Or'd into the color value by the server * right before sending. */ #define FACE_COLOR_MASK 0xf #define UPD_LOCATION 0x01 #define UPD_FLAGS 0x02 #define UPD_WEIGHT 0x04 #define UPD_FACE 0x08 #define UPD_NAME 0x10 #define UPD_ANIM 0x20 #define UPD_ANIMSPEED 0x40 #define UPD_NROF 0x80 #define SOUND_NORMAL 0 #define SOUND_SPELL 1 /* Contains the base information we use to make up a packet we want to send. */ typedef struct SockList { int len; unsigned char *buf; } SockList; typedef struct CS_Stats { int ibytes; /* ibytes, obytes are bytes in, out */ int obytes; short max_conn; /* Maximum connections received */ time_t time_start; /* When we started logging this */ } CS_Stats; extern CS_Stats cst_tot, cst_lst; /*Constants in the form EMI_ is for extended map infos. * Even if the client select the additionnal infos it wants * on the map, there may exist cases where this whole info * is not given in one buch but in separate bunches. This * is done performance reasons (imagine some info related to * a visible object and another info related to a 4 square * width and height area). At the begin of an extended info packet * is a bit field. A bit is activated for each extended info * present in the data */ /* Meanings: * EMI_NOREDRAW Take extended infos into account but don't redraw, * some additionnal datas will follow in a new packet * EMI_SMOOTH Datas about smoothing */ #define EMI_NOREDRAW 0x01 #define EMI_SMOOTH 0x02 /*this last one says the bitfield continue un next byte * There may be several on contiguous bytes. So there is 7 * actual bits used per byte, and the number of bytes * is not fixed in protocol */ #define EMI_HASMOREBITS 0x80 /* used by ext text */ /* message types */ #define MSG_TYPE_BOOK 1 #define MSG_TYPE_CARD 2 #define MSG_TYPE_PAPER 3 #define MSG_TYPE_SIGN 4 #define MSG_TYPE_MONUMENT 5 #define MSG_TYPE_SCRIPTED_DIALOG 6 #define MSG_TYPE_MOTD 7 #define MSG_TYPE_ADMIN 8 /* book messages subtypes */ #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 8 #define MSG_TYPE_BOOK_SPELL_PRAYER 9 #define MSG_TYPE_BOOK_SPELL_PYRO 10 #define MSG_TYPE_BOOK_SPELL_SORCERER 11 #define MSG_TYPE_BOOK_SPELL_SUMMONER 12 /* card messages subtypes*/ #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_ELEGANT_1 4 #define MSG_TYPE_CARD_ELEGANT_2 5 #define MSG_TYPE_CARD_ELEGANT_3 6 #define MSG_TYPE_CARD_STRANGE_1 7 #define MSG_TYPE_CARD_STRANGE_2 8 #define MSG_TYPE_CARD_STRANGE_3 9 #define MSG_TYPE_CARD_MONEY_1 10 #define MSG_TYPE_CARD_MONEY_2 11 #define MSG_TYPE_CARD_MONEY_3 12 /* Paper messages subtypes */ #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_LETTER_OLD_1 4 #define MSG_TYPE_PAPER_LETTER_OLD_2 5 #define MSG_TYPE_PAPER_LETTER_NEW_1 6 #define MSG_TYPE_PAPER_LETTER_NEW_2 7 #define MSG_TYPE_PAPER_ENVELOPE_1 8 #define MSG_TYPE_PAPER_ENVELOPE_2 9 #define MSG_TYPE_PAPER_SCROLL_OLD_1 10 #define MSG_TYPE_PAPER_SCROLL_OLD_2 11 #define MSG_TYPE_PAPER_SCROLL_NEW_1 12 #define MSG_TYPE_PAPER_SCROLL_NEW_2 13 #define MSG_TYPE_PAPER_SCROLL_MAGIC 14 /* road signs messages subtypes */ #define MSG_TYPE_SIGN_BASIC 1 #define MSG_TYPE_SIGN_DIR_LEFT 2 #define MSG_TYPE_SIGN_DIR_RIGHT 3 #define MSG_TYPE_SIGN_DIR_BOTH 4 /* stones and monument messages */ #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_STATUE_1 4 #define MSG_TYPE_MONUMENT_STATUE_2 5 #define MSG_TYPE_MONUMENT_STATUE_3 6 #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_WALL_1 10 #define MSG_TYPE_MONUMENT_WALL_2 11 #define MSG_TYPE_MONUMENT_WALL_3 12 /* dialog messsage */ #define MSG_TYPE_DIALOG_NPC 1 /*A message from the npc*/ #define MSG_TYPE_DIALOG_ANSWER 2 /*One of possible answers*/ #define MSG_TYPE_DIALOG_ANSWER_COUNT 3 /*Number of possible answers*/ /* admin messages */ #define MSG_TYPE_ADMIN_RULES 1 #define MSG_TYPE_ADMIN_NEWS 2 #endif